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The Kitsune Empire of Xiscapia's Factbook (FT) (2.5)

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Xiscapia
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Posts: 12725
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The Kitsune Imperial Navy

Postby Xiscapia » Sat Oct 08, 2011 8:19 pm

Seal
(KIN, also sometimes referred to as Xiscapian Imperial Navy, XIN)
Motto: Galactic Reach, Galactic Power

The KIN has its roots in the first Xiscapian colony ships that lifted off from Old Xiscapia over two thousand years ago. Though these craft were few in number and not dedicated warships they carried their own complements of escort and small craft and comprise the first armed Xiscapian craft in space. Once the two colony ships came to rest on modern-day Xiscapia a millennia ago the colonists lost no time in stripping down the craft for parts and metals to build, among other things, new vessels that could explore the surrounding system. Out of this a nascent Kitsune Imperial Navy was born, soon to be thrust into the fires of combat as the first war against the Korr began and the two sides clashed for the first time in space around the moons of Jomstar. It was through the Korr Wars that KIN doctrine, protocol, weapons and technology evolved, continuing on even after the Wars ended to the present-day organization.

Having fought more battles in the last twenty years alone than most nations fight in a century, the KIN has a core of experienced professional officers and is highly regarded for its discipline, skill and ability to do great things with small forces. Though it has gone up against countless opponents and its forces frequently find themselves outnumbered by more numerous foes, the KIN has only rarely lost a battle and almost never fails to inflict significant damage on the enemy through the capture and destruction of his ships and troops. Part of this can be attributed to the concept of an ever growing and advancing force which is not afraid to take on and incorporate new ideas or foreign concepts, even if they do not always work; the Veil class Interdiction Frigates, Caecus Astrum Stations and Gun Orbs are just a few of the most striking examples. Another factor is that the KIN is almost constantly in action, at the forefront of the Kitsune Empire's expansion and therefore making contact with the enemy far more often than their ground-based XIA counterparts. In this way the KIN maintains itself as a state-of-the-art, highly effective force, living up to its motto: Galactic Reach, Galactic Power.

As a force the KIN has two main responsibilities paralleling that of the Imperial Army: protection of Kitsune Imperial territory and the assaulting of hostile territory. On the defensive the KIN coordinates with Customs forces, corporate fleets and native militia fleets where they exist, as well as static defenses (platforms, mines, stations, etc.) to prevent the enemy from landing troops on Xiscapian installations and worlds and likewise to destroy their warships before they can move in to provide orbital support. Because Xiscapian territory tends to be heavily fortified garrison fleets are quite comfortable fighting a proverbial stone's throw away from their planet or main base, as the enemy choosing to engage them in their territory only gives them more forces to call upon. Similarly they do not usually need to worry about population centers or ground bases being initially bombarded, as they are usually protected by strong theater or planetary shields, though KIN doctrine calls for orbital control of friendly worlds at all times and hostile worlds whenever possible. Space assets such as dockyards, fleet bases and factories are somewhat more vulnerable to fleet attack, but given their own garrisons they can usually defend themselves adequately until reinforcements arrive.

On the offensive the KIN tends to divide and conquer. One of the main objectives when attacking hostile territory is to make way for the landing of Imperial Marines or XIA troops onto the primary world or installation(s), so a KIN fleet will often endeavor to draw out and scatter an opposing force, usually by attacking remote outposts and asteroid colonies initially to pull ships away from garrison duties to respond to the assaults. Once the enemy has been dispersed the KIN will move to crush what is left of his main force and project fighter craft into orbit (or around his base) to strip it of defenses and make way for troop transports. Of course, this does not always apply as every situation is different and may require a different approach. Once the KIN is in control of a territory its task becomes that of resupplying, reinforcing and supporting ground units where they exist, and to fortify to defend against an enemy counterattack.

Apart from these, the KIN has a number of other secondary and tertiary duties less obvious or glamorous which nevertheless make up a vital part of its service to the Kitsune Empire. This includes tracking and destroying pirates, conducting commerce raids on enemy shipping, escorting its own and friendly merchants against attack, assisting Customs in intra-system patrol and interception, transporting colonists, equipment and raw materials to newly discovered or conquered systems and placing and maintaining system defenses, installations and assets. Additionally, not all of the KIN is combat-oriented, as it operates craft and trains crew to conduct scouting missions, survey stellar objects, transport personnel and supplies, harvest resources from asteroid fields and planets, interdict starships entering restricted areas, grow food and provide medical care. Many KIN personnel do not ever even leave their assigned system, as they work aboard ultralight haulers, stations, satellite bases or ground bases. Indeed, Xiscapians who sign up for service with the KIN can leave after a tour of duty assured that they can find a job elsewhere because of the vast array of skills the organization cultivates and trains.

Demographically, the KIN contains less overall members than the XIA, but its personnel tend to be more skilled and highly educated, as is demanded by their work. The KIN also has less aliens serving than the XIA, as it is quicker and easier to train for and fight in the Imperial Army than the highly technical Imperial Navy, meaning that those who do join are often highly patriotic. Where the male:female ratio in the XIA is a lopsided 3:1, the same ratio is 1:2 in the Kitsune Imperial Navy, particularly among pilots and medical personnel. Statistically, most KIN personnel serve at least part of their tour aboard a station or other orbital installation, with a minority going their full service on a starship. Imperial Marines make up the most fluid class, often switching from starship to station to ground base all in one tour, while high-ranking officers (Lieutenants, Commanders, Captains) are the most static, going entire tours without changing ships.
Last edited by Xiscapia on Sat Oct 08, 2011 9:23 pm, edited 1 time in total.
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The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
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Xiscapia
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Posts: 12725
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Left-Leaning College State

KIN Data: Rankings and Organization

Postby Xiscapia » Sat Oct 08, 2011 8:20 pm

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.


Armory: A ship's armory is where its small arms, emplacement weapons, explosives, ammunition and ordinance is kept. Though all members of the KIN are armed with at least a service pistol, during counter-boarding actions or landings involving non-Marine personnel heavier weapons will be issued from the armory. The armory also houses a firing range, supplies for servicing and maintaining weapons and spare parts. Most armories include spare sets of armor, equipment like personal shields, hologram spheres and the like. Some vessels may only have a single small compartment that houses a few dozen carbines and shotguns, while larger ships will have multiple armories placed strategically throughout their superstructures.

Bridge: Comparable to the brain of the ship, the bridge is the place on the ship where the command staff resides and exerts their control over the rest of the ship's systems. It is always nestled deep inside vessel's mass, at or near the center where it is protected by as much armor and hull plating as possible, and furthest from any boarding parties. Orders from the bridge supersede any commands made at localized areas, overriding them to give the command staff as much control as possible over the craft. If necessary officers on the bridge can automatically lock out an area and take over its functions from the bridge, in case of communications failure, catastrophic damage or capture by hostile forces. Large ships may have an automated back-up bridge that can continue to control the ship in case the main bridge falls into enemy hands or is destroyed.

Brig: Aboard a KIN warship the brig is a military prison where captured enemy combatants, prisoners of war and beings who are a threat to the safety of the ship are kept. In some cases crew and troops who need to be disciplined are kept in the brig as well, though always separate from any POWs or imprisoned hostiles. Confinement to the brig is always a short-term status, usually until the ship in question can offload prisoners at a dedicated prison facility or camp; for crew the punishment is short to avoid short-handing the ship's complement. The brig is always kept under guard by a section of Imperial Marines, with heavier contingents if there are many dangerous prisoners aboard and lighter units if there are few or none, and automated defenses are also stationed around the brig to dissuade and prevent escape attempts. Small brigs might hold only a handful of beings, while large ones might have the capacity for hundreds or thousands of prisoners.

Cargo Module: Often a large series of compartments near the surface of the hull, a ship's cargo module is full of materials, supplies and equipment that the craft might be hauling. This varies from ship to ship based on assignment and destination, but usually includes military supplies bound for the next port of call. Also usually included in the manifest is the vehicles the ship has aboard for Imperial Marine operations, if any. Small warships have no or very small cargo modules, and large ones tend to have entire decks devoted to it. Cargo is usually extracted manually by means of hatches that extend into ramps connected to the destination.

Communal Showers: Much like a sport locker room, the communal showers are used by entire shifts of the crew at once. They can be accessed at all times through the shifts but individual sections of crew will usually all wash together at the same time to avoid putting too much strain on the system. The showers are not segregated, and soap, shampoo and towels are supplied by the KIN. Because of the high possibility of the moist, dim rooms harboring infectiousness diseases the communal showers are cleaned frequently, which is normally used as a punishment for misbehaving crew.

Computer Core: Kept in the vicinity of the bridge, a ship's computer core is the main repository for its data banks, processing power and artificial/virtual intelligence. Though an A.I. can generally go anywhere aboard a vessel, its mainframe is housed within the computer core. Redundant digital backups of the computer core are available on all KIN craft in the event of a critical failure. Though a ship can be operated "manually" from the bridge or similar area orders and messages are usually routed through the Core.

Conference Room: One of the only rooms aboard with any hint of luxury, the Conference Room is a moderately sized compartment outfitted with one or more tables, plush chairs, hologram projectors and various convenience items. Dedicated to making guests and officers feel comfortable during their meetings, the Conference Room is used when meeting with foreign dignitaries or non-KIN personnel aboard the ship, or when the ship's officers need to convene in private. Small ships have no Conference Rooms, while larger craft may have over a dozen spread out across the decks. These are normally situated near officer's quarters, the bridge and hanger bays as necessary.

Crew Quarters: Set up as one or more decks where spacers and soldiers not of officer class bunk for off-duty and sleep shifts. Quarters are set up with between four to eight bunks in a compartment, depending on the ship in question, with access to a toilet, sink and computer terminal. Strongboxes and wardrobes are provided for the storage of uniforms and personal effects. Like showers, the quarters are not gender-segregated, and include a mix of crew and troops aboard. Attack ships and smaller support ships may only need a handful of rooms to house the majority of their crew and troops, while large capitals tend to require multiple decks devoted to it.

Displacement Control: A method of near-instantaneous transport available on some ships, Displacement is usually deployed for the swift movement of small groups of people or a few tons of cargo from one place to another. Displacement Control generally consists of the Jaunt chamber where the process occurs and a control room where technicians oversee the Displacement to the target destination. As they often lack the range to send objects from a ship in orbit to a planet's surface, they are typically used to move desired persons or items between ships or installations. Though Displacement is much safer than similar methods of transport (e.g. "transporters") it is still often mistrusted by KIN personnel, and therefore not widely in use.

Drone Storage and Supply: Most KIN warships utilize drones to help maintain the ship and assist in damage control and repair. These autonomous units are stored in compartments generally attached to engineer bays or machine shops where they stay to charge, rotating out in shifts. When called upon the drones will release from their charge booths and move to the afflicted area along with damage control teams, assisting with their tools and caches of supplies.

Engine Room: Always stationed deep within the ship's superstructure, "engine room" is something of an anachronism, dating from the time when Xiscapian starships still relied on torch drives. In modern times the engine room is in fact a gravitic drive that exudes force as required in a given direction to propel the craft. Personnel assigned to the engine room are responsible for maintaining it and running diagnostics to ensure that it is consistently operating to full capacity. Most ships have only a single engine room, but the largest may have more than one.

Engineering Bay: One of the most important compartments on a ship, the Engineering Bay is where engineer-technicians run their diagnostics on the rest of the ship to learn its status up to the second. During combat the Engineering Bay will transmit detailed reports on the various systems periodically to the bridge to keep the senior staff in the loop and up-to-date on where and how the vessel has been damaged. If necessary damage control teams will be dispatched from the Engineering Bay to the afflicted area to repair it. On capital and production ships the Engineering Bay is larger and houses extensive processing, refinement, fabrication and manufacturing facilities. On very large warships there may be multiple Engineering Bays, each one charged with monitoring a different section of ship.

Fire Control Center: Installed on most ships with multiple batteries, Fire Control Centers are one or more compartments generally situated near the bridge where junior tactical officers take orders from the senior tactical officer on the bridge and use it to direct their weapons. Normally one or more officers will be assigned to a bank of weapons, where they will be in charge of directing fire using the computer interfaces. Because of the distances and forces involved on-board targeting computers do most of the work, with the officers present as oversights and controllers. Small warships with only a handful of weapons do not have a Fire Control Center, as their offensive capabilities can be handled by one or two Tactical Officers on the bridge, while large ones can have dozens. Each Fire Control Center is capable of operating both independent of the bridge and autonomously to engage threats without any crew interaction, in the event that the crew is killed or incapacitated.

Gymnasium: Part of the recreational facilities, the gym is a compartment or series of compartments where crew, troops, passengers and visitors can go to work out and exercise. The gym will typically include exercise equipment, space for laps and games, mats for wrestling and acrobatics and other athletics-related activities. While use of the gym is not mandated by the KIN, a certain level of physical fitness is, so a ship's gymnasium sees almost constant use by off-duty crew and troops. Small vessels may not possess a gymnasium, while large ones usually have a number of them.

Hanger: A ship's hanger is an area for the storing and serving of its small craft, including fighters, transports, tugs and drones. Hangers range in size from tiny compartments enough to launch and receive probes to the massive bays found on some support, capital and supercapital craft that can hold entire attack ships inside them. The bay is typically nestled inside the ship's body, away from the hull, launching craft via an elevator that opens bay doors and propels them into the void. A typical hanger will include space for the storage and ready launch of craft, facilities and equipment to refuel, rearm and repair them and ready rooms for both pilots and engineer-technicians, which may also include a Procul V.R. room. While almost all craft can launch and receive probes and small drones, only larger vessels have bays large enough to be considered hangers, the biggest of which can launch hundreds of ships at a time.

Jaunt Drive: One of the core systems along with the bridge, reactor and similar components, the Jaunt Drive is equipped on every modern ship in the KIN. The drive itself is built into the ship, and is typically not removed unless the craft is undergoing a complete overhaul. The compartment housing it allows the personnel within to monitor it for fluctuations and, with the proper clearance codes, shut it down to prevent a cataclysmic reaction should the Drive go out of control. Many older model ships have had their hyperdrives replaced with Jaunt Drives in recent years, necessitating the building of a Jaunt Drive control room inside them.

Machine Shops: Related to the Engineering Bay, machine shops are tended to by engineer-technicians who fix equipment circulating through the ship. This includes weapons, armor, drones, personal computers, vox units and similar pieces of technology. The machine shops are full of spare parts and raw materials that can be used to repair or replace practically anything that is broken, malfunctions or lost, as crafted by the staff manning the department. On occasion the shops are also responsible for analyzing pieces of alien technology picked up by a ship on assignment, during which they may be submitted to preliminary tests before being handed over to a proper laboratory. Almost all ships have at least one small machine shop, though the exact size and number varies depending on class.

Medical Bay: Also known as the ship's hospital or infirmary, the medical bay is staffed by doctors who are responsible for keeping the crew and troops aboard healthy and in shape. During and after combat they also handle casualties, diagnosing and treating the wounded and tagging and storing the dead. A medical bay will generally have a main room where patients are kept under general observation, multiple operating and quarantine rooms, offices for the doctors and a ship's morgue. Crew and troops report to the medical bay once a month at an assigned time for a checkup, and after every combat encounter, Away assignment and before boarding and leaving the ship for an extended period of time. All ships have a medical bay, and some have more than one to reduce strain.

Mess Hall: Much like the communal showers, the mess hall is a place where a shift of crew and troops will come together, in this case to eat a meal. Also called a cafeteria, the hall is set up with a number of tables spread out across one large compartment, with at least one smaller compartment where food is served, utensils are dispensed and condiments and seasonings are available. Individual crew members are generally free to come and go as they please, but shifts meet periodically for meals at all hours. Food is usually freeze-dried and prepackaged to be prepared by spacers and served in rationed amounts. If a ship is small it could only have one cafeteria, but large vessels could have several.

Officer Quarters: The same as crew quarters, officer quarters are living spaces for the higher-ranking members aboard ship. Officers sleep two to a room or alone and have larger bunks as well as a writing desk, personal terminal, their own bathroom including a shower, storage locker and wardrobe, personal appliances, a hologram generator and various personal effects. Some quarters may also have an a lounge where guests may be entertained; the largest and most luxurious cabins are more like apartment flats than quarters. Junior officers tend to sleep two to a room while senior officers up to admirals have their own cabins. Due to the rank structure and pyramid hierarchy, there are always less officer quarters than crew quarters, though they are usually kept on the same deck.

Reactor Core: Always placed near the bridge, the reactor core is responsible for providing power to the rest of the ship. Utilizing the energy from a matter-antimatter reaction, one reactor core can keep a warship functional throughout its operational lifetime through multiple refits and entire overhauls. The compartment around the core allows for monitoring, much like the Jaunt Drive. The process for replenishing the core is a lengthy one that must be performed in port at a KIN facility, but fortunately only has to be done once every few decades. Is is very rare for a starship to need more than one reactor core, but they do exist.

Recreation: One of the favored places for an off-duty crewman, the recreation hall provides entertainment for crew who are not on-duty or otherwise tending to their needs. The hall is home to electronic game systems, a lounge area, common rooms, public terminals for accessing documents or the Imperial Battlenet and other services. Long-range ships, or those that are fitted for extended assignments often have a store installed aboard ship where luxury items and supplies normally only available in port can be purchased from a KIN subsidy company. Even small ships have a recreation area, and large ones often have several.

Shield Generator: Placed in a protected compartment like the Jaunt Drive, Reactor or Computer Core or Engine Room, the Shield Generator provides the ship's most formidable defense. Projecting a variety of shields as well as disruptive and enclosing fields, a single generator is capable of protecting an entire vessel from attack. However, most generators are arranged into systems of redundant backups that enclose and overlap each other, making them exceptionally difficult to pierce or break. The compartments allow for monitoring and diagnostics of the various generators, and easy removal and replacement should one become overloaded and burn out.

Storage Compartments: Different from cargo bays, storage compartments are dedicated to holding all the supplies a ship will need over the course of its assignment. These include various sundries, foodstuffs, inert ammunition and ordinance, uniforms and armor, spare equipment and replacement parts and the like. Whereas cargo is usually only touched when its is loaded and taken off the ship, items in storage are frequently removed and sometimes returned as needed. An officer appointed as quartermaster oversees the movement of supplies from storage compartments. The bigger the ship and crew, the more storage compartments it will possess.

Virtual Reality: Part of the recreation deck, a Virtual Reality chamber can be used as equal parts entertainment and training. Different modules allow one to become involved with interactive storytelling, see history beautifully recreated before them or create environments around them for their amusement, or they can summon up opponents, equipment and scenarios for combat practice purposes. The chamber involves the user(s) strapping themselves into booths via their neural links and entering the blank reality, from where they control it until they are either overridden or choose to exit. Virtual Reality chambers are thus valued by both officers and crew for their versatility and usefulness. Some V.R. units can take dozens of users at once.


Deck One:
-Hanger
-Brig

Deck Two:
-Recreation
-Gymnasium
-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
-Engine Room


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. On capital ships and other craft capable of independent production of materials, supplies and units they will also oversee the manufacturing process. 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

Human version

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 Mon May 07, 2012 7:23 pm, edited 15 times in total.
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KIN: Weapons and Technology

Postby Xiscapia » Sat Oct 08, 2011 9:24 pm

Technology breakdown:

Due to their large size and energy requirements, Grazer weapons were once found only on large capital warships and static defense stations, but research and development has allowed the Kitsune Imperial Navy to mount them on their warship in greater numbers. 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 vastly superior in power 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, with cooldown times increasing proportionally to the size of the grazer platform.


Spinals, also referred to as the Magnetic Accelerator Cannon (MAC), propel a thousand ton or less shell made of depleted uranium and typically tipped with a nuclear warhead at c-frac speeds. The exact size depends on the mass of the platform firing it, but the slug always travels the length of the platform 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 orders of magnitude more powerful than the standard quench gun, though missiles and torpedoes are more or less powerful depending on type and size of payload and circumstances. Spinals can be found on most KIN ships since they were successfully miniaturized to fit on the 100-meter Invictus destroyer, serving as the main, ship-killing weapon for most of the classes. Due to their raw destructive power, spinals are the favored weapons of the KIN.


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 the target's network, shipboard A.I., generators which supply systems such as shields, life support, weapons and lighting with power, and other critical devices by overloading them with ionic radiation that it typically harmless to living things but highly debilitating to systems. 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, man-portable cannons and handheld guns exist, which are typically used against automatons.


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. In recent times lasers have fallen out of popularity as more effective weapons have been discovered and invented, but they are still widely used as adequate multi-purpose weapons.


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. AP cannons have replaced laser bulbs on KIN vessels as point-defense weapons.


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, usually multi-ton shells, which are either Relativistic Kill Vehicles or packed with explosives, ion bursts, 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 244-inch cannons, 6.2 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 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.


Taken from the Alversian arsenal, the self forging penetrator is a warhead that does not involve a payload but is instead consists of a disk behind an flat dish. When it is fired, it travels to within a thousand meters or less of its target before the explosive is detonated, blowing the dish into a cloud of shrapnel. The dish is capable of forming rods for armour penetration, larger discs for use against shields or exploding in a cloud of metal fragments for use against fighters. The fact that the payload will continue towards its target even if the missile is destroyed makes the SFP exceptionally difficult to effectively intercept. The KIN has taken to using this weapon in terror bombardments of ground targets as well as space engagements.


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.


Molli-filament: Molli-filament wire is impossible to see with the unaided human eye and as such proves to be a perfect area denial system for unsuspecting or unwary intruders who would lose fingers, hands, feet, or entire limbs and torso/trunk simply by being careless. Molli-filament wire is very hard to damage as it is very thin and hard to hit -and if you try to cut it, chances are the offending object will just fall apart in two pieces during the process. Molli-filament is used as an anti-personnel obstacles where the wire is statically deployed at various heights or crisscrossed in a random pattern to form an impromptu spider web-like array.

The Molli-filament technology can be taken a step farther in the introduction of high speed Molli-filament spoolers. Boarders/security threats can be engaged by a short range solo-filament spooler which will force nearly all of its three meter coil of solo-filament into the target at a high rate of speed, alternately charging the Molli-filament field with positive and negative feed, causing the Molli-filament to twist and coil around itself, cutting through vital organs in the process. Once a meter or more of the Molli-filament is coiled inside the main trunk of the target, the flail spooler will send a small electric charge through the Molli-filament making it violently whip back and forth, writhing randomly and quickly around inside the target. The result is that the internal organs and most of the bone structure of the target are quickly rendered into diced pulp. Several Molli-filament spoolers can be mounted near a security checkpoint/ship corridor chokepoint and can strike the target all at once from different angles or multiple targets can be engaged as the threat situations requires.

Molli-filament wire runners can be used in starship corridors; operating on nearly frictionless tracks and driven by high speed motors, these defense systems are mounted at floor and ceiling. Upon activation, the runners drop from the ceiling and rise from the floor, roughly at chest and knee height on an average human. Strung between the two runners was is one molecule thin wire, held in suspension by a high powered modulated electromagnetic field generated along its length. The total time of transition, from activation to completion of the run, along a ten meter stretch of hall, is just under three seconds. During that time, the fast moving Molli-filament wire will pass through any intruder at the desired height with ease, creating near instantaneous amputations of the legs, arms and central trunk of a human average height intruder. The incisions are so finely cut that it might be several seconds before the brain actually realized that damage had been done on such a catastrophic level. Variances of this installation can also be spider webbed floor mounts that activate via pressure plates, drawing twelve Molli-filament wires together in a rapidly intertwining circular pattern around a single individual. Other designs utilize horizontal or vertical arrays of Molli-filament spun up to two meters tall or wide and allocated at two to four centimeters apart. The speed of the wire runners and the very size of the wire often means that security threats are eliminated seconds before their nervous systems even realize the catastrophic damage done to them. Threat elements simply fall apart into precisely measured slices.

Neural Phase Field Generator: Large NPFGs, or Neural Phase Field Generators, can be installed on starships, operating on harmonic frequencies which causes the same artificially induced reaction in humans as naturally generated abject fear, paranoia and in some cases, direct nausea or even uncontrolled epilepsy-like fits and seizures. Specific frequencies of ultra-sonic sound waves, when mixed with specific electromagnetic field variations, can directly affect the human mind and nervous system in an increasingly detrimental method. The more power or the stronger the field was made, the greater the effect or the wider the area of effect.

At very high levels, the NPFG can cause massive cerebral hemorrhaging and even death by destroying the walls of the thin veins and vessels which supplied blood to the brain. Put simply, any human entering the volume of a NPFG will find the electro-chemical operation of their brain and central nervous system to be overloaded. The effect is to burn out the CNS and neural pathways and the end result took less than three seconds to achieve, dropping humans in their spot lifelessly with massive cerebral hemorrhaging and fusing of the finer neural pathways. Research into versions that affect kitsune and other non-human beings is ongoing.

Nanotechnology defenses: DNC hive matrix clusters, Disassembler Pads and LM Nanomorphs:

Disassembler Nanostat Clusters (DNCs) are derivatives of nano technology, a dedicated anti-personnel system housed in hive matrix arrays, specialized nanotechnology designed to disassemble organic material on a molecular level. Once a security breach is detected, bulkhead doors to the affected areas fall into place and lock with a randomly generated one twenty eight gigabyte encryption de-lock code generated by the hive matrix array and shared with the main A.I./CS/operator of the starship's security system. The trapped intruders can then be dealt with by the BDNC swarmers that would pour out of their carriers, with millions of the molecule sized machines flitting out at high speed on ducted fans into the violated security area in the space of approximately six seconds. Often completely invisible in small groups, millions of anti-personnel nanostats take on a scintillating gray fog aspect. The disassemblers were charged with only one of two tasks, 1) remove all inorganic matter in their assigned area, or 2) remove all organic matter from their assigned area, for example a length of corridor, particular installation or compartment. Each disassembler is a small, self propelled wrecking factory equipped with high speed cutters, grinders, cold plasma lasers and powerful manipulators housed in a multi segmented body that can maneuver in all directions thanks to eight legs and a set of ducted fans housed in the main body. What the cold plasma laser cannot incinerate, the grinders and manipulators feed into a powerful cyclic forge which converts material into thermal energy which is in turn used to power the nanostat, increasing its loiter time and operational perimeter.

Trials and field tests have shown that a cloud of ten million active disassemblers can break down five hundred kilograms of organic matter in +/- 263.74 seconds. This amount of organic matter correspondeds to the sum total organic mass of the average human raiding party consisting of five to seven humans and their armor and gear. The less material present, the faster the disassembly process was concluded while more material would take suitably longer periods of time to disassemble. Once the armor or other protections are defeated by the inorganic disassemblers the organic disassemblers attack the surface of the skin, forming matrixes of interlocking layers of machines, each working their way down and taking apart everything in their path in a process that is almost as horrific to watch as it is apparently painful to endure. Other disassemblers enter the various body orifices, ears, nose and throat and begin to disassemble the organic material from the inside out, meeting the incoming wave of disassemblers somewhere in the middle of the organic mass. Once the organic matter is disassembled and disposed of, the disassemblers then return to their hive matrix arrays for recharging. There is no known defense against a disassemblers cloud save for a high energy localized EMP pulse to burn out the nanostats or a wide area-effect heat discharge such as a plasma grenade (both detrimental to those trying to escape the nanostat clusters).

Disassembler Pad: The D (Disassembler) Pad is a stable nanostat/nanomorph construct consisting of a 5mm thick layer of interlinked and mono-colonized nanostats arrayed in a flat sheet. Linked into dedicated support systems, the DP is used to protect large access areas where it will lay flat and take on the coloration of the surrounding material, mimicking its territory perfectly. Only a bare rise (less than 5 millimeters) can be perceived where the structural material ends and the DP begins. The DP has superb anti-personnel capacities but is limited to a rather narrow operational perimeter: range of target tracking and acquisition is around 20 meters. They take up their assigned stations and merge with the bulkhead, deck or ceiling, or even within the airlock or security bulkhead where they patiently await for an activation code. Those properly assigned to an area/vessel (crew, troops etc.) are allowed to move about without harm, usually not even aware of the DP's presence. Upon a breach or boarding by hostile forces the Disassembler Pad goes active, waiting until the intruders are within striking range, often letting the intruders walk right onto it before it springs around them, often enveloping them completely as it begins to disassemble them on a molecular level.

The DP is fully capable of entangling and subduing intruders, but otherwise the DP simply goes about the simple pre-programmed task of disassembling all inorganic and organic matter it comes into contact with or which remaines in its area of detection. If the infection/intruders are somehow alerted to the DP's presence, it can unfold itself and move quickly, using the four corners of its shape like prehensile arms and hands, extending its corners while drawing its midsection in tighter and narrower to move. As such, it takes on the semblance of a four legged spider and it moves by grasping and adhering to surface material, propelling itself and using smaller manipulators formed on the fly to grasp intruders and begin the disassembly process. Once enveloped within the constricting folds of the DP, disassembly is quick as the blanket pours forth the disassemblers.

Liquid Metal/Memory Metal Nano Morphs: A Liguid Metal/Memory Metal nanomorph (LM Namomorph) is confined to a tube during normal operations. Once a security breach/infection is detected, bulkhead doors to the affected/infected areas fall into place and lock. The local LM-Nano Morphs then activate, extruding 200-500 kilograms of cohesion seeking third gen nanostats from concealed pipe ducts in the hallway/section bulkheads. This mass represents fifteen to twenty billion clustered nanostats forming into a 2-3 meter wide pool 10 cm in depth. The nanostats that make up this pool of 'smart' liquid metal will then rapidly take shape, rising up to shift into a combat form; a 2-3 meter tall, anatomically streamlined biped possessing all the physical and sensor capacity of a cyber combat unit.

The polymorphic capacity of the LM-Nano Morphs allows it to form contact weapons, blades, cudgels, monomolecular edges and vibratory edges, or to direct current down these forms to surge into the target. The LM-Nano Morph can use ranged weapons, but usually eschews them in the confined areas of starship corridors and spaces in which it is designed for. As it can dispatch multiple intruders with rapid efficiency, using the body on one opponent to shield itself from attacks by another opponent before ramming an appendage through the first opponent to eliminate the second -or more- all the while never lowering its guard, a single LM-Nano Morph can hold up or eliminate an entire boarding party. The LM-Nano Morph can form multiple appendages, including arms, legs and head to deal with multiple targets, and the transformation is nearly instantaneous when it choses to do so. What it can not cut, it can smash or pulp with its enhanced mechanical strength and it is able to pursue intruders at speeds up to 60 km/h in a sprint, with a range of 150-200 meters from its primary nanostat array. Beyond that, control of the nanostat will be handed off to another control node which will add its own nanostat to the cohesive mixture to repair any damage that the nanomorph might have sustained. Any LM-Nanomoroph that leaves its control area without successfully being reassigned to another carrier array either simply stops at the range limit or loses cohesion and dissolves into a fog that is slowly reclaimed by other nanostat clusters. The upper limit for cohesion is about 650 KG, beyond that there are sometimes problems with the integration software and cluster interaction becoming increasingly unstable and leading to cascade imbalance of the structure.

Other defenses: Include the reprogramming and refitting of maintenance drones for defense, the installation of auto-turrets at strategic points and the deployment of containment force fields. Interior decks are often sloped to force the attackers to fight a literally uphill battle, portable cover is readily available to the defenders, hatches to critical areas are code-locked and secured with blast doors, power to systems in enemy-inhabited areas is shut down and monitoring sensors watch their every move.


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.

Xiscapian Combat Shields:

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.


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. usually takes the form of a vixen. 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 can serve 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.


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 nonfunctional 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.


Xiscapian FTLi (faster-than-light-inhibitor/interdictor) has several qualities that makes it different from most others deployed in the universe. The inhibitor is incapable of blocking FTL signals, which means that ansible communications, FTL sensors and other technologies that use some method of FTL to transmit are unaffected by it. However, the inhibitor disrupts all methods of FTL travel regardless of type or origin, rendering the area of space within its radius impassable to everything from the smallest stealth drone to the largest supercapital warship. If a craft attempts to enter an Xiscapian inhibitor field it will simply drop out at the very edge of its effective radius. Any vessel which attempts a FTL transition while inside an inhibitor field will simply fail to move past lightspeed.

KIN FTLi comes in several varieties. The smallest and most common is that which is equipped on all starships, both civil and military, as standard, which radiates anywhere from a handful of meters to several hundred kilometers off the hull. For civil craft, this is to prevent collisions from other starcraft transitioning nearby, while military vessels equip it as a defense against FTL missiles, though pirate hunters have been known to trap fleeing raiders at close range inside their ship fields to prevent them from escaping before their primary propulsion is destroyed. The next type is placed on specially-made interdiction craft (such as the Veil class frigate) or supercapital ships which can handle the power requirements; these have a radius extending into the thousands or millions of kilometers are generally used offensively against the enemy to deny them escape or entry into an invading fleet's battlespace. Type three is that which is mounted inside stations or structures on planetary bodies as a system defense fortification; a few of these are capable of blanketing an entire star system in an inhibitor field.
Last edited by Xiscapia on Fri Jul 07, 2017 4:05 am, edited 7 times in total.
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KIN: The Naval Register

Postby Xiscapia » Sat Oct 08, 2011 9:26 pm

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: 24

Number of craft: 7,832

Approximate number of personnel: 521,645,186


Classes: 4

Individual craft: 9

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

Yahweh class Solar Dreadnoughts: 1 (Forged Alliance)

Alliance class Super Battleships: 1 (Gloom Walker)

Alversian class Star Dreadnoughts: 1 (Jade)

Obliteration class Observers: 1 (Nemesis)


Classes: 5

Individual craft: 277

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: 32 (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, Imperial Throne, Unbroken)

Dominator class Battleships: 45 (Pride of the Empire, Punishing One, Shadow Hunter, Splinter, 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, Axenstar, Nova Rage, Gladiatrix, Nightbane, Oblivion Wrath)

Akagi class Pocket Battleships: 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 Best Defense, Xenith, Butcher, Grim Star, Stern, Firefist, Firestep, Liberty Prime, Rapture, Light's Doom, Shattered Sky, White Fear, 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: 75 (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, Darkflame, Andrastos, Entropic Reaper, Wrath Spirit, Blood Lord, Doomdreamer, Carnage Stone, Prismatic Lance, Violence)


Classes: 6

Individual craft: 1,552

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: 212

Annihilator class Light Cruisers: 100 (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, Perihelion, Pale Reaver, Gravesight, Dark Soul, Inescapable Suffering, Fallen Sorrow, Scarlet Plague, Vile Darkness, Kentaro, Varis, Abdima, Stein, Eucaria, Omni, Balthizar, Orpheon, Ardent, Herak, Storm Cage, Destructive Salutation, Black Fire, Fire Shroud, Frostburn, Winter’s Wrath, Thunderous Defiance)

Messenger of Hope class Missile Cruisers: 210 (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, Emperor’s Favor, Hungry Maw, Fireswarm, Dread Vortex, Coldfire, Harrowstorm, Ill Omen, Iron Curse, Infernal Spike, Black Steel)

Marchamp class Frigates: 900

Javelin class Light Frigates: 300


Classes: 7

Individual craft: 2,167

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: 12 (Forest Chamber, Juno Reactor, Sultan, Vrees, Alpnu, Rising Sun, Imperium, Fasces, Glorious Avail, Conquest, Thunderwave, Dire Radiance)

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: 20 (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: 35 (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, Twilight Fall, Void Venom, Dark Delirium, Spiteful Star, Entropic)


Classes: 2

Individual craft: 3,800

Destructor class Corvettes: 1,200

Invictus class Destroyers: 2,600
Last edited by Xiscapia on Mon Feb 03, 2014 3:56 pm, edited 8 times in total.
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KIN: Fleet Deployments

Postby Xiscapia » Sat Oct 08, 2011 9:27 pm

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, 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 Pocket Battleships (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 Pocket Battleships (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 Pocket Battleships (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 Yahweh class Solar Dreadnought (Forged Alliance)
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: 2x

Capitals: 7x

Subcapitals: 209x

Support Ships: 2x

Attack Ships: 10x

230x 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 Pocket Battleships (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

3x Battleships (Gladiatrix, Nightbane, Oblivion Wrath)

10x Pocket Battleships (The Best Defense(flagship), Light's Doom, Shattered Sky, White Fear, Zakhar, Betonflugzeug, Fleischwolf, Augustinian, Das Böse, Keloid)

3x Heavy Cruisers (Carnage Stone, Prismatic Lance, Violence)

12x Missile Cruisers (Cask of Amontillado, Descent into the Maelstrom, Emperor’s Favor, Hungry Maw, Fireswarm, Dread Vortex, Coldfire, Harrowstorm, Ill Omen, Iron Curse, Infernal Spike, Black Steel)

2x Long Range Missile Cruisers (Vulpvibe, Cold Crash)

18x Modular Cruisers

15x Light Cruisers (Kentaro, Varis, Abdima, Stein, Eucaria, Omni, Balthizar, Orpheon, Ardent, Herak, Destructive Salutation, Black Fire, Frostburn, Winter’s Wrath, Thunderous Defiance)

35x Frigates

2x Tank Ships (Thunderwave, Dire Radiance)

3x Factory Ships (Pâte à physique, Ceremony of Opposites, Tell-Tale Heart)

1x Biodomes (Afterimage)

4x Interdiction Frigates (Unending Revolution, End of Wanderings, Dead Center, Gate Keeper)

4x Electronic Warfare Ships (Void Venom, Dark Delirium, Spiteful Star, Entropic)

20x Destroyers

Capitals: 16x

Subcapitals: 72x

Support Ships: 14x

Attack Ships: 20x

122x ships


Phenia Co-Defense Fleet:
1x Battleship (Mokusatsu) (flagship)
2x Carriers (Ritual, Antediluvial)
1x Pocket Battleship (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 Pocket Battleships (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 Pocket Battleship (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 Pocket Battleships (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 Pocket Battleship (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 Pocket Battleships (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 Pocket Battleships (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 Pocket Battleships (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 Pocket Battleships (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 Pocket Battleships (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 Pocket Battleships (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 Pocket Battleship (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 Pocket Battleships (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 Pocket Battleship (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 Pocket Battleship (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 Pocket Battleships (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 Pocket Battleship (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 Pocket Battleships (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 Pocket Battleships (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 Pocket Battleship (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 Pocket Battleship (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 Pocket Battleship (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 Pocket Battleship (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 Pocket Battleship (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 Pocket Battleship (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


Moravon Defense Fleet:

1x Pocket Battleship (Karakax)

4x Missile Cruisers (Juppongatana, Rengoku, Enemy of my Enemy, Deep Storm)

2x Long-Range Missile Cruisers (Gott Sein, Death Threat)

2x Modular Cruisers

6x Frigates

5x Light Frigates

1x Factory Ship (Pallas)

1x Electronic Warfare Ship (Logical Loop)

8x Destroyers

Capitals: 1x

Subcapitals: 19x

Support Ships: 2x

Attack Ships: 8x

30x ships


Yuhara Defense Fleet:

2x Battleships (Nova Rage, Axenstar)

2x Carriers (Imperial Throne, Unbroken)

4x Pocket Battleships (Butcher, Grim Star, Stern, Firefist)

6x Heavy Cruisers (Darkflame, Andrastos, Entropic Reaper, Wrath Spirit, Blood Lord, Doomdreamer)

6x Light Cruisers (Perihelion, Pale Reaver, Gravesight, Dark Soul, Inescapable Suffering, Fallen Sorrow)

10x Missile Cruisers (Engraved Memory, Days of Remorse, Elegy of Wind and Water, Himura, Kamiya Kaoru, Sagara Sanosuke, Hitokiri, Shishio Makoto, Reliquary, Wheel of Darkness)

4x Long-Range Missile Cruisers (Thundersinger, Keraunoscopia, Silent Death, Thanatron)

10x Modular Cruisers

24x Frigates

30x Light Frigates

1x Factory Ship (Street Sweeper)

1x Tank Ship (Alpnu)

1x Biodome (Anji)

2x Interdiction Frigates (Purgatory's Shadow, Chrysalis)

2x Electronic Warfare Ships (Monkey Wrench, Storm World)

92x Destroyers

Capitals: 13x

Subcapitals: 84x

Support Ships: 7x

Attack Ships: 92x

195x ships


Yuca-Tan Defense Fleet:

1x Pocket Battleship (Xenith)

2x Missile Cruisers (Ice Limit, Riptide)

2x Long-Range Missile Cruisers (Katzenjammer, Tanz auf dem Vulkan)

3x Modular Cruisers

1x Light Cruiser (Scarlet Plague)

10x Frigates

1x Interdiction Frigate (Quicksand)

1x Electronic Warfare Ship (Speedcore)

20x Destroyers

Capitals: 1x

Subcapitals: 18x

Support Ships: 2x

Attack Ships: 20x

41x ships


Kirkwood Defense Fleet:

1x Pocket Battleship (Firestep)

1x Light Cruiser (Vile Darkness)

2x Missile Cruisers (Masque of the Red Death, Bonfire of the Vanities)

2x Long-Range Missile Cruisers (Sniper, Marksman)

3x Modular Cruisers

10x Frigates

1x Interdiction Frigate (Crossover)

1x Electronic Warfare Ship (Jellyfish)

20x Destroyers

Capitals: 1x

Subcapitals: 18x

Support Ships: 2x

Attack Ships: 20x

41x ships


Enon Defense Fleet:

1x Pocket Battleship (Rapture)

2x Missile Cruisers (Crimson Glory, Transcendence)

2x Long-Range Missile Cruisers (Sharpshooter, Scope of Infinity)

3x Modular Cruisers

1x Light Cruiser (Storm Cage)

10x Frigates

1x Interdiction Frigate (Chimera)

1x Electronic Warfare Ship (Countdown to Mayhem)

20x Destroyers

Capitals: 1x

Subcapitals: 18x

Support Ships: 2x

Attack Ships: 20x

41x ships


Libertas Defense Fleet:

1x Pocket Battleship (Liberty Prime)

2x Missile Cruisers (Ligeia, Ulalume)

2x Long-Range Missile Cruisers (White Death, Vires Moras)

3x Modular Cruisers

1x Light Cruiser (Fire Shroud)

10x Frigates

1x Interdiction Frigate (Sneering Demon)

1x Electronic Warfare Ship (Twilight Fall)

20x Destroyers

Capitals: 1x

Subcapitals: 18x

Support Ships: 2x

Attack Ships: 20x

41x ships
Last edited by Xiscapia on Mon Feb 03, 2014 3:56 pm, edited 12 times in total.
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KIN: Supercapital Ships

Postby Xiscapia » Sat Oct 08, 2011 9:29 pm

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 nine ships bearing supercapital status in the entire Kitsune Imperial Navy (with two 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 four 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.


Picture
DESIGNER/MANUFACTURER: Mekajiki Orbital Foundries
COMBAT DESIGNATION: Siege Platform
LENGTH: 38,500 meters
CREW: 92,440 standing, capable of crewing 120,000
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
1x Type XXC-III Supernova Induction Rail
4x Planck Adjustment Macro-Beams
24x Planck Adjustment Mini-Beams
8,192x Point-Defense Grasers
1,680x Quantum Torpedo Tubes
16x Spinal Cannons
500x PAW
6,000x Langolier Mk.X Missile Launchers
6,400x Quench Guns
6x Dark Energy Excitement Projectile (D.E.E.P.) Launchers
500x Electro-Magnetic Free Radical Focusing Guns
STARFIGHTER COMPLEMENT: 15,000 fighters, with supplies and facilities to fabricate 5,000 specialized craft
PLANETARY ASSAULT TROOPS: 50,000 Army troops, 30,000 Imperial Marines
OTHER ONBOARD CRAFT: 12 Attack Ships, 5 K.I.L.L., 300 dropships, 250 shuttles, 30,000 Support Craft/Drone Hubs
CONSTRUCTED: 3 (Soul Edge, Aigaion, Forged Alliance (gifted))
BIO: Another joint project, the Yahweh class Solar Dreadnought was created by KIN and corporate resources from both the Triad Consortium and the Xeno-Tech Corporation (in the form of their joint-held Mekajiki subsidiary). Constructed as supercapitals capable of transporting, protecting and deploying entire invasion forces, the class was in fact built around its main weapon; much of the ship's bulk in fact comes from housing equipment to contain and monitor it. This device is capable of creating a contained vacuum metastability event that exploits the false vacuum, in which the low energy level in a given area with be excited to a higher state, which has a catastrophic effect on the very reality targeted; physics, chemistry and time as we know them cease to make sense. When "fired" the weapon's radiation approaches the speed of light and obliterates whatever it targets without any forewarning. If any debris are left behind, they are unrecognizable. Though the weapon is capable of destroying planets, stars and, by extension, entire solar systems, in practice it is used to safeguard the outer rim of the Home Galaxy from any intruding alien forces.

Only the Xiscapian vessel, the Forged Alliance, is equipped with this device, which is officially listed as the Type XXC-III Supernova Induction Rail common to the Xenohuman versions. The vessel is crewed and staffed by a mixture of Xiscapian and Xenohuman officers and troops, though command and control is retained by the KIN. The craft's two sister ships, Soul Edge and Aigaion, are Xenohuman vessels that remain in Xenohuman territory. Because of the nature of its duties, and the unimaginably destructive power it possesses, the ship is kept away from populated territory most of the time, and will likely never be used in combat. It continues to act as the gatekeeper to the Home Galaxy -and woe be to any force that attempts to bypass it.


Picture
DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Assault Platform
LENGTH: 16,000 meters
CREW: 52,350
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
1x Anti-Capital Grazer
160x Spinal Cannons
640x PAW
500x R.E.A.P.E.R.
6,400x AP guns
6,400x Quench Guns
150x Ion 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.R. 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.R. 12 Grand Admiral Krystal had ordered construction to begin, and a hull is known to have been laid down in Y.O.O.R. 13, but due to resource constraints it was not until Y.O.O.R. 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.


Picture
DESIGNER/MANUFACTURER: Xiscapian Shipyards (defunct)
COMBAT DESIGNATION: Assault Platform
LENGTH: 8,000 meters
CREW: 30,770
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
1x Anti-Capital Grazer
80x Spinal Cannons
320x PAW
250x R.E.A.P.E.R.
3,200x AP guns
3,200x Quench Guns
100x Ion 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.R. 8. Construction was ordered to begin in Y.O.O.L. 9, and was completed in record time in Y.O.O.R. 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 Thu Nov 22, 2012 9:05 pm, 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
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
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KIN: Capital Ships

Postby Xiscapia » Sat Oct 08, 2011 9:30 pm

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.

Picture
DESIGNER/MANUFACTURER: Tanaran Shipyards
COMBAT DESIGNATION: Long Range Heavy Battlecruiser
LENGTH: 5,000 meters
CREW: 3,370
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
50x Spinal Cannons
200x Micro Hyper Expanded Grazer Cannons
100x R.E.A.P.E.R.
2,000x AntiProton Cannons
100x Photon Phased Gavitron Ion Interlaced Particle Beam Cannons
200x torpedo tubes
1,000x missiles batteries
STARFIGHTER COMPLEMENT: 100x starfighters
PLANETARY ASSAULT TROOPS: 5,000
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: 12,470
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
25x Spinal Cannons
100x PAW
50x R.E.A.P.E.R.
1,000x AP guns
1,000x Quench Guns
50x Ion 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: 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)
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: 2,377
SPEED RATING: Class 1
FTL DRIVE RATING: Class 1
HULL RATING: Class 5
SHIELD RATING: Class 5
ARMAMENT:
1x Hyper Expanded Grazer Cannon
15x Spinal Cannons
60x PAW
30x R.E.A.P.E.R.
600x AP guns
600x Quench Guns
30x Ion Cannons
40x torpedo tubes
200x missiles batteries
STARFIGHTER COMPLEMENT: 50 starfighters
PLANETARY ASSAULT TROOPS: 5,000
OTHER ONBOARD CRAFT: 1 attack ship, 50 drop ships, 30 shuttles, 1,000 support craft
CONSTRUCTED: 40 (Pride of the Empire, Punishing One, Shadow Hunter, Splinter, 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)
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 point-defense lasers
40x PAW
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: Pocket Battleship
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 PAW
20x R.E.A.P.E.R.
720x AP guns
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: 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)
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 Pocket Battleship to enter the KIN. Built to combine speed and firepower, the Akagi class sacrifices the armor, size, troops, support craft and solid-shot weaponry excepting its spinals and launch tubes of its bigger Dominator brethren in an effort to give it better maneuvering. Because of this these Pocket Battleships are not the dynamic combat/carrier/invasion platforms seen in larger warships, 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 point-defense lasers
30x PAW
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 Pocket Battleship 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: 1,557
SPEED RATING: Class 2
FTL DRIVE RATING: Class 1
HULL RATING: Class 4
SHIELD RATING: Class 5
ARMAMENT:
10x Spinal Cannons
40x PAW
15x R.E.A.P.E.R.
400x AP guns
400x Quench Guns
15x Ion Cannons
60x torpedo tubes
100x missiles batteries
STARFIGHTER COMPLEMENT: 30 starfighters
PLANETARY ASSAULT TROOPS: 2,000
OTHER ONBOARD CRAFT: 1 attack ship, 15 drop ships, 12 shuttles, 800 support craft
CONSTRUCTED: 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)
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 Mon Feb 03, 2014 3:57 pm, edited 8 times in total.
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KIN: Subcapital Ships

Postby Xiscapia » Sat Oct 08, 2011 9:31 pm

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 PAW
2x Gravity Cannons
200x laser point-defenses
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: 1,000
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: 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)
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 PAW
10x R.E.A.P.E.R.
320x AP 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: 500 | For Escort Carrier: 200
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: 200
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: 610
SPEED RATING: 3
FTL DRIVE RATING: 3
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT:
6x Spinal Cannons
26x PAW
8x R.E.A.P.E.R.
260x AP guns
260x Quench Guns
6x Ion Cannons
40x torpedo tubes
64x missiles batteries
STARFIGHTER COMPLEMENT: 20 starfighters
PLANETARY ASSAULT TROOPS: 1,000
OTHER ONBOARD CRAFT: 8 drop ships, 6 shuttles, 200 support craft
CONSTRUCTED: 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)
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: 250
SPEED RATING: 3
FTL DRIVE RATING: 2
HULL RATING: 2
SHIELD RATING: 3
ARMAMENT:
1x Spinal PAW
240x AP guns
200x torpedo tubes
400x missiles batteries
STARFIGHTER COMPLEMENT: 10 starfighters
PLANETARY ASSAULT TROOPS: 200
OTHER ONBOARD CRAFT: 1 drop ship, 2 shuttles, 10 support craft
CONSTRUCTED: 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)
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: 300
SPEED RATING: 4
FTL DRIVE RATING: 3
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT:
4x Spinal Cannons
20x PAW
6x R.E.A.P.E.R.
200x AP guns
200x Quench Guns
4x Ion Cannons
30x torpedo tubes
50x missiles batteries
STARFIGHTER COMPLEMENT: 10 starfighters
PLANETARY ASSAULT TROOPS: 200
OTHER ONBOARD CRAFT: 2 drop ships, 2 shuttles, 100 support craft
CONSTRUCTED: 835
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: 100
SPEED RATING: 4
FTL DRIVE RATING: 4
HULL RATING: 2
SHIELD RATING: 3
ARMAMENT:
2x Spinal Cannons
10x PAW
4x R.E.A.P.E.R.
100x AP guns
100x Quench Guns
2x Ion Cannons
10x torpedo tubes
30x missiles batteries
STARFIGHTER COMPLEMENT: 5
PLANETARY ASSAULT TROOPS: 50
OTHER ONBOARD CRAFT: 1 shuttle
CONSTRUCTED: 300
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 Sat Apr 06, 2013 3:23 am, edited 6 times in total.
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KIN: Support Ships

Postby Xiscapia » Sat Oct 08, 2011 9:31 pm

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: 20,000
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 5
SHIELD RATING: 5
ARMAMENT:
5x Spinal Cannons
60x R.E.A.P.E.R.
1,000x PAW
2,000x AP guns
2,000x Quench Guns
200x Ion Cannons
400x missiles batteries
STARFIGHTER COMPLEMENT: <10,000, depending on production rates
PLANETARY ASSAULT TROOPS: Nominal 10,000, has capacity for up to 20,000
OTHER ONBOARD CRAFT: <2 capital ships, <6 subcapital ships, <20 attack ships, 200 drop ships, 150 shuttles, 10,000 support craft
CONSTRUCTED: 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)
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: 50,000
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 5
SHIELD RATING: 5
ARMAMENT:
3x Spinal Cannons
6,000x AP guns
20x Ion Cannons
400x missiles batteries
STARFIGHTER COMPLEMENT: 4,000 starfighters
PLANETARY ASSAULT TROOPS: 500,000
OTHER ONBOARD CRAFT: 10 K.I.L.L., 5 Crusher class Troop Transports, 800 drop ships, 700 shuttles, 6,000 support craft
CONSTRUCTED: 10 (Forest Chamber, Juno Reactor, Sultan, Vrees, Alpnu, Rising Sun, Imperium, Fasces, Glorious Avail, Conquest)
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:
3,200x AP guns
10x Ion Cannons
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 1,000
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: 300
SPEED RATING: 3
FTL DRIVE RATING: 2
HULL RATING: 4
SHIELD RATING: 4
ARMAMENT:
1x Spinal Cannon
2x R.E.A.P.E.R.
10x PAW
50x AP 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: 2,000
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:
8x AP 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: 400 meters
CREW: 674
SPEED RATING: 2
FTL DRIVE RATING: 2
HULL RATING: 3
SHIELD RATING: 5
ARMAMENT:
50x AP guns
20x kinetic missile launchers
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 200
OTHER ONBOARD CRAFT: 10 shuttles, 50 support craft
CONSTRUCTED: 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)
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 AP 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 AP guns
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 20
OTHER ONBOARD CRAFT: N/A
CONSTRUCTED: 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)
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:
4x PAW
6x AP guns
1x Ion Cannon
2x missile pods
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 AP guns
2x Quench Gun
2x missiles batteries
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: N/A
OTHER ONBOARD CRAFT: N/A
CONSTRUCTED: 30 (Fuma, Blackout, White Noise, Snow Crash, Blue Death, 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)
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 Sun Oct 12, 2014 4:29 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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KIN: Attack Ships

Postby Xiscapia » Sat Oct 08, 2011 9:32 pm

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: 20
SPEED RATING: 4
FTL DRIVE RATING: 4
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT:
1x R.E.A.P.E.R.
8x PAW
20x AP guns
15x Quench Guns
2x Ion Cannons
2x torpedo tubes
2x missiles batteries
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 10
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 AP guns
16x Quench Guns
2x Ion Cannons
4x torpedo tubes
4x missiles batteries
STARFIGHTER COMPLEMENT: N/A
PLANETARY ASSAULT TROOPS: 10
OTHER ONBOARD CRAFT: 1 shuttle
CONSTRUCTED: 2,500
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:
2x point-defense lasers
4x Quench Guns
1x Ion Cannon
1x torpedo tube
1x missile 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 laser point-defenses
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 Sat Apr 06, 2013 3:27 am, edited 4 times in total.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
R.I.P. Shal - 1/17/10

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KIN: Small and Strike Craft

Postby Xiscapia » Sat Oct 08, 2011 9:33 pm

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:
2x AP guns
1x missile pod (optional)
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: Kyat Drive Yards
COMBAT DESIGNATION: Shuttle
LENGTH: 20 meters
CREW: 2
SPEED RATING: 5
FTL DRIVE RATING: 5
HULL RATING: 1
SHIELD RATING: 1
ARMAMENT:
2x AP guns
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 armed or 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: 25 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
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 missile launcher
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 Wed Jun 04, 2014 2:07 am, edited 7 times in total.
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KIN: The VI Fleet

Postby Xiscapia » Sat Oct 08, 2011 9:34 pm

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. Though the VI Fleet is based in the Elder System in the Home Galaxy, its elements are usually scattered across the Kitsune Empire.

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DESIGNER/MANUFACTURER: Universal Government Shipyards (defunct)
COMBAT DESIGNATION: Battle Carrier
LENGTH: 3,000 meters
CREW: 10,500
SPEED RATING: 1
FTL DRIVE RATING: 1
HULL RATING: 4
SHIELD RATING: 4
ARMAMENT:
1x capital-class Ion Cannon
1,000 point-defense lasers
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 and given some point-defenses. 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: 7,500
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 laser point-defenses
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: 7,470
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 laser point-defenses
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.R. 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 laser point-defenses
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
50x PAW
80x AP guns
200x Quench Guns
2x Ion Cannons
20x torpedo tubes
50x missile batteries
STARFIGHTER COMPLEMENT: 10 starfighters
PLANETARY ASSAULT TROOPS: 500
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 laser point-defenses
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 laser point-defenses
10x Ion Cannons
100x torpedo tubes
STARFIGHTER COMPLEMENT: 2 starfighters
PLANETARY ASSAULT TROOPS: 50
OTHER ONBOARD CRAFT: 1 drop ship, 2 shuttles
EXISTING: 1 (Killing Spree)
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. One of the original two (Minority Report) was destroyed during the Second Battle of Ranus during the Danaversian War, leaving the Killing Spree the sole survivor. Its duties are mostly confined to patrol, escort and planetary defense, in which it is 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 laser point-defenses
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.
6x railguns
8x laser point-defenses
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 laser point-defenses
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 PAW
40x laser point-defenses
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.
40x laser point-defenses
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 laser point-defenses
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.


DESIGNER/MANUFACTURER: Ilveri Shipyards
COMBAT DESIGNATION: Heavy Cruiser
LENGTH: 1,100 meters
CREW: 1,395
SPEED RATING: 2
FTL DRIVE RATING: 3
HULL RATING: 3
SHIELD RATING: 4
ARMAMENT:
5x Spinal Cannons
20x PAW
5x R.E.A.P.E.R.
200x AP guns
200x Quench Guns
10x Ion Cannons
30x torpedo tubes
50x missiles batteries
STARFIGHTER COMPLEMENT: 50
PLANETARY ASSAULT TROOPS: 1,000
OTHER ONBOARD CRAFT: 15 shuttles
EXISTING: 2 (Gong, Black Kit)
BIO: Once considered a state-of-the-art Dreadnought in the service of the People's Navy, the Refute class was later downgraded to a Battlecruiser and, now that the class is starting to be de-comissioned and scrapped, a Heavy Cruiser in the KIN Fleet. Despite their age, the two Alversian-made ships the KIN possesses are more Xiscapian than anything, as virtually every component except for the hulls, layout and general design aesthetic was either replaced or refitted upon acquisition, and even these have undergone some modifications (making the hallways narrower and darker, for example). These vessels are put to use as training ships, frontier patrol, armed troop transports and light reactionary units. Xiscapian Refute Heavy Cruisers are not considered to be a match for anything larger than or at their size, so doctrine calls for them to be kept out of battle groups and committed only against non-military opponents such as pirates or in situations that do not call for heavy space combat. As with almost all Xiscapian VI acquisitions, these vessels have been renamed and repainted in Xiscapian colors.


DESIGNER/MANUFACTURER: Ilveri Shipyards
COMBAT DESIGNATION: Cruiser
LENGTH: 750 meters
CREW: 855
SPEED RATING: 2
FTL DRIVE RATING: 3
HULL RATING: 4
SHIELD RATING: 4
ARMAMENT:
4x Spinal Cannons
16x PAW
5x R.E.A.P.E.R.
160x AP guns
160x Quench Guns
4x Ion Cannons
14x torpedo tubes
50x missile batteries
STARFIGHTER COMPLEMENT: 50
PLANETARY ASSAULT TROOPS: 200
OTHER ONBOARD CRAFT: 15 shuttles
EXISTING: 2 (Red Lotus, Reynard)
BIO: Not as heavily armored or armed as her sister class, Fernando, the Marshall class Heavy Cruiser (a Cruiser in the KIN) was intended for long-range, long-duration voyages. They continue this work under the Xiscapians, though they have generally traded out exploration in favor of pirate hunting, surveillance, escorting, courier and transport assignments, assaulting raider outposts, setting up probe networks, protecting tramp freighters, carrying dignitaries or supplies, equipment and workers for the establishment of mining stations. The arrowhead-shaped vessels are often on the move and usually far from Kitsune Imperial territory, usually with one deployed in the Home Galaxy while the other roams the Milky Way. Because they are considered somewhat under-armed and manned for their size they do not generally join in battle fleets, though they are certainly capable of defending themselves against most threats that cross their paths. Many Xiscapian Alversians chose to serve aboard these craft, particularly those who were previously in the People's Navy because of their familiarity.


DESIGNER/MANUFACTURER: Ilveri Shipyards
COMBAT DESIGNATION: Cruiser
LENGTH: 750 meters
CREW: 1,000
SPEED RATING: 3
FTL DRIVE RATING: 3
HULL RATING: 4
SHIELD RATING: 4
ARMAMENT:
8x Spinal Cannons
32x PAW
10x R.E.A.P.E.R.
320x AP guns
320x Quench Guns
8x Ion Cannons
28x torpedo tubes
100x missiles batteries
STARFIGHTER COMPLEMENT: 70
PLANETARY ASSAULT TROOPS: 500
OTHER ONBOARD CRAFT: 10 shuttles
EXISTING: 2 (Consume, Love's Revenge)
BIO: Perhaps the only formerly Alversian type considered capable of standing against other modern military craft of its size, the refitted Fernando class is considered similarly capable in the APN itself despite its de-com status. Highly similar to the Marshall class (60% of the components were interchangeable) the Fernando is nevertheless better equipped for war, bearing more weapons, thicker armor, greater capacity for munitions, more hanger space and larger barracks, factors that have gained it approval from the Xiscapians and a place in their fleets. The class is also significantly faster, which enables it to keep up with formations and execute tighter maneuvers. Because of these warlike qualities KIN Fernando ships tend to be staffed by young, ambitious officers and sent off frequently to lead operations against all manner of hostiles, giving their crews a more bloodied edge than most operating aboard Alversian-made ships. Indeed, Xiscapian Captains aboard the two Cruisers in the KIN relish the opportunity to test themselves against their Alversian counterparts, pitting their weaponry, tactics, training and wits against theirs with only superficially similar hulls.


DESIGNER/MANUFACTURER: Ilveri Shipyards
COMBAT DESIGNATION: Light Cruiser
LENGTH: 600 meters
CREW: 850
SPEED RATING: 3
FTL DRIVE RATING: 3
HULL RATING: 3
SHIELD RATING: 3
ARMAMENT:
3x Spinal Cannons
14x PAW
4x R.E.A.P.E.R.
130x AP guns
130x Quench Guns
4x Ion Cannons
20x torpedo tubes
22x missiles batteries
STARFIGHTER COMPLEMENT: 60
PLANETARY ASSAULT TROOPS: 400
OTHER ONBOARD CRAFT: 15 shuttles
EXISTING: 6 (Fuccant, Daemon, Coleman, Resilience, Revolution, Nettohunden)
BIO: The most common ex-Alversian ship class in the KIN, the Coleman Cruiser, now a Light Cruiser, is undergoing training, refit and equipping to act as dedicated raiders, skirmishers and hunters for the Xiscapians. Though not as swift or heavily armed as their Xiscapian Annihilator counterparts, the Coleman vessels bring greater numbers of fighters to the table and have more interior capacity for supplies and loot, with doctrine being that two working together will bring down a convoy or lone hostile warship. They are being tested extensively against pirates, and generally prepared for the day when the Kitsune Empire goes to war again (officially or not) to harry, bloody and generally aggravate their foes. In times of peace they content themselves with destroying pirates, often found near hotspots like New Rastha, Alopex and Tortuga, and they sometimes make attacks against the shipping of known hostile foreign powers like the Zillar Stratocracy or the Pentastar Alignment. Like the Marshall class, the Coleman ships are favored by Alversian members of the KIN.
Last edited by Xiscapia on Sat Apr 06, 2013 3:30 am, edited 7 times in total.
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KIN: Fortifications and System Defenses

Postby Xiscapia » Sat Oct 08, 2011 9:35 pm

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
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: 20 starfighters
PLANETARY ASSAULT TROOPS: 500 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
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: 100 starfighters
PLANETARY ASSAULT TROOPS: 5,000 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
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: 200 starfighters
PLANETARY ASSAULT TROOPS: 10,000 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: 100,000 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 Wed Mar 25, 2015 4:04 pm, edited 3 times in total.
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The Xiscapian Imperial Army

Postby Xiscapia » Sat Oct 08, 2011 9:36 pm

Seal
Motto: Factum non verbum

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

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

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

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

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

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

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

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

Officers:

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

Soldiers:

Warrant Officer
Sergeant
Master Corporal
Corporal
Private First Class
Private


Name|Size|Commanding Officer

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

Army|<100,000|Colonel General

Corps|<50,000|Lieutenant General

Division|<10,000|Major General

Brigade|<5,000|Brigadier

Regiment|<2,500|Colonel

Battalion|<1,000|Lieutenant Colonel

Company|<100|Major

Platoon|<50|Warrant Officer

Patrol|<25|Sergeant

Squad|<10|Sergeant/Corporal

Fireteam|<5|Sergeant/Corporal/Private First Class
Last edited by Xiscapia on Sat Jan 18, 2014 8:45 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)
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XIA: Small Arms and Emplacement Weapons

Postby Xiscapia » Sat Oct 08, 2011 9:38 pm

Small Arms and Emplaced Weapons:

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


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


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


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


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Specifications:

Magazine:
60 rounds

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

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

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

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

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

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

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


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


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

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

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

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


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


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


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


Both Decapitator variants

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

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

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


One of the few Anlace Arms products found in the armory of the Xiscapian military, the ASR Amphibious Rifle was specifically designed for use by Xiscapian troops fighting the Danaversians on Yroaupz, as their normal firearms would not operate well when submerged and energy weapons came with their own individual issues. To combat this Anlace built and produced the ASR, which chambers .50 caliber rounds and offers and effective range of 60 meters underwater; the use of supercavitating ammunition permits the gun to be fired above the water and on land, giving the bullets a very low angle of incidence without fear of ricochet. These properties mean that an infantry soldier wielding an ASR could potentially destroy a steel-hulled underwater object from 60 meters away, or could hit a target one kilometer in the air from up to five meters below the surface of the water. Because of these special attributes the ASR is widely issued across the Kitsune Empire in concert with various energy weapons for units that might operate in or under water or similar liquids. Anlace Arms has also produced a pistol version of the ASR, though it has proven less popular.


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


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


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

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


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


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One of the heaviest weapons that is still technically mobile, the "Skulk" Heavy Autocannon, like the Masako, is derived from a Huerdaen weapon - in this case the "Hephaestus" Autocannon served as inspiration for the Skulk class- though it does not follow the design as closely as the Masako does the Akki. Moved by anti-gravity thrusters, in this mode the Skulk is light enough to be deployed relatively quickly by a small team of infantry, though it is more often carried or towed by a vehicle. Firing gigantic 88mm shells, the Skulk must be fixed before firing and can only expend munitions at a rate of about forty per minute, but is capable of destroying large swaths of infantry, light tanks, bunkers, buildings, rotary aircraft, enemy guns or whatever else the operator decides he or she dislikes. With an effective range of eight kilometers, a maximum range of 17,000 meters and a muzzle velocity of one kilometer per second, the Skulk is usually aided by sensors in picking targets, and requires such information so the operator knows to use shrapnel, armor-piercing, high-explosive or air-burst shells. Usually operated by a spotter and a gunner, the Skulk can be used by a single gunner.


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

Wolfsbane Explosive Shot:

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

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

Bloodrayne Plasma Round:

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


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


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


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


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


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


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


A device purchased from the Karaigan arsenal and modified for use in the Xiscapian armed forces, the "Sapper" Energy Drain Grenade is not actually an explosive in and of itself. Instead it is a "reverse-battery" built to extract a particular kind of energy when applied to a shield array, draining the generator of its power to cause the barrier to fail on or shortly after contact. If the weapon absorbs energy in excess of what it has the capacity to hold, it is designed to detonate violently, the idea being that the shield will have weakened enough for the blast to fully collapse it. These are primarily used against the shields meant to protect fortifications and armored vehicles, though light versions intended for use against hostile infantry do exist. After use the Sapper must be disposed of, as its energy cannot be extracted safely.


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


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


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Standard installation diagram
Secondary "Foxfire's leap" diagram

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


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Carried and operated by a crew of two, the 120mm "Meteor" Mortar is a replacement of the lighter 60mm "Comet" Mortar in use by Xiscapian forces. Designed to allow infantry to give ranged support, the Meteor can be set up in as little as forty five seconds and can launch an initial volley of eighteen shells per minute, with a sustained firing rate of four per minute. Highly effective against clumps of infantry, light to medium vehicles and some structures, the Meteor is generally safe from retaliation thanks to its maximum effective range of eight kilometers, ability to arc shells over obstacles and its relative mobility, allowing its crew to shift its position after firing. For fast deployment the Meteor is towed or mounted fully assembled on vehicles, and as such can be used as indirect fire support by even light vehicles during assaults. The Meteor can fit high-explosive, "beehive" sensor or ion pulse shells.
Last edited by Xiscapia on Thu Jul 17, 2014 6:14 am, edited 12 times in total.
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XIA: Equipment

Postby Xiscapia » Sat Oct 08, 2011 9:39 pm

XIA Equipment:

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

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

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

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

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


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


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


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


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


(ASAD)

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


(ALAS)

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


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


(POW)

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

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

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

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


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

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


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.


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.


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.
Last edited by Xiscapia on Thu Jan 15, 2015 12:16 am, edited 4 times in total.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
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XIA: Personnel Classes

Postby Xiscapia » Sat Oct 08, 2011 9:39 pm

Personnel:

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

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

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

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


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

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


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

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

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


Combat Medic
Seal
Motto: "To save a life."

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


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

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


Ascian Specialist 1 and Ascian Specialist 2
Three fully suited Ascians can be seen on the right in the hallway
An Ascian specialist in her bodyglove

Seal
Motto: "Carpe Noctem"

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

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


A Black Guard
Seal
Motto: "Servo est excolo"

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


Very little is known about the entity dubbed "Shadow Watch"; even the name itself is an alias. Thought to conduct operations on behalf of the Kitsune Empire, the concept of Shadow Watch is completely unknown to the public at large, and even those in a better position to know, namely the military and intelligence agencies, are only aware of another force acting independently of any evident department or service toward specific goals aligned with Kitsune Imperial interests. Various persons within and without the Kitsune Empire have reported witnessing actions by beings who may or may not be Shadow Watch members, but the situations in which these sightings occurred were often stressful and chaotic, opening the witness to confusion, and in any case it is possible for Xiscapian law enforcement, paramilitary and military units to be mistaken for black forces. It is suspected that Shadow Watchers had a role in all conflicts proceeding the Korr War, especially the Xis-Alvo-Greali War and the Thirteenth Danaversian War, but this is based on conjecture and is not verifiable. Whoever or whatever Shadow Watch is, it has been working behind the scenes for a number of years to the benefit of the Kitsune Empire.
Last edited by Xiscapia on Mon Aug 20, 2012 11:28 am, edited 10 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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XIA: Mecha

Postby Xiscapia » Sat Oct 08, 2011 9:41 pm

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

Mecha:

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

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

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

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

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


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

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

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


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

(Generally deployed alone)

Overview: A dominating presence on any battlefield, the Command Mech is a threat to cities, armies and orbiting warships alike. One Command Mech on a rampage can lay waste to population centers, decimate armies and bring down starships with impunity. Often moving with an army in support, a Command Mech will generally be used as a siege engine to break through heavy fortifications. The only time a Command Mech was destroyed in battle was a unit that had to be abandoned by its crew as a planet was destroyed around it; no such unit has ever actually been brought down by enemy forces. Its massive array of weapons, size and escorting units means there are virtually no singular combatants that can pose a threat to it. As of Y.O.O.R. 25 98% of all Command Mech platforms (490 units) were traded to the Armed Federation of Xenohumanity; Xiscapian Command Mechs are a rare sight on the modern battlefield.
Last edited by Xiscapia on Wed Apr 18, 2012 8:52 pm, edited 2 times in total.
Xis quote of the week: Altaria Almighty: how are you not just a race of sexual predators? Like who needs power armour and gauss rifles when you have leather and whips. –Karaig
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XIA: Support and Armored Vehicles

Postby Xiscapia » Sat Oct 08, 2011 9:43 pm

Support and Armored Vehicles:

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

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

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

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


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

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


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

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


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

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


Buffalo Combat Engineering Vehicle
Length: 10.3 meters meters (14 with claw extended)
Width: 5 meters
Height: 3.5 meters
Armament: 1x autocannon (tertiary hatch)
Crew: 5 (Driver, Commander, 3 Engineer) and 6 passengers
Role: Combat Engineering/Road Clearing/Salvaging and Recovery

Overview: Purchased from the Karaigan to fill the gap in the XIA's unit roster, the Buffalo CEV is a study, dependable vehicle that has seen action with the Xiscapian Imperial Army since the beginning of the Danaversian War. Able to move at high speeds 84+ kilometers an hour and possessing formidable armor impervious to small arms fire, the Buffalo is well adapted to front line duty and is capable of shrugging off enemy fire as it continues its duties. Its job typically includes salvaging and towing damaged or destroyed vehicles, constructing large prefabricated buildings, digging trenches and tunnels, removing and bulldozing obstacles and clearing minefields. The vehicle's team of engineers can assist it in these operations or, if need be, protect it from infantry attack while it is carrying out movements. Because it is a complex machine not designed to repel firepower fielded by armored or aerial assets, it is important that Buffalo vehicles be well protected.

Each Buffalo is equipped with a rotatable twelve meter crane that comes in two modes. The first, a grasping claw, is made for picking large objects up and moving or lowering them into place, such as armored chassis and structure components. The second is a large scoop used for digging and excavation. A second, larger claw mounted on the front of the turret can cut down obstacles such as trees, cables and metal support beams, featuring a one hundred eighty degree turn radius. Finally, the forward plow is used to move large quantities of debris, and can be fitted to either clear entire patches of ground or simply make a path. When clearing minefields the Buffalo can activate a high intensity EMP/KSW (ElectroMagnetic Pulse/Kinetic Shock Wave) that causes premature detonations, and it also possesses a cutting laser for slicing through tank traps, barricades and even bunkers, though it is generally not employed against hostile forces directly.

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


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

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


Heartbreaker Infantry Support Tank

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

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

Each Heartbreaker Infantry Support Tank is equipped with Devourer shells:

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


Fenrir Main Battle Tank
Command variant

Length: 8.9 meters (12.4 main gun forward)
Width: 5.3 meters
Height: 3.5 meters (RWS included)
Armament:
1x 150mm M3 KACB railgun
2x M2 SHRDDR-95 autocannon (1 coaxial, 1 tertiary (hatch))
1x TYPHN-115 grenade launcher (remote weapons station (RWS))
2x quad multi-role missile launchers (sides of turret)
Crew: 3 (Driver, Commander, Gunner)
Role: Armored Calvary/Main Battle Tank

Overview: A Karaign design, the DPR for the Fenrir Main Battle Tank was purchased by the Xiscapian Imperial Army from it just before the outbreak of war between the KEX and the solarian empire. Heavier than the Heartbreaker but more versatile than the Fury, the Fenrir is a slower vehicle but can pack a variety of different shells for its main cannon, grenades for its launcher or ATGM or SAM missiles for its cells, allowing it to engage infantry, armor or gunship/low-flying aerial threats with ease. On the defensive side the Fenrir is equipped with a Karaigan SHARD system, which can release drones to intercept and destroy incoming missiles, as well as HAZE canisters that deploy sensor-defeating nanite screens and an electromagnetic emitter that can interfere with targeting and guidance on hostile weapons. Xiscapian upgrades equip it with Xiscapian shielding, a DEW for point-defense, reduce the crew by one (forgoing an Engineer) and repaint the vehicle in XIA colors. Fenrir tanks are most often deployed in urban environments, where their smaller size to the Fury is a benefit and and a low speed is not as high a detriment.


Fury Heavy Tank

Length: 10 meters (16 with main gun forward)
Width: 7
Height: 4
Armament:
1x 175mm Rapid Fire Rail Accelerator Cannon (RAC)
1x Banshee (1 inch explosive minigun, turret mounted)
2x K2 (1 inch explosive machine gun, one coaxial, one turret mounted)
Crew: 3 (Commander, Driver, Gunner)
Role: Heavy Tank/MBT

Overview: In the same way that the Setulanites were impressed by the Xiscapian LAM, Imperial Army officers similarly admired Republican Army armored vehicles. This lead first to the purchase of the Heartbreaker and later, during the Danaversian War, to the decision to make the Fury Heavy Tank the mainstay Xiscapian MBT. A large and powerful vehicles, the Fury is absolutely lethal to enemy armor, able to engage and destroy other heavy tanks in as little as a single shot with anti-armor and penetration ordinance, though it can also fire anti-personnel canisters and toxic munitions, allowing it to engage soft targets. A pair of K2 machine guns and a Banshee minigun can devastate any kind of hostile infantry and total light vehicles, giving the Fury good protection against foot mobile attack. All can be fired manually or remotely, or can be configured to target and engage automatically without crew input, and the Banshee can be slaved to the HIAML to provide extra protection during heavy missile barrages.

Every Fury is layered with hyper-dense Setulan Steel in addition to Explosive Reactive Armor for stopping anti tank rounds. To protect itself further the Fury comes with both a skin shield and bubble fields, the latter of which can shield nearby infantry from artillery attack as well as the vehicle. They are also outfitted with a High Intensity Anti-Missile Laser (HIAML) for point-defense, full insulation against ionic weaponry and communications jamming and a sophisticated FFID sensor suite capable of interfacing with remote systems on other platforms so the crew are never caught by surprise. The XIA favors the Fury above all others for its armored thrusts and rural patrol, saving lighter vehicles for operation in more restricted environments. A single Fury will often operate in tandem with one or more Fenrir tanks to give any unit both superior anti-tank capabilities and the versatility to engage all types of targets speedily.


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

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


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

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


Size: 6 meters by 4 meters by 3 meters
Crew: 4 (Commander, Driver, Gunner, Sensor Operator)
Armament: 2x Maimer IV missile launchers, 1x Digger burrowing torpedo launcher, 1x "Howler" 20mm autocannon
Role: Tank Destroyer

Equipped with three missile launchers, a sophisticated sensor suite, active camouflage, skin shielding, EMP/CBRNI protection and HIAML, the Harvester Tank Hunter is a Setulanite creation adopted by the Xiscapian Imperial Army during the Danaversian War. The main weapons of the Harvester are its two Maimer IV multiple missile launchers. Unlike the standard Maimer pattern weapons used by Setulanite troops, the Maimer IV a learning weapon specially programmed for smart attacks against armored targets. When unmasking to engage a target, the seeker head identifies the vehicle in question and automatically adapts its attack to engage a vehicles known weaknesses (for example, routing the majority of its six missiles to a known weak point in anti-projectile defense). The six -as compared to the usual Maimer’s four- missiles can be launched either individually or at multiple targets, and in some cases both launchers will engage a single super heavy tank with excellent results. What makes the Maimer IV a learning weapon is what happens when the weapon system encounters a new threat, be it upgrades to known enemy armor or entirely new vehicles. When volleying missiles, any surprises are automatically sent back to the launcher itself, which has an uplink with other Maimer IVs. Within seconds, all Maimer IV systems will know the new threat and begin working calculations on how to deal with it.

The second primary weapon on the Harvester is the Digger Missile. The Digger is a single large missile which can be launched either at a target or anywhere within a five mile radius so long as target acquisition has already been programmed into the weapon. The missile immediately dives into the earth and begins to burrow at incredible speeds towards its target, high intensity lasers in its nose evaporating anything in its path. When it is underneath the vehicle (live tracking is necessary for the weapon to function properly), it climbs and penetrates the bottom armor, detonating within. This was used with great effect against Danaversian Thumper tanks.

The primary defensive tool used by the Harvester is the Active Camouflage System. This does far more than just conceal the vehicle. Tiny cameras project images of terrain as it rolls by, making the tank invisible to the naked eye, while the Cloak Shell Armor masks any energy signatures from the tank until any enemy is within what is effectively point blank range.

The Guillian Sensor Package is perhaps the most dangerous part of the Harvester and what turns it into the ultimate hunter it truly is. The Guillian is an incredibly high detail sensor array that picks up enemy atmospheric craft, vehicles, infantry, and on high settings low orbit starships. More than that, it also serves to pick out command vehicles by tracing radio/signals traffic from approaching vehicles, thus allowing the Harvester to pick off enemy leadership vehicles and vector missiles onto multiple targets at once.
Last edited by Xiscapia on Sat Feb 09, 2013 11:33 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
The Kitsune Empire of Xiscapia's FT Factbook (V2.5)
R.I.P. Shal - 1/17/10

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XIA: Drones

Postby Xiscapia » Sat Oct 08, 2011 9:44 pm

Drones:

Developed and in use since the end of the Korr Wars, drones were only truly perfected and put into mass production and use by the time of the Danaversian War. Able to fulfill infantry, IFV, armored, scout, reconnaissance and aerial combat roles, these automated units are invaluable to the XIA due to their cost effectiveness, durability and firepower. In the modern military drones are deployed as stopgap solutions and are often paired with militia or native units that lack their own mechanized or armored vehicles. In general drones are not considered as effective as the units they are meant to replace (though the Avatar Kit-roid and the Seraph Drone Gunship contest this) and so are usually sent with regular forces as advance or massed units, where they can take full advantage of their networking abilities. The current class of Alversian drones were inspired by these Xiscapian units.

Gram Mobile Gun

Size: 6 (6.5 with gun forward) by 3.5 by 4.5 meters
Armament: 1x 50mm M6 Gram Hex Barrel Rotary Cannon
Role: Automated Mobile Gun/Tank Destroyer
Overview: This Karaigan-made weapon is designed to be an expendable gun to operate in urban conflicts, bringing heavy firepower to bear in confined spaces. The Xiscapian Imperial Army purchased the unit as an alternative to teams of infantry carrying autocannons, which slows troopers and makes them a target, especially in urban combat. The Gram typically employs HE rounds with an emphasis on high-fragmentation to clear out hostile foot mobile positions, and armor-piercing shells for encounters with armored cars and IFVs, both out of a 500-capacity drum. This low capacity means the Gram is typically conservative with its fire, prioritizing targets and firing in bursts, with fully automatic being rare. Its defenses consist of a large forward blast shield that makes it invulnerable to small arms fire from the front, as well as rear shields, an EM-generator to give it limited protection against missiles and a sonic feature for dealing with mines.

The Gram can be controlled remotely by an engineer or other operator, but is typically automated and left to its own devices. It can be ordered to maintain an "attack" stance, in which all systems are online and it is actively moving, a "defensive" stance in which is hunkers down in an area and scans for hostiles, engaging them when they appear, and a "ambush" stance in which it keeps only its sensors and gun online. Movement is done via its treads most of the time, while it does also have a pair of light-lift anti-gravity generators that can move it around or over obstacles or traps. Since it is easy to move and deploy the Gram is often a first responder to combat, dropped first into battles or engaging nearby hostiles on the defensive. Its ease of maintenance and repair lends to its expendable nature, and the simple machine is relatively cheap as well.


Avatar class Kit-roid:

Size: 2 meters high, standard.
Armament: Standard armament includes 2x railguns (shoulders), 1x grenade launcher (left arm), 1x micro-missile launcher (right arm), poison gas emitters (back), shields and gravitics) (can be modified and replaced with other loadouts)
Role: Anti-infantry, battlefield medic, supplementary infantry.
Overview: After the end of the Korr War the Kitsune Imperial Military began experimenting with kit-roids to see if they would be useful on the battlefield, which ultimately produced a line of combat kit-roids. Alternatively known as the MKX. III, the Avatar class Kit-roid is an extremely durable, heavily armed, intelligent automated soldier that can preform every function a normal trooper can and more. Superior martial artists and highly resistant to small arms fire, there are tales of Avatar class units simply walking up to a repeating blaster post or machine gun nest, shrugging off the bolts and rounds, and neutralizing every enemy inside with their bare hands. Once projected to make up 25% of the total military, Avatar kit-roids are capable of independent thought but not of emotions, and while doctrine and law chips are firmly embedded they are not widely trusted or liked in the rank-and-file, contributing to their relative rarity. Unlike most drones, kit-roids are deployed on a limited basis and are rarely seen outside of military installations or the control of certain government agencies.


Widower class Anti-Infantry Drone:

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


Staghorn class Assault Drone:

Size: 5 meters by 2 meters by 2.5 meters
Armament: 2x Particle cannons, 4x thermobaric rocket pods, 1x R.E.A.P.E.R. weapon, 2x PD lasers
Role: Tank-walker hybrid
Overview: While mecha, tanks and specialized AT teams are all highly effective against tank and walker threats, Danaversian armor employed en masse sometimes overwhelmed these units, drowning them in a sea of advancing treads. To counteract this the Staghorn Assault Drone was created as a cheap alternative to a manned vehicle. Invulnerable to small arms fire, the drone is heavily armored, shielded and armed, but also slow and highly specialized against hostile armor, which means they always require support units to avoid being knocked out. Staghorn drones are not nearly as in demand as mecha or tanks, but they are much more common and often used as patrol units. In recent times these, among others, have become available to Xiscapian PMCs.


Century class Transport Drone:

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


Grey class Strike Drone:

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


Sly class Infiltration Drone:

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


Seraph class Drone Gunship:

Size: 10 meters by 5 meters by 4 meters
Armament: 1x 35mm cannon, laser designator, 2x recoilless rifles, 2x Particle Accelerator Weapons, 8x anti-personnel missile tubes, 4x anti-armor missile tubes, 16x general-purpose missile tubes, 1x 20mm rotary autocannon
Role: Air transport/ambulance/atmospheric gunship
Overview: While the KIN possesses a number different types of transports, for many years the XIA was forced to rely on outdated barges and obsolete airships to move their troops across land when the superior shuttles and dropships were not available. The Seraph drone fixes that problem and also gives the XIA teeth in the air to provide support. These units are much like Century class transports in that they consist of heavy armor and strong shielding layered over a modular body that is wrapped around a cargo pod. Able to carry as much as a platoon of soldiers onto the battlefield (one squad nominal), the Seraph class can also cover them with its weaponry and transport wounded to rear echelon hospitals when battlefield medicine is not enough. Seraph drones can be dropped from starships into atmosphere and are capable of achieving low orbit, but they cannot function effectively in space and as such are not equipped with FTL drives or any of the other features of space craft.
Last edited by Xiscapia on Thu Dec 13, 2012 11:30 pm, edited 4 times in total.
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XIA: Blue Water and Aquatic Vehicles

Postby Xiscapia » Sat Oct 08, 2011 9:45 pm

Ships, Submarines and Aquatic Vehicles:

Combat on the islands of Foxlandish, as well as fighting on Yroaupz during the Danaversian War, made clear that the XIA was severely lacking in ocean-going warfare units. Up until that time water-based combat was considered irrelevant to modern military operations, as starships were thought to be able to easily eradicate any hostile blue water ships or submerged bases, but those two theaters of combat showed that this was not always the case. Thus the XIA supplied funding first for the construction of a multi-role submarine, the Mizu Hebi, which fought with an impressive success rate against both the Drackonisans in occupied Foxlandish and the Danaversians under the seas of Yroaupz. Other submerged units and surface craft were not fully realized until late in the Danaversian War, when their use had once again become questionable. In spite of this the KIN maintains a small fleet of these units in preparation to defend or attack worlds that are primarily aquatic, and move troops across a planet's surface via the ocean.

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

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

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


Hammerhead Aquatic Bombardment Vessel
COMBAT DESIGNATION: Aquatic Bombardment Vessel
LENGTH: 200 meters
WIDTH (BEAM): 20 meters
KNEEL DEPTH (min/max): 8 meters/ unlimited
DISPLACEMENT: 21,000 tons
CREW:[/b] 50 (+20 passengers)
ENGINES: Riptide Power plant
KNOT RATING (sur/sub): 40 knots/ 86 knots
HULL RATING: ALPHA (3) with KEB (Kinetic Energy Biological) protection
SHIELD RATING: BETA (4)
ARMAMENT(S):
4x torpedo tubes
10x 105mm railguns
2x mine tubes
Bio:
The Hammerhead ABV is a heavy subsurface bombardment vessel designed primarily to destroy submerged installations or mobile targets on the sea floor. Though an older model, the Hammerhead is a sturdy and reliable class, having seen repeated success in a number of foreign war zones. The primary armament of the sub is ten starboard (port, depending on configuration) side 105mm cannons. These fire in lethal broadsides to pummel any underwater threat and can usually destroy a target even if some of the full broadside misses. Typically the shells are loaded with sonic disruption devices, which active upon impacting a target to crush it with amplified sonic waves.

Indeed the Hammerhead's weapons are the most power kinetic weapon on a submarine, and can easily rupture most other submarines or bases in a single volley. This comes at the cost of unguided shells in contrast to the regular torpedoes of most subs, but the power of the 105mm railguns is much more destructive; a worthy price to pay. In the event of an encounter with mobile hostiles such as other submarines the Hammerhead has four torpedo chutes available to defend itself. Coupled with its nimble frame, this sub is more than a worthy match in the submarine time honoured tradition of cat and mouse. The Hammerhead is also capable of deploying naval mines.

Hammerhead submarines are typically built and deployed in pairs, one with a starboard battery and another with a port battery. This allows the vessels to outmaneuver hostile submarines or facilities with flanking actions, tripling the effectiveness of each sub. Once they have the target between them both submarines open fire, or one may run interference for the other, firing torpedoes while the other shells. In some cases one Hammerhead may surface to conduct shore bombardment, recharge its batteries or repair damage and leave the other one submerged to protect it from marauding enemy hunters. Like the Mizu Hebi, the Hammerhead can be deployed via aerial drop.


Ryukujira Fleet Tender
COMBAT DESIGNATION: Fleet Tender
LENGTH: 400 meters
WIDTH (BEAM): 70 meters
DRAFT 15 meters
DISPLACEMENT: 50,000 tons
CREW: 700
ENGINES: Laughing Leviathan Power plant
KNOT RATING: 34 knots
HULL RATING: 4 Heavy Tritanium I with KEB (Kinetic Energy Biological) protection
SHIELD RATING: 3 Medium Shielding
ARMAMENT(S):
20x PDCs
2x 105mm Railguns
Bio:
Designed by BRAWN's Surface Warfare Maritime (SURWARMAR) division of Karaig, the Ryukujira class fleet tender was designed to increase war efficiency by providing a mobile resupply base for active vessels to keep them in the fight. This dramatically shortens travel time between the battle space and ports for resupplying. The Ryukujira class can have four vessels docked at once; two in the rear piers, and two in the submerged piers under the hull. This can allow for two surface vessels and two submarines or four submarines to be serviced at a time. Furthermore, each pier is equipped with powerful servo cranes to pick up ships in the event of a salvage operation, allowing each Ryukujira vessel to salvage an equal number of craft. To meet both the salvage and resupply roles, the Ryukujira class has massive cargo holds for munitions and supplies, allowing them resupply fleets without needing to return to port to be resupplied themselves as well as provide repairs to damaged craft.

The Ryukujira class has a large crew, most of whom make up the complement of engineers and technicians needed to participate in operations; the ship itself is heavily automated and only needs a skeleton crew of two hundred. A Imperial Marine complement of one hundred protects the craft from boarding operations. The ship is lightly armed for its size, carrying mostly PDC weaponry for self defense and a pair of 105mm cannons that can sink small patrol boats that get too close; however, it is capable of launching, receiving and berthing small craft, which are usually utility transports but could conceivably include fighters or gunships. Defensively it is equipped with a number of countermeasures to prevent it from being accurately targeted and armor and shields that make otherwise devastating sneak attacks ineffective. It is recommended that the ship be escorted at all times, as it is a significant target given its size and purpose and vulnerable to submarine or massed air attack.


Ryusame Anti-Air Cruiser
COMBAT DESIGNATION: Anti-Air Cruiser
LENGTH: 200 meters
WIDTH (BEAM): 18 meters
DRAFT 12 meters
DISPLACEMENT: 9,800 tons
CREW: 250
ENGINES: Stormtide Power plant
KNOT RATING: 45 knots
HULL RATING: 3 Medium Tritanium I with KEB (Kinetic Energy Biological) protection
SHIELD RATING: 2 Light Shielding
ARMAMENT(S):
10x PDCs
2x torpedo tubes
1x 105mm Railgun
1x missile battery (100 SSM/100 SAM/50 SOM/60 ICBM)
Bio:
The Ryusame cruiser is a versatile Karaigan-designed surface ship able to defend its battle space with an unwavering guard. Primarily designed as a counter for the threat from by atmospheric fighters and missiles, the Ryusame is capable of much more than that. Outfitted as an all around missile cruiser, this vessel can sink enemy surface ships, shoot down fighters and still provide a tight knit defense against fighter and bomber threats to transports and tenders. While only holding a maximum quantity of one hundred missiles, the payloads can range from ship-to-ship for aggressive actions (SSM), defensive ship-to-air (SAM) for fighter denial or to shoot down other missiles, ship-to-orbit missiles (SOM) to strike at starships and intercontinental ballistic missiles (ICBM). The standard loadout for a Ryusame cruiser is a mix of SAM munitions (50-80) and SSM ordinance (20-50).

To add to this weapon load, the vessel has two torpedo tubes for anti-submarine operations when vessels like the Mizu Hebi are not available, which can also be used against enemy surface craft if they somehow get within range without being destroyed by missiles. It also carries a fully 360 degree rotatable 105mm railgun to add to its ship-to-ship fire, though this is more often used to destroy hostile patrol craft. The Ryusame has an unlimited range; only burdened by its crew's food supply and ammunition, its fusion reactor a reliable workhorse. Additionally, the cruiser can berth and launch two small craft that can include strike drones, ASW gunships or shuttle transports. A single utility shuttle or hauler can reload or resupply a Ryusame vessel.


Odyssey Troop Transport
COMBAT DESIGNATION: Surface Transport Vessel
LENGTH: 600 meters
WIDTH (BEAM): 150 meters
DRAFT 15 meters
DISPLACEMENT: 52,000 tons
CREW:[/b] 150 (+11,000 passengers)
ENGINES: Stormtide Power plant
KNOT RATING: 36 knots
HULL RATING: 5 Ultra Heavy Tritanium I with KEB (Kinetic Energy Biological) protection
SHIELD RATING: 3 Medium Shielding
ARMAMENT(S):
10x PDCs
6x torpedo tubes
Bio:
The Odyssey class is the heavy transport vessel in use by the Xiscapian Imperial Army. A massive behemoth of an ocean-going vessel, the Odyssey is heavily armored due to its nature and has an over-sized cargo capacity compared to conventional transports. With a transport capacity of over ten thousand troops and at least one hundred armoured vehicles (this can be doubled without loss of troops if stored on the exposed deck), the term super carrier is an understatement. However, the vessel sports minimal armament, only carrying six deck mounted torpedo box launchers for anti submarine defense as well as ten point defence cannons to protect it from marauding fighters and incoming missiles. Apart from their heavy protection, the other noteworthy characteristic of the craft is their speed, which allows them to reach any spot on a Sol-sized planet in a matter of days.
Last edited by Xiscapia on Sun Jul 05, 2015 10:31 pm, 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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Xiscapian Culture

Postby Xiscapia » Sat Oct 08, 2011 10:18 pm

Over three millennia old, Xiscapian culture has changed along with the rest of its people and continues to do so under the Kitsune Empire. Intermixing with foreign and alien cultures further enhances this, breaking the vacuum the general culture has inhabited for the two thousand years it was isolated from any other people. Ultimately the Kitsune Empire advances Xiscapian culture via cultural imperialism, hastening to subjugate and minimize a conquered people's culture and replace it with that of the Xiscapians, with the goal being total assimilation for the good of the state. Though this policy is not deliberately and outwardly acted upon, it is nevertheless present, encouraged and working in some areas. In this way culture is a tool that the Kitsune Empire uses just like any other; at the same time, the Xiscapians retain their own unique customs and way of life.

Classical:

Electronic:

Gutterstomp:

Pop:

Rock:

Metal:




Action:

Comedy:

Speculative:

Warfare:

Adventure:

Crime: Perhaps unsurprisingly, many Xiscapian crime films revolve around the Syndicate and its various operations and colorful characters. These range from law enforcement fighting the organization to shatei battling other criminals and various other kinds of intrigue, but members of the Syndicate are often portrayed as heroes or at least protagonists in the movies, largely due to their commitment to their own style of "justice and honor" and their belligerence towards other, more violent crime groups. One of the most famous films is Octagon, about eight shatei working on a frontier world fighting foreign thugs, while another titled The Kellian Incident concerns the Syndicate's involvement against the rogue pirate crew of the Burning Hate and their alliance with the Kel police to take down the heavily armed raiders when they attempted to kidnap a local official. Other popular series in the genre involve bounty hunters, privateers and independent mercenaries in their work on the shadier side of the law. These include Bang Boom Bing!, a movie about the pair of Xiscapian mercenaries responsible for helping defeat the SASM and Sanguine Rose, a work of fiction detailing a pirate-turned-privateer's efforts against Zillar shipping during the Danaversian War.

Horror: Xiscapian horror movies tend to involve themes of being lost, marooned or stranded in the wilderness, disease, technological breakdown and sexual predations. Notable examples include Exile, a fictionalized account of some of the worse things that happened to the crew of the real ship Exile in its voyage, Pathogen, a heavily sensationalized version of true events occurring on a freighter that picked up infected Rasthan refugees, Countdown, a story in which a serial killer uses his victims augments against them, and L.F.N., a movie about a "sexual vampire" that kills and eats with sex. Horror movies also often involve scouts, colonists and explorers landing on new worlds only to find that dangerous and unimaginable things lie in wait there. As a national genre, Xiscapian horror films are known for being minimalist, more about people than actual horrors and often having its protagonists meet bad ends.

Sports:

Animation:

Documentary:

Biography:

Drama:

Romance:


Traditional:

Foreign:


Digital:

V.R.


Khong

Hardball

Football

Slam

Whizzco

Martial arts


When they wear clothing at all, Xiscapians generally prefer comfortable, functional apparel, with aesthetics only a distant third. During the Korr War available fabrics tended to be of low quality, almost universally synthetic in nature with materials including polyester, acrylic and nylons, as they were mass-produced rather than individually designed and generally manufactured for their protective, durable qualities rather than for beauty or comfort. This means that many Xiscapian clothes, particularly older styles and makes that predate the end of the War, are flame, water, stain and insect resistant, but typically also heavy, uncomfortable and unflattering to wear. Groundside workers might be assigned uniforms that often consisted of coveralls, while spacers and others with jobs in or near vacuum often favored jumpsuits that could be retained when entering a hardsuit, and both coveralls and jumpsuits were favored because they could be stored compactly, were easy to put on and simple to clean. These had a hand in the creation of the siren suit, a large, one-piece garment designed for soldiers or civilians to throw on while going to a raid shelter.

Since time immemorial, Xiscapian civil officials have worn some variant of robes. These tend to be plain and solid colored, the most famous of which are the Emperor's burgundy Imperial Robes, though the Imperial Family in fact has an entire selection of different styles and colors of similar dress. Traditionally the robes are worn with a tunic underneath, and are often configured so they can be worn over the back as a cape, or hooded cloak. Notable are the black-and-purple robes of the Xiscapian Diplomatic Corps, the white robes of Xiscapian Imperial Governors and Overseers, and the sable or orange robes of the philosophers of Bodom and Qonn. Perhaps not surprisingly, official robes often have a number of features, including interior pockets, various resistances including to projectiles and energy blasts, insulating properties and considerable expense.

With contact achieved with the People's Republic and trade commenced, the Xiscapians were exposed to new clothes, new fashions and, indeed, new ideas about fashion. Doing away with the old robes, Xiscapian business persons adopted Alversian-made suits when meeting with their counterparts in an effort to appear more professional, and they have retained the look ever since; on the darker side, expensive Alversian suits were also held up as the "uniform" for shatei of the Xiscapian Syndicate organized crime group. In particular, Xiscapian youth were affected, buying into many Alversian fashion trends and fads and trading in their coveralls, jumpsuits and thick all-weather gear for jeans, tank tops, light coats and sneakers. Because of this Alversian clothing and apparel companies dominant the Xiscapian market, targeting Xiscapians with everything from the somber, subtle, richly textured clothing favored by adults and businesspersons to the loud, skimpy and heavily-accessorized outfits purchased by the young. Alversian fashion trends sweep through the Kitsune Empire almost as quickly as they do the People's Republic, and the fads are often reflected by the kitsune.

Despite this closeness, Xiscapian women have broadly refused to wear the likes of most dresses, skirts and even more conservative articles such as pantsuits, preferring to wear the same kinds of clothes as their male counterparts. Indeed, many pieces of traditionally feminine clothing, such as high heels, leggings and blouses are actually seen as erotic fetish items by Xiscapians, not that this stops some members from wearing them in public. On the flip side, homosexuals and transgender males will often don Alversian woman's clothing to further enhance and emphasize their femininity. This is also true of makeup, though it can be found more commonly on both male and female Xiscapians of all orientations.

-Nudity

-Hats

-Footwear

-Ornamentation

-Paint
Last edited by Xiscapia on Thu Jul 11, 2013 3:31 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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Culture: Xiscapian Lore

Postby Xiscapia » Sat Oct 08, 2011 10:19 pm

Timeline:

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

BFC - Before First Contact

AFC - After First Contact


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

Y.O.O.R. Empress Kamikaze, approx. 2,950 years BFC - Responding to the outside threat, the Xiscapian people effectively unite as one under the rule of Empress Kamikaze. Analysis reveals that the warship was only a scout; preparations for an attack are validated when the first wave of invaders descends from the skies, having followed on sleeper transports. Using a combination of tactical acumen, reverse-engineered technology and psychic warfare, the Xiscapians destroy the attackers and salvage their equipment.

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

Y.O.O.R. Emperor Sumo-Emperor Soeda, approx. 2,100-1,000 years BFC - Approximately one thousand years of travel passes as the various craft look for a suitable planet. Entire generations are born, live and die without ever seeing sunlight or setting foot on the surface of a terrestrial body. Various colony ships make planetfall across the Home Galaxy at different times, including Macronia and Xiscapia, resulting in kitsune civilizations springing up there. Some are thought to have possibly journeyed across the galactic gulf into the Milky Way Galaxy. Currently five of the colony ships are unaccounted for.

Y.O.O.R. Emperor Soeda, 1,000 years BFC - Contact with the Korr Supremacy is made by settlers arriving in the modern-day Xiscapian System. Records are confused as to the exact cause of the first war, with multiple conflicting reports indicating a wide number of flashpoints, including Xiscapian aggression, Korr slavery, a border skirmish over a trade ship and a failure on the part of an Xiscapian captain to show proper respect to her Korr counterpart. Korr Wars begin.

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

Y.O.O.R. Emperor Foxfire Rose 5, 0 Years BFC - Korr release their biological weapon code named "Swift Sword" onto the battlefield at the Battle of Faurfax, decimating the Imperial Military units on that moon. As the Korr advance the Xiscapians dispatch a drone into the wider galaxy for the first time in decades, seeking aid from any quarter. First Contact is established with the People's Republic of Alversia. The Alliance is created to fight the Korr, marking the entrance of the People's Republic into the Korr Wars. With Alversian help, vaccinations are created for the disease and the Xiscapians just barely manage to hold their ground against Supremacy forces.

Y.O.O.R. Emperor Foxfire Rose 7, 2 Years AFC - Despite direct, ambitious Korr attacks on Alversian territory and the deployment of new and deadly weapons, the Allies push the Korr back, fighting their way through the moons of Jomstar to advance on Korrillia. A final push into the defensive grid around the homeworld draws the entire Korr Grand Navy into combat, resulting in a final struggle that lasts for nearly a month as the Allies inch their way towards the capital. The assassination of the Korr sovereign plunges the nation into chaos and brings about the final, decisive end of the Korr Wars in Allied favor. The Korr persist for another year as competing warlords before eventually destroying their own homeworld (and nearly their entire species) in a nuclear holocaust. In the years afterwards the Allies mobilize to deal with Korr pirates, renegade warlords and the like as victorious forces commit themselves to stabilizing the sector.

Y.O.O.R. Emperor Foxfire Rose 9, 4 Years AFC - Calaverian War begins with the capture of an Xiscapian fighter pilot by a Calaverian Observer warship. When the hostile ship was discovered and boarded by Xiscapian troops they discovered the pilot had been dissected alive to analyze the species, and that the vessel was carrying numerous other species as captives, resulting in the Kitsune Empire declaring war on the Celestial State. Calaverian War ends one month later with the capture or destruction of every Calaverian ship, soldier and citizen by a then-unknown force. The Calaverian homeworld of Celestis is devastated and declared a restricted zone by the Allies. Remnants of the Calaverian people are exiled by the Kitsune Empire. Emperor Foxfire Rose later called this mercy "one of the greatest mistakes of my administration."

Y.O.O.R. Emperor Foxfire Rose 10, 5 Years AFC - SASM War begins; the "False Rebellion" enters its final stages. Allies defeat the Society for the Advancement of Socialized Medicine, losing several colonies and fleets in the process, but are able to destroy the central Server and shut down the SASM Pathfinder warships and Biodroid armies. The False Rebellion later uses the aftermath to take control of the colony on Old Xiscapia using rogue Korr warships, craft of the Alversian terrorist Republican Army, captured Xiscapian military vessels and pirate ships. A combined Allied assault destroyed, captured or scattered the rebels, resulting in the deaths of all their leaders, including the architects of the war, the Emperor's brother Sakakibara ("James") and his bond mate Ishi (the notorious piratess captain "Veela"). The location of a rebel vessel that went missing, a Kyat Drive Yards Black Raider ship called the Knightsbane that destroyed the Alversian Dreadnought Crossfire, remains one of the greatest mysteries of the war.

Y.O.O.R. Emperor Foxfire Rose 11, 6 Years AFC - First Macronian Crisis. The People's Republic of Alversia discovers the world of Macronia, an arid pre-FTL planet made up of a number of different warring city-states and squabbling tribes, notable for the presence of Xiscapian kitsune. The Kitsune Empire dispatches Imperial Ambassador Si to learn more about these kitsune, starting in the country of Mysan, a kitsune nation backed by the Alversians against bandit tribes in the desert. A series of events include Si being captured by a group of the bandits en route to Mysan before he is freed by Mysan soldiers, meeting the Mysan leader, Queen Krystic, observing the Alversian trained and equipped Mysan Army crush an opposing bandit army and thwarting a rival Dromintine attempt to undermine Krystic's power. Eventually both Si and Krystic are kidnapped from the city by bandit raiders and brought to a camp, where it is revealed that the power behind the bandits is a rogue Alversian diplomat; as the Mysan Army storms the encampment, Si kills the man in single combat and the heart of the desert tribes is torn out, scattering them and cementing the power of the Mysan nation, which goes on to begin joining the other nations around it into an Alversian-supported Federation. With the new Federation providing protection for its workers, the People's Republic begins terraforming the planet.

Y.O.O.R. Emperor Foxfire Rose 12, 7 Years AFC - AIW War begins. Xiscapian intervention against the Intergalactic Empire of Greal and the Alliance of Imitated Worlds prevents the xenocide of the Berrax people. Pact signed between the Kitsune Empire and the Intergalactic Empire prohibiting Greali nuclear strikes on Berrax cities and an agreement to a deceleration of war against the AIW. Greali war effort ramps up; the Alliance of Imitated Worlds is exterminated at great cost to the Intergalactic Empire. Worlds depopulated by both sides remain scattered through modern former Greali space.

-Kash Wilson makes a final return to Xiscapian space. Though wanted as a war criminal for actions in the Calaverian War and False Rebellion, it is revealed that he was infected by the Imitator virus, and his attempt to infect personnel on Space Station Protector results in his impromptu execution by the Station Commander there. This marks the end of the original Kash Wilson; all entities bearing his name and likeness afterwards are clones.

Y.O.O.R. Emperor Foxfire Rose 13, 8 Years AFC - Exiled Calaverians return to their homeworld. Celestial Treaty made exchanging the world of Dolosus to the Kitsune Empire in return for Celestis to the Calaverians, with the new people led by the clone of the former soldier and war criminal Kash Wilson. The new Universal Government becomes a vassal state of the Kitsune Empire.

Y.O.O.R. Emperor Foxfire Rose 14, 9 Years AFC - Cala-Greali War begins. The Calaverian army, led by the Xiscapian General Caedo, repels a Greali attack on Celestis and counterattacks the Greali world of Pamp. Caedo's forces destroy most of the defending fleet before capturing the planet's infrastructure, population and ground forces almost entirely intact with their surrender. Pamp becomes a Calaverian holding. An official peace is never made between the two states.

-The experimental ship Exile, a vessel jointly designed, built and crewed by the Kitsune Empire and the People's Republic bearing a prototype Jaunt Drive among other new pieces of untested technology, sallies out for its maiden voyage and disappears. Despite extensive search efforts by both involved navies, the craft is not located and presumed lost with all hands.

Y.O.O.R. Emperor Foxfire Rose 15, 10 Years AFC - Zillars refugee forces attack the Xiscapian colony of Wuin. The Xis-Alvo garrison defeats the attack with minimal casualties and meet up with pursuing Greali forces. Xiscapian Imperial Ambassador Atox is murdered by the Greali while attempting to negotiate with the Zillars, resulting in the dispatch of an Xiscapian task force to recover the representative before his fate was known. Tensions mount.

Y.O.O.R. Emperor Foxfire Rose 16, 11 Years AFC - Xis-Alvo-Greali War begins. The Allies make a successful invasion of the Greali world of Miller; the planet is annexed in the People's Republic. The war continues to Nova Max, the Berrax homeworld, under occupation by the Greali. Using a combination of strategic cunning, an Imperial Fleet disguised as a rouge rebel force and an Xiscapian operative taking a high-ranking Greali Admiral hostage, the Allies defeat the defending fleet and capture the planet. Allied forces liberate Nova Max of its occupying army in conjunction with Berrax rebels. The Berrax Republic is established as a protectorate of the Kitsune Empire, and a truce is negotiated in Allied favor shortly afterwards.

Y.O.O.R. Emperor Foxfire Rose 17, 12 Years AFC - First Xiscapian colony established in the Milky Way -the Chalybs System. This is accompanied by the first constructed Jaunt Portal linking the Milky Way and the Home Galaxy, allowing for further exploration of the Milky Way in competition with the Greali Empire's own Zip Tunnels. Access to the Alpha Quadrant and surrounding territories would later lead to contact with the Phenians and the formation of the Xiscapian Protectorate of Greater Phenia, the 72-Hour War with the Archians, contact with the Sen, Pokosians, Telrosians, Morningstar, Huerdaen and other significant allies and events.

-Xiscapian mercenaries Kartosh, Skyler and Tara (collectively known as KAST, KArtosh-Skyler-Tara by Xiscapian intelligence) and Chloe, Alversian mercenary Nathaniel Barnes and their A.I. Katie (dubbed CHIK, or Chloe-Her-Idiot-and-Katie) and their ships the Star Snake and Elixir of Life are employed by the Alversian Internal Security Service to steal important Ferran government documents, as it is suspected that the Ferran Federal Government has been secretly in negotiations with the Danaversian Empire. Due to state corruption and heavy criminal presence the six end up fighting the Ferran mob as much as the government, but they eventually uncover the truth; the Ferrans were indeed in talks with the Danaversians about an agreement that would have Danaversian forces land on the planet to prop up the native government against rebels and supply it with weaponry and equipment in return for allowing the Danaversians to use it as a base to strike at the People's Republic. Through a wild sequence of events, the mercenaries eventually end up locating and assassinating the Ferran President Ma-Tan and providing the ISS with critical intelligence about the Ferrans and their new Danaversian allies. Though the coming war would render the Alversians unable to prevent the Danaversians from landing on Ferra, they would be able to use the information acquired to provide a great deal of intelligence about Ferran and Danaversian locations, dispositions and objectives to the Coalition during the Liberation of Ferra, expediting the battle for the planet. KAST and CHIK would go on to provide a variety of services for various Coalition states throughout the rest of the conflict.

-First Contact with the Colony of Phenia involving the KIN sending the frigate Lingers in Shadows under Captain Medina to assist the Phenia Security Force in hunting down an Xiscapian pirate terrorizing the system in a captured PSF destroyer dubbed the Approaching Appalling Affair. Pirate Captain Kutt and the Approaching Appalling Affair are ultimately captured, but not before Captain Medina is killed by a pirate assassin, forcing his X.O., Commander Arcumus, to take over for him. Interested in establishing a trade network with Phenia, the Kitsune Empire brings an old Calaverian Jump Gate to the system and connects it with the Wuin System. Xiscapian economic domination, along with a Danaversian attack that nearly overruns Phenia a few years later, contributes to the Colony officially becoming the Protectorate of Phenia, with an Imperial Governor replacing its highest office voluntarily. The first true base in the Delta Quadrant, Phenia would prove to be vital to Xiscapian economic, military and diplomatic interests in the wider Milky Way.

Y.O.O.R. Emperor Foxfire Rose 18, 13 Years AFC - The Great Patriotic War (more commonly the Danaversian War or the Thirteenth Danaversian War) begins with an attack on the Wuin System by Danaversian forces that is successfully repelled, as are simultaneous assaults on the Alversian DMZ and the Greali Nova Hurtrix system. An alliance called the Coalition is created between the affected nations and their allies, including Alversia, Xiscapia, Setulan, Greal and Alumi; protectorates including Calaveras, Phenia, Miller and Macronia pledge aid and forces as well to support them. Opposing the Coalition is the Ternion, which is initially comprised of the Danaversian Empire and the Boolean Confederacy, and later comes to include the Zillar Republic, the Ferran Federation and various disaffected elements within Coalition states, including the Dromintine State of Macronia, remnants of the Greali military after the fall of the empire and a number of independent pirate groups. After the initial battles a combination of unknown and advanced Boolean technology, Danaversian numbers and the sudden entry of the Ferrans and Zillars into the war put the Coalition on the backfoot, resulting in the loss of entire armies, fleets, worlds and populations. The Danaversians and Booleans in the Home Galaxy, and the Zillars in the Milky Way, concentrate heavily on the Greali, and are able to swiftly dismantle the Greali nation and destroy most of its military forces and population before the Coalition can properly respond.

-The Xiscapian Second Expeditionary Fleet responds to an alien distress call and defeats an initial Kewen force on the side of the Setulanite defenders at the Battle of Colony One in the Home Galaxy. Both sides call for reinforcements, resulting in a large fleet and ground battle destroying several warships on both sides, including those of a Kostemetsian force which came to the aid of the Kewen. The battle looks to be going well with the crippling of the enemy flagship, the capture of the landing force of Kostemetsian infantry and large scale success of Setulanite and Xiscapian shock troops and armor against their Kewen counterparts, but victory was lost when the Kewen destroyed the planet, forcing the Xiscapians and Setulanites to retreat. This however begins the formation of a strong alliance between the Republic of Setulan and the Kitsune Empire, and directly leads to the involvement of Setulan in the Danaversian War.

-Second Macronian Crisis. The expansion (and terraforming) of the Macronian Federation is halted by the northern "warrior states" which have formed a confederacy against the Federation, who they consider too weak to deal with. With former Ambassador Si now unavailable for duties, as the King of Mysan and Foreign Minister of the Federation alongside Queen and Prime Minister Krystic, the Xiscapian Diplomatic Corps deploys Ambassadress Tiri to negotiate with the Northern Confederacy, along with Black Guards Litek and Bree for her protection. In the course of traveling to her destination the Ambassadress and her bodyguards uncover a conspiracy involving elements of the Federation state of Dromintine, a long-lost kingdom of near-humans and a rogue Greali Admiral and his forces to destroy first the Northern Confederacy and then the Federation. Able to inform the kings of the Northern Confederacy of the plot, Tiri watches them nearly lose the battle against their better-armed, bioweapon-equipped opponents before the Federation, having been gearing up for war with the Northern Confederacy, intervenes and crushes the hostiles, putting an end to both the conspiracy and the opposition of the Northern Confederacy. This event also marks a policy change in the removal of a strict no-fraternization rule between Black Guards and their charges, directly due to the relationship between the Ambassadress and Guard Bree.

-First Contact made with the nation Red Talons.

-The Republic of Setulan contracts Nakamoto Dockyards to deploy a freighter, along with a team of Veteran's Trust mercenaries for protection, to a desert moon called Vekis discovered by Setulan scouts recommended for settlement but unable to be colonized due to force restraints due to the Danaversian War. The ship Dimension under Captain Mitsune is sent to construct the first settlement and begin a detailed analysis of the world. Despite encountering issues on and around Vekis, including fights with native fauna, the discovery of a Black Claw Pirate stronghold and crew members getting lost in the deserts, the corporate force successfully paves the way for greater colonization of the moon.

Y.O.O.R. Emperor Foxfire Rose 19, 14 Years AFC - The Kitsune Empire is able to claim the mineral-rich Akwia System despite competition from the Federation of Allied Systems by using a show of force. Not long afterwards it also colonizes Lagash, a frontier world, for its ore, this time uncontested. Meanwhile, Xiscapian forces assist the Alversian garrison at Gerral in shoring up the defenses against Danaversian siege, while the Imperial Intelligence Department deploys agents to nearby Ranus V, identified as the base for the attacking Danaversian fleets. Via espionage, sabotage, and eventually a raid conducted by Xiscapian Rear Admiral Murdoc, the port and yards used by the Danaversians is destroyed, a number of enemy HVTs are assassinated and many Escan and Coalition slaves are rescued, setting the system up for later invasion. Captain Matsuyama, of the famed "Matsuyama Maneuver", is the first to use it in destroying a Danaversian Barracuda Battleship with his Destructor Corvette Imperial-10 during the Siege of Gerral, leading to his transfer from the Kitsune Imperial Navy to the Alversian People's Navy, where he eventually takes command of the Victory class heavy cruiser APS Ajax.

-Having rescued the remnants of a Genetic Purity Initiative fleet earlier in the year, the Kitsune Empire follows up on a tip from a Initiate scanning vessel to a remote cold desert world called Locar. A military unit deploys to the planet along with a team of scientists, along with additional ships, troops and scientists from the Colony of Phenia. Something was discovered buried beneath the sands of Locar by the task force, but whatever it was became classified by both governments after finding and was removed by the time authorization opened up for colonization of Locar and its twin world Shalamar.

-Imperial Ambassador Enomoto is dispatched to a conference being held by the Talythians in the Milky Way Galaxy attended by a number of other nations, including the then-Telrosian Empire, the Morningstar Coalition and the Pokosian Commonwealth. Before long all non-human representatives are expelled from the meeting, based on the xenophobia of a few members including the host, and Enomoto is forced to leave. However, this affords him closer contact with the Pokosians, and later the Telrosians and the Morningstar Coalition which eventually leads to their commitment of aid and forces and greater involvement in the Danaversian War.

-First Contact is made with the Sen Systems Alliance after their naval forces save the Xiscapian freighter Fifty Three Years In Space from Black Claw Pirates. This soon leads to their involvement in the Danaversian War.

-Then-Lieutenant Sakaki, an Ascian scout, becomes involved in the search effort for a missing Sen military cargo shipment. This leads to her discovery of the Sen Founders, and eventually her "rescue" of one Marine Kunai Skylera. A military operation against the Founders is compounded by the involvement of Sector Six, a Sen black ops group which ends up battling Xiscapian and regular Sen forces during the engagement as they attempt to preserve the Founders for their own purposes. Ultimately Sector Six is defeated, all involved Sen and Xiscapian personnel are recovered and an understanding is reached between them and the Founders. Sakaki receives a promotion and commendation for her efforts.

Y.O.O.R. Emperor Foxfire Rose 20, 15 Years AFC - The Xiscapian-led Battle of Ranus marks the turning point in the Great Patriotic War, where the first successful large-scale Coalition advance is made against the Danaversians, resulting in the liberation of the Ranus System and the destruction of large numbers of Danaversian ships and troops. In the aftermath Setulanite General Borndecker becomes the Supreme Coalition Commander, uniting the various and disparate Coalition forces under him and directing war strategy up until the end of the conflict. Under Borndecker's leadership the Coalition embarked on a plan divided into three parts, which began with the breaking of the Boolean Confederacy, continued with the neutralization of the Danaversian Fortress Worlds and ended with the ravaging of the poorly defended interior of the empire and the invasion of Danaversia itself.

-After six years wandering the furthest reaches of the Home Galaxy, contacting previously unknown peoples and seeing many strange, terrifying and wondrous things, the Exile is located by the APS Ajax and her weary crew is guided back to Xiscapian territory, where they are hailed are heroes. The reason for the experimental vessel's disappearance is explained to have been a malfunction with her Jaunt Drive, which was caused by Calaverian sabotage. Exile's crew are credited with trailblazing many of the systems and peoples that would later be contacted again during the Great Purge, and Captain Winterfire, the C.O. of the vessel, is promoted. His theorizing is responsible for the Winterfire Doctrine.

-First wargame is held between the Kitsune Empire's Captain Shinya and the Sen System Alliance's Admiral Ryoko Katsuragi via a V.R. match. Katsuragi wins the first scenario, destroying half an Xiscapian convoy, while Shinya achieves victory in the second by taking out a number of Sen mining stations. This results in both a lasting friendship between Shinya and Katsuragi and facilitates the trade of ships, the Xiscapians receiving a Sen Kraken class Battlecarrier while the Sen acquire an Xiscapian Marchamp class Frigate, for study and incorporation into their navies. The wargames also motivated several technological and strategic changes in both fleets.

Y.O.O.R. Emperor Foxfire Rose 21, 16 Years AFC - Invasion of sections of the ancient, dead Avilyan Empire in the Beta Quadrant of the Milky Way begin by the Kitsune Empire. This culminates in the 72-Hour War with the Archian Confederacy, which consists of three hard-fought battles between the rival colonization fleets. Peace accords were negotiated over what is now known as the planet Fudo, ceding the territory that the Kitsune Empire had taken to it and agreeing that Fudo be divided between the two states, among other stipulations. Unfortunately, the 72-Hour War is one factor that can be directly attributed to the breakup of the Archian nation into three distinct factions, including the original Archian Union (The Illanian Republic) allied with the Kitsune Empire and recognized as the only legitimate Archian state, the Archian Coalition, the largest separatist group of systems, and the New Eramus Republic, a military junta smaller than the other two. At current time a low-grade war is ongoing between the factions, with the Kitsune Empire ruthlessly destroying Coalitionist raiders and sponsored-pirates while employing its own privateers to attack their and NER shipping.

-First Contact made with the Armed Federation of Xenohumanity after the Xenohuman corporation Xeno-Tech succeeded in smuggling "Genestealers" personnel through the Chalybs-Xiscapia Jaunt Portal to land on Xiscapia, intending to steal the Emperor's genes, only to have them handily wiped out by the Black Guard and their materials captured. An understanding is reached between the Xiscapians and the Xenohumans that has prospered into a fruitful if mostly unofficial alliance, particularly in the economic realm between various businesses.

-After receiving distress calls the Kitsune Empire intervenes in the failed state of the Olacian Empire in the Delta Quadrant. By deploying forces under Rear Admiral Murdoc to the planet Hilda Rein the Xiscapians were able to prevent it from being overrun by the vagabonds, minor conquerors and cosmic horrors that took down the rest of the nation, making the elves there the only safe, free people left in the old empire. Hilda Rein would become a base for Xiscapian operations in the Milky Way.

-Foxlandish, a peaceful country of kitsune-like people, is invaded by its neighbors, causing the Ascian scout Lieutenant Takino to go missing there. Xiscapian intervention destroys the invaders and the nation becomes an Xiscapian protectorate.

-On Vekis the war between armed Calaverian and Greali refugees reaches its lowest point, unable to be contained by Setulanite and Xiscapian authorities, so mercenary forces employed by Nakamoto Dockyards are dispatched in an attempt to help pacify the situation. Events come to a head when it is revealed that, among other things, a Boolean espionage cell "Tetra" has taken root on Vekis and is using the chaos to conduct experiments, the Calaverian "Children of Kash" are resurrecting Kash Wilson via a cloning tank and the Greali "Outcasts" have outside support from a rogue Greali fleet. The Greali invade and are soundly defeated by Setulanite forces with Xiscapian and mercenary assistance, leading to the similar defeat of the Children of Kash during the fighting and the eradication of Tetra. After years of fighting the situation is finally stabilized, so Vekis becomes a productive world with its extremist elements purged.

Y.O.O.R. Emperor Foxfire Rose 22, 17 Years AFC - Winterfire Doctrine installed. AXIS (Alvo-Xis-Set) Alliance created for the consolidation and preservation of powers and stability in the Home Galaxy. With the war spreading as far as Ferra, Macronia, Chalybs and into the most distant reaches of the Home Galaxy with attacks on the likes of Terracropolis and Old Xiscapia, and deep into the Milky Way with Danaversian forays against the Telrosian Empire and Zillar forces rampaging unchecked throughout former Greali space, AXIS called for aid. Among others, the most significant allies include the Telrosians, the Huerdaen, the Morningstar Coalition, the Sen System Alliance and the Pokosians, all of whom sent forces of varying sizes into the Home Galaxy to assist the Coalition against the Ternion, with further fleets and troops deployed by some against the Zillars. An infusion of both materials and succor in the form of supplies, technology, warships and intelligence as well as additional fleets and armies strengthens the Coalition as it gears up to push back against the Ternion.

-Xiscapians are involved in the Rethast attack on the Rasthan homeworld, including Ascian Lieutenant Kondo of the scout Foxtrot-47, who was the first to arrive at the scene of the dying civilization. Witnessing the ravaging of the survivors, he called for assistance, bringing in the freighters Find A Penny and The Birth of Cool to assist in rescue operations. Between them the merchants were able to save over a million Rasthan, who would later settle the moon New Rastha under Xiscapian guidance. Lieutenant Kondo was shot down by the Rethast while protecting cargo haulers full of refugees, but was saved by a Morningstar dropship. He ultimately received a promotion and medals for his heroic actions, but was emotionally scarred by the events and has since been taken off active duty.

-First Contact achieved with the Sertian Empire.

-The release of a pathogen into the Sen System Alliance mutates many kitsune there into Vulpes Vulpes types, the result of a terrorist attack by an unknown faction. A task force of Xiscapian Imperial Intelligence Department agents and a Setulanite military policeman, and later mercenaries Kunai Skylera and Sakaki, Sen intelligence agencies and others, is put together to trace the attack. By delving into the underworld they discover that the terrorists and their virus entered Sen territory by using contacts in criminal and far-right radical groups, and that the corruption goes all the way to the top to one of the Sen Councilors. The Councilor is arrested, the criminal cartel dismantled and the extremists are neutralized before the team ultimately tracks down the terrorist leader as a supposedly long-dead Xiscapian scientist and mass murderer hiding out on an abandoned Greali prison moon. Despite interference from Zillar forces, and protection of the mad doctor by his own creations, the team defeats him and his hideout is ultimately cast into a nearby black hole by a Sen cruiser.

-Contact is made again with the Telrosian Empire, who become the first to render aid to the besieged Chalybs System. Others, including the Morningstar, the Sen and the Pokosians, follow.

-The Xiscapian delegate to the Galactic Assembly, Captain Kotohito, takes part in the defense of the House of Lords along with two Xiscapian Imperial Marines when the host planet of the Tocrowkian Interstellar Reich, Liberty Prime, comes under attack by Qajar Persia. Though one of the soldiers is killed in the fighting and the other two kitsune are seriously wounded, the defense is successful and most of the dignitaries are able to escape with their lives. Kotohito and his remaining guard are picked up by the Huerdaen, and over the course of several months are eventually transported to Sen territory, where they are returned to the Kitsune Empire. This marks the first official Xiscapian contact with a number of nations, most notably the Huerdaen though the two empires had had indirect contact before.

-Third Macronian Crisis. A final impediment to the now nearly global Federation and its terraforming lies at the planet's northern pole in the form of the ancient and once all-powerful Silver Empire, a nation of kitsune who had been funding and training the bandits responsible for the First Macronian Crisis in an effort to destabilize the southern kingdoms for invasion. Ambassadress Tiri is sent with her guards again to negotiate, but they are imprisoned upon arrival at the buried Xiscapian colony ship Kistvaen until a mysterious pathogen begins killing their "Janissary" guards and also infects the Ambassadress. A cultist of Bodom named Omega is present, and she saves the nation by purifying its members of the disease, causing them to crown her their new Empress. A plot between the Dromintine, the Janissaries, rogue Greali who were escaped the battle of the Second Macronian Crisis and the Danaversians is uncovered, but the intervention of the Ambassadress and her allies results in the breaking up of the Dromintine state, the lifting of the Kistvaen into space as a new, nomadic nation, the deaths of the remaining Greali and the repulsion of the Danaversian invasion of the Federation. Having proven itself in battle and with nothing left in its way, the Federation establishes itself as a strong system government and a true part of the Coalition in the Danaversian War.

Y.O.O.R. Emperor Foxfire Rose 23, 18 Years AFC - Operation Debellatio over Danaversia results in Grand Admiral Krystal destroying the Empire's seat of government from aboard her flagship, the Pride of the Empire. A short time later the Final Treaty is signed by representatives of the major warring Ternion and Coalition powers, and the Thirteen Danaversian War formally ends. One month later, the unofficial end of the conflict in total comes about with the destruction of a Zillar world in the Milky Way and the death of the Zillar oligarchy Shadow Council, resulting in the end of the Zillar Republic as a unified and coherent body. Rebuilding begins as nations lay claim to territory, recall forces, restart battered wartime economies and begin to consider a postwar galaxy. Not long after the end of the Great Patriotic War, the Great Purge is launched, spearheaded by Setulanite religious warriors and backed mainly by the Xiscapian and Setulanite militaries in an effort to cleanse the Home Galaxy of pirates, Ternion remnants, lawless sectors and nations that could pose a threat to AXIS hegemony.

-First Contact established with Novus Limes, including assistance in combat against the Borg, an opening of trade relations and a partial settlement of Xiscapians in Novus Limes territory.

-A Saurisian reconnaissance craft entering the Masaaki System in an attempt to spy on the Kitsune Empire is captured by KIN forces in what becomes known as the Parker Incident, after the ship's pilot. Data extraction from the scout, and interrogation of Parker, yields a wealth of information about the Saurisian Dinosaur States to the Xiscapians, and Parker is later returned to her homeland in return for one billion credits paid to the Kitsune Empire. As a follow-up, the Imperial Intelligence Department begins to infiltrate the Dinosaur States with agents to gather intelligence and aid indigenous and human equality groups. At the same time, the Kitsune Imperial Navy works with the privateering group Raven's Blood and the "1st Auxiliary Flotilla" (Alversian Raiding Corps) to make a false flag attack on a nearby Saurisian trade station and shipping, netting them massive gains in both valuables and intelligence. This enables the famed leader of Raven's Blood, Captain Kacho, to retire a rich man.

-Then Flotilla Captain Shinya led her pirate-hunting task force known as the Bloodletters to the Cruor System, where forces of the Telrosian Empire are engaged in the destruction of the native Arvayan Federation due to its bloody xenocide of its Abhuman population. The Bloodletters assist the Telrosians in transporting and caring for the Abhumans until they are situated, and later provides security for the Cruor System while terraforming operations get underway to repair the shattered primary planet so it can provide a home for the Abhumans to call their own. This establishes the United Abhuman Provinces (UAP) as a protectorate under the Kitsune Empire, and results in nearly as many Abhumans applying to join the Bloodletters as their own native militia and defense forces. Initially Cruor and its inhabitants were under the joint protection of the Telrosians and the Xiscapians, but as troubles in the other empire mounted more of the security concerns fell onto the shoulders of the Bloodletters and the KIN until today, when most of the forces in-system are either Abhuman or Xiscapian. Due to the absorption of the Telrosians into the Huerdaen Star Empire, Cruor has become a point of contact with the pale humans, rivaling Phenia.

-Beginning of "Operation Zodiak" in which the Kitsune Empire, with assistance from the Necrian Dominion and the Bennian Empire, begin its conquest of the Republica nation and the nearby Tigerian Empire. Despite an incident with the Demigueris military (later resolved peacefully) and altercations involving a Voloian Intelligence-employed mercenary and elements of the Alversian terrorist group the Company, all targeted territory was successfully conquered. Of significant importance was the contact of the Kitsune Empire with these other factions, allowing it a de facto alliance with the Necrians, knowledge of the Bennians that did not come from the Karaigan, agreements with the Demiguerians, intelligence on the Voloians and information on the Company. Another result of these invasions is the existence of the Tigerius Liberation Front, the Sons of Arel and the Republic Exile criminals and terrorists, who fight against the Kitsune Empire and its allies.

Y.O.O.R. Emperor Foxfire Rose 24, 19 Years AFC - Shortly after First Contact with the Empire of the Kiruri, the War of Kirurian Succession results in the Kitsune Empire intervening on behalf of the old Kirurian loyalists as well as their resident Ambassador Vulpe and his mate, Princess Ashika. The conflict ended with the death of the Kirurian rebel leaders, the dissolution of their armies and the installation of Ambassador Vulpe to the throne as Emperor and head of the House of Da'taal. This causes the former Empire of the Kiruri to be made into a Xiscapian protectorate in word, though in practice Emperor Vulpe controls the six systems of the nation as an Imperial Governor would. In his reign the newly Emperor Vulpe opened the previously isolationist nation to outside trade, made directives for the improvement of the armed forces and law and order to combat pirates, criminals and rebel holdouts throughout the six systems and committed to full relations with the Kitsune Empire. Overall quality of life has improved throughout the Kiruri Empire.

-Encounter with the Interstellar Republic on what is now known as Galaxus Prime. Intending to colonize the planet, Xiscapian forces unaware of the previous IR claim and presence land to establish a military base. Upon encountering IR troops, they mistake them for Republic Exiles and engage them, resulting in extensive casualties as IR personnel are forced to retreat from their base camp and their resident Jedi Knight is captured. In the midst of the battle a real Republic Exile force appears and, crippling the Xiscapian cruiser in orbit, begins to land troops and inflict losses on the Xiscapians. With the arrival of IR reinforcements, they and the Xiscapians are able to destroy the Exiles. Negotiations in the aftermath split the star system between the Interstellar Republic and the Kitsune Empire.

-Combined Necrian and Xiscapian forces respond to a pirate attack on a Necrian port that claims numerous Necrian lives and captures several Necrian and Xiscapian merchant vessels. The people are revealed to be a civilization known as Heteavens, specifically a clan whose society is based around raiding and slaving. Thanks to the efforts of captured traders on the inside as well as rival Heteavens and dissenters, a joint task force locates and penetrates the asteroid base of the offending Heteavens and destroys its leadership and most of its warriors, liberating the slaves within. Under stern Necrian and Xiscapian eyes, a reformation is made with the survivors, ending the threat before it can get worse. This marks the first large-scale joint Dominion-Imperial exercise since Operation Zodiak.

Y.O.O.R. Emperor Foxfire Rose 25, 20 Years AFC - The Empire of Cilistia Novaren, working with hired mercenaries, assaulted the Chalybs System. Though the attacking fleet managed to land troops on Glacies and force back the defending garrison fleet, both Xiscapian and Setulanite reinforcements arrived and encircled the cilistians, landing millions of soldiers around their ground army and rolling over the fleet in and near orbit, trapping them with numerous FTLi fields. Recognizing the futility of their position, the solarians chose to surrender, resulting in the capture or destruction of a significant portion of their army and an entire third of their navy. Though numerous issues had to be resolved, a peace treaty was eventually negotiated to end the short-lived war in favor of the Kitsune Empire, providing it with numerous concessions, including the Yuhara System. Further talks stemming from the treaty led to the end of the Cold War between AXIS and TSAR and a normalization in relations between the member states of the respective organizations.

-The discovery of what seems to be a derelict warship by a patrol actually proves itself to be a crippled Roman heavy cruiser, which was attacked and had its crew nearly wiped out by a race of raiders. From the frigate Lightening Song, and later on Starbase Thundersinger, the Xiscapians provide aid and comfort to the survivors, and later meet with the Roman Proconsul and commanders of his accompanying force along with officers of the attached Alversian garrison in the Kana System to discuss the situation. Through combined efforts the home system of the raiders is located and attacked, resulting in their being wiped out by a joint Xis-Alvo-Roma fleet and ground force, along with special forces teams. Xiscapian relations with the Romans are established and strengthened, resulting in trade and a cultural exchange. Additionally, the joint operation was regarded as good practice in coordination for the Xiscapians and their Alversian allies, given their lack of such in the past few years.

Y.O.O.R. Emperor Foxfire Rose, 26, 21 Years AFC - Operation: Twilight Fall, the Xiscapian invasion of the Dinosaur States of Saurisia, begins. Allied efforts include the People's Republic of Alversia, the Armed Federation of Xenohumanity and the Republic of Setulan. The conflict ends in record time with the conquest and annexation of no less than six Saurisian territories and the liberation of the people there from their government. A peace treaty is never signed by the belligerent powers, but any further expansion efforts against the Dinosaur States are ended by the beginning of the Exile War.

-First Contact established with the Terran Empire. A Xiscapian merchant vessel (Backwater Beauty) comes under attack by a rogue Terran privateer (Heaven's Assertion), and KIN forces attempt to trace the vessel, leading them into a confrontation with loyalist privateers and Terran naval forces. After some negotiations the combined force tracks down and captures the Heaven's Assertion outside the Free Trade Enclave of New Bombay. At the same time an Xiscapian frigate (Frostfall) picks up a pair of humans who arrive to investigate the wreck of the trader, and brings them to the main fleet. An altercation occurs between the leader of the Xiscapian force, Flotilla Captain Akiyama, and the Terrans, including Admiral Cain and the siblings who are revealed to be the lost heirs to the Terran throne, Eve and Edward, as he threatens to take them hostage to ensure the complete recovery of Xiscapian assets from New Bombay. The Flotilla Captain is talked down and he allows them to leave unmolested, though they take Captain Kikuë of the Frostfall with them so she can avoid charges of treason from having tried to stop her superior officer.

Diplomatic contact is established with the Terran Empire, where the Xiscapians issue a formal apology and bring up a number of proposals, including allowing the Terrans to make use of Xiscapian privateers, the opening of trade and a plan to bring the Free Trade Enclaves under Terran control so they will no longer harbor pirates, slavers or smugglers. The Terrans agree to all these things, prompting Operation: Lockdown by Terran, Xiscapian and assorted contracted forces to begin to secure the Free Trade Enclaves. Though a few of the Enclaves resisted, the Terran presence legitimizing the operation backed by Xiscapian firepower brought most of them under control without firing a shot, and the rest were occupied by Kitsune Imperial forces to impose law and order. This allowed for a normalization of trade and opened routes between the two empires. Captain Kikuë is offered her full commission back with the KIN but refuses, electing to remain with the Terrans.

-First Contact established with New Lyrane. Reports pending.

Y.O.O.R. Emperor Foxfire Rose, 27, 22 Years AFC - The Exile War begins.


Quotations:

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

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

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

"You think all their females are that badass?"

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

"They are totally insane, please inform them of that fact."
-Federation Captain Ron Haythan, on Flotilla Captain Konno's plan to board a Borg Cube.

"It's true what they say about Xiscapians! It's true! It's true!!"
-Wyrm Specialist Kyrna on kitsune anatomy
Last edited by Xiscapia on Thu Mar 17, 2016 7:00 pm, edited 33 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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Culture: Customs and Laws

Postby Xiscapia » Sat Oct 08, 2011 10:20 pm

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

Laws

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

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

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

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

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

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

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

Alcohol - legal, moderately popular.

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

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

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

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

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

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

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

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

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

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

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

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

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

Which of the following are be legal?

12 – Porn - Legal

13 - Prostitution - Heavily government regulated and controlled

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

15 – Homosexuality - Legal

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

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

18 - Cock Fighting? Illegal.

19 - Slavery? Illegal, carrys the death penalty.

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

21 – Fishing - See "Hunting."

22 - Eating meat? Legal and popular.

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

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

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

26 - Gay marriage - Legal

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

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

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

30 - Would you have obscenity laws? No.

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

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

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

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

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

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

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

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

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


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

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

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

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

Noise-
Do not be too loud. Xiscapian hearing is more sensitive than a human's, so sounds which might be soft to one individual would be irritating to a kitsune, and that which is merely considered loud may be painful to them. If a person on the street at night makes too much noise it may be interpreted as their being drunk, and could get buckets of water or heavy objects being thrown in their direction.

Hospitality-
Xiscapians tend to be very hospitable. There have been reports of complete strangers showing up on an Xiscapians doorstep, unconscious, drunk, exhausted or otherwise incapacitated, and waking up several hours later completely clean in new clothes with food and drink set in front of them, in a warm bed. Abuse of this hospitality is considered dishonorable, so those on the receiving end should take care to respect the kindness of their hosts.

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

Bowing-

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

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

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

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

Oath of Allegiance:

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

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

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

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

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

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

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

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

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

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

The Tenet of Love - Above all the laws of earth and heaven, I vow to uphold the law of love, the only one to obey.
Last edited by Xiscapia on Wed Nov 21, 2012 11:02 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

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Xiscapia
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Culture: The Church and the Cult

Postby Xiscapia » Sat Oct 08, 2011 10:21 pm

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

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

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

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

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

A kitsune priest.

A kitsune priestess.

An artist's conception of Qonn.


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

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

A Cultist warrior.

A female Cultist.

A Cultist in purpose-made armor.

Bodom as he is thought to look.
Last edited by Xiscapia on Mon Jan 28, 2013 5:59 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

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