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PLUG IN:
THE ALIEN COLD-WAR
This plug-in is a completely original concept developed from previously written material from
the Leading Edge RPG and William Gibsons unused Alien3 script.
The majority of the photos on this site are created by Jean Vouillon with his permission.
I am greatly thankful for his support and amazing artwork.
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A pair of APMC Predators patrolling over the Barron Ocean on Alexandria

Beyond corporate bureaucracy where multi-trillion dollar companies dispute for the newest technology
(biological or technological), planet rights, and the search for newer resources, the old ways of government politics still
strive. Although considered much less severe then the bickering of the “Big 5”, Governments still flex their muscles
from time to time. However, this age-old game of political pushing and shoving didn’t measure more than a nuisance
to the more powerful Corporations…until a new threat and technological opportunity arose. Then the three remaining
seats of non-corporate power began to gain notice.

Terran Trade Alliance


The seat of power for the majority of the human race resides still on the home planet. Earth contains more
people on it then the rest of colonized space. Even in the distant future, it still resides the nexus of the human race.
Thus lies its problem. The majority of its population works for one of the “Big 5” but by charter must be governed by
the TTA. Only when a citizen leaves the bonds of the Earth/Moon do they fall under Interstellar Commerce
Commission (ICC) law. This is the reason why most of the largest corporations don’t place their primary headquarters
on Earth, preferring to park their head office on their own controlled worlds or even a world controlled by a larger or
allied company.
The TTA is an enlarged version of the old United Nations of old. Enlarged in both scope and in doctrine. It
more than covers the rules of conduct between nations but now covers all trade between the nations of Earth. It
expands further to include the support of the local military.
It became clear to the Earth nations that peace was the best course of action…in the end it all came down to
money. Only together, could the Nations of Earth gain a foothold in the future. The TTA seats not officials and
diplomats but the leaders of the free world themselves. The TTA doctrine includes complete free trade between its
Nations and an open border policy. However, even with all this, most of their influence does not spread beyond their
own world. There is very little need with the protective blanket of the corporations around them. The TTA also has no
significant military force save for its own local ground army and perimeter defense.
NOTE: Past CL6, approaching the turn of Alien: Resurrection (or CL7), this same TTA Military would later
reform and restructure itself to form the United System Military.

The TTA is not without grunt however. They comprise almost a 15% investment in the Colonial Marines, an
investment made in order to keep any single Company from monopolizing such a sizable military and to ensure the
CMC’s independence from Corporate Militia.
The TTA operates all stations and bases in the Earth/Moon system. This includes Gateway station and the
Lunar Shipyards. Even Mars is Company controlled. Because of the massive influence and potential for manipulation
from the companies, many outside of Earth (especially those living on other worlds) believe the TTA to be gutless and
have a bloated sense of power. Many further believe that the TTA is corrupt and only operates from the directives
given to it from the ICC—the real initials of power in Human controlled space.
As for the planet itself, it still grows out of control. Crime runs more rampant than it ever did before. Even
though the Nations have control over their own land, they seem to be increasingly loosing control of their people.
Ethnic, religious, and social minorities have seceded from many of the weaker Nations and established their own small
states. Wealth and social status on Earth range from the most desperate poverty and oppression in history to
unprecedented levels of riches and power. There are many millions of people who live uneasy middle-class lives in a
world with few certainties. And next to their simple communities, surrounding the places where they work, are the
dispossessed; billions of people who work at menial jobs or survive on government subsidies, or who prey on others.
Many ethnic groups and fringe religions have established their own small nations, sometimes with corporate backing,
and the safety of people and facilities in those areas could easily be imperiled. There are even areas where there is no
law; where local wars have erased all government and the nation or nations who own the land have given up on the
attempt to administrate.
The TTA itself is a governing body that resides in New York City and seats more than 50 administrators.
Many countries were aloud to seat one, while several smaller countries had to merge for a place on the TTA. Several
countries still insist on not aligning with the governing body but their numbers are too small to mention.
CL3: With the increase in Xenomorphic threats, the TTA eventually signed a Trade agreement with
Alexandria. This caused a major rift between the TTA and the Companies and forced much of the budget of the
Colonial Marines to be cut when many corporations jumped ship.
CL5: When the Xenomorph outbreak spread to Earth, the TTA was left in shambles. With the millions of
people killed and the subsequent eradication of the alien infestation via nuclear weapons, virtually nothing remained.
However, many believe that the TTA simply reformed. With the newly formed government starting from Alexandria,
the Human race had a new cradle to which to grow…
…Of course, when Earth became livable, the few companies that remained made a note that the governments
that took power back on Earth were under their control…that resulted in more problems occurring in a few centuries…
Alexandria
If someone were to be asked about the greatest threat to future progression of mankind, the answer would
depend on the individual being asked. Ask a civilian from an inner colony world, they would claim the only real threat
are the companies and what they are willing to do from money. Ask a pilgrim in a distant outer-veil world; the
increasing threat of rumored alien killing machines takes over. Ask the TTA or the Colonial Marines, the answer
comes from the Neo-Communistic state of the UPP. However, ask any suit sitting on a chair of power in any
corporation of any power, all will respond the same…Alexandria.

The Capitol of Alexandria shares the name of the Colony.


It seemed harmless at first. Less than 50 years after the colony was originally formed, the companies that had
invested so much time and money realized the population base had grown so massive; many citizens weren’t even
working for them. The last census read 30 million but it became clear the number was close to 60 million. When
several outer veil colonies declared independence, Alexandria decided to reluctantly follow. They formed their own
government and placed the seat of power at the capitol colony. However, the other worlds were quickly overrun and
many simply
surrendered
without a fight,
ending the
revolution before it
began. Alexandria,
however, was not
given the option to
surrender.
Previously the
perimeter militia
had struck and
secured Ventix,
cutting off the
supply runs from
the corporate staff
on planet. The
staff defected and
the company head
on Alexandria were
quickly deported.
When the ICC
turned its attention
on Alexandria after
the other worlds
fell, they
discovered a larger
threat than the
other worlds put
together.
PCS-001 Proteus Fighters through the ridge belt over Ventix
In a few short months, Alexandrian Government’s Military arm, “PanCore” had taken control of a major
manufacturing complex and from Ventix, they produced a sizable force in a very short time. By the time the ICC had
gotten their forces together to strike back, “PanCore” forces struck first, securing another foothold, this time with the
Crestus Prime Garrison systems. Previously uncolonized, “PanCore” discovered these worlds were a great castle wall
for normal shipping lanes. There…they stopped. Alexandria, aware they may be spreading too thin, fortified
themselves. With enough rich planets under their control, they turned their attention to making the most of what they
accomplished.
The ICC was not pleased and a corporate military force attempted to strike at the Garrison systems. They
failed. The ICC quickly requested the CMC move in. However, the TTA stopped the attack and re-wrote the orders to
simply barricade the system and refuse entry of any vessel. This created a stalemate that exists today. Because so
many illegal shipping lanes exist beyond the primary ones listed, trading still exists between Alexandria and outer veil
colonies in the surrounding sectors.
The TTA and Alexandria don’t consider each other threats and only the pressure from the Companies keep
the CMC positioned there. There have even been reports of the vessels from PanCore and the CMC engaging in illegal
fraternization. Defections between military personnel are highest at this border.
When Alexandria separated, it created a semi-democracy. The people in power were voted there, but the
citizens are not, by all means, and free. However, many tolerate this situation since it’s far better than most other
colonies get. Most understand that the government asks a lot of their civilians since the growing Nation is still on an
uphill climb. The whole sector is on a constant defense stance. Everyone is expected to pitch in and help the effort to
defend and improve the nation. The Alexandrian Government, many refer to as the “Sphere”, tables six people, each
representing a different facet of the community…from farming and manufacturing to administration and military.
Every citizen is expected to serve
four years for the government in one of these
areas before moving into a career of choice. It
is a form of military draft but the military is
not the only option. The majority of the
population is eager to work for the civilization
that they helped create. Many understand that
expanding the power of the Sphere and
protecting the borders are paramount
especially with the constant pressure from the
ICC. PanCore currently patrols a sizable
motive force at Ventix and at Alexandria.
Crestus Prime stations more static personnel
and usually serves no more that a port for the
Pan Core forces. Defensive stations make a
direct attack on Crestus futile. Any attempt to
work around Crestus and attack Ventix or
Alexandria directly would result in an advance
notice as perimeter scanners stretch out far from the worlds. The ICC, however, completely ignores Abdullah and still
allows vessels to pass through the Crestus shipping lane back to the CSC.
Corporations still exist on Alexandria and some are rather large. However, they all must obey strict laws put
forward by the Sphere preventing monopolies or takeovers. Even the largest pales in comparison to even the smallest
ones in the ICC. They also work with the Sphere but hold little power deciding the fate of the people and government.
The reason why Alexandria is considered so much a threat to the ICC, more than the UPP, is simply because
of their refusal to follow ICC regulations and the richness of the world they run. Alexandria is considered the single
best colony world in known space. Some say it resembles Earth before man corrupted it.
CL3: When the alien threat started knocking on their door, Pan Core fortified and prevented any infestation
from reaching their worlds. The Sphere put forward a wise order the moment the aliens emerged…total extermination.
CL6: When Earth fell, and the Alien threat diminished, Alexandria opened its doors. Without a blockade
and with a new alliance with the CMC and the remnants of the TTA, The Sphere directed Pan Core to expand out of
their borders. The Outer Veil colonies surrounding Alexandria opened their doors and joined the Sphere, instantly
doubling the size of the Para-Colony Authority, as it would later be known. The CMC would then merge with Pan
Core and form the Para-Military Corps.
Union of Progressive People
The UPP is smaller than Alexandria and controls fewer worlds. However, they make up for that in tenacity.
Like Alexandria, they seceded during the Outer Veil Colony Rebellions. Like Alexandria, they managed to remain
independent. However, the ICC considered them less of a threat since the UPP capitol world, Barabazon, had been
almost totally strip-mined before the rebellion occurred. More of the surrounding worlds had been as well. This
resulted in a different agenda for the UPP over Alexandria. Alexandria had a mineral rich world and little need to
spread their fingers. The UPP,
however, starves for resources and
constantly threatens the
surrounding colonies. However,
most of these are barren as well,
resulting in the ICC considering
them not much a threat, unlike
Alexandria, which is surrounding
by almost equally rich worlds.
As a result, the UPP
constantly encroaches on ICC
territory. The ICC’s answer was
to fortify and barricade the
Anchorpoint station. There, the
progression stopped. The CMC
operate patrols there. A much
larger border exists there than at
Alexandria. The CMC considers
this much more of a threat but ICC
does not consider it as financially
important than Alexandria.
The UPP operates not
unlike the massive corporations,
controlling every facet of society.
However they resemble more of a
police state. Some still have trouble classifying whether or not they fall into fascism or communism. Unlike
Alexandria, military duty is mandatory at some point for all, and there is little choice what someone does with their life.
Proportionally, the UPP military arm contains more personnel than Earth or Alexandria but the overall population of
the Nation is less.
The worlds of the UPP are, by average, ugly. Barabazon sits half, an ordered police state and half,
uncontrolled no-mans land. West Barabazon is the political and military hub, where the Union of Progressive People
plans out its daily activities. Only the upper crust lives in the West. If you live in the East, you are just the crust. East
Bar is a virtually lawless gorge of drinking and debauchery. It is also a large trading location, binding competition with
the nearby Anchorpoint station for the consumers’ business. The UPP is more than proud of their massive capital and
their popular venues of entertainment. East Bar has a massive Television industry (mostly Trash). Rich tourists
explore the wonders of West Bar, never knowing how 95% of the population (over 45 million) lives. Most of this
trading is with outlining colonies, most of which trade in illegal substances. Its this continued illegal activity and the
constant threat of attack which alarms the CMC. Marine head command insists that more forces move from Alexandria
to the UPP considering them the greater threat. The ICC disagrees and the threats of an attack on Anchorpoint or other
outlining colonies increase.
Unlike the Sphere, the UPP High Command believes that any technological edge is worth the price. The
UPP is still on an obsessive drive for new technology or new resources. The problem is most people smart enough to
create the latest technology have either been snapped up by corporations, or defected all the way to Alexandria. So the
UPP turned to espionage. The Xenomorph represents a major advancement and the UPP believes mastering this new
technology before the ICC would give them the one strategic advantage they need to secure more space and resources.
The main location of research sits at Rodina, where the brunt of the PPA (Progressive People’s Army) resides. As said,
the UPP often resembles a large corporation. However, their lack of resources often lead rivals to consider them much
less of a threat.
CL4: The UPP would lose Rodina to alien infestation and when that infestation reached Barabazon, the UPP
found itself unprepared. The government soon fell and the remnants asked for CMC support to cure their problem.
The CMC moved in without resistance and the worlds of the UPP merged back with the ICC.
CL6: Since the worlds were considered worthless to many corporations. After the war, Barabazon and the
outlining colonies were left alone and soon infighting virtually torn them apart. Barabazon survived with its massive
trade community. Decades would pass before it would reform and restructure again.
MILITARY ARMS
Colonial Marine Corps
Refer to the CMC chapter in Stage One Rules…

Para Alexandrian Defense Force (Pan Core)


Pan Core traded quantity for quality.
Less volume and more superior technology.
With massive resources and well motivated
people, as well as most of the blueprints from
CMC technology to work from, technology
flourished. Pan Core, even though less than a
quarter of the size of the CMC has more than
twice the budget. They operate their own
vessels and their own weaponry and are never
seen with “borrowed” technology. In that
same degree, no Pan Core vessel has ever been
captured intact. The military are well
structured and bare more than a passing
resemblance to the Royal Armed Forces from
old England.
The forces are well trained and go
through an even stricter regiment than the
Colonial Marines. Beyond that, they share
almost the exact same rank structure and regiments. However, their reputation is second to none.

The Ethos of Pan Core


That spirit which inspires soldiers to fight. It draws from, and depends upon,
The high degree of commitment, self-sacrifice and mutual trust which together are
so essential to the maintenance of morale.

The Alexandrian Defense Force exists to defend the Nation and its interests. It has a reputation second to
none, based largely on its fighting spirit, and on the high standards of professionalism, behavior, and self-discipline that
Alexandrian soldiers have consistently displayed. Land operations are physically and mentally demanding, extremely
unpredictable, and potentially dangerous. In the end they depend for success on teamwork, which comes from
demanding training, strong leadership, comradeship and trust. Such trust can only exist on the basis of shared values,
the maintenance of high standards, and the personal commitment of every soldier to the task, the team, the Army and
the Nation.

STANDARDS OF CONDUCT
As a soldier in Pan Core, they must:
Abide by the civil law, wherever they are serving.
Abide by military law, which includes some additional offences such as insubordination and absence without
leave, which are needed to maintain discipline.
Abide by the laws of armed conflict whenever they are on operations.
Avoid any activity, which undermines their professional ability, or puts others at risk. In particular, the
misuse of drugs and abuse of alcohol.
Avoid any behavior, which damages trust and respect between they and others in their team and unit, such as
deceit or social misconduct. In particular, they must not commit any form of harassment, bullying or discrimination,
whether on grounds of race, gender, religion, sexual orientation or any other behavior, which could undermine good
order and military discipline.
Ultimately, an Alexandrian must always measure their conduct against the following test:

"Have your actions or behavior adversely impacted or are they likely to impact on the efficiency or
operational effectiveness of the Army?"
Those in positions of authority, at whatever level, have a duty of care towards their subordinates, looking
after their interests, and ensuring that they fully understand what is expected of them. This duty of care extends to
ensuring that individuals who raise concerns have their complaints dealt with in a thorough and timely manner.

Progressive People’s Army (PPA)


The PPA is less trained than the Alexandrian Forces or even the CMC, but they make up for it in size…and
tenacity. The PPA’s Doctrine is to defend the existence, territorial integrity and sovereignty of the state of the UPP.
To protect the inhabitants of the UPP and to combat all forms of threats to daily life.

Basic Points :

-The UPP cannot afford to lose a single war.


-Defensive on the strategic level, maintain territorial ambitions.
-Desire to avoid war by political means and a credible deterrent posture.
-Preventing escalation.
-Determine the outcome of war quickly and decisively.
-Combating major threats to the UPP.
-Very low casualty ratio.

The PPA is the UPPs military


force. The PPA is subordinate to the
directions of the laws of the state. The
goal of the PPA is to protect the
existence of the UPP and her
independence, and to thwart all enemy
efforts to disrupt the normal way of
life.
PPA soldiers are obligated to
fight, to dedicate all their strength and
even sacrifice their lives in order to
protect the UPP, her citizens and
residents. PPA soldiers will operate
according to the PPA values and
orders, while adhering to the laws of
the state and honoring the values of the
UPP as a properly governed state.

Basic Values:
Defense of the State, its
Citizens and its Residents - The PPA’s
goal is to defend the existence of the
State, its independence and the security
of the citizens and residents of the state.
Love of the Homeland and Loyalty to the State - At the core of service in the PPA stand the love of the
homeland and the commitment and devotion to the State -state that serves as a national home for the Union of
Progressive People, its citizens and residents.
Tenacity of Purpose in Performing Missions and Drive to Victory - The PPA servicemen and women will
fight and conduct themselves with courage in the face of all dangers and obstacles; They will persevere in their
missions resolutely and thoughtfully even to the point of endangering their lives.
Responsibility - The PPA serviceman or woman will see themselves as active participants in the defense of
the state, its citizens and residents. They will carry out their duties at all times with initiative, involvement and
diligence with common sense and within the framework of their authority, while prepared to bear responsibility for
their conduct.
Credibility - The PPA servicemen and women shall present things objectively, completely and precisely, in
planning, performing and reporting. They will act in such a manner that their peers and commanders can rely upon
them in performing their tasks.
Personal Example - The PPA servicemen and women will comport themselves as required of them, and will
demand of themselves as they demand of others, out of recognition of their ability
and responsibility within the military and without to serve as a deserving role model.
Purity of Arms - The PPA servicemen and women will use their weapons and force only for the purpose of
their mission, only to the necessary extent.
Professionalism - The PPA servicemen and women will acquire the professional knowledge and skills
required to perform their tasks, and will implement them while striving continuously to
perfect their personal and collective achievements.
Discipline - The PPA
servicemen and women will strive to
the best of their ability to fully and
successfully complete all that is
required of them according to orders
and their spirit. PPA soldiers
will be meticulous in giving only
orders necessary for the state.
Sense of Mission - The
PPA soldiers view their service in
the PPA as a mission; They will be
ready to give their all in order to
defend the state, its citizens and
residents. This is due to the fact that
they are representatives of the PPA
who act on the basis and in the
framework of the authority given to
them in accordance with PPA orders.

SPECIAL FORCES
Marine Special Forces
(See Marine Chapter)

Spetsznaz
Many press articles about
SPETSNAZ (Special Purpose Forces)
concentrate on their glamorous and
sensational aspects, such as assassination
missions and masquerading in Corporations.
The UPP special purpose forces are called
by several names, including reydoviki (from
the English word "raid"), diversionary
troops, and reconnaissance/sabotage troops,
but they are most popularly known as
SPETSNAZ, an acronym from the Russian
spetsialnoe naznachenie, meaning special
purpose.

The UPP, already known for their


similarities to Soviet Union, adopted the
name, which matches a similar organization
in the Soviet past. The General Staff’s Main
Intelligence Directorate GRU controls
SPETSNAZ. The mission of the SPETSNAZ is to conduct what the UPP call Special Reconnaissance. According to
the Soviet Military Encyclopedia, Special Reconnaissance is defined as, Reconnaissance carried out to subvert the
political, economic and military potential and morale of a probable or actual enemy. The primary missions of special
reconnaissance are: acquiring intelligence on major economic and military installations and either destroying them or
putting them out of action, organizing sabotage and acts of subversion; carrying out punitive operations against rebels;
conducting propaganda; forming and training insurgent detachments, etc. Special reconnaissance is ... conducted by the
forces of covert intelligence and special purpose troops.
More simply, the chief missions of SPETSNAZ are reconnaissance and sabotage.
Typical SPETSNAZ targets include mobile missiles, command and control facilities, air defenses, airfields,
port facilities, and lines of communication. In addition, specially trained SPETSNAZ elements have the missions of
assassinating or kidnapping enemy military and civilian leaders. The basic SPETSNAZ unit is a team of eight to ten
men. The team is commanded by an officer, may have a warrant officer or senior sergeant as deputy, and includes a
radio operator, demolitions experts, snipers, and reconnaissance specialists. Team members have some degree of cross-
training so a mission can continue if a specialist is lost.
A SPETSNAZ brigade consists of three to five SPETSNAZ battalions, a signal company, support units, and a
headquarters company containing highly skilled professional soldiers responsible for carrying out assassinations,
kidnappings, and contact with agents in the enemy rear area. The organization of a naval SPETSNAZ brigade reflects
its emphasis on space infiltration, with up to three frogman battalions, one parachute battalion, and a spacecraft
battalion, as well as the signal company, headquarters company, and support elements. Many PPA divisions have
SPETSNAZ companies of 115 men and can deploy up to 15 teams. The companies are organized similarly, with three
SPETSNAZ platoons, a communications platoon, and supporting units. Besides the SPETSNAZ units at front and
army, there are additional ones directly subordinate to the GRU. Total UPP SPETSNAZ strength in peacetime is about
5,000.
There are stringent standards required of all conscripts assigned to SPETSNAZ. Potential reydoviki must be
secondary school graduates, intelligent, physically fit, and, perhaps most important, politically reliable. Parachute
training with a paramilitary youth organization is naturally a plus. Upon induction, a SPETSNAZ conscript will be
asked to sign a loyalty oath in which he acknowledges death will be his punishment for divulging details about his
service.
After induction, some of the conscripts will be selected for an arduous, six-month-long noncommissioned
officers school. Anticipating a high washout rate, commanders may send as many as five conscripts for each available
NCO slot. In the event more NCOs graduate than there are slots available, the lower ranked graduates are assigned to
positions as private soldiers. This excess of trained NCOs provides a ready pool of leaders to replace casualties in the
field. Washouts and those conscripts not selected for NCO school receive training in their units.

In addition to basic military training, they will be trained in the following specialized skills:
Parachuting,
Hand-to-hand combat and silent-killing techniques, including judo, karate, and knife-fighting,
Sabotage using explosives, incendiaries, acids, and abrasives,
Infiltration techniques, including defeat of locks and security systems,
Foreign language and culture,
Foreign weapons, tactics, and vehicles,
Survival,
Reconnaissance and map reading, and
Rappelling.

The technical training schedule leaves time for rigorous physical training involving obstacle courses and
forced marches, which are often conducted in gas masks. Some units also provide strenuous adventure training like
mountain climbing and skiing. Up to half the year is spent training out of garrison. Once or twice a year, selected teams
engage in extremely realistic exercises carried out under battle conditions. Teams are provided little in the way of
rations and are forced to forage for food. Exercise objectives are often operational installations guarded by regular
troops or soldiers of the Ministry of Interior.
SPETSNAZ careerists are well compensated for the strenuous training. Each year of service with a
SPETSNAZ unit counts as one and one-half years for pension purposes, and there is an incentive pay of 50 percent of
salary. As in other types of airborne units, SPETSNAZ receive jump pay, which varies with the total number of jumps,
e.g., the fiftieth jump pays more than the fifth. A conscript's jump pay can exceed his regular salary. In keeping with
their behind-the-lines missions, SPETSNAZ are lightly equipped. Each soldier will have an AKH assault rifle or SVD
heavy sniper rifle, a silenced 9-mm pistol, ammunition, a knife, up to eight hand grenades of various types, and rations.
In addition, every team member carries a portion of the team's gear, which will normally include an grenade launcher
and rounds, a burst transmission radio capable of communicating over a range of 100 000 kilometers, directional mines,
and plastic explosives. The load per team member is approximately 40 kilograms (88 pounds).
A provision of up-to-date intelligence is critical to the success of SPETSNAZ missions. The second
directorate of the front staff is responsible for intelligence. It includes separate departments for reconnaissance, agent
intelligence, signals intelligence, information processing, and SPETSNAZ. Under the SPETSNAZ department are both
the SPETSNAZ brigade and a dedicated SPETSNAZ intelligence unit. The latter is tasked with recruitment of "sleeper"
sabotage agents and peacetime collection of information on potential targets and enemy military personnel.
SPETSNAZ sabotage agents are rare in comparison to ordinary intelligence agents. A sleeper might have no
other mission than to wait for the order to commit sabotage in preparation for war. He might also be tasked to acquire
safe houses to support the eventual deployment of SPETSNAZ teams. Besides the sleepers, the SPETSNAZ
intelligence unit controls legal and illegal agents for collection of information. Most SPETSNAZ missions will have
the primary objective of reconnaissance, so they will use camouflage to avoid contact with enemy patrols. They will
attack if ordered to do so by the brigade. As a general rule, SPETSNAZ commanders operate independently. Once
missions are given to the teams, army and front headquarters keep interference to a minimum, relying on the initiative
and skill of the team leaders. Sufficient coordination is maintained to be able to order the teams out of the way of other
UPP attacks.
SPETSNAZ are not particularly well known within the UPP military, and they tend not to publicize their
existence and capabilities. Their uniforms are not distinctive, with ground forces SPETSNAZ usually wearing airborne
or signal troops' uniforms and naval SPETSNAZ wearing naval infantry or ground uniforms. Their ethnic makeup is
likewise not distinctive and to some degree reflects the ethnic characteristics of the intended target.
Despite their qualifications, tough training, and demonstrated value, the fact remains that the majority of
SPETSNAZ are conscripts on two-year tours of duty. Consequently, there is opportunity for cross-training in
specialties but soldiers may lack the degree of motivation that characterizes other unconventional warfare forces, such
as the CMC Special Forces, and the Alexandrian Oblagon. In comparison to other unconventional warfare forces,
SPETSNAZ lack specialized infiltration aircraft such as the UD-4 Cheyenne. This lack severely limits SPETSNAZ
capabilities for clandestine insertion, particularly prior to the start of hostilities. As a result, SPETSNAZ must rely on
the brute force of the UPP space operation to cover most infiltration. If UPP fighter-bombers and other means do not
inflict the necessary damage to opponent air defenses, unarmed transports could prove sitting ducks, with the result of
heavy SPETSNAZ losses before teams arrive on target. Despite these limitations, SPETSNAZ pose a formidable
wartime threat to the ICC.

The Oblagon
Oblagon Motto: Who Dares Wins

The Oblagon is one of the world's premier special forces teams. The history of the Oblagon dates back to the
beginning of the Outer Veil Rebellions, when Captain David Stirling developed the concept while recuperating from a
parachute accident. David Stirling attempted to propose his idea to the CO. The guards at the gate wouldn't let him into
the building, so Stirling jumped the fence and proceeded to walk into the office. The Oblagon was initially created as a
raiding force to weaken the CSC forces encroaching on the Crests Prime Garrison Systems.
One of the first things people think
about when they hear "Oblagon" (besides
soldiers in black storming a building)
is selection. Selection is designed to break
people. Only about 10 out of 125 will make it.
For any soldier Selection is the ultimate test of
endurance and mental strain. Selection is
broken down into 3 phases. The first part is
the Special Forces Briefing Course. This is a
joint three-day class to show potential Oblagon
recruits what is expected of them. Class room
lectures and physical training take place. One
MUST pass this course to be allowed onto
Selection. They are shown films and are given
the chance to get some insight into Selection.
For certain reasons this is not considered to be
one of the THREE MAIN phases of Selection.
This should be combined with the first part.
The First three weeks of Selection is
held mostly on Ventix. Soldiers are expected to
increase their weight in their bergens (rucks)
and distances will also become greater. If a
soldier fails a test more then twice
is RTUed(Returned To Unit). The soldier is
allowed to repeat the course again if he is
willing. One of the most notorious parts is the
"Fan Dance". This is a march across the
Mykelti plateau. It should take about four
hours to complete. Another part and probably
the most famous, is the Long Drag. It is held
on the last day of the three weeks. It is about
40 miles over the Mykelti mountain range
itself. The soldier will now be carrying a 55
PCS Panthers in the Hardwicke Desert on Ventix
pound bergen. Remember this doesn't include water and food! The passing times range from 20 to 24 hours to complete
this course. If the weather is good try to get in less than 20 hours.
It is important to remember that the bergen weight includes water or food. Bergen weights will vary through out the
course. It will range from 30 pounds to 70 pounds, with an average of about 50 to 55 pounds. Blisters are common, and
they should be taken care of quickly. By this point maybe about 40 men are left.
Jungle Phase is the next hurdle. Oblagon soldiers will be integrated into patrols. They learn to travel, live, and
fight in the jungle. The jungle will have different affects on people. Some will enjoy it, others will hate it. Disease is
also another thing to worry about. Everything has to be taken care of (cuts, blisters, and eating equipment) to prevent
sickness, which may get someone kicked off the course. In the jungle they will learn to fight and use demolitions. Also
the art of making a camp is also taught. Rain is almost non-stop, so equipment must be looked after. By the end of the
Jungle Phase, only about 20 men will be left. It is time to move on to Escape and Evasion and TQ( or Tactical
Questioning). E&E is taught by members of the Oblagon. The soldiers learn how to catch food and live off the land.
Former POWs (or Prisoners Of War) also talk to the classes. They tell them about their situations and how they made
it. Escaping is also taught. The Course ends with a final exercise. The men are paired up with other students from other
branches and units, such as pilots from the Alexandrian Space Force and other units. The men are given only old
expeditionary jackets and some ripped pants, and boots that are barely being held together. They are then turned loose
in a large wooded area. The men must check in with various check points. The soldiers are on the run usually for about
3 days. A "hunter force" is always in pursuit. These forces are usually from other Army units. They are tasked with
hunting down the recruits. By the end ALL the recruits are captured. Now they face TQ. TQ is usually considered an
easy part Selection. They must stick to the "Big 4" and say nothing else except, "I'm sorry I can't answer that question
sir/maam." Women are sometimes brought in, and the men are forced to strip. The women then makes jokes about the
man's body parts. It is not usually seen as hard by the Oblagon although, usually one or two men fail.
After completion the remaining class will go it's separate ways. Soldiers are given the chance to say whether
they want to go onto the Elite Oblagon and even more training and Selection or whether they would like to stay on with
the Oblagon. For the all men, this is a great moment, when they receive the beret and famous "Winged Dagger" beret
badge. Training is far from over though. For the Elite, they will stay on Ventix where they will learn the trade of their
unit. But that is another story…
During a three day long training and testing period, potential recruits are rigorously monitored as they are
taken to the limits of their physical and mental stamina. Only the strongest survive. Out of a hundred candidates, only a
few are allowed to progress beyond the initial stage. One of the final events in their training is the Masa'a Kumta, or
Beret March. During this exercise candidates endure a 90km forced march (roughly 50 miles) with full gear (this can
include anti tank missile launching units) over rough terrain. The soldiers are expected to be proficient with all of the
weapons used in their area of operation. Due to the nature of their operations, they also have their own urban warfare
training center, known as hell town. Members who pass all the tests and training are rewarded with the badge a small
metal pin with a flying tiger as the emblem. To many outside Pan Core, this group is simply known as "The Unit ".
The unit was initially based on the examples set forth by the Oblagon. Although a top-secret unit, they have a
tremendous influence. They have participated in many anti and counter-terrorist operations.
WEAPONS
Alexandria
WEAPON WA RANGE DC ROF SHOTS EV COST
AHAS Heavy Pistol +1 150 m 3 3 10 0 1 600
AHAS Pulse Laser Pistol +3 100 m 4 2 30 0 2 000
AHAS Medium Rifle -1 900 4 30 90 0 3 000
AHAS Pulse Laser Rifle +2 1 000m 4 40 100 -1 8500
AHAS Sniper Laser Rifle +7* 3 000 m 6 1 15 -1 9 000
AHAS Portable Particle Gun -2 1500 8 (.5k) 5 50 -2 10 000

UPP
WEAPON WA RANGE DC ROF SHOTS EV COST
SVD Hold Out Pistol 0 100 m 2 3 18 0 300
SVD Heavy Sniper Rifle +3 2 000 3 3 15 -1 2 000
AKH Assault Rifle 0 1 400 m 5 20 90 -1 3 500
AKH Heavy Pistol 0 100 m 2 10 30 0 800
AKH ER Grenade Launcher -1 150 Grenade 1 1 0 350
Tradex SMG-Alpha-01 +1 750m 2 10 130 0 2300

WEAPON DESCRIPTIONS
ALEXANDRIA
Alexandrian Heavy Armed Services (AHAS)
Heavy Pistol: The AHAS is the only weapon contractor in
Alexandria. Even still, it pales in comparison to the
massive military divisions of even the smallest ICC
corporations. Their first design was the Heavy Pistol,
standard equipment on every soldier of Pan Core. Larger
and bulkier than standard CMC sidearm, the HP sports a
larger shape and higher capacity. However, it looses its concealability. The major common ground between AHAS
weapons and the AKH and SVD weapons of the UPP are reliability. There are often times when units are far from the
home world where the weapon are made unlike the CMC, which spreads supply routes all across the Network.
Weapons need to always work and never jam. However, Alexandria and the UPP take different routes to meet these
ends. AHAS makes very pricey weapons that take longer to make but result in a very sturdy design. UPP weapons are
reliable because if their simplicity. It all started with the Heavy Pistol. Newer technology became available quickly to
reduce the size of the weapon, but most stubborn units still insist on the old design.
AHAS Pulse Laser Pistol: AHAS’s major
advancement in weapons, an advancement that frightened
most members of the ICC (especially the CSC), was finally
being able to reduce the optical systems of laser weapons.
First came the rifle…soon after came the pistol. The
weapon is considered unpopular because of its “lack” of
recoil. Most soldiers in combat feel they need feedback
from their weapons, which the pistol lacks. Because of the
pulse motor in the rifle, a sort of “recoil” exists, but this
motor in the pistol is so small, feedback is nominal.
Although the barrel seems large, the laser is quite small, requiring the massive opening to hold the optical and capacitor
systems to create the energy pulse. Not strictly a laser, the energy weapon creates a tiny bubble of energy not unlike
“ball lightning” which then fires and tremendous speed towards its target. Beyond the maximum range, the bubble
dissipates and is harmless.
AHAS Medium Rifle: Before the advent of Pulse laser technology, AHAS developed their own slug rifle
based ICC issue dating back to before the Outer Veil Rebellions. The weapons were blueprinted and redesigned with a
larger shell and firing rate. They carry the caseless ammunition similar to the CMC Pulse Rifles but the shells are
slightly larger. AHAS, although using top of the line technology, will always work from a stable strata. The result is
seen in all their designs. Both the AHAS MR and PLR and PPG all have almost identical base setups. The PLR and
MR even share similar parts, even though one fires bullets and the other fires pulse energy. The MR has shortened
range in comparison to the CMC M42A but is equipped with a standard flash suppressor.

AHAS Pulse Laser Rifle / AHAS Sniper Laser Rifle: The prototype design for the PLR is almost identical
to the production design. The original took the base setup of the AHAS MR and built around it a complicated
capacitor/optical system where the pulse laser would fire. Even the barrel was retained from the original design. The
biggest alteration, however, is the deliver system. Like the Pulse Laser Pistol, the PLR fires small fragments of bottled
energy fed through a large capacity clip. Unlike the PLP, the PLR clip is large and cumbersome and weighs almost 15
lbs on its own. Its is also quite large and most soldiers don’t carry more than a second reload into combat. For this
reason, the weapon still has yet to catch on the mainstream on the Crestus Prime Systems. Ventix and Alexandria
perimeter defense use this weapon exclusively. However, expeditionary forces still rely on the less cumbersome
Medium Rifle. Surprisingly, because of the AHAS obsession for quality, the PLR is as reliable as the Medium Rifle,
even though more than double the cost. The SLR (Sniper Laser Rifle) looks almost identical to the PLR save for the
massive scope and sensor attachment and the fact that the barrel is two inches longer. Also the SLR sports a collapse
able mounting tripod and further electric sensors including magnetic and gravity “feelers”—needles that stick from the
front of the firing assembly. The SLR reduces its capacitor and refocuses the lens for a longer/powerful shot. The
energy bubble is also longer, casting more of a straight energy beam rather than a pulse.

AHAS Portable Particle Gun: Between the rifle and pistol, the AHAS wanted to develop a distinct portable
kill weapon for use on the Crests Prime systems when the eventual attack from the CSC would occur. However, they
wanted to steer away from the cumbersome heavy kill weapons like the PIG and create a more portable unit which
could fire repeatedly at multiple targets without reloading. Based once again on the Medium Rifle design, this time it
incorporates a much larger battery, which is so large and cumbersome, usually, carrying the PPG into combat is a two
man team. There is an optional separate battery-backpack (-2 EV) available only for unique situations which can either
be carried by another or strapped to the back of the firer (adding major encumbrance). However, this backup removes
the need of the capacitor clip and supplies 150 rounds before recharging (24 hours connected to a nuclear reactor or
equivalent power source). The PPG has seen very little active duty since there has yet to be a major engagement with
any forces that justifies the use of such a large weapon.
U.P.P.
SVD Hold Out Pistol: Small, robust, and built on a
platform more than 100 years old, the Hold Out is the standard side-
arm for all division of the UPP. SVD originally was formed to
construct ground vehicles for the UPP military machine. As they
developed beyond, and the demand for ground transports reduced,
SVD (Special Vehicles Division) started constructing weapons based
on designs they had stolen from ICC Corporations. The Hold Out
was the first. Simple and almost impossible to jam, the design has
remained unchanged in 50 years.
SVD Heavy Sniper Rifle: Loosely based on the CMC
design, the UPP standard Sniper rifle lacks many of the refinements of the superior CMC model. It lacks in range and
accuracy but is often modified by their owners to offset these disadvantages. This robust nature of all UPP designs has
resulted in a very unique edge to each Sniper Rifle. Every dedicated Sniper is assigned a Rifle for his or her career.
They are held responsible. Snipers in the UPP often sleep with their rifles and it will die to protect their weapons. As a
result, as said, they are often slightly to heavily modified to change their conceal ability or to increase the range,
accuracy, or punch. However the unique muzzle shape remains a signature feature of all of them.

AKH Assault Rifle: Controversy arose when UPP soldiers in the field were seen sporting Tradex SMG-
Alpha-01 Machine Rifles. The weapons were smaller and lighter than the rifle of choice before then. That was the
AKHAS (“Ackas”). The Assault Rifle, built by the dedicated weapon firm, AKH, carried a double purpose. The
weapon shocked opponents with its intimidating appearance before even firing a shot. Unfortunely for the opponents,
the bark is not worse that its bite. The weapon is heavy but not too heavy, still being hand held by many troops in the
field--the support arms being more than an afterthought to those weaker soldiers in the field. The weapon is loud, has a
mother of a recoil and will usually take down a target in one round. The only disadvantage is a lower firing rate than
the M42A. However the cumbersome design resulted in many outfits switching over to the Tradex weapons. However
these expensive weapons are mostly reserved for the front line spacecraft and expeditionary troops. The troops of
Rodina and Barabazon still use the Assault Rifle exclusive.

AKH Heavy Pistol: The step up from the


Hold out is the Heavy Repeating Pistol. The major
drawback is it’s conceal ability. The weapon carries
an intimidating clip, which holds the 30 rounds. The
weapon can fire multiple rounds on top of each other.
Like the Assault Rifle, the weapon is cumbersome and
is often too large for most to carry with one hand.
Overall, the HP is not as popular as the Hold Out,
being mostly used as the main sidearm for station
security.
AKH ER Grenade Launcher: Another
design that arose from the AKH is this age old
grenade launcher, modified with greater range and versatility. The Launcher became more common as the Trades
SMG Alpha-01 started to replace the AKH Assault on
the front lines. The Tradex lacked an under mount
grenade launcher so many heavy weapon officer were
equipped with the ERGL as a secondary. Its primary
fault lies with its firing rate but makes up for in range,
beating out both the CMC issue Grenade Launcher
and the M42 Undermount.
TRADEX SMG-ALPHA-01: Tradex continued their
trend of using smaller ammunition into the Alpha-01.
The Alpha-01 carries a similar round as the Assault,
only with a much larger ammo capacity. It also has a
better accuracy but at the risk of a lower rate of fire. The weapon gathered controversy, as an identical design is the
standard firearm for infantry n the UPP. It is unsure if the design was copied or sold. However, Tradex stock did not
take the plummet it was expected to take when this information arose…instead, they recorded record earnings. The
investigation still has not brought any new evidence to the surface.
SPACECRAFT

ALEXANDRIA

GPU Transport
The Primary transport for most applications
between Alexandria and its controlled worlds is the
Multi-Purpose GPU Transport. The GPUT stands the
massive component in the Alexandrian Fleet. They
account for more than 85% of the total motive
interstellar transportation within the influence of The
Sphere. Most within that space is run and controlled by
groups working for an Alexandrian Corporate or the
Sphere itself. Some are seen operating in the ICC
however all of those are indipendantly run since any
vessel known to work for Alexandria is detained,
stripped, and sent back. Most ICC corporations still
frown on the independent merchants who operate these
vessels especially since an overpowering majority of
them deal with the rebel government. But there is no
denying the ability of the freighter. Sure it lacks the
advantage so many other models have in that it cannot
land in a high gravity environment (anything more than
.6g grounds the vessel), but it carries a higher cargo
capacity than almost every other design. It also sports a
very unique ability.
The GPUT is capable of direct-linking with
other GPUTs. The vessels literarily stack atop each
other, sharing their power, life support, computer and
drive systems and can be operated by any single
command center on any of the vessels. All the controls
are slaved into one central vessel (usually the top one).
The vessels can even open their cargo holds and
transport larger payloads when linked. Generically,
vessels link in pairs with one vessel upside down. They
open their cargo flaps and merge.
The merchant owned variations seldomly
travel far from Alexandrian space. Further away, the
vessels get rarer. Simply because of the market. The
vessels are very robust and have a remarkable
maintenance record. A pair of Alex-Pulse Nuclear
Engines keeps the vessel moving along faster than most
freighters. The vessel’s automation translates to smaller
crews and smaller crew compartments, translating
further to greater cargo efficiency. The craft carries the
same cargo capacity of a SV-90 Super freighter but
measures less than 300 meters from stem to stern.
In the military, the vessel commonly transports soldiers and supplies from Alexandria to the Garrison systems
and vice-versa. Although not used as a front-line defender, the vessels to come equipped with minor weaponry and
usually sport linkable escorts like a Medusa or later, even a Proteus. Their lack of maneuverability prevents their
effective combat use.
STASISTICS
Variant Body WT Armor MV Move Mach Orbit SR
GPUT 10 35 000 1 -9 5 -- 10 --
(Military) 10 38 000 3 -7 6 -- 12 --
Communication Range: n/a, FTL
Crew: 2 – Up five total.
Additions: Fire Retardant.
Evacuation: 1 EEV, 5 space suits.
Armament Package: 1 Stunner
Military: 3 Stunners, 1 Flamethrower
Range: Atmosphere: N/A
Orbital: Unlimited
FTL: 8
FTL Speed: 0.7
Craft Slots: 0
Cargo Slots: 50
Automatic Systems: 10 Base skill
Hardpoints (Military): One
Basic Armament: None.
Military: 800 mv Particle Beam.

PCS-245 INTRUDER TRANS-ATMOSPHERIC INTERCEPTOR

The “orange” markings denote Alexandrian Perimeter Defense Force.


The first and foremost fighter for most of PanCore’s fleet, at least until the Proteus’s release, was the FS-245
Intruder. The Intruder started life as a prototype design from the CSC. The moment of the Outer-Veil Rebellions,
many high ranking CSC personnel defected when the lines were drawn. With them carried gigabytes of
compartmentalized data from CSC R&D. This may lead to why CSC considers Alexandria so much a threat. The most
prominent of this data stolen were the blueprints of a trans-atmosphere space superiority fighter CSC planned on using
to gain an edge corporate politics as a counter design to the HA-117. This fighter was taken in by Pan Core and
developed into the PCS (Pan Core Systems) – 245 Intruder. Very little was changed from the blueprinted schematics.
Pan Core took the design to heart and within 30 years, it became the most common defender in the Sphere’s influence.
The most obvious characteristic in the design is the two massive Phantom-Hardwicke Ramjets that provide the bulk of
the atmospheric speed, making it the fastest craft on planet. The Ramjets are adaptable and can adjust to different
environmental makeups, including low oxygen environments. The Jets also serve to cool the nuclear reactor in the
rear, which supplies additional thrust through a Mykelti
NukeBooster. The space-borne engines run through the
same thrust ports as the ramjets and can even run
simultaneously with them to provide even more thrust.
In space, the Intruder does lack some power
and the large ramjets cannot be removed, adding to the
mass of the vessel. However, it can still outmaneuver
most other spacecraft available. In the atmosphere, it’s
second to none. Vectored thrust assists short wings for
tight maneuvers.
The primary weapons systems include a pair of
25mm Repeating Cannons and a collection of missiles
that can either launch from the nose port or dropped from
the undercarriage and fired.
The small craft’s range limits extended
missions that take it more than within the system it is
based in. Seldom do vessels ever get transferred to other
bases when initially assigned, leaving each squadron on
its own to care for its vessels. Currently, nine divisions
of squadrons exist through in Alexandrian space. This
includes one at each Crests Colony and Alexandria itself.
Each squadron can be separated by its flight colors.
Intruders seldom find themselves assigned to space
stations or vessels, being usually reserved for planet
defense.

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
PCS-2454 3 14 2 0 / +1* 300 5 10 20
*In an atmosphere.
Communication range: 5000 km
Crew: 1 Pilot. Life support for 2 personnel.
Maneuverability: +1 dodge of guided missiles.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
Evacuation: 1 Parachute, 1 Space Suit.
Armament package: 2 Pistols.
Range: Atmospheric: 5 000 km Orbital: 10 AU
WEAPON WA RANGE DC ROF SHOTS BR TARGET
2x25mm Repeating Cannons 0 13 000 10 (1k) 20 200 0 Any.
WEAPON WA RANGE DC BR TARGET SHOTS CLASS/SPECIAL
AIM-90E Headlock +1 24 000 5k 1m Air / Space 6 Unique, Guided
Mk. 16 Banshee M18 -2 12 000 2k 4m Any 10 150mm
Mk. 16 Banshee M451 -2 12 000 4k 3m Any 4 150mm
PCS-177 MEDUSA INTERDICTOR CARRY-ALL

Like, the CMC Cheyenne, the PCS-177 Medusa served a multi-purpose. It could not only transport troops
quickly in space and to the surface in a combat situation but could double as an effective combat unit it of itself. The
similarities between the designs end there. Both models differ in size, weapons, systems, and in cargo capacity. The
Medusa is significantly larger (over 5 feet longer) and sports a larger capacity for troops. Where the Cheyenne can
carry an APC with troops inside, the Medusa can carry them separately if needed. The Medusa still only sports one
cargo area but another equivalent holds additional troops, doubling the size of the its transport force. Of course, this
increased size reduces maneuverability. When in space or in compact mode, the large wings bend towards the hull,
placing its side engine ports flush with the hull. When entering an atmosphere, the wings spread.
When approaching the surface, another unique ability emerges. The cargo module on the Medusa can detach.
With parachute and rocket support, the cargo module can be released as high as 2 000 feet and land safely on planet.
The module can later be retrieved with relative ease. Usually, considering the complexity of detaching and reattaching
and the chance that the module may get damaged on planet, the Medusa reserved this ability only in emergencies,
preferring to land and safely deploying its troops and then hovering to provide ground cover.
Considering that most Alexandrian forces are geared for defense, the Medusa has not been manufactured in
large numbers, only being reserved for orbital bases above Alexandria and Ventix. Not that it wouldn’t be effective in
combat. Two very powerful Atlas-369 Engines provide more than enough thrust for it to even outrun an PCS Intruder
in space. In an atmosphere, however, the roles are definitely reversed, as the Medusa quickly finds itself overmatched
by dedicated fighters. The Medusa only requires one pilot and doesn’t even carry backup controls for the co-pilot,
which sits perpendicular behind and below the cockpit. From a flight system, a CMC Pilot could easily adapt to the
controls since the cockpit was based on plans stolen from the CMC before the end of the Outer Veil Rebellion.
Weapons include a Gattling cannon similar to the Cheyenne weapon system but lacks most of the missile payload.
At CL3, the craft saw use within the CMC when the Trade Agreement was signed. Some Conestogas were
even converted to take the larger dropship.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
UD-4L 6 55 4 -3 300 1 10 30
Communication range: 3000 km
Crew: 1 Pilot, 1 optional gunner. Life support for up to 75 personnel.
Maneuverability: +2 dodge of guided missiles. +1 Dodge in space.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, and Sleeping Bags.
Evacuation: Parachutes--60
Armament package: 20 AHAS Heavy Pistol, 20 AHAS Medium Rifles, 2 AHAS Portable Particle Guns
Range: Atmospheric: 15 000 km
Orbital: 150 AU
Cargo Slots: 1 (additional room for 30 personnel)
Basic Armament: (CMC Equivalent) -- 1x25 mm "Gargoyle" Gattling, 8x120 mm rockets, 3 x TSAM Missiles,
3xAIM-90 missiles.

PCS-423 PREDATOR
MULTI-ROLE FIGHTER
SPACECRAFT
PanCore’s Predator model emerged
from the Pan Core Research and Defense arm
and stood the first model exclusively designed
from the ground up with no a single fragment
of its blueprints lifted from a stolen ICC
schematic. The Predator is a totally original
design from the ground up. The single-man
craft’s most obvious feature are its massive
twin Warlock-6 Fusion Engines that accelerate
the craft faster than any other known to man.
In hard straight line acceleration, the craft’s
only limit is the health of its pilot, the Predator
can pull over 9gs and can maintain that
acceleration for extended periods…and this is
just straight line. The craft’s specs indicate a
much higher stress rating.
Vectored thrust assists
maneuverability in an out of an atmosphere.
Diverting thrust enables vertical take-off and
landing. Even still, atmosphere limits the craft
significantly from the lack of a decent
aeroform. The Predator can launch
from the surface of Alexandria and
achieve the surface ceiling in under 45
seconds.
From the edge of its
aeroform, four 25 mm Cannons
comprise the primary armament. In
bays next to the engines, a variety of
rockets and missiles lay nestled,
concealed behind armor. These include
both dumb fire rockets and very
accurate STS Interceptor Missiles.
The Predator’s primary role
remained in space. Its massive power
equaled long range. It could operate
almost limitless within its assigned
system, seldom being assigned to a
spacecraft considering its significant
size. It could very well move from any
Alexandrian system if it only had a
jump drive. To test the range, the
prototype ran full throttle and actually
traveled from Crests Prime 1 and
Crestus Prime 2 without refueling.
This design would never
survive the budget cuts of an ICC
corporation. In Alexandria, such a
design is allowed to flourish. The
Sphere felt the need to have a craft that
could properly protect an entire system
but only be based from a single world.
ICC Corporations usually only care
about the protection of their mineral
rights. However, Alexandria’s highest
priority remains its sovereign space, so
having a craft that could properly patrol
that space became paramount.
Because of its extended
range, the craft’s size did make room
for a small crew area about the size of a
small Winnebago where the pilot and
co-pilot could live in relative comfort. Some patrols, especially those around Alexandria itself, could last several days
at a time. The Predator stands the largest fighter-class operating today.
At CL3, when the Terran Trade Agreement was signed, this craft was the first design brought into the CMC
ranks, as the Colonial Marines lacked a good long-range interceptor punch. At CL5, when corporations began to fall,
many newly independent colonies s became equipped with them.

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
PCS-423 6 55 2 -1 / -4* 400 7 50 100
* -4 in an atmosphere
Communication range: 10 000 km
Crew: 1 Pilot. 1 Co-Pilot. 2 bunks in a rear hold.
Maneuverability: +2 dodge of guided missiles.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
Evacuation: 2 Parachutes, 2 Space Suits.
Armament package: 2 pistols.
Range: Atmospheric: unlimited Orbital: 1 500 AU
Hardpoints: 6
Basic Armament: 4 linked 25 mm Cannons, 8 XIM-28A missiles, 30 150 mm rockets
PCS-101 “BANSHEE” SHORT RANGE SHUTTLE
Somewhere,
an executive at
Hyperdine weeps
whenver he sees a photo
of the Banshee.
Somehwere, a vessel
runs off a regular
assembly line
numbering in the
hundreds utilizing
technology that
Hyperdine developed
then abandoned… then
realized the mistake they
made. Gravity
generators have always
been a tried and true
technology to re-create
gravity on ships. Most
don’t know how they
work…They only care
about keeping their feet
planted. It generates a
gravity wave that
reverbareates slightly
away from charged plates built into a ship’s deck. However, more than eight feet from these plates, this gravity
dissapates and is useless, making current gravity technology limited. Hyperdine discovered a way to generate a much
larger field which would instead manipulate current gravity fields around it effectively making the craft move itself
without convential drives. However, the cost of research proved too high and when it was discovered the vessel would
be turtle slow, the idea was dropped alltogether. Now, Alexandria didn’t steal the idea. They simply took the idea and
ran with it. When a top executive left Hyperdine for Alexandria, he used the Gravity Generator as selling point for
defection. Hyperdine, at the time, didn’t consider the incident and huge concern.
PanCore Systems’ solution was to not use the generator to move the craft but simply make it weightless and
use conventional drives to propel it from destination to destination. This proves successful to a degree. The generators,
became severaly limited with larger masses and eventually the size of the generator needed to be almost as large as the
vessel it was equipped to. The middle ground became the Banshee. Classified simply as a shuttle, it turned into the
most common personal transport in Alexandrian controlled space. Its ability resides in its manueverability. The craft
can navigate almost any course, on any terrain, in almost any gravity field. The prospect of turning the craft into a
weapon’s platform fell through when it was realized how much power the generator took to sustain itself. Firing a
weapon or launching a missile resulted in the generator cutting out suddenly. Eventually, PCS managed to create
models equipped with a single external PPG (a railcannon’s recoil prooved detremental to the craft) and this craft sees
use around a few colony worlds. However, in space, the craft sees little use other than as a shuttle since its quite
fragile.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
PCS-101 1 0 1 +3 100 .5 15 100
PCS-101M 1 0 2 +3 100 .5 15 100
Communication range: 5 000 km
Crew: 1 Pilot. 1 Co-Pilot Life support for 10 personnel.
Maneuverability: No penalties for any gravity field.
Military model carries a +2 to Guided Missiles.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
Evacuation: 5 Parachutes, 5 Space Suits.
Range: Atmospheric: 30 000 km Orbital: 30 AU
Hardpoints: None
Basic Armament: Military model may be equipped with a PPG.
PCS-X00 PROTEUS SUPERIOTY FIGHTER (TL3)

When the CMC and Pan Core signed on the dotted line and formed the Terran Trade Agreement, the ICC
became extremely worried. Not only were they loosing control of the Colonial Marines, but it also could give a
technological edge to a force they considered to be a threat. Several ICC members especially Weyland-Yutani
attempted to break up this treaty. When that failed they tried to use the treaty as a way to gain access to the
Alexandrian technology they had been trying for decades to retrieve. However, increased security at both R&D
divisions proved too great. When the Xenomorph threat spread out of control, many ICC members had greater
problems to deal with than worrying about some cool new spacecraft the Colonial Marines may get access to.
And in the fledging days of the treaty, the new models the CMC had access to didn’t appear to have a
significant advantage over models already in use in the ICC. The Intruder was great in an atmosphere but lacked in
space and the Predator was great in space and slug to maneuver in an atmosphere. Sure the Panther was a neat design
and the potential of the Banshee scared many, but from the initial outlook, the TTA seemed to have been a lot of hot
air.
Then the Proteus emerged.
When CMC R&D gathered all the
data they had acquired from decades dealing
with UPP technology and coupled it with all
the data they had in their designs (which
were given to them from various
corporations), they got together with PCS
designers to see what worked the best. After
several months of strained wills and broken
families, a prototype design surfaced.
The Proteus didn’t start with an
idea, it started with an objective. Simply
put, the craft would combine the best
abilities of the Intruder, Predator, Cougar
and Stingray Fighters. It would be trans-
atmospheric, and be able to operate equally
in both environments. It would have long
range but be compact enough to fit in a
Conestoga drop slot. It needed to be
maneuverable but still be able to pack a
punch. With the money of Alexandria
behind it, the CMC engineers realized the
extent at which the design could be pushed.
The resulting answer came in the form of a
configurable design—as craft, which could
alter itself to the environment it was
in…easier said than done.
In an atmosphere, the craft resembles almost any other stubby winged aircraft. However, instead of Turbines, a set of
the most advanced engines ever constructed sit. These are ZX-01 Event Horizon Engines powered by a single fusion
reactor built into main hull of the craft. ZX-01EV Engines produce an amazing amount of thrust, almost 50 000 lbs
each (and there are four of these), for a craft that weighs half as much as a Predator Space Fighter. ZX-01 EV Engines
also sport forward and side firing ports and vectored thrust exhaust for extreme maneuverability. To make top all that,
it still includes more RCS (Reaction Control System) thrusters than any other space fighter built.
It still cannot break the surface to ceiling record set fort by the Predator but second place still scares people.
Upon reaching space, the wings past the vertical ailerons move in. The four Event Horizon engines detach from the
wings and slide along the vertical aileron surfaces to lock on the four external points of the craft. This increases
maneuverability in space significantly, cause the ship to be the second most maneuverable craft ever designed in space
(only the Banshee can outmaneuver it). It was surprising when the craft still came in undermass, easily being able to fit
snugly in a dropslot with room to spare.
The one-man craft’s primary armament rests under the nose. They come in the form of a pair of linked
25mm repeating cannons wired into the eye-movements of the pilot. The helmet utilizes a Kahn-Cubic wave interface
which tracks the weapon using brain impulses rather than tracking the eye movement themselves, offering quicker
response time.
The one drawback of the design is the lack of heavy missile armament beyond the primary weapon. Mounted
in sheathes beside the 25mm cannons are an additional pair of cannons, this time, twin 30mm railcannons fire from a
fixed position. The Proteus also comes stander with a very advanced ECM system for thwarting incoming guided
weapons. In simulations and live testing,
the Proteus successfully outmatched every
model it went up against. Only the
Predator with its gargantuan speed and
missile load was able to find a shot off.
In the end, nine out of ten times, the
Proteus was more than a match for any
vessel it came up across.
The Proteus became the
exclusive fighter of choice within
Alexandria the moment it was released.
When the blockade was lifted and the
CMC found its budget increase, Proteus
fighters found themselves assigned to
CMC vessels around the CSC sector. As
the xenomorph menace spread through
the cosmos, the fighter became more
common.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
PCS-X00 4 30 2 +2 400 5 40 200
Communication range: 9000 km
Crew: 1 Pilot. 3 personnel.
Maneuverability: +3 dodge of guided missiles. +3 in space.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
Evacuation: 1 Parachutes, 1 Space Suits.
Armament package: 1 Rifles, May be replaced with high TL weapons
Range: Atmospheric: unlimited Orbital: 1 000 AU
Hardpoints: fixed
Basic Armament: 2 linked 30 mm Railcannons,
2 linked 25 mm Cannons (+2 WA)

PCS-111 “MARIPOSA” HEAVY CRUISER

Without a huge area of space to call their own, Alexandria’s need for a fleet of cruisers didn’t arise.
However, transportation remained a concern and having a large, portable, defense port peaked the concerns of Pan Core
Officials. The drafted plans described a much larger vessel than the CMC utilized in their fleet. The Mariposa rose
from the schematics and rolled from the assembly yards of Ventix less than fifteen years ago.
Since then, seven more vessels emerged. The Mariposa vessels primary patrol area lies between the Crestus
Prime Garrison systems with one roaming the route between Ventix and Alexandria. The vessels may be small in
numbers but they more than make up for that in grunt and mass. First the vessels power, more than supplied by six
Atlas-Juggernauts Terrawatt Engines and four Mykelti Ion Pulse Drives as a backup. This supplies the Mariposa with
enough grunt to outrun even a Conestoga class vessel. Like the Conestoga and so many other vessels, the Mariposa
cannot land, however, unlike the CMC counterpart, the Mariposa can enter an atmosphere and even get within 1000
feet of the planetary surface in a 1g environment. A vertical thruster ensures its safety in such an occurrence.
A single Mariposa can completely relay all actions in a combat situation in space and on the ground,
coordinating all maneuvers through its single command dome. Ship maneuvers and deck operations are handled
through a separate bridge. The hanger is equipped to carry every class of Alexandrian vessel. Several hangers hold
Medusa transports with a majority carrying both Intruders and Predator Fighters. Eventually, the latter two would be
replaced with Proteus fighters exclusively.
Even though heavy on automation, the PCS-111 requires a larger crew for administration and support. If the
Conestoga was a light cruiser, the Mariposa would be more of a Carrier, with higher crew and more broad-purpose
missions. It sports four forward facing Particle Beams, each with a 30-degree firing arc. At least a dozen railcannon
turrets rest peppered across the hull. Laying flush to the hull both on the top and bottom of the vessel, more then 40
XIM-Long Lance Missile fire guided towards their targets.
After the TTA was signed and the blockage lifted, the first vessel to move across the border freely was
Mariposa 01, the flagship. When the Xenomorphic war broke out in CL4 and 5, Most vessels remained to protect
Alexandria and its colonies. However, the flagship went on permanent loan to the CMC and became Admiral Frost’s
command vessel throughout the war.

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
PCS-111 45 375 000 10 -10 30 0.5 15 200

Communication range: Orbital, FTL


Crew: 3 Navigation, 5 Engineer, 100 Flight Support. Capsules for 200 Crew and soldiers,
10 000 more capable in Cargo
Maneuverability: +8 to guided missiles.
Additions: Full Stock
Evacuation: 10 EEVs, 300 Space Suits, 50 Drop Pods.
Armament package: Full Stock
Range: Orbital: Unlimited
FTL: 30
FTL Speed: 1.0 ly/day
Drop Slots: 10, all with Medusa Carry-Alls
Craft Slots: 20, with either Intruder, Predator, or Proteus Fighters
Cargo Slots: 30
Automatic Controls: Base 12 skill
Basic Armament: 40 XIM-28A missiles, 6 Particle beams, 6 30mm Railcannon turrets (each turret has two linked
guns), 12 infrared lasers on turrets, 80 orbital mines, and 60 decoys
U.P.P.
CSS-PPA-XAP “ECHAGI” ASSAULT SHUTTLE
Not the prettiest craft in the world,
the Echagi Assault Shuttle started life as
regular transport for the PPA forces within
system. However, the need for expansion
grew, and PPA command required a vessel
to enter fast and drop a crew on surface and
do it faster than the CMC’s dropship. To
succeed at this, engineers modified the base
Echagi shuttle design and equipped it with a
unique deployment system. The Echagi
cannot drop vehicles but it can drop
personnel rapidly. The craft simply stops
anywhere from ten to eighty feet from the
surface. Individual compartments open up
and personnel drop via simple cables or
even through lowered pads. Up to thirty
men can drop from an Echagi craft in less
then ten seconds. The craft could then move
into combat formation or leave to retrieve
more personnel.
Like the CMC Cheyenne, the
Echagi maintains a strong combat presence
even when it’s deployed its troops.
However, it does lack maneuverability in an
atmosphere and would easily find itself
outmatched in an even fight with a trained
Cheyenne. It does match the CMC in
firepower, however. It carries a similar
cannon arrangement and missiles in side and
front launching concealed bays.
The cannon is a six-barreled, fix
nosed 25mm Cannon. However, twin
railcannons also fire from a fixed mounted
on the side pods. The missile system is
smaller, less then half of the top of the line
Dropship.
Two PPA-01 Buster Engines
power the craft. Even though they lack
maneuverability, the Echagi outmatches in top speed. The craft’s engines can deploy into “scramble” mode, which
increases its top speed 50%. This design intended for the craft to penetrate an atmosphere quickly, strafe for cover,
deploy its troops and depart out of range or return for another strafing run. The craft was not intended to stay still and
fire from point.

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
CSS-PPA-XAP 4 45 2 -4 50 3 20 20
Communication range: 3000 km
Crew: 1 Pilot, 1 Co-Pilot. Life support for up to 60 personnel.
Maneuverability: +2 dodge of guided missiles. +1 Dodge in space.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, and Sleeping Bags.
Evacuation: Parachutes--60
Armament package: 6 Assault Rifles, 10 Pistols.
Range: Atmospheric: 20 000 km
Orbital: 120 AU
Cargo Slots: 0
Hardpoints: 4
Basic Armament: 4 linked 25 mm Cannons, 2 linked Railcannons, 4x120 mm rockets, 16 x 150 mm rockets, 2xAIM-
90 missiles.
CSS-PPA-MAC “MADDOX” CORVETTE

The very first design from the Rodina design lab reflected the UPP directive of effectiveness through the
shortest distance. The Maddox looks ugly—a product of results over style—but flies remarkable well. Its robust bulk
keeps aloft with thrusters alone considering it carries no aeroform. If engines fail for any reason, the Maddox drops
like a rock. Luckily, an incident has never occurred involving engine failure. A UPP propriety fusion drive simply
called a B-16 powers the various engines throughout the hull including the (count them) sixteen pulse ion drives
pointed aft.
The Corvette patrols most of the space controlled by the UPP and most of the patrols consist of only one or
two vessels. Therefore they have to be moderately self-sufficient. Each Maddox carries a pair of small docking collars
where two Hornet rest docked. The Hornet crews and the Maddox crew don’t live in a lap of luxury on board. Living
conditions are cramped and dark. Most crew members on tour cannot last more than three months before needing a
vacation. The UPP is not known for rewarding its crews with hazard pay and many troops, to maintain their lives, have
to take multiple tours back to back. The PPA does not endorse automation so more crew members work a Maddox
than need be.
Beyond the base two railcannons on the nose, the Maddox also sports another pointing aft. Two 80mw
Particle Beams fire from mounts
on the top rear engine ports. The
Maddox carries a small missile
payload as well although not a
substantial one.
In an atmosphere, the
Maddox is slow and cumbersome
but landing is capable. Not
intended to be a dropship, the
vessel still carries the capacity of
several troops even though most
of the time, if needed the vessel
ferries to the surface a Leviathan
Battle Tank. The tank is dropped
via a collar underneath the vessel.
The Maddox remains
the bulk of the PPA space fleet.
More than 85% of the PPA space
force is comprised of Maddox
Corvettes most on patrol between
Rodina and Barabazon with
another large force roaming the
border.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
CSS-PPA-MAC 10 225 3 -5 75 2 20 125

Communication range: 10 000, FTL


Crew: 1 Pilot, 1 Co-Pilot, 1 Gunner, 1 Engineer. Life support for up to 75 personnel. Bunks for 25 passengers.
Maneuverability: +3 dodge of guided missiles. +1 Dodge in Space
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: 80 Parachutes
Armament package: 4 Assault Rifles, 15 SMG-Alpha, 18 Flame-throwers, 20 Hold Pistols.
Range: Atmospheric: 40 000 km
Orbital: Unlimited
FTL: 6 ly
FTL Speed: 0.8 ly/day
Cargo Slots: 1
Hardpoints: 10
Basic Armament: 3x25 mm Cannons, 8x120 mm rockets, 4xAGM-220 missiles, 2 x TSAM Missiles,
3xAIM-90 missiles, 2 XIM-28A missiles, 2 30mm Railcannons

CSS-PPA-ALX “HORNET” TRANS-FIGHTER

Even though the PPA’s design style resembles the rugged “tramp-steamer” look reflected in every bit of
technology the UPP builds, few exceptions do exist where designers have taken a flamboyant approach to a concept
and carried that all the way to production. The Zukov Command Carrier took the opening honors. The last and most
extreme design remains the CSS-PPA-ALX “Hornet”. Meant to be a counter to the ICC and Alexandrian fighter
designs, the Hornet took a more radical approach, creating a design which could be on equal footing in any terrain and
not be totally dominant in one, unlike the others, building dedicated craft to dedicated environments (a dominant space
fighter and dominant atmospheric craft).
The Hornet emerged from a design stance to create a totally original design not based on a single component
from a rival group. This made the project extremely expensive to develop and produce. In the end, fewer ended up
rolling off the assembly line. Budget cuts forced the project to be cut short. Still, more than 500 fighters flew into
service before the project fell into the round file. Each vessel cost almost as much as an Alexandrian Intruder and was
half the size and weighed half as much.

The core design started with a brand


new propriety reactor called J-32. The drive
remains exclusive to the Hornet and virtually
impossible to install in another craft. The
drive includes two engine ports, which could
swivel 360 degrees and provide virtually %100
power in every direction. The only weakness
occurs when the engine points forward, the
vents divert outward, to avoid damaging the
hull, effectively cutting that power in half.
Fortunately, additional thrust vents through
forward nozzles. Additional RCS thrusters dot
the hull to add additional maneuverability in
space. In atmosphere, various wings supply
more than enough lift and agility. The craft’s
lightweight form assists maneuverability. If
the reactor core looses stability or is
irreparability damaged, the J-32 can detach and
the forward half and can still maintain
rudimentary power and flight to survive
landing.
The most unusual feature of the
Hornet cannot be anything but its landing gear.
Designers created an advanced motive system,
compact in flight, supplying another mode of
transportation. The legs unfold and allow
remarkable nimble movement when the craft
settles on the surface. The Hornet easily
traverses virtually any terrain without
impedance. The legs can position the craft for
ground engagement and even allows it to climb
and attach to vertical surfaces like buildings
and cliffs. Driving pitons built in the legs pin
the legs into position on whatever surface it attaches to.
A single pilot controls the Hornet through an oddly shaped cockpit on the absolute bow of the craft. Almost
the entire cockpit is transparent. Above that cockpit sits the primary weapon system. Twin linked 25mm gattling
cannons rest nestled. Beyond those, two bays 16 dumbfire rockets supply additional weaponry. The weapon seems
mediocre but not much can be held in such a small craft. The Hornet is a difficult target to strike and quickly found
success in combat situations. The vessels first became assigned to Rodina and later found duty on the Zukov Carriers.
Their major drawback with their design and size was, of course, fuel capacity. Many Hornet entered an extended
combat area, and found they needing a tow back to home base.

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
CSS-PPA-ALX 2* 5 1 +3 250 2 10 11
*: 50 hits or .5k for each leg.

Communication range: 1300 km.


Crew: 1 Pilot. Life support for up to 3 personnel.
Maneuverability: +2 dodge of guided missiles.
Additions: Raft and Emergency Rations.
Evacuation: Parachutes--1
Armament package: 1
Range: Atmospheric: 5 000 km
Orbital: 10 AU
Cargo Slots: 0
Hardpoints: 2
Basic Armament: 2 Linked 25 mm "Gargoyle" Gattling Cannons, 16x120 mm rockets.
CSS-PPA-LOR “NOVO” HEAVY FREIGHTER
The only
Freighter built by the
UPP, the Nova fills a
necessary niche in UPP
community, as most
ICC built freighters
proved unreliable
without experienced
engineers in the proper
field performing
maintenance. The
Nova stood a symbol of
constructing simplance.
The mirror opposite of
the Hornet, the Novo
design involved a
reactor, fuel, a length
of safety ductwork
connecting it to the
cargo hold, the single
large cargo area, and
the small bridge built on top of that. Simplicity in design, layout, and constructions, the Nova ran off the production
line in huge numbers and found success everywhere, even across veil in the colonies of Alexandria.
A basic J-01 Scram Reactor provides the limited amount of power. Dirty and not very efficient, the J-01
requires at least 50 feet of space between itself and any organic because of radiation hazards. The single cargo area
rests at the front of the vessel and the crew compartment sits atop of that. The cramped quarters barely fit the required
three crew members needed to run the vessel. The vessel crawls from destination to destination. Most crews cannot
live on board for more than a few months before requiring leave.
The only real advantage the Nova has over other vessels its is colossal range although most crews never wish
to utilize that to its fullest potential. The Nova occasionally finds use as a troop transport, however since the release of
the Zukov, the role has decreased substantially.

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
CSS-PPA-LOR 3 420 1 -7 20 n/a 3 15

Communication Range: FTL


Crew: 3, up to five passengers. Three cryotubes.
Additions: None
Evacuation: Three Spacesuits
Armament Package: Pistol, Stunner.
Range: Atmosphere: n/a
Orbital: Unlimited
FTL: 20
FTL Speed: 0.1
Cargo Slots: 4
Automatic Systems: 6 base skill
CSS-PPA-AFF “REAPER” ASSAULT CRAFT

The Reapers hover over the cities of the UPP, flexing the iron arm of the PPA and Military Police. They
hover over all terrains, through cities, swamps, and over deserts, passing judgment on those they are assigned to seek.
They stand the only military vehicle actively serving on UPP controlled planets. They see more active duty than any
other vessel, but often need to fire upon UPP citizens, most involving rebellions and food riots on Barabazon.
However, they often find themselves assigned to military vessels en-route to planetary missions. The Reaper moves
fast and turns on a dime. However, the Reaper is also land locked. Amazingly enough, this totally air-tight vehicle
could survive re-entry in a low-orbit insertion, but it carries no primary drive for space propulsion. Only RCS thrusters
assist in descent.
When atmosphere hits, the Reaper’s gigantic “Atlantis” turbine revs up. A small nuclear power pack runs
this huge motor. Mounted usually on the port side, the turbine vents air throughout the whole vessel, through many
ports to provide lift and maneuverability. It easily carries the two crew and weapon payload. They weapon system is
massive but simple. A single 20mm Gattling Cannon on the starboard side carries twice the ammunition payload of its
regular counterpart.
The massive gun
serves a psychological
purpose to help keep
those rebellious
factors inline. Few
outsiders have
actually seen Reapers
in action, as most
seen use on
Barabazon as a police
vehicle and as ground
defense craft on
Rodina and Oryza.
They stand a symbol
of the totalitarian
nature of the Union of
Progressive People.

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
CSS-PPA-AFF 2 10 2 +4 200 .9 n/a 10

Communication range: 7 500 km.


Crew: 1 Pilot. 1 Gunner. Life support for up to 3 personnel.
Maneuverability: Cannot enter space.
Additions: Raft and Emergency Rations.
Evacuation: Parachutes--2
Armament package: 1
Range: Atmospheric: 15 000 km
Orbital: n/a
Cargo Slots: 0
Hardpoints: 1
Basic Armament: 1 25 mm "Gargoyle" Gattling Cannons (double ammunition)

CSS-PPA-HRS “VIPER” ATTACK CHOPPER


A throwback to simpler
times, the Viper attack chopper
originated way back before
Barabazon succeeded and formed the
UPP. Being so far out from the inner
colonies, the indigenous population
needed a cheap transportation to
substitute the rare and expensive
corporate vessels the colony was
rationed. The quick and dirty
solution created by the engineers of
the soon to be rebelled colony
involved peering back over a century
when most vertical take-off and
landing craft needed large and
vulnerable rotors for lift and
stability. When the colony rebelled
and formed in the state it is now, it
jumped into the stars at an alarming
rate in order to secure space for its own needs. Without needing to kick-back 95% of their mined resources to a
corporation, the UPP found new wealth. They siphoned that money directly into space. Within a few short months,
Barabazon forces reached out and secured Rodina and Oryza. However, atmospheric planet defenses remained
rudimentary and stood that way for several decades until the Reapers released. The Viper quickly filled the void of
defending Barabazon. Vipers ran off the assembly line in huge quantities before being replaced by the much more
menacing Reaper. However, the smaller and much cheaper Viper remained in service and never retired. Many craft
found export to Oryza and even outside the UPP, where it found success on smaller outer veil worlds where a cheap
transport was required. Soon, the Viper popped up on a half dozen colonies around the Outer Veil. Most are unsure
whether or not these choppers were exported or the plans were stolen and the outer colonies simply fashioned their own
variation of the simple design.
The Viper employs simple A-23 Twin Turbines which supplement the rotor system, amplifying the
acceleration. The rotors contain a core of titanium and sheathed in carbon fiber. They are light and extremely durable.
Emergency thrusters diverted from the turbine can keep the craft stable if the tail rotor is disabled or destroyed (-2
Maneuvering if disabled). Of course, the Viper requires an atmosphere to operate but with the power of the turbines,
even low pressure worlds can find the Viper useful. Of course, rotors can detach and emergency seats can deploy if a
safe landing no longer becomes an option.
Weaponry on the Viper tops many spacecraft on the front line. The primary weapon, however, is a light
Boyars Buster Rifle configured to be a undermounted rapid fire weapon (twice ammunition). Beyond that adds 8 AIM-
90 Headlocks and 16 105mm Unguided rockets, making the Viper more heavily armed than even the Reaper which
replaced it.

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
CSS-PPA-HRS 1 10 .5k (25H) +4 100 .5 n/a 10

Communication range: 2 500 km.


Crew: 1 Pilot. Life support for up to 2 personnel.
Maneuverability: Cannot enter space.
Additions: none.
Evacuation: Parachutes--1
Range: Atmospheric: 3 000 km
Orbital: n/a
Cargo Slots: 0
Hardpoints: 3
Basic Armament: Boyars Buster Rifle (double ammo, +1 WA), 8 AIM-90 Headlocks, 16 105mm Rockets

CSS-PPA-XXX “ZUKOV” ASSAULT CARRIER

The greatest achievement emerging from the PPA shipyards from Rodina, the Zukov carried the pride and
joy and the flag of the UPP Army. Initial budget concerns limited the construction to only one vessel. However, soon
after, orders passed down to construct more. The UPP required a greater military presence along the border.
Unfortunately most knew such vessel’s only clear purpose could only be to invade another colony’s space. When the
first vessel, named after the class of the vessel, cleared the construction yard, spy cameras relayed the information back
to rival forces, which knew exact purpose of such a vessel. The design frightened many opponents. Most UPP designs
reflected a “parts bin” approach to the construction. Schematics shared many components and designers often resorted
to the cheapest solution to reach the end objective of their projects. Even building a reliable vessel resulted in using
tried and used and even antiquitated technology. All that changed when the Zukov launched on its maiden journey.
The monstrous vessel needed to be armored, fast, carry large supplies, troops, and fighters, and carry a
monstrous fuel capacity so it could traverse all the worlds of the UPP for months or even years without returning to
port. The additional reason for range included if the vessel wished to strike targets outside of their perimeter, more
evidence to their double purpose. The shocking addition to the design of the Zukov was its ability to enter an
atmosphere. In fact this vessel holds the record of the largest vessel build to enter and survive a planetary atmosphere.
Even the later CMC Bougainville transport pails in comparison to the monstrous Zukov cruising over the surface of a
planet. However, unlike the Bougainville, the Zukov cannot land gracefully. Even under extensive testing, the vessel
always suffered light to moderate damage every time it attempted touchdown on a world possessing a gravity greater
than .7G at sea level. Lifting off also required extensive fuel usage to counteract the massive vessel’s weight. Often
the vessel simply hovers as close as 200 feet from the surface and lets atmosphere and trans-atmospheric craft transport
supplies and personnel. Also, several large UPP bases including the Rodina shipyards and the Spaceport on Oryza
contain elevated flexible docking collars the Zukov mates against, allowing direct access to the vessel without the craft
actually landing.
This requires a monstrous reactor more reliable than anything the UPP built until then. The vessels power
originates from a the largest reactor ever built for a spacecraft until the release of the McKinley Ion Mark 1 built for
GrantCorp’s Razzia. The reactor, simply called “Blue”, powers every system on the vessel, from the main drives to the
lights and life support. The reactor sits in the central section of the vessel and if it suffered damage from incoming fire,
the vessel would already be several damaged or destroyed anyway. The reactor, although stable, unleashes a major
nuclear blast if it goes critical. The vessel primary source of power is classified and many have theorized the vessel
may possess a miniature black hole. If all else fails, emergency batteries remain the only backup.
The Zukov holds more weaponry and fighter support than any other vessel. The holding bays hold more than
a just a fleet of Echagi, Maddox, and Hornet class vessels but a small squadron of Reapers as well for atmospheric
support. Weapons include a battery of 30mm Railcannons, Particle Beams and Infrared Lasers. Most of these weapons
are concealed in hidden turrets that only expose when the vessel enters combat. The majority of the missile payload, all
of them guided, fire from the undercarriage of the craft and direct themselves to the target. The craft’s drop slots carry
more than just Echagis. Hornets can also launch from them as well.
The Zukov adds an element of primitive psychological terror upon approaching a target. The smooth panel
showcases a superior design. Most don’t know whether or not this vessel clearly puts its money where it mouth is since
no major force ever engaged one of these vessels in combat

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
CSS-PPA-XXX 45 245 000 10 -10 30 0.1 15 250

Communication range: Orbital, FTL


Crew: 2 Navigator, 4 Engineers, 50 Support craft. Capsules for 350 crew and craft, 5 000 more capable in Cargo
Maneuverability: +6 to guided missiles.
Additions: Full Stock
Evacuation: 10 EEVs, 300 Space Suits,
Armament package: Full Stock.
Range: Orbital: Unlimited
FTL: 20
FTL Speed: 1 ly/day
Drop Slots: 20 for any type of craft.
Craft Slots: 10
Cargo Slots: 50
Automatic Controls: Base 10 skill
Basic Armament: 10 XIM-28A missiles, 3 800 Mw particle beams, 6 30mm railcannon turrets, 9 infrared lasers on
turrets, 50 orbital mines, and 20 decoys
VEHICLES

ALEXANDRIA
PCS-GV1 “PANTHER” A.T.V.

The PCS-GV1 Panther’s


original design required it to fill a
role many Alexandrians hoped
would never need testing—to
defend against a ground war on
Alexandria. The home planet
stands one of only a few worlds
ever explored blessed with Earth-
like conditions (oceans,
vegetation, and a breathable
atmosphere). Its greatest
advantage from a strategic
standpoint lies with its canyons
and hilly terrain. Most vehicles
including the CMC APC trying to
traverse the jagged terrain of
Alexandria would quickly find
itself hung up. Ventix’s limestone
rock formations create an even
greater obstacle for ground forces.
The PCS needed to utilize this
defense to its fullest. The Panther
rose from a design contest with
several engineering groups. The
craft need not carry large
personnel. However, it needed to
transport heavy weapons quickly
into a combat arena and be built in
large numbers and be able to
traverse the same terrain the PCS
hopes will hinder their opponents.
The Panther’s motive
system relies on four durable sets
of all-terrain titanium-belted run-
flat 42 inch tires attached via long suspension arms to the vehicle. These suspension arms adapt to any incline and
travel more than nine feet vertically to traverse virtually any obstacle in front of it. Still further, the suspension mounts
to the main hull on a massive hydraulic platform, allowing the hull to tilt or rotate up to 60 degrees in any direction to
shift the weight as the craft navigates. The legs operate automatically but if the need arises, can be operated
indipendantly. If making a very tight turn, the inner legs can drop, allowing the craft to shift its weight to the inner
wheels allowing a tighter turn. When driving through urban landscapes, the default positions drops the craft near
ground level. The crafts only weakness lies with these wheels, as the craft requires all of them to maintain balance.
However, they are tricky targets to strike and are built from super strong but flexible materials, allowing the arms to
give and flex, but never break under stress. With power from a hull-mounted nuclear battery, the Panther can
accelerate faster than any other military vehicle and even out accelerate most civilian sports cars. Its only hindrance in
the latter competition is the rather lackluster 170 km/h top speed. The wheel design bares more than a striking
resemblance to the CMCs own M242 Combat Buggy. The buggy sports the advantage of being able to spin its wheels
360 degrees on access allowing the craft to literally drive sideways, an advantage the Panther lacks. However, the
M242s ground clearance still remains too low to clear some of the obstacles on Alexandria. To combat the
maneuverability advantage, the Panther designers built the main hull on a rotating access. Not only can the craft tilt
sideways and up and down as stated earlier, but the craft can also spin 360 degrees in a spot as well. In an even fight,
the M242 only advantage is maneuverability. Being lighter, it can still turn tighter, however it lacks the grunt power
that a Nuclear Battery can offer.
The front cockpit controls the
craft and operates the twin-linked 25mm
gattling cannons through a helmet-mounted
HUD system wired to follow the wearer’s
eye movement. The rear seat controls
navigation and operates the support system
as well as directing and firing the missiles
from its two side pods. These missiles are
always guided and are usually surface to air
missiles. The Panther, although classified
primarily as a ground attack ATV, also
doubles as a portable Surface-To-Air missile
site, capable of positioning itself virtually
anywhere on a planet. Usually the standard
payload contains six missiles.
The Panther sees use on every
single world controlled by The Sphere. Its
durability and all-terrain movement makes it
invaluable in virtually any situation. It
supplies its own complete life support
system, allowing use on airless worlds. The
vehicle can also travel in higher gravity
environments. Reactor power diverts energy
to the four wheels equally by default but can
be altered to any front/rear ratio. Coolant is
supplied by onboard nitrogen tanks but to
extend range or to replace the system if the
tanks get ruptured, the reactor can reduce to
half power and divert intakes to external
vents, allowing outside air to cool the
system. Of course, the is only effective in
atmospheres with compatible gases.
After the CSC lost its initial battle
and retreated from Alexandria, the demand
for a ground craft became paramount. Since
then, Pan Core waits for the next moment
the CSC or another ICC Military group
attempts to encroach on their territory. If
the large space defensive systems don’t stop
them, the Panther make the last stand and
the last hope.

PERFORMANCE
LOADED WEIGHT: 27 000 kg
MANUEVERABILITY: -1
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 2K 1 (50 SDP)
WHEELS: 0.5 (25 SDP) 0.25 K (15 SDP)
MAX SPEED: 170
ACCELERATION: 60
BASIC ARMAMENT:
Twin Linked 25mm Gattling Cannons.
Two of the following (or two of the same):
3 AGM-204A TSAMs,
3 AIM-90E Headlocks,
1 XIM-28A Long Lance.
U.P.P.

CSS-PPA-POP LEVIATHAN BATTLE TANK

Continuing the PPA course of psychological warfare before physical warfare, the Leviathan materialized a
natural evolution of this approach. Huge, ugly, slow, and black, the Leviathan crawls across a battlefield, and never
retreats. It birthed from the time of the rebellion. A blitzkrieg of two lines of Leviathans approached the Barabazon
capitol. Before firing a shot, the executives of the long dead Borodino Inc. stationed on planet evacuated. The resident
militia raised their arms and surrendered. The second line of tanks hadn’t even been armed yet. The vessel changed
over the next fifty years, evolving its aggressive stance but most of all, increasing its firepower.
The tank’s depleted uranium hull weighs the tank down significantly. An extra layer of Kevlar beneath that,
with a double layer on the front facing, ensures a direct attack on the tank ends in failure. The only major weak spot on
the vessel resides with its undercarriage, making the vessel susceptible to mines. Even the tank treads roll under heavy
platting and are solid titanium. Underneath that heavy plating sits a remarkable small cavity holding the three crew and
a rear hold where up sixteen soldiers deploy through a rear hatch. That rear hatch stands out as another potential weak
spot as it lacks most of the armor of the front. Of course, you would have to get behind it first. The Leviathan is slow
to move but still can swivel fairly quickly, an advantage since the vessel lacks a main turret.
It lacks a turret, but sports twice the punch of the Marine CMC. First come a pair of 25mm Gattling Cannons
with a thirty degree angle of attack in any direction. Below those, three ports underneath fire a variety of rockets
including surface-to-air and surface-to-surface rockets. If that doesn’t turn enemy armies around, then the two
gargantuan flamethrowers on the nose will.
The major drawback to the design, because of its size and weight, resides in portability. Only the Echagi
ferries Leviathans from destination to destination. This remained the norm until the Zukov emerged. One of greatest
advantages of the Zukov was its ability to enter atmospheres. On a ground invasion, the vessel lowers to only a few
hundred feet and air drops up to 30 Leviathans via parachute. The ground impact still rattles the tank and crew, but
soon, it starts its unimpeded crawl to its opponent.
PERFORMANCE
LOADED WEIGHT: 35 tons
MANUEVERABILITY: -8
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 9K 6K / 8K / 1K
*Front Facing is better protected / The undercarriage is vulnerable.
MAX SPEED: 50
ACCELERATION: 20
VEHICLE HARDPOINTS: See Below.
BASIC ARMAMENT: 2 25mm Gattling Cannons.
6 TSAM-204A TSAM Missiles
4 AGM-220C Hellhound
16 Mk 16 Banshees
16 Mk88 120mm SGW
2 Flamethrowers (WA: -2, Range: 75, Damage: 5/3**, ROF: 3, Shots: 150)

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