NationStates Jolt Archive


The Technology of The Horde of Doom

The Horde Of Doom
12-07-2006, 22:47
DO NOT POST HERE
This is just so I can get together all the rights I have purchased and the general weapons I have.



DAC-97(Known in the Horde as the HK-101) Submachine Gun
http://img.photobucket.com/albums/v293/grunt74/NS1/shitgun.jpg

Design History and Overview

The DAC-91 submachine gun has honorably served the Empire for several decades, as well as the armed forces of dozens of other nations, and remains a popular export weapon. It has achieved fame in both the criminal and law enforcement community as an extremely lethal but compact weapon system, capable of punching through body armor with ease. With the entrance of the DR-83 tactical rifle into Imperial service and the adoption of a new policy on small arms, however, the DAC-91 inevitably recieved the axe from the High Command.

Because the DAC-91, like the DR-31 that the DR-83 replaced, was electronically operated, it required a battery to fire. This did not sit well with many because it added a new liability to the weapon. The DR-83 21st Century Tactical Rifle did away with this complex design, opting for superior reliability. This weapon served as the platform for what would be the next generation of Imperial small arms. The first variant of the DR-83 was the DMG-83 light machinegun, which was simply a belt-fed, heavy barreled version of the DR-83 fitted with a bipod, serving as the standard squad automatic weapon of the Empire.

The second variant was DDI's replacement for the DAC-91, the DAC-97 This version features the same operating system as the DR-83 and extremely similar internals, yet it is noticibly different. The DAC-97, unlike the more conventional DR-83, features a bullpup configuration in order to provide a more compact overall package. It has been superbly streamlined towards its role as a compact weapon for tankers, helicopter and aircraft crew, and special forces and counter-terrorist units. In essense, Doomingsland Defense Industries has done for the DR-83 what Heckler and Koch did for the G-3: They made an "MP-5" for the DR-83.

Overall Design

When examining the DAC-97, one first notices its blatant bullpup configuration. In a bullpup, the action is located behind the grip of the weapon, allowing for a longer barrel in a smaller overall package. This allows for a superbly maneuverable weapon for close quarters fighting, while granting it superb accuracy at greater range. The 16" barrel itself is free floating, allowing for even greater accuracy. The barrel itself is threaded, allowing for numerous different attachments, such as sound suppresors, flash suppresors, and muzzle brakes. Each out of the box DAC-97 comes issued with a flash suppresor, as prefered by the Imperial Army, although suppresors are often utilized by special units. The barrel is forged from 4150 chrome molybdenum steel and given a black finish, producing an excellent component.

The weapon's reciever is machined from a solid 4140 steel forging. While this method of manufacturing is more difficult, it produces a far more rugged, superior component. Tests by the Imperial Government on DAC-97 recievers found that they were capable of withstanding tremendous pressure. The trigger group is carefully machined and features an ultra-smooth pull, meaning that the shooter won't move the weapon nearly as much when squeezing off a round. This adds to the accuracy. Also aiding in accuracy is the use of a titanium hammer rather than a regular steel one.

In order to be more maneuverable at closer range, the weapon had to be relatively light, while still maintaining low recoil and overall strength. As a result, the weapon's furniture (handguard, pistol grip, ect.) are constructed of a strong, lightweight polymer, allowing for a tough weapon that is still lightweight. The actual vented handguard maintains an advanced integrated rail system. This consists of four rails: a top rail, which runs along the whole the the weapon, two side rails, allowing for the mounting of flashlights, and a bottom rail. This allows for numerous accesories to be added: a forward assualt grip are generally mounted on the bottom rail to allow for easier handling of the weapon, while flashlights and lasers are often mounted on the side rails. To reduce felt recoil, the DAC-97 has a special rubber butt pad with in-built springs, greatly reducing the recoil felt by the shooter. The butt of the weapon is adjustable for length, allowing for the shooter to adjust the weapon for comfort. This is also helpful when the shooter is wearing armor.

In regards to sighting systems, the DAC-97's own iron sights are quite superb. Utilizing the same tritium sights, good for both day and night combat, used by the DR-83, these sights feature rear peep sights and front post sights, allowing for quick and easy range and wingadge adjustment . These sights feature an MOA of 1.25.

http://img.photobucket.com/albums/v3...DR83sights.jpg

The weapon's operation allows for the greatest possible reliability. Using a long-stroke gas piston, as found in its predecessor, the DR-83, the weapon produces superb results in the area of reliability (tests by the Imperial Government put 10,000 rounds through the weapon without a single failure). Unlike most rifles, this configuration is not reliant on a tight fit with the bolt group. Rather, it uses rails along with irs recoil spring guide rod and long stroke piston to help keep the carrier in line, while leaving ample room for debris to fall. The DR-83's recoil reduction system is also utilized, reducing the hitting of metal against metal in the operation of the bolt.

One of the main complaints about bullpup weapons is the fact they aren't quite ambidexterous. Doomingsland Defense Industries understood this. They also understood that not all corners are right-handed, and that on the battlefield soldiers may have to switch the shoulder they're firing from. As a result, the DAC-97 features an ambidexterous forward ejection system, allowing for easier use for left handed shooters.

Stripping down the weapon is incredibly simple: one needs only to remove the dust cover, withdraw the recoil spring, and pull out the bolt and piston to field strip the DAC-97. This process is virtualy identical to stripping the DR-83.

The magazine cache is similar to most other shoulder arms, requiring the magazine to be rocked into position in order to lock in. The magazine used by the DAC-97 is another important feature. This is a large capacity cylindrical magazine, making use of a helical arrangement. This same arrangement was used on the DAC-97's predeccessor, the DAC-91. It has proven to be extremely popular for its extra capacity, and thus has been maintained with the DAC-97. The magazine works by having helical grooves along the inside of the magazine, forcing the bullets to follow the grooves. Running along the grooves is a follower pushed by a spring, forcing the rounds along the track and feeding the weapon. This magazine is constructed of steel and is very durable, as required by the High Command.

The selector switch is located on the left side of the weapon above the pistol grip. This allows for extreme ease of access, allowing the shooter to switch rate of fire with the flick of the thumb, without taking his hand off of the pistol grip. The switch has four settings: 'SAFE', 'SEMI', 'BURST, and 'AUTO'. The weapon's burst function is a two-round burst, allowing for greater accuracy.

Cartridge

The DAC-97 fires a 10.5x33mm cartridge. This seemingly oversized round is following the dead tradition of the 10mm Auto cartrage which the FBI used for some time in the 1980s. The main problem the Americans had with this round was its heavy recoil. However, its killing power was vastly superior to that of 9mm, and even .45 ACP.

The Imperial Military, with its obsession with overpowered weaponry, was quick to catch on to this, and first put the 10.5mm round with their service revolver. Imperial soldiers and operators prefer to put down targets with one round, if possible, and thus they prefer a round with greater knockdown power. Because of this, the 10.5mm (also refered to as the .425 Magnum) has stayed popular, proving itself in combat in Inkana, ViZion, and numerous other notable conflicts.

In a fully automatic submachine gun such as the DAC-97, the shooter is wielding some truely awsome firepower. This round, packed in an inexpensive steel casing, features advanced quick burning powder, allowing for excellent velocities to be produced. A 10.5mm hollowpoint round is truely deadly against an unarmored target.

DDI, of course, has recognized that not all targets (if not most) are unarmored. As a result, a special round was developed to deal with both armored. This 245 grain round, called the Armor Piercing Fragmenting Jacket (APFJ), is capable of both penetrating a Level III Kevlar vest, and cause a grevious wound on an unarmored target. This round consists of a pointed tungsten nose and core section immersed in a blended metal jacket that flattens out upon impact with a hardened surface, or an object unable to be penetrated (such as a vest). When this happens, the tungsten core is able to continue through, piercing the armor.

http://img.photobucket.com/albums/v3...bullet4hd1.png

With unarmored targets, the case expands as the round penetrates. This both creates a massive wound from the fragments, and causes the core to begin to tumble within the target, creating an extremely lethal and difficult to treat wound.

However, the weapon is fully capable of firing standard Full Metal Jacket (FMJ), Jacketed Hollowpoint (JHP), and most other such rounds chambered for 10.5x33mm.

Accuracy Results

*At 25 meters with standard Imperial issue 10.5x33mm APFJ ammunition, results reflect a three-shot shot fully burst of fully automatic fire from the offhand position

Average Velocity- 1,649 feet per second

Best group- 2.54"

Worst group- 3.15"

Average group- 2.78"

Specifications

Caliber- 10.5x33mm

Muzzle Velocity- 1,600 FPS

Operation- Long stroke gas piston, rotating bolt

Barrel Length- 16 inches

Overall Length- 27 inches (butt fully extended)

Weight- 5.8lbs empty

Magazine Capacity- 45+1 rounds

Effective Range- 300 meters

Rate of Fire- 900 Rounds per Minute

Fire Modes- Semi, 2-round Burst, Auto

Cost Per Unit (Export)- $1,500
The Horde Of Doom
12-07-2006, 22:53
The Nine Military Storefront (http://forums.jolt.co.uk/showthread.php?t=385183)
Lifetime Contract.

Uniform Changes:
http://imageserver.gaming-networks.net/picturepool/news/full/591f7263d3dab4b485aca7d99b3176d6.jpg
The Horde Of Doom
12-07-2006, 23:33
MT-103 Mammoth Super Heavy Tank
http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/IA_MT-103_Mammoth-01.jpg

"I know a lot of other Vaults laugh at us and how they can run circles around us with their 'bots and power armors, but that's because they just lack imagination. Sure, a lot of things can outrun us, so we got our Mammoth fitted with extra-wide tracks for soft muck, and we drive our 'track along river bottoms....Yeah, river bottoms....The 'moth's a real sub on tracks, and quite comfy, if a little cramped, but hardly anybody goes looking for tank tracks on river bottoms...We just cruise along like we're driving on a pre-Day stretch of highway, taking a periscope peak every now and then to get our bearings, and then come ashore when we're where we want to be...usually on the flank or behind our target....You'd be surprised how many of those other guys who made fun of us before for our 'lead boxcar', we've gotten the drop on in ambush, because they thought they had us all figured out!"

----Jaganath Rogers, gunner for 'Bad Mannie', an MT-103.

When Iron Armory found the plans for most of the old Stratocracy-era armor designs they manufacture, they found a variety of other designs for other designs. The original owner of the plans was most likely military historian and had detailed plans for an old super heavy tank. The tank was the German Maus super tank which was designed during the later part of World War Two. When the designers at Iron Armory studied the design, they though it was an older American design but still the concept intrigued them so they decided to develop a super heavy tank. The tank is a complete redesign and shares few characteristics with the original Maus tank. The designers decided to call their new super heavy tank the "Mammoth" due to its great firepower and some say due to the tank's great size.

The hull is slanted with a lower profile turret and the Mammoth has a fully modern suspension system with wider tracks for better support and traction. It is also powered by a fusion reactor and has a much higher top speed than the Maus tank would have had although it is still much slower than most modern tanks. The power requirements of the systems are simply too high to operate effectively with a non nuclear power supply. Like the Maus, the Mammoth has the problem that most bridges will not support the tank. As such, the Mammoth is designed so it can operate underwater. The super heavy tank has full life support for extended operations in environments which the crew cannot survive. Most tanks built after the coming of the Day have a crew of three but the Mammoth has a crew of five with two crew members acting as gunners and operating light weaponry. An unusual provision is the tank has a troop / cargo compartment in the rear like the Israeli Merkava tank. The tank can carry up to six soldiers, additional supplies, or additional ammunition. The vehicle also has a periscope that allows the vehicle to look up to 25 feet (7.6 m) up to look over obstacles without becoming visible.

For the main gun of the tank, a 120 mm high velocity rail gun was adopted. It was the most powerful gun which the Iron Armory designers could build at the time of the tank's development although an even more powerful 150 mm high velocity rail gun is being developed currently. It is being designed so that it can be fitted in the same mounting as the 120 mm rail gun. The tank has an automatic loading for the main gun to increase the main gun's firing rate. To support the main rail gun, the super heavy tank mounts a long range ion cannon under the main cannon. It is still quite powerful but has a virtually unlimited payload although the weapon does have to recharge. There is a safety system which prevents both heavy weapons from being fired together but the system can be disabled manually. This is done by rewiring the safety system. It is not recommended and firing both cannons together can destroy the weapons. Still, some owners have bypassed the safety system. For anti-personnel purposes, the Mammoth mounts two automatic grenade launchers and two automatic pulse lasers. One of the grenade launchers is mounted on the top of the turret and is controlled by the tank's commander and the other is mounted on the main hull of the tank and is controlled by a secondary gunner. One of the automatic lasers is mounted Coaxial with the heavy rail gun and ion cannon which do not require the heavier weapons. The other is mounted on the turret on the opposite side to the turret mounted grenade launcher. On early versions of the tank, the light weapons, with the exception of the coaxial mount, required the operator to be partially exposed but the mounts were modified so they could be controlled from inside the tank in later models. These modifications are available to be back fitted to older models as well. The super heavy tank can mount up to four missile launchers with two on the turret and two on the hull. Various types are available from mini-missile launchers to medium range missiles. The vehicle also has four smoke dispensers which some experiments have been down with replacing smoke grenades with prismatic aerosol grenades. As well, smoke grenades can be used. The tank has four firing ports for the troops with two in the rear door and one on either side. The troops also have power couplings so that they can fire energy weapons without depleting their e-clips.

The tank was primarily designed as a mech killer, and the Supreme Consul hailed the new tank as a symbol of the Nazbol Coalitionsit power. 3 such tanks have been built, and 7 more are on the way.

Model Type: IA MT-103
Vehicle Type: Super Heavy Battle Tank
Crew: Five (Driver, three Gunners, and Commander).
Troop Carrying Capacity: Six soldiers in full gear (No cyborgs / power armors)


Notes:
[1] Depleting the M.D.C. of a tread will immobilize the tank until it is replaced. Replacing a tread will take an hour by a trained crew (2 replacements are carried on board) or three times as long by the inexperienced. Changing the tread is only advisable when the vehicle is not under attack. .
[2] If all the M.D.C. of the main body is depleted, the vehicle is completely shut down and unsalvageable, but crew and troops may survive in their reinforced compartments.

Speed:
Ground: Cruising speed on land is 48 mph (77.2 kph) on specially prepared surfaces and 40 mph (64.4 kph) off road maximum. Vehicle will destroy normal roads when driving on them. Only MDC concrete reinforced surfaces will allow for full speed driving. The vehicle is designed to traverse virtually all terrain and can climb at up to a 60% grade although at a much slower speed (About 10% of maximum road speed). It can also climb barriers and ford trenches. The vehicle can also handle side slopes of up to 30%.
Underwater: Buttoned up, it can travel under water at 20 mph (32 km).
Maximum Range: Effectively unlimited.

Statistical Data:
Height: 10.5 feet (3.2 meters)
Width: 14.5 feet (4.4 meters)
Length: Main Body: 33.2 feet (10.1 meters) With Gun Forward: 42.6 feet (13 meters)
Weight: 130 tons (117.9 metric tons)
Power Source: Nuclear (Should have an average lifespan of 10 years).
Cargo Capacity: Minimal in crew compartment, enough for equipment with crew. Six carbines and two hand-held missile launcher with four loads each are stored in a compartment in the crew compartment. In cargo compartment, up to 1500 lbs (680 kg) can be carried instead of troops or ammunition.
Black Market Cost: 58 million credits for a later model. Deduct 2 million for early models which have not been refitted.

Weapon Systems

-High Velocity 120 mm Heavy Rail Gun (1): Main weapon mounted in turret. It has a long range and is very devastating. This rail gun normally fires a solid dart of MDC materials that does massive damage to targets that it hits but can also use explosive warheads against lighter targets. Explosive rounds are also effect against The turret can angle 45 degrees up and down and has 360degree rotation. The weapon system is also gyrostablised and has an advanced fire control computer which it shares with the Ion cannon. Weapon is controlled by the main gunner.
Maximum Effective Range: 5 miles (8 km) for direct fire and 12.4 miles (20 km) for indirect fire
Rate of Fire: Maximum of four per melee from automatic loader. Rounds require about a melee each to load from storage compartment
Payload: 80 rounds in main storage in an automatic loader. An additional 80 rounds can be carried in rear compartment if troops or cargo is not being carried. Rounds in storage compartment need to be hand loaded into automatic. Anti-tank rounds are most commonly carried with high explosive rounds being commonly carried for long range use against infantry.
Bonuses: Has a special fire control computer that helps to aim the cannon.

-High Powered Ion Cannon (1): Mounted directly underneath the 120 mm rail gun. Tracks and targets the same location as Rail gun. Designed for slightly smaller targets then the main gun and if the main gun runs out of ammo. There is a safety system which prevents both heavy cannons cannot be fired together. This Safety can be bypassed by rewiring. If this is the case, both cannons fired together create and enormous power drain. (OOC: If both guns are fired, I roll percentile: 1-50 means that the guns are undamaged, 51-80 means that one of the guns (50/50 chance of either) is overloaded and it is rendered inoperative, and 81-00 means that both cannons are overloaded and both cannons are inoperative.)
Maximum Effective Range: 8,000 feet (2,400 meters)
Rate of Fire: Equal to the pilots combined hand to hand (usually 5 or 6)
Payload: 60 shots. Recharges at the rate of 1 shot per minute
Bonuses: Shares the same fire control computer that helps to aim the main cannon.

-Automatic Grenade Launcher (2): One is located on top of the main turret on the right side and is controlled by the Tank's commander. The other is located in front of the vehicle and is on the front deck of tank. It is controlled by one of the tank's gunners. Weapons are WI-GL21 Automatic Grenade Launchers mounted on special mounts. Early models of the tank which have not been upgraded required the gunner and commander to expose himself to fire but later models have been upgraded so that the weapon can be fired within the tank. Many older models have been upgraded with this feature.
Maximum Effective Range: 3,000 feet (914 meters)
Payload: 400 Rounds each

-Rapid Fire Machine gun Style Laser Cannon: A light laser designed for anti-infantry use that allows for all the bursts available to a machine gun except full melee burst. One mount is coaxial with the 120 mm heavy rail gun and heavy ion cannon and is controlled by the same gunner. The other is located on the top of the turret on the left side. Early models of the tank which have not been upgraded required the gunner to expose himself to fire but later models have been upgraded so that the weapon can be fired within the tank. Many older models have been upgraded with this feature.
Maximum Effective Range: 3,000 feet (914 meters)
Rate of Fire: Equal to combined hand to hand attacks of gunner
Payload: Effectively unlimited shots.

-Variable Missile Launchers (4): Two are mounted on either side of the rear of the turret and two are mounted on either side of hull towards the rear. Vehicle can be constructed with one of three different type of missile launchers. The type of launcher is normally built onto the vehicle at the factory and would take a mechanic about 8 hours to switch from one launcher to another. The gunner which controls the main gun normally controls the missile launchers but the commanders and driver also have controls for the missile launchers.
--Medium Range Missile Launchers:
Maximum Effective Range: Varies with missile types, medium range missiles only (Go to Revised bomb and missile table).
Rate of fire: One at a time or in volleys of 2, 4, or 6.
Payload: each launcher carries 3 medium range missiles for a maximum of 12 medium range missiles.
--Short Range Missile Launchers:
Maximum Effective Range: Varies with missile types, short range missiles only.
Rate of fire: One at a time or in volleys of 2, 4, 6, or 12.
Payload: each launcher carries 6 short range missiles for a maximum of 24 short range missiles. Carries 12 short range missiles as reloads inside vehicle
--Mini Missile Launchers:
Maximum Effective Range: Varies with missile types, mini-missiles only.
Rate of fire: One at a time or in volleys of 2, 5, 10, or 20.
Payload: each launcher carries 10 mini-missiles for a maximum of 40 Mini-missiles.

-Firing Ports (4): The Mammoth has four firing ports that allow soldiers in the troop bay to fire their guns out of the vehicle. There is one firing port on each side of the vehicle and two in the rear door. Firing ports can be closed in order to make the vehicle a sealed environment. Firing ports are fairly small and grenade launchers and missile launchers cannot be fired from firing ports. The Mammoth has power connectors so that troops can fire energy weapons without draining their energy clips.

-Smoke Dispenser (4): Mounted on either side of the tank and launches smoke grenades. While other types of grenades can be used, they have been rarely carried. Recently, there has been consideration for the use of prismatic aerosol grenades to help protect the vehicle against lasers.
Effect: Creates a cloud of smoke 40 ft (12 m) in diameter:
Rate of Fire: Two per melee
Range: 1,200 feet (365 m)
Payload: Carries 12 smoke grenades per launcher.

-Sensory Equipment:

--Radio/ Video Communications: Long range, directional, has a range of 500 miles with short range directional radio of 5 miles.
--Laser Targeting System: Range is 2 miles. Not applicable to hand to hand
--Combat Computer/ Targeting Computer: Assist in the tracking of targets.
--Radar: 50 miles, can identify 96 targets and track 48 as low as 500 ft. Same as robots Maxi-Radar.
--Full Life Support: Protects pilot and tank from heat and radiation and gives a breathable atmosphere inside the Tank.
--Spotlight: Range: 600 feet (182.9 meters)
--Thermo-Imager: Range: 2,000 ft (609 m). Finds the infra-red radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.
--Nightvision Optics: Range: 2,000 ft (609 m). Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled by sudden bright lights but does not physically blind the pilot.

Emerging from the water... (http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/IA_MT-103_Mammoth-02.jpg)
The Horde Of Doom
12-07-2006, 23:51
Triax XM-3000 "Grey Death" Cyborg Stealth Fighter (http://www.kitsune.addr.com/Rifts/Rifts-Earth-Vehicles/Triax/Triax_XM-3000_Grey_Death_Cyborg_Fighter.jpg)

"Flying over Tolkeen I saw a Coalition stealth fighter about to unload a lot of nastiness on the Tolkeen lines, and I decided to see just how good those things really are. No, that wasn't in my mission profile, but I figured I could have some fun too. Anyway, I sneaked up on that Talon using only my IR sensors, and shot the hell out of it with my cannons. Its pilot never knew what hit him, and as far as the Coalition is concerned, some mage threw a nasty spell at one of their precious stealth fighters. I saw at least a dozen more of em, but they never even looked my way twice. Talon fighters are good. HA! As far as I`m concerned I just declawed *that* myth!"
---Capt. Anna "Grey" Mauser, Hordian Airforce

"Damnedest thing that ever happened. Colin was flying just behind me, and I`d just finished my attack run when I heard him scream over the commlink. I figured that something was badly wrong, and turned the talon around. All I see of Colin and his Talon is a ball of fire. Nothing on my sensors, radar, IR, zip, nada! I figured it must have been those damned mages, but usually you see a fireball or a lightning coming.

Right then I could have sworn that something flew away through the clouds. But nothing at all on the sensors. Nothing! I tell you, there`s bad things up there."
---Lt. Dave Marquart, Renegade Military

For several years the only Hordian stealth craft known to the rest of the world has been the Dragonwing robot. Although the Coalition and Metalworks have been building Stealth fighters for some time now, the Horde has yet to field any such vehicles. Or so it seems...

While the mutants outside were the first to field large numbers of Stealth fighters since the time of the Day, they were by no means the first to build them. Triax had already been experimenting with XM-280 fighter jets that were made out of the same Radar Absorbent Materials as their Dragonwing robot, but these fighters were never taken into full production. Instead, the scientists and engineers of Triax decided that they might as well build something extraordinary. And they did.

Using information from a Pre-Day design, combined with their own materials and engines, a incredible plane was being build. The engineers used special triangular Thrust Vectoring nozzles which could deflect the engines thrust in three dimensions so that the design needed no tailplane, which made it even more stealthy, and which gave it enhanced maneuverability. Because of this and the RAM coating the new plane was virtually invisible to radar and IR sensors, whilst being able to outmaneuvre anything in the sky at that moment. But there was a problem. The plane was so maneuverable that no human pilot could withstand the G forces the plane was capable of generating. The solution to this problem came by making the entire fighter a Cyborg! The only living thing in the entire fighter is the brain of the pilot, which is linked directly into all of the planes controls and sensors. The brain is fitted into a small casing which can be ejected in case of emergency, or which can be placed in another robot or cyborg body. The plane they had designed was more than the equal of anything in the sky at that point, and was also virtually undetectable by conventional means. Because the RAM coating of the plane gave it grey color, and because it was such a lethal plane, the design department of Triax called the plane "Der Graues Tod", or The Grey Death.

The XM-3000 is not only impressively stealthy, its weaponry is also very impressive. A large ordnance bay in the planes belly can house up to six long range missiles or heavy bombs, or a corresponding number of smaller pieces of ordnance. A further two bays are located in the wing roots, and each of these can hold one long range missile or a corresponding number of smaller missiles, but NO bombs or mines, since the ordnance is fired sideways out of the bays under its own power, and cannot free fall out of it. Under each of the wings there is a hard point which can hold a long range missile, a heavy bomb, a corresponding number of smaller missiles and bombs, or a high capacity mini-missile pod. These hard points are seldom used, as the ordnance located on them lowers the planes stealth, unlike the weaponry located in the planes ordnance bays. to finalize the armament the plane has two Rail Guns located above the engine intakes. These are essentially TX-250 Rail Guns, only modified to fit into a airplane. For increased damage these weapons usually fire DU rounds.

So far the Coalitionist government and Triax have kept the existence of the Grey Death well hidden from outside sources, and even inside of the Hordian military there are few that know of this formidable weapon. So far two squadrons have been equipped with the plane, with plans for at least four more squadrons, but this is some time away yet. Not only are the planes expensive and time consuming to build, but there are few pilots available for conversion into cyborg soldiers, as the attrition rate in this part of the Hordian military is much lower than that of the other services. In order to make the conversion to cyborg more attractive for pilots, Triax has designed a fully human looking cyborg body, which the pilots can use during their off-duty time. Although this body (the VX-2050) was only meant originally for the pilots of the highly secret XM-3000, it is now seeing use by other Cyborg Soldiers as well. The Grey Deaths have so far flown mostly over the island and the North Sea hunting monsters, Gargoyle and Brodkil robots, and the occasional Splugorth craft that they encounter. Unknown to but a handful of the Hordian military, the Grey Deaths have also flown across the Ocean, to observe (spy upon) the Mer de Ennuis in general, and more recently its civil war!

For more details on cyborg body, got to VX-2050 Cyborg Replacement Body for details

German Name: Der Graues Tod
Model Type: XM-3000
Vehicle Type: Air Superiority Fighter.
Crew: One Human brain!

Speed:
-Driving on Ground (Taxiing): Only possible for conventional take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing.
-Flying: Can go up to a maximum speed of Mach 3.6 (2,669.2 mph/4,281.4 kph). Its cruise speed is up to Mach 1.6 (1,186.3 mph/ 1,909.3 kph) and has a maximum altitude of about 20 Miles (105,600 feet/ 32190 meters). When the fighter is carrying ordnance on its external hard points, the fighter has a top speed of Mach 2.6 (1,927.8 mph / 3,102.5 kph).
-Range: Effectively Unlimited. Unlike most governments aircraft, the XM-3000 Grey Death does not overheat and can run indefinitely and is mainly limited by pilots endurance. This is because the engine have a highly efficient cooling system.

Statistical Data:
Height: 8.5 feet (2.5 meters)
Wingspan: 45 feet (15 meters).
Length: 70 feet (21.3 meters)
Weight: 35 tons (38.6 metric tons) fully loaded
Power System: Nuclear, has an average lifespan of 20 years.
Cargo: Minimal (Storage for small equipment), does not include ordnance bays. Heavy Ordnance bay, if emptied of ordnance can carry up to 15,000 lbs (6,840 kg) of cargo. Light Ordnance bays, if emptied of ordnance can carry up to 5,000 lbs (2,268. kg) of cargo each.
Black Market Cost: Not for sale! The XM-3000 is a top secret Horde weapon, and the black market or the world would gladly pay up to 600 million credits for a XM-3000 in complete condition!

Weapon Systems:

-Two (2) TX-250 Rail Guns: The plane has two TX-250 Rail Guns mounted in its body, just above the jet intakes. These cannons have superior range over most comparable models, and the standard ammo used in these weapons consists of DU rounds, giving the rail guns superior penetration and damage capacity as well. Just like the robot version of the cannon, the rail guns can also fire short bursts. The cannons can be fired linked.
Maximum Effective Range: 6,000 feet (1828 meter)
Rate of fire: Equal to pilots hand to hand, the cannons can be fired linked.
Payload: 3000 rounds each gun, That is 100 standard Bursts or 200 large bursts for each rail gun.
-Large Ordnance Bay: The XM-3000 has one large ordnance bay in the belly of the aircraft. Ordnance types can include missiles, torpedoes, naval mines, and bombs. Missile and bombs sizes may be mixed between different types of ordnance but an ordnance drop or launch must include the same type and size of ordnance. Ordnance may be carried at the rate of four short range missile, four light bombs, two medium range missile, or two medium bombs for one long range missile or heavy bomb. Because of the layout of the bay extra heavy bombs or cruise missiles cannot be carried. Both guided and unguided ordnance may be carried.
Maximum Effective Range: Varies by missile type for missile and varies by altitude dropped at
Rate of Fire: Ordnance is dropped or fired one at a time or in volleys of two, four, eight, or sixteen but must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley)
Payload: 24 short range missiles or light bombs, 12 medium range missiles or medium bombs, or 6 long range missiles or heavy bombs. Ordnance can be mixed and naval mines may be carried as well as missiles and bombs.
-Small Ordnance Bays (2): The aircraft has two small ordnance bays in the wing roots with one in each wing root. These bays are reserved for air to air missiles, and bombs and mines cannot be dropped from these bays. Ordnance may be carried at the rate of eight mini-missiles, four short range missiles, two medium range missiles, for one long range missile.
Maximum Effective Range: Varies by missile type.
Rate of Fire: Ordnance is dropped or fired one at a time or in volleys of two, four, or eight.
Payload: 8 mini-missiles, 4 short range missiles, 2 medium range missiles, or 1 long range missile each bay. Ordnance can be mixed.
-Wing Hard Points (2): The XM-3000 has two hard points for ordnance and equipment. The hard points can be used to carry missiles, bombs, and rocket packs as needed by the mission. Missiles, rocket packs, and bombs can be mixed or matched but all ordnance on a hard point must be the same type. Carrying ordnance on the aircrafts external hard points negates the aircrafts stealth from the bottom, sides, front, and back of the aircraft. The aircraft retains normal stealth from the top.
-Bombs and Missiles: The only restriction is that a hard point must carry all the same type of missiles or bombs. Both unguided and guided bombs can be carried.
Maximum Effective Range: Varies by missile type for missile and varies by altitude bombs are dropped at.
Rate of Fire: Missiles can be fired and bombs can be dropped one at a time per hard point. Multiple hard points can be linked as one attack but must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley)
Payload: One long range missile or heavy bomb, two medium range missiles or medium bombs, or four short range missiles or light bombs (see above - all ordnance on a hard point must be the same size and type of ordnance)
-Mini-Missile Pod: Large capacity mini-missile pod. The mini missile pods are normally carried for ground strafing, anti-troop, and anti-emplacement attacks. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles. Mini Missile pods are normally controlled by the pilot.
Maximum Effective Range: Varies with missile types, mini-missiles only.
Rate of fire: Each pod can fire one at a time or in volleys of 2, 4, 8, or 16 and can be linked with other mini missile pods for greater number of missiles (Counts as one attack no matter how many missiles in volley)
Payload: each pod carries 16 mini-missile.
-Anti-Missile Chaff Dispenser: Located at the very tail of the fighter are two chaff dispensers. When tailed by a missile, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. Reduce effects by 20% against smart missiles.
Payload: Ten (10).
-Cyborg Brain Casing: This is the casing which holds the human brain of the cyborg. It is lightly armored, but holds all the life support apparatus the brain needs for 72 hours. The casing can be removed by mechanics, to be placed in a replacement body, or in case of emergency it can be ejected by a command of the cyborg itself. When this is done the casing is ejected out of the plane by a small rocket. For maximum safety the casing will not deploy a braking parachute and rocket until it is only about 100 meters above ground. The casing is about the shape and size of a rugby ball. It is made of the same RAM materials as the fighter, and has a few basic sensors build into it.
Bionic Features: 1 Multi-optic eye, 1 built-in radio receiver/transmitter, emergency life support for 72 hours.
Stealth Features: Same as the large plane body, see below.
Payload: One
-Special Equipment:
The fighter has all the standard features of a standard fighter (same as standard robot minus loudspeaker and microphone) plus these special features listed.

Only available as body for a Robot Soldier!
--Stealth Features: The fighter is made from the same radar absorbent materials as the X-2700 Dragon Wing. Coupled with its shape, this makes the Grey Death totally invisible to any radar system at long range (-100% to be detected). When a Grey Death is battle damaged it becomes less stealthy (For every 10% of damage to the main body, reduce the aircrafts stealth by 15% of its total.). The special shape of its exhaust also means that the plane is -40% to detect using IR sensors.
--Internal Active Jamming Gear: Causes -30% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
--Radar: Range 620 miles (997.8 km.) The radar system can identify and track up to 128 targets simultaneously and is also capable of Terrain Following for low altitude flight. With Combat & Targeting Computer, the fighter can fire missiles at up to thirty six targets at the same time.
--E.S.M.: Radar Detector, Passively detects other radars being operated at 125% of the other radars maximum detection range.
--ALIR: Around Looking Infrared. Range 40 miles (64.4 km.) A set of IR sensors set to cover the entire hemisphere, including aft of the plane. Allows the Grey Death`s pilot to get visuals on targets at night, and also allows the cyborg pilot to target an enemy plane by detecting the heat from its engines.
--Laser Navigational System: Allow flight at low altitude without use of Radar. Gives a map of the Terrain.