The Xeno
17-12-2005, 08:20
The Xeno Arms Department -XAD- is located in the new space station. It will have offices and showcases on one of the trade/business decks, where representitives can come and discuss the purchase and production of various weaponry.
Friendly female Xeno (They look human. Quite pretty, too) representitives of the XAD are available at all times.
List of products and their costs (In 'credits' which will represent the generic wealth exchange until someone tells me something better) are now showcasing.
Brief overview:
Xeno technology, although highly advanced is based off of basic principals. Mass, kinetic force, ballistics and necessary killing power. You will find very few energy-based weapons among the Xeno arsenal, as heat-dissipation, atmospheric friction and a simple layer of laser ablasion can often neutralize such attacks. Many Xeno weapon technologies work off of the basic ideas of armor-penetration, kinetic force, volume of fire and intimidation capability.
While the concept of quality over quanitity is explicit in the Xeno warbook, they feel it is better to expend -things- rather than people. Thus when the Xeno go to war, an overwhelming and devestating firepower is brought to bear by few numbers of participants.
Ground Combat
Xeno All-Terrain APC <LINK> (http://www.serenadawn.com/Alien-Apc.jpg) - $10M credits
This heavy APC is designed for the insertion and transport of combat troops in any enviornment from three feet of snow to barren desert. The XAPC features heavy armor, a hatch-mounted 30mm grenade launcher and firing ports. The XAPC carries 2 crew and 10 fully armored and equipped soldiers.
Exodus 1 (Ground-to-Space Anti-Ship Missile System) <LINK> (http://www.global-defence.com/2003/images/missile_2.jpg) - $5.5B credits per silo complex, $500M per mobile launcher
The Exodus 1 is a high-speed, atmosphere-to-orbit, self-guided missile. It incoporates a full-spectrum targeting and tracking pod that can track based on radio-seeking, gravity-sensing, thermal and magnetic detection ranges. The Exodus 1 can be guided by a control officer as well. The missile is designed with 2 stages to hit extreme speeds and leave the orbit of most planets within 2 minutes of initial launch. It will then use its momentum to continue transit once free of the gravity of a planet. A flex-thrust engine allows for mid-flight course alteration.
A typical Exodus silo complex consists of 30 reloadable missile silos and control facility.
The mobile launcher is a tracked, heavy vehicle that carries 2 Exodus missiles in a poud on its bed. Reload time is approximately 20 minutes.
Length: 39 feet
Weight: 33,000lbs
Warhead: 12,000lb High-explosive, incindery, armor-piercing
Speed: Mach 7.5 in atmosphere, propulsion of up to mach 15.5 in space
Range: 19,000 miles in atmosphere or virtually unlimited in space due to cruise
Starships
(Note: Descriptions of weapon systems are available at the bottom of this post, to save room in the actual equipment section.)
A-1 Xeno Gunship <LINK> (http://home.kih.net/~sbundy/old-files/gunship.jpg) - $150M credits
Designed to meet the needs of supporting ground-based assaults, the A-1 Gunship is built to lay down heavy, penetrating and suppressive weaponsfire in a variety of roles. The Xeno expect to deploy the A-1 as an aid to landing and defensive operations. Able to hover and manuver using VTOL engine systems, the A-1 is capable of taking cover behind objects on the ground, then pop up and fire its weaponry. The A-1 has manuvering engines allowing it to fly by spine-of-the-earth standards. The A-1 is capable of space flight.
Crew: 24
Engines:
x2 Type 1 forward flex-thrust
x2 Type 7 VTOL
x4 Type 2 angled manuver engines
Armor:
Double hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
x6 Dual 35mm chainguns
x2 Artillery cannons, 155mm
x2 Swarm pods
x2 Flak cannons
x1 Type-90 Railgun
x1 Xeno Shield Disruption Suite
Range:
7,400 miles in atmosphere
Unlimited in space
Transport capability:
120 soldiers
The Xeno F-1 Tactical Fighter <LINK> (http://img147.imageshack.us/img147/1687/spacefighter10tx.jpg) - $60M credits
Standard 1st Generation Xeno Fighter Craft. These small, manuverable fighters are a single-seat craft equipped with powerful engines, moderate armor, 8 wing mounts and 6 hull mounts for weaponry. They are designed to operate in both atmosphere and vaccum, and are considered a multi-role, medium range fighter. In atmosphere, the F-1 has a combat range of around 4,400 miles. The F-1 uses the Xeno modular system allowing weapon and equipment pods to be swapped out quickly and simply to correlate with the assigned mission.
Crew: 1
Engines:
x2 Type 1 forward flex-thrust
x2 Type 2 angled manuver engines
Armor:
Double hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
Fixed dual 35mm gun in nose
4 mounts for weaponry per-wing
6 hull mounts for weaponry
Range:
4,400 miles in atmosphere
Unlimited in space
F-2 Xeno Fighter <LINK> (http://yamatomechanics.org/illust/pages/img/mecha/ct22_28.jpg) - $100M credits
2nd Generation Xeno Fighter. This highly manuverable aerospace craft is designed for a strategic fighter/bomber role somewhere between the light interception of the F-1 and heavy A-1. The F-2 will carry more weaponry than its predecessor as well as somewhat thicker armor and more electronics. This causes the size and weight of the fighter to increase, but with proper engine power compensations, very little manuverability is sacraficed. The F-2 has 2 seats, one for a pilot and one for a weapons and electronics operator. The two cockpit seats are nearly identical, allowing either to take over the role of the other as needed.
Crew: 2
Engines:
x2 Type 1 forward flex-thrust
x2 Type 2 angled manuver engines
Armor:
Double hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
Fixed dual 35mm gun in nose
6 mounts for weaponry per-wing
10 hull mounts for weaponry
Xeno Shield Disruption Suite
Range:
9,400 miles in atmosphere
Unlimited in space
Xeno Battleship <LINK> (http://img388.imageshack.us/my.php?image=dreadnaught6dp.jpg) - $1.20 trillion credits (Currently not for sale)
This 75 deck behemoth was originally adapted from the Pennsylvania class Super Dreadnaught used by human fleets when they began to master star travel. The battleship class has since been retrofitted and updated to Xeno standards, with ultra thick armor, cargo capacity and heavy firepower. The Xeno Battleship is a stand-alone war platform capable of planetary bombardment, ship-to-ship engagment, fleet escort and planetary-invasion platform.
Like other Xeno warships, the cargo and transport capabilities are modular, allowing bays to be modified easily for various mission specifications.
Crew: 7,725
Engines:
x8 Type 1 forward flex-thrust
x10 Type 2 angled manuver engines
Armor:
Quadruple hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
x38 dual ultra anti-ship cannons
x34 anti-ship/torpedo tubes
x45 fighter defense missile batteries
x45 fighter/missile defense flak cannons
Xeno Shield Disruption Suite
Typical transport capability:
25,000 passengers
150 fighters
220 shuttles
20 dropship docks
Xeno Cruiser <LINK> (http://www.gamebunny.com/images/BCO_lead_image_middle.jpg) - $285B credits
The Xeno Cruiser is a 45 deck heavy vessel designed for engaging several warships at once in open combat. A smaller version of the Xeno Battleship, the Xeno Cruisers are easier to produce and more-manuverable. It packs heavy weaponry and heavy armor as well as berthing for dropships. The Xeno Cruiser will eventually take the place of Battleships on long-range patrols and serve as heavy escorts for fleets and platforms for planetary defense/invasion.
Crew: 4,950
Engines:
x6 Type 1 forward flex-thrust
x8 Type 2 angled manuver engines
Armor:
Quadruple hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
x20 dual ultra anti-ship cannons
x16 anti-ship/torpedo tubes
x28 fighter defense missile batteries
x28 fighter/missile defense flak cannons
Xeno Shield Disruption Suite
Typical transport capability:
15,000 passengers
100 fighters
150 shuttles
14 dropship docks
Xeno Destroyer <LINK> (http://hypernova.free.fr/images/spaceships/otdescent_dreadnaught01.jpg) - $120B credits
A 20 deck mid-sized vessel, designed for medium and close range combat for duties such as protecting fleets, space stations and planets. They are equipped with thick armor and oversized engines to allow for rapid interception and manuverability. Destroyers are intended to engage and destroy enemy fleets as well as combat assaults. Its armor is designed to shrug off damage that could cripple other ships in order to deliver devestating, precise attacks with its cannons and torpedos.
Crew: 3,250
Engines:
x4 Type 1 forward flex-thrust
x4 Type 2 angled manuver engines
Armor:
Triple hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
x10 dual ultra anti-ship cannons
x8 anti-ship/torpedo tubes
x18 fighter defense missile batteries
x18 fighter/missile defense flak cannons
Xeno Shield Disruption Suite
Typical transport capability:
7,000 passengers
50 fighters
100 shuttles
6 dropship docks
Xeno Frigate <LINK> (http://ttesla.animacija.org/portfolio/3d-models/unnamed_star_cruiser.jpg) $90B credits
The 12 deck frigate class has a smaller crew and are more-compact spacecraft than the destroyers. They are mainly intended to serve as point-defense against fighters and screening for heavier ships in direct capital engagements. They are also equipped and capable of long-range and extended-time recon/exploration missions.
Crew: 1,600
Engines:
x4 Type 1 forward flex-thrust
x4 Type 2 manuver thrust
Armor:
Double hull, carbon/titanium composite with laser ablasion, ballistic difussion and EMP/radiation seal
Weaponry: x2 ultra anti-ship cannons
x2 anti-ship missile/torpedo tubes
x25 fighter defense missile batteries
x25 fighter/missile defense flak cannons
Xeno Shield Disruption Suite
Typical transport capability:
2,000 passengers
90 fighters
120 shuttles
2 dropship docks
Transport/Combat Shuttle <LINK> (http://www.christianpiccolo.com/assets/images/dropship_render.jpg) $600M credits
The Xeno Shuttle has evolved over decades of development, and comes in several versions.
Combat, the combat version carries especially thick armor as well as mountings for 6 weapon pods. The shuttle is not intended as a primary fighting vehicle, but instead designed for speed and durability, as opposed to tracking and enemy engagement. The large engines provide the ability to make swift turns and rapid thrust, and special thrust vents are capable of bringing the combat shuttle to a rapid, if rough stop. The combat version is designed to carry up to 20 fully equipped individuals seated or 30 standing. Ramps in the rear and side hatches allow for rapid deployment of infantry.
Crew: 3
Engines:
x3 Type 3 flex thrust
x2 Type 4 manuver
Armor:
Double hull, carbon/titanium composite laser ablasion, ballistic difussion and EMP/radiation seal. Additional stealth coating for RADAR absorbtion.
Weaponry:
6 weapon mounts
Xeno Shield Disruption Suite
Typical transport capability:
20 seated
30 standing
10 tons cargo
2 XAPCs
Transport/Cargo, the transport version carries slightly less armor and more room for seating. The transport shuttle can comfortably seat 50, or 70 standing. Seats are modular may be removed to add more cargo.
Crew: 3
Engines:
x3 Type 3 flex thrust
x2 Type 4 manuver
Armor:
Single hull, carbon/titanium composite laser ablasion, ballistic difussion and EMP/radiation seal. Additional stealth coating for RADAR absorbtion.
Weaponry:
6 weapon mounts
Typical transport capability:
50 seated
70 standing
15 tons cargo
3 XAPCs
Armor
Standard Xeno Armor <LINK> (http://img147.imageshack.us/img147/9187/marine9ad.jpg) $100,000 credits per suit
The Xeno armor comes in several standard versions. Pilot armor has enhanced visual augmentation and reflex modifications.
Helmet
The Xeno battle armor is a full spectrum combat system designed for the survivability and augmentation of its user. The helmet is a cushioned, full-coverage piece with a one-way, heavy, mirrored and polarised blast shield/visor that will seal when closed. It is designed to absorb the kinetic impact of high caliber bullets as well as shield the eyes of the user from harmful UV and laser array.
When wearing the visor, the user can see out as though looking through glass, while someone trying to look in sees only the mirrored surface, thus entirely concealing the identity of the user, as well as where they are looking or their expression. The visor will darken automaticly when exposed to extreme lighting, thus enabling the user to still look around even under harsh lighting conditions.
The visor provides a spectrum of viewing options, from normal visual, to night vision, to thermal, to movement. This can be toggled with a voice command.
A tiny laser mounted on the side of the helmet allows for range-finding and spotting, and a visual cue projected on the inside of the visor will show where the user's weapon is pointed as well as the range. Other visual cues can be placed through an integrated command network by squad members and commanders.
Thus when a Xeno is ordered to "Capture Hill 773", a visual cue can be transmitted to units, which will project the hill's location into the helmet. This is also used in combination with a map projection, in which low-amp lasers give a direct holographic representation of terrain directly before the user's eyes.
Armor System
The Xeno battle armor augments the strength, speed and endurance of the user. It also enhances the jump ability slightly, although boosters can be installed for limited jetpack usage. It feeds off of 10 lithium-carbon batteries about the size of a cigarette package. While the user provides the motion, the suit flows with the warrior. The batteries last about 24 hours before recharge is required.
The suit recharges by lying idle, and will directly absorb sunlight and heat. The suit may also be recharged by placing water into a special compartment on the back of the suit, which has a hydro transmission converter. Energy from the hydrogen is converted and used to recharge batteries. Batteries may also be stripped out and simply replaced with fresh ones in the field in a matter of minutes by a trained operator.
Typically, a Xeno will enter battle with 2 full sets of spare battery packs and the normal ration of water, which in an emergency may be used for recharges.
The armor is a unique alloy which although rigid, has a limited ability to flex under impact, thus robbing ballistics of most of their power. Mixed into the alloy is a special fiber for laser ablasion, and thermal protection that allows for operation in extreme heat and cold.
Xeno battle armor is entirely sealed off from enviornmental conditions, shielded against radiation, UV, EMP and pressure waves.
Medical System
The inside of the Xeno suit is designed to keep its user alive. Bio sensors evaluate the stress level, injury and condition of the warrior and takes steps to resolve any undue situation. Injuries are treated by a projection system inside the suit which will spray the wounded area with disinfectant and a coagulant to halt bleeding. Pain medications and stimulants can also be applied according to the suit's evaluation.
The suit packs antibiotics and viral injections, and an auxillary medical kit is carried by all warriors.
The bio system includes a feed, through which bio waste can be collected, nicknamed 'the relief tube' by some users. It connects directly to genitalia and allows the user to relieve themselves in the field without getting out of their armor.
Small Arms
Xeno M1 Carbine <LINK> (http://www.wolfarmouries.co.uk/airsoft/bb/bin/image-lib/products/GP132.jpg) - $7,000 credits
The M1 Carbine is a basic, .75 caliber battle rifle capable of single fire, two round burst and full automatic. It has a dual feed magazine that carries 40 rounds and an underslung projectile launcher. The projectile launcher can use any canister-based ammunition, from grenade rounds, to smoke, phospherous, flare, gas, shotgun and beanbag (for the non-lethal solution). An adjustable, individual-customized sighting system has mountings for a scope and/or laser sighting/guidance system and the weapon itself is designed to function under extreme weather conditions. The M1 was tested under extreme heat, cold, vaccum conditions as well as various weather. The closed breach makes it extremely hard to jam or clog the firing system and the entire weapon is modular, allowing for quick and simple field-stripping and cleaning.
Caliber: .75
Range: Approx 5,000 feet
Rate of fire: 1 round, 2 round burst or full automatic 4 rounds per second.
Magazine: 40 rounds
Notes: Underslung projectile launcher
Mobile Railgun - Drone <LINK> (http://mil-net.net/articles/neiltutimg/arm33.jpg)
The Mobile Railgun is a primarily Drone weapon. It can also be mounted to vehicles and on tripods. It is a single barrel weapon with a heavy recoil suppression system and energy feed. It has a sophisticated, augmented tracking and targeting system that measures atmospheric conditions, movement, range and weapon temperature to ensure one-shot-kill accuracy.
Caliber: 1.5 inch
Range: Approx 14,000 feet
Rate of fire: Single action, 1 round per 4 seconds.
Magazine: 600 round belt
Notes: Fires primarily sabot solid shot.
Mark 100 Ion Flamethrower <LINK> (http://www.3dactionplanet.com/redfaction/dp/images/art/rf/weapons/flamethrower.jpg) <LINK> (http://www.gothic-line.com/Immagini/Flame-thrower.jpg)
The Ion Flamethower is designed to destroy structures and vehicles, pillboxes and tunnels and also to clear landscape. The fuel contains a special mixture of chemicals that Xeno scientists call "forward propellents". Once exposed to the ignititon flame, the propellents will 'push' forward, continuing their current direction at a high rate of speed. This produces very long range blasts of fire, which grow more intense the further from the ignition source they get. The average heat is around 600 degrees at the ignition source, 1,300 degrees at 100 feet, 3,500 degrees at 200 feet and 4,200 degrees where the flames end at 300 feet.
Caliber: N/A
Range: Approx 300 feet
Rate of fire: 10 seconds sustained burst, 5 second cool down
Magazine: Backpack, 110 seconds, canister, 30 seconds
Notes: Backpack weighs approx 15lbs, can be switched out in under 40 seconds.
Mark2 Assault Gun <LINK> (http://img483.imageshack.us/img483/8315/mark2assaultgun4nv.jpg)
http://img483.imageshack.us/img483/8315/mark2assaultgun4nv.jpg
The Mark2 Assault Gun is primarily a Drone weapon, although it can be mounted to vehicles or especially heavy power armor. It also can be affixed with a bipod system and mount as a crew-served support weapon. It has 10 barrels that spin, alternating to reduce heat and wear on the weapon and ensure that it can continue firing for as long as needed. The Mark2 fires 20 rounds each second, which dictates higher accuracy and less recoil than a support weapon that might fire at a faster rate. Due to the large caliber of its ammunition (1 inch) the Mark2 is capable of destroying vehicles and aircraft as well as infantry targets with a high rate of success.
Caliber: 1 inch (wide)
Range: Approx 7,000 feet
Rate of fire: automatic, 20 rounds per second
Magazine: 2,200 round belt
Notes: Usually coupled with a laser aiming system for accuracy
Weapon Systems
(Although Xeno warships seem to be lightly armed compared to other civilization's warships, one must remember that the Xeno have always relied on quality over quantity. The power of these weapons is nothing to be coughed at, and although convientional they bear incredible power.)
Ultra anti-ship cannon
The Ultra ASC was originally designed as the modern equivilent to the primary gun batteries on battleships of Earth. It was developed to suit Xeno needs however, and developed with the ability to lay down devestating, rapid-fire barrages of firepower. The Ultra ASC is fed by belts with a backup system from ammunition lockers from an auto-loading computer that can change types of ammunition within 3 rounds of the order. Standard Xeno tactics are intermixed armor-piercing and high-explosive rounds to chew through armor and place ballistic explosives within the wounds. Ammunition is approximately 250lbs with a 275lb propellent charge with an effective atmospheric range of 600 miles directly or 1,300 miles guided/indirect. Ultra ASCs have a rate of fire of 1 round every 2 seconds.
White Shark Torpedo
A 3,000lb, 12 foot long torpedo with a flex-thrust engine allowing for manuvering even in space. The White Shark has six types of guidance, ranging from infrared to motion, magnetic, sound, laser guidance and remote guidance. The White Shark has a range of around 3,000 miles in atmosphere. The warhead is approximately 2,000lbs wrapped inside of a ballistic penetration cap allowing the White Shark to burrow through 3 meters of composite armor before exploding.
White Tiger Anti-Ship Missile
A 5,500lb, 19 foot long ballistic missile with a flex-thrust engine allowing for manuvering even in space. The White Tiger has five types of guidance, ranging from infrared to motion, magnetic, laser guidance and remote guidance. The White Tiger has a range of around 9,500 miles in atmosphere. The warhead is approximately 3,900lbs wrapped inside of a ballistic penetration cap allowing it to burrow through 5 meters of composite armor before exploding. The White Tiger may also be set for a surface or proximity explosion.
Xeno Flak Cannon
The flak cannon is a large-bore, rapid-fire cannon that launches a projectile that can be set to explode at a predetermined distance, or in proximity to an object. The flak cannon is designed to intercept even very fast moving targets by calculating incoming speed, and programming its rounds to detonate at the appropriate distance to catch the object in its explosive pattern. The flak cannon may be computerized or manually operated.
Xeno Swarm Anti-Missile / Anti-Fighter Missile Battery
The battery consists of a pod with 10 missile tubes that can launch a salvo every 20 seconds. Standard ammunition is the Xeno "Swarm" missile, with a sophisticated tracking system and highly manuverable body capable of making rapid and very tight turns to intercept manuvering targets. The missile itself is about 6 feet long, with a 100lb warhead. A salvo from a missile pod can lay down an explosive wall of shrapnel to intercept targets that is approximately 1,000 feet wide by 1,000 feet in height, with a depth dimension of 700 feet in atmosphere. This burst pattern can be programmed before flight to other dimensions.
Friendly female Xeno (They look human. Quite pretty, too) representitives of the XAD are available at all times.
List of products and their costs (In 'credits' which will represent the generic wealth exchange until someone tells me something better) are now showcasing.
Brief overview:
Xeno technology, although highly advanced is based off of basic principals. Mass, kinetic force, ballistics and necessary killing power. You will find very few energy-based weapons among the Xeno arsenal, as heat-dissipation, atmospheric friction and a simple layer of laser ablasion can often neutralize such attacks. Many Xeno weapon technologies work off of the basic ideas of armor-penetration, kinetic force, volume of fire and intimidation capability.
While the concept of quality over quanitity is explicit in the Xeno warbook, they feel it is better to expend -things- rather than people. Thus when the Xeno go to war, an overwhelming and devestating firepower is brought to bear by few numbers of participants.
Ground Combat
Xeno All-Terrain APC <LINK> (http://www.serenadawn.com/Alien-Apc.jpg) - $10M credits
This heavy APC is designed for the insertion and transport of combat troops in any enviornment from three feet of snow to barren desert. The XAPC features heavy armor, a hatch-mounted 30mm grenade launcher and firing ports. The XAPC carries 2 crew and 10 fully armored and equipped soldiers.
Exodus 1 (Ground-to-Space Anti-Ship Missile System) <LINK> (http://www.global-defence.com/2003/images/missile_2.jpg) - $5.5B credits per silo complex, $500M per mobile launcher
The Exodus 1 is a high-speed, atmosphere-to-orbit, self-guided missile. It incoporates a full-spectrum targeting and tracking pod that can track based on radio-seeking, gravity-sensing, thermal and magnetic detection ranges. The Exodus 1 can be guided by a control officer as well. The missile is designed with 2 stages to hit extreme speeds and leave the orbit of most planets within 2 minutes of initial launch. It will then use its momentum to continue transit once free of the gravity of a planet. A flex-thrust engine allows for mid-flight course alteration.
A typical Exodus silo complex consists of 30 reloadable missile silos and control facility.
The mobile launcher is a tracked, heavy vehicle that carries 2 Exodus missiles in a poud on its bed. Reload time is approximately 20 minutes.
Length: 39 feet
Weight: 33,000lbs
Warhead: 12,000lb High-explosive, incindery, armor-piercing
Speed: Mach 7.5 in atmosphere, propulsion of up to mach 15.5 in space
Range: 19,000 miles in atmosphere or virtually unlimited in space due to cruise
Starships
(Note: Descriptions of weapon systems are available at the bottom of this post, to save room in the actual equipment section.)
A-1 Xeno Gunship <LINK> (http://home.kih.net/~sbundy/old-files/gunship.jpg) - $150M credits
Designed to meet the needs of supporting ground-based assaults, the A-1 Gunship is built to lay down heavy, penetrating and suppressive weaponsfire in a variety of roles. The Xeno expect to deploy the A-1 as an aid to landing and defensive operations. Able to hover and manuver using VTOL engine systems, the A-1 is capable of taking cover behind objects on the ground, then pop up and fire its weaponry. The A-1 has manuvering engines allowing it to fly by spine-of-the-earth standards. The A-1 is capable of space flight.
Crew: 24
Engines:
x2 Type 1 forward flex-thrust
x2 Type 7 VTOL
x4 Type 2 angled manuver engines
Armor:
Double hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
x6 Dual 35mm chainguns
x2 Artillery cannons, 155mm
x2 Swarm pods
x2 Flak cannons
x1 Type-90 Railgun
x1 Xeno Shield Disruption Suite
Range:
7,400 miles in atmosphere
Unlimited in space
Transport capability:
120 soldiers
The Xeno F-1 Tactical Fighter <LINK> (http://img147.imageshack.us/img147/1687/spacefighter10tx.jpg) - $60M credits
Standard 1st Generation Xeno Fighter Craft. These small, manuverable fighters are a single-seat craft equipped with powerful engines, moderate armor, 8 wing mounts and 6 hull mounts for weaponry. They are designed to operate in both atmosphere and vaccum, and are considered a multi-role, medium range fighter. In atmosphere, the F-1 has a combat range of around 4,400 miles. The F-1 uses the Xeno modular system allowing weapon and equipment pods to be swapped out quickly and simply to correlate with the assigned mission.
Crew: 1
Engines:
x2 Type 1 forward flex-thrust
x2 Type 2 angled manuver engines
Armor:
Double hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
Fixed dual 35mm gun in nose
4 mounts for weaponry per-wing
6 hull mounts for weaponry
Range:
4,400 miles in atmosphere
Unlimited in space
F-2 Xeno Fighter <LINK> (http://yamatomechanics.org/illust/pages/img/mecha/ct22_28.jpg) - $100M credits
2nd Generation Xeno Fighter. This highly manuverable aerospace craft is designed for a strategic fighter/bomber role somewhere between the light interception of the F-1 and heavy A-1. The F-2 will carry more weaponry than its predecessor as well as somewhat thicker armor and more electronics. This causes the size and weight of the fighter to increase, but with proper engine power compensations, very little manuverability is sacraficed. The F-2 has 2 seats, one for a pilot and one for a weapons and electronics operator. The two cockpit seats are nearly identical, allowing either to take over the role of the other as needed.
Crew: 2
Engines:
x2 Type 1 forward flex-thrust
x2 Type 2 angled manuver engines
Armor:
Double hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
Fixed dual 35mm gun in nose
6 mounts for weaponry per-wing
10 hull mounts for weaponry
Xeno Shield Disruption Suite
Range:
9,400 miles in atmosphere
Unlimited in space
Xeno Battleship <LINK> (http://img388.imageshack.us/my.php?image=dreadnaught6dp.jpg) - $1.20 trillion credits (Currently not for sale)
This 75 deck behemoth was originally adapted from the Pennsylvania class Super Dreadnaught used by human fleets when they began to master star travel. The battleship class has since been retrofitted and updated to Xeno standards, with ultra thick armor, cargo capacity and heavy firepower. The Xeno Battleship is a stand-alone war platform capable of planetary bombardment, ship-to-ship engagment, fleet escort and planetary-invasion platform.
Like other Xeno warships, the cargo and transport capabilities are modular, allowing bays to be modified easily for various mission specifications.
Crew: 7,725
Engines:
x8 Type 1 forward flex-thrust
x10 Type 2 angled manuver engines
Armor:
Quadruple hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
x38 dual ultra anti-ship cannons
x34 anti-ship/torpedo tubes
x45 fighter defense missile batteries
x45 fighter/missile defense flak cannons
Xeno Shield Disruption Suite
Typical transport capability:
25,000 passengers
150 fighters
220 shuttles
20 dropship docks
Xeno Cruiser <LINK> (http://www.gamebunny.com/images/BCO_lead_image_middle.jpg) - $285B credits
The Xeno Cruiser is a 45 deck heavy vessel designed for engaging several warships at once in open combat. A smaller version of the Xeno Battleship, the Xeno Cruisers are easier to produce and more-manuverable. It packs heavy weaponry and heavy armor as well as berthing for dropships. The Xeno Cruiser will eventually take the place of Battleships on long-range patrols and serve as heavy escorts for fleets and platforms for planetary defense/invasion.
Crew: 4,950
Engines:
x6 Type 1 forward flex-thrust
x8 Type 2 angled manuver engines
Armor:
Quadruple hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
x20 dual ultra anti-ship cannons
x16 anti-ship/torpedo tubes
x28 fighter defense missile batteries
x28 fighter/missile defense flak cannons
Xeno Shield Disruption Suite
Typical transport capability:
15,000 passengers
100 fighters
150 shuttles
14 dropship docks
Xeno Destroyer <LINK> (http://hypernova.free.fr/images/spaceships/otdescent_dreadnaught01.jpg) - $120B credits
A 20 deck mid-sized vessel, designed for medium and close range combat for duties such as protecting fleets, space stations and planets. They are equipped with thick armor and oversized engines to allow for rapid interception and manuverability. Destroyers are intended to engage and destroy enemy fleets as well as combat assaults. Its armor is designed to shrug off damage that could cripple other ships in order to deliver devestating, precise attacks with its cannons and torpedos.
Crew: 3,250
Engines:
x4 Type 1 forward flex-thrust
x4 Type 2 angled manuver engines
Armor:
Triple hull, composite carbon, titanium armor with laser ablasion and ballistic neutaring. Includes EMP and radiation seal.
Weaponry:
x10 dual ultra anti-ship cannons
x8 anti-ship/torpedo tubes
x18 fighter defense missile batteries
x18 fighter/missile defense flak cannons
Xeno Shield Disruption Suite
Typical transport capability:
7,000 passengers
50 fighters
100 shuttles
6 dropship docks
Xeno Frigate <LINK> (http://ttesla.animacija.org/portfolio/3d-models/unnamed_star_cruiser.jpg) $90B credits
The 12 deck frigate class has a smaller crew and are more-compact spacecraft than the destroyers. They are mainly intended to serve as point-defense against fighters and screening for heavier ships in direct capital engagements. They are also equipped and capable of long-range and extended-time recon/exploration missions.
Crew: 1,600
Engines:
x4 Type 1 forward flex-thrust
x4 Type 2 manuver thrust
Armor:
Double hull, carbon/titanium composite with laser ablasion, ballistic difussion and EMP/radiation seal
Weaponry: x2 ultra anti-ship cannons
x2 anti-ship missile/torpedo tubes
x25 fighter defense missile batteries
x25 fighter/missile defense flak cannons
Xeno Shield Disruption Suite
Typical transport capability:
2,000 passengers
90 fighters
120 shuttles
2 dropship docks
Transport/Combat Shuttle <LINK> (http://www.christianpiccolo.com/assets/images/dropship_render.jpg) $600M credits
The Xeno Shuttle has evolved over decades of development, and comes in several versions.
Combat, the combat version carries especially thick armor as well as mountings for 6 weapon pods. The shuttle is not intended as a primary fighting vehicle, but instead designed for speed and durability, as opposed to tracking and enemy engagement. The large engines provide the ability to make swift turns and rapid thrust, and special thrust vents are capable of bringing the combat shuttle to a rapid, if rough stop. The combat version is designed to carry up to 20 fully equipped individuals seated or 30 standing. Ramps in the rear and side hatches allow for rapid deployment of infantry.
Crew: 3
Engines:
x3 Type 3 flex thrust
x2 Type 4 manuver
Armor:
Double hull, carbon/titanium composite laser ablasion, ballistic difussion and EMP/radiation seal. Additional stealth coating for RADAR absorbtion.
Weaponry:
6 weapon mounts
Xeno Shield Disruption Suite
Typical transport capability:
20 seated
30 standing
10 tons cargo
2 XAPCs
Transport/Cargo, the transport version carries slightly less armor and more room for seating. The transport shuttle can comfortably seat 50, or 70 standing. Seats are modular may be removed to add more cargo.
Crew: 3
Engines:
x3 Type 3 flex thrust
x2 Type 4 manuver
Armor:
Single hull, carbon/titanium composite laser ablasion, ballistic difussion and EMP/radiation seal. Additional stealth coating for RADAR absorbtion.
Weaponry:
6 weapon mounts
Typical transport capability:
50 seated
70 standing
15 tons cargo
3 XAPCs
Armor
Standard Xeno Armor <LINK> (http://img147.imageshack.us/img147/9187/marine9ad.jpg) $100,000 credits per suit
The Xeno armor comes in several standard versions. Pilot armor has enhanced visual augmentation and reflex modifications.
Helmet
The Xeno battle armor is a full spectrum combat system designed for the survivability and augmentation of its user. The helmet is a cushioned, full-coverage piece with a one-way, heavy, mirrored and polarised blast shield/visor that will seal when closed. It is designed to absorb the kinetic impact of high caliber bullets as well as shield the eyes of the user from harmful UV and laser array.
When wearing the visor, the user can see out as though looking through glass, while someone trying to look in sees only the mirrored surface, thus entirely concealing the identity of the user, as well as where they are looking or their expression. The visor will darken automaticly when exposed to extreme lighting, thus enabling the user to still look around even under harsh lighting conditions.
The visor provides a spectrum of viewing options, from normal visual, to night vision, to thermal, to movement. This can be toggled with a voice command.
A tiny laser mounted on the side of the helmet allows for range-finding and spotting, and a visual cue projected on the inside of the visor will show where the user's weapon is pointed as well as the range. Other visual cues can be placed through an integrated command network by squad members and commanders.
Thus when a Xeno is ordered to "Capture Hill 773", a visual cue can be transmitted to units, which will project the hill's location into the helmet. This is also used in combination with a map projection, in which low-amp lasers give a direct holographic representation of terrain directly before the user's eyes.
Armor System
The Xeno battle armor augments the strength, speed and endurance of the user. It also enhances the jump ability slightly, although boosters can be installed for limited jetpack usage. It feeds off of 10 lithium-carbon batteries about the size of a cigarette package. While the user provides the motion, the suit flows with the warrior. The batteries last about 24 hours before recharge is required.
The suit recharges by lying idle, and will directly absorb sunlight and heat. The suit may also be recharged by placing water into a special compartment on the back of the suit, which has a hydro transmission converter. Energy from the hydrogen is converted and used to recharge batteries. Batteries may also be stripped out and simply replaced with fresh ones in the field in a matter of minutes by a trained operator.
Typically, a Xeno will enter battle with 2 full sets of spare battery packs and the normal ration of water, which in an emergency may be used for recharges.
The armor is a unique alloy which although rigid, has a limited ability to flex under impact, thus robbing ballistics of most of their power. Mixed into the alloy is a special fiber for laser ablasion, and thermal protection that allows for operation in extreme heat and cold.
Xeno battle armor is entirely sealed off from enviornmental conditions, shielded against radiation, UV, EMP and pressure waves.
Medical System
The inside of the Xeno suit is designed to keep its user alive. Bio sensors evaluate the stress level, injury and condition of the warrior and takes steps to resolve any undue situation. Injuries are treated by a projection system inside the suit which will spray the wounded area with disinfectant and a coagulant to halt bleeding. Pain medications and stimulants can also be applied according to the suit's evaluation.
The suit packs antibiotics and viral injections, and an auxillary medical kit is carried by all warriors.
The bio system includes a feed, through which bio waste can be collected, nicknamed 'the relief tube' by some users. It connects directly to genitalia and allows the user to relieve themselves in the field without getting out of their armor.
Small Arms
Xeno M1 Carbine <LINK> (http://www.wolfarmouries.co.uk/airsoft/bb/bin/image-lib/products/GP132.jpg) - $7,000 credits
The M1 Carbine is a basic, .75 caliber battle rifle capable of single fire, two round burst and full automatic. It has a dual feed magazine that carries 40 rounds and an underslung projectile launcher. The projectile launcher can use any canister-based ammunition, from grenade rounds, to smoke, phospherous, flare, gas, shotgun and beanbag (for the non-lethal solution). An adjustable, individual-customized sighting system has mountings for a scope and/or laser sighting/guidance system and the weapon itself is designed to function under extreme weather conditions. The M1 was tested under extreme heat, cold, vaccum conditions as well as various weather. The closed breach makes it extremely hard to jam or clog the firing system and the entire weapon is modular, allowing for quick and simple field-stripping and cleaning.
Caliber: .75
Range: Approx 5,000 feet
Rate of fire: 1 round, 2 round burst or full automatic 4 rounds per second.
Magazine: 40 rounds
Notes: Underslung projectile launcher
Mobile Railgun - Drone <LINK> (http://mil-net.net/articles/neiltutimg/arm33.jpg)
The Mobile Railgun is a primarily Drone weapon. It can also be mounted to vehicles and on tripods. It is a single barrel weapon with a heavy recoil suppression system and energy feed. It has a sophisticated, augmented tracking and targeting system that measures atmospheric conditions, movement, range and weapon temperature to ensure one-shot-kill accuracy.
Caliber: 1.5 inch
Range: Approx 14,000 feet
Rate of fire: Single action, 1 round per 4 seconds.
Magazine: 600 round belt
Notes: Fires primarily sabot solid shot.
Mark 100 Ion Flamethrower <LINK> (http://www.3dactionplanet.com/redfaction/dp/images/art/rf/weapons/flamethrower.jpg) <LINK> (http://www.gothic-line.com/Immagini/Flame-thrower.jpg)
The Ion Flamethower is designed to destroy structures and vehicles, pillboxes and tunnels and also to clear landscape. The fuel contains a special mixture of chemicals that Xeno scientists call "forward propellents". Once exposed to the ignititon flame, the propellents will 'push' forward, continuing their current direction at a high rate of speed. This produces very long range blasts of fire, which grow more intense the further from the ignition source they get. The average heat is around 600 degrees at the ignition source, 1,300 degrees at 100 feet, 3,500 degrees at 200 feet and 4,200 degrees where the flames end at 300 feet.
Caliber: N/A
Range: Approx 300 feet
Rate of fire: 10 seconds sustained burst, 5 second cool down
Magazine: Backpack, 110 seconds, canister, 30 seconds
Notes: Backpack weighs approx 15lbs, can be switched out in under 40 seconds.
Mark2 Assault Gun <LINK> (http://img483.imageshack.us/img483/8315/mark2assaultgun4nv.jpg)
http://img483.imageshack.us/img483/8315/mark2assaultgun4nv.jpg
The Mark2 Assault Gun is primarily a Drone weapon, although it can be mounted to vehicles or especially heavy power armor. It also can be affixed with a bipod system and mount as a crew-served support weapon. It has 10 barrels that spin, alternating to reduce heat and wear on the weapon and ensure that it can continue firing for as long as needed. The Mark2 fires 20 rounds each second, which dictates higher accuracy and less recoil than a support weapon that might fire at a faster rate. Due to the large caliber of its ammunition (1 inch) the Mark2 is capable of destroying vehicles and aircraft as well as infantry targets with a high rate of success.
Caliber: 1 inch (wide)
Range: Approx 7,000 feet
Rate of fire: automatic, 20 rounds per second
Magazine: 2,200 round belt
Notes: Usually coupled with a laser aiming system for accuracy
Weapon Systems
(Although Xeno warships seem to be lightly armed compared to other civilization's warships, one must remember that the Xeno have always relied on quality over quantity. The power of these weapons is nothing to be coughed at, and although convientional they bear incredible power.)
Ultra anti-ship cannon
The Ultra ASC was originally designed as the modern equivilent to the primary gun batteries on battleships of Earth. It was developed to suit Xeno needs however, and developed with the ability to lay down devestating, rapid-fire barrages of firepower. The Ultra ASC is fed by belts with a backup system from ammunition lockers from an auto-loading computer that can change types of ammunition within 3 rounds of the order. Standard Xeno tactics are intermixed armor-piercing and high-explosive rounds to chew through armor and place ballistic explosives within the wounds. Ammunition is approximately 250lbs with a 275lb propellent charge with an effective atmospheric range of 600 miles directly or 1,300 miles guided/indirect. Ultra ASCs have a rate of fire of 1 round every 2 seconds.
White Shark Torpedo
A 3,000lb, 12 foot long torpedo with a flex-thrust engine allowing for manuvering even in space. The White Shark has six types of guidance, ranging from infrared to motion, magnetic, sound, laser guidance and remote guidance. The White Shark has a range of around 3,000 miles in atmosphere. The warhead is approximately 2,000lbs wrapped inside of a ballistic penetration cap allowing the White Shark to burrow through 3 meters of composite armor before exploding.
White Tiger Anti-Ship Missile
A 5,500lb, 19 foot long ballistic missile with a flex-thrust engine allowing for manuvering even in space. The White Tiger has five types of guidance, ranging from infrared to motion, magnetic, laser guidance and remote guidance. The White Tiger has a range of around 9,500 miles in atmosphere. The warhead is approximately 3,900lbs wrapped inside of a ballistic penetration cap allowing it to burrow through 5 meters of composite armor before exploding. The White Tiger may also be set for a surface or proximity explosion.
Xeno Flak Cannon
The flak cannon is a large-bore, rapid-fire cannon that launches a projectile that can be set to explode at a predetermined distance, or in proximity to an object. The flak cannon is designed to intercept even very fast moving targets by calculating incoming speed, and programming its rounds to detonate at the appropriate distance to catch the object in its explosive pattern. The flak cannon may be computerized or manually operated.
Xeno Swarm Anti-Missile / Anti-Fighter Missile Battery
The battery consists of a pod with 10 missile tubes that can launch a salvo every 20 seconds. Standard ammunition is the Xeno "Swarm" missile, with a sophisticated tracking system and highly manuverable body capable of making rapid and very tight turns to intercept manuvering targets. The missile itself is about 6 feet long, with a 100lb warhead. A salvo from a missile pod can lay down an explosive wall of shrapnel to intercept targets that is approximately 1,000 feet wide by 1,000 feet in height, with a depth dimension of 700 feet in atmosphere. This burst pattern can be programmed before flight to other dimensions.