Serena Dawn Spaceport




PLUG IN:
THE ALIEN COLD-WAR
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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.
Additional artwork by Philip H. Williams, copyright 2003, used with permission.
Anyone also identifying their artwork should contact me so I can properly differ credit.



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. 

Illustration copyright 2003, Philip H. Williams.

    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.

Illustration copyright 2003, Philip H. Williams.

    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. 
    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. 

pcS-001 Proteus Fighters through the ridge belt over Ventix

    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 colonyworld 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 theUPP, 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 completeall 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 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.
   PCS 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
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 
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 m
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 m
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

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
PCS-177
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 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 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 45 -4 50 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 
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
-7 
20
n/a
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
A
CCELERATION:  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)