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.


A pair of APMC Predators patrolling over the Barron Ocean on Alexandria

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

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

NOTE: Past CL6, approaching the turn of Alien: Resurrection (or CL7), this same TTA Military would later reform and restructure itself to form the United System Military.

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

If someone were to be asked about the greatest threat to future progression of mankind, the answer would depend on the individual being asked. Ask a civilian from an inner colony world, they would claim the only real threat are the companies and what they are willing to do from money. Ask a pilgrim in a distant outer-veil world; the increasing threat of rumored alien killing machines takes over. Ask the TTA or the Colonial Marines, the answer comes from the Neo-Communistic state of the UPP. However, ask any suit sitting on a chair of power in any corporation of any power, all will respond the same…Alexandria.

The Capitol of Alexandria shares the name of the Colony.

It seemed harmless at first. Less than 50 years after the colony was originally formed, the companies that had invested so much time and money realized the population base had grown so massive; many citizens weren’t even working for them. The last census read 30 million but it became clear the number was close to 60 million. When several outer veil colonies declared independence, Alexandria decided to reluctantly follow. They formed their own government and placed the seat of power at the capitol colony. However, the other worlds were quickly overrun and many simply surrendered without a fight, ending the revolution before it began. Alexandria, however, was not given the option to surrender. Previously the perimeter militia had struck and secured Ventix, cutting off the supply runs from the corporate staff on planet. The staff defected and the company head on Alexandria were quickly deported. When the ICC turned its attention on Alexandria after the other worlds fell, they discovered a larger threat than the other worlds put together.
PCS-001 Proteus Fighters through the ridge belt over Ventix

In a few short months, Alexandrian Government’s Military arm, “PanCore” had taken control of a major manufacturing complex and from Ventix, they produced a sizable force in a very short time. By the time the ICC had

Previously uncolonized. but the citizens are not. more than the UPP. With enough rich planets under their control. The ICC was not pleased and a corporate military force attempted to strike at the Garrison systems. Alexandria is considered the single best colony world in known space. Many understand that expanding the power of the Sphere and protecting the borders are paramount especially with the constant pressure from the ICC. However. 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. fortified themselves. Without a blockade and with a new alliance with the CMC and the remnants of the TTA. The whole sector is on a constant defense stance. The reason why Alexandria is considered so much a threat to the ICC. completely ignores Abdullah and still allows vessels to pass through the Crestus shipping lane back to the CSC. however. They failed. The ICC quickly requested the CMC move in. and free. The Sphere directed Pan Core to expand out of their borders. Because so many illegal shipping lanes exist beyond the primary ones listed. as it would later be known. tables six people. “PanCore” forces struck first. CL6: When Earth fell. Even the largest pales in comparison to even the smallest ones in the ICC. Some say it resembles Earth before man corrupted it.gotten their forces together to strike back. Corporations still exist on Alexandria and some are rather large. it created a semi-democracy. and the Alien threat diminished. The Sphere put forward a wise order the moment the aliens emerged…total extermination. There…they stopped. When Alexandria separated. they turned their attention to making the most of what they accomplished. Alexandria. the TTA stopped the attack and re-wrote the orders to simply barricade the system and refuse entry of any vessel. many refer to as the “Sphere”. They also work with the Sphere but hold little power deciding the fate of the people and government. However. Everyone is expected to pitch in and help the effort to defend and improve the nation. aware they may be spreading too thin. There have even been reports of the vessels from PanCore and the CMC engaging in illegal fraternization. Pan Core fortified and prevented any infestation from reaching their worlds. Alexandria opened its doors. they all must obey strict laws put forward by the Sphere preventing monopolies or takeovers. is simply because of their refusal to follow ICC regulations and the richness of the world they run. The Outer Veil colonies surrounding Alexandria opened their doors and joined the Sphere. 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. Defensive stations make a direct attack on Crestus futile. trading still exists between Alexandria and outer veil colonies in the surrounding sectors. instantly doubling the size of the Para-Colony Authority. Defections between military personnel are highest at this border. “PanCore” discovered these worlds were a great castle wall for normal shipping lanes. Crestus Prime stations more static personnel and usually serves no more that a port for the Pan Core forces. . The CMC would then merge with Pan Core and form the Para-Military Corps. each representing a different facet of the community…from farming and manufacturing to administration and military. The TTA and Alexandria don’t consider each other threats and only the pressure from the Companies keep the CMC positioned there. The ICC. 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 majority of the population is eager to work for the civilization that they helped create. However. PanCore currently patrols a sizable motive force at Ventix and at Alexandria. securing another foothold. The Alexandrian Government. this time with the Crestus Prime Garrison systems. This created a stalemate that exists today. by all means. CL3: When the alien threat started knocking on their door. The people in power were voted there.

starves for resources and constantly threatens the surrounding colonies. the UPP often resembles a large corporation. However they resemble more of a police state. The ICC’s answer was to fortify and barricade the Anchorpoint station. Unlike the Sphere. Proportionally. A much larger border exists there than at Alexandria. they managed to remain independent. This resulted in a different agenda for the UPP over Alexandria. The problem is most people smart enough to create the latest technology have either been snapped up by corporations. they make up for that in tenacity. West Barabazon is the political and military hub. After the war. Like Alexandria. The CMC moved in without resistance and the worlds of the UPP merged back with the ICC. Rich tourists explore the wonders of West Bar. Barabazon sits half. where the Union of Progressive People plans out its daily activities. Only the upper crust lives in the West. The main location of research sits at Rodina. The ICC disagrees and the threats of an attack on Anchorpoint or other outlining colonies increase. where the brunt of the PPA (Progressive People’s Army) resides. 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 progression stopped. Barabazon. Like Alexandria. Barabazon and the outlining colonies were left alone and soon infighting virtually torn them apart. never knowing how 95% of the population (over 45 million) lives. you are just the crust. As said. Alexandria had a mineral rich world and little need to spread their fingers. CL4: The UPP would lose Rodina to alien infestation and when that infestation reached Barabazon. binding competition with the nearby Anchorpoint station for the consumers’ business. However. Most of this trading is with outlining colonies. The worlds of the UPP are. CL6: Since the worlds were considered worthless to many corporations. Decades would pass before it would reform and restructure again. However. an ordered police state and half. However. The UPP is more than proud of their massive capital and their popular venues of entertainment. Barabazon survived with its massive trade community. Marine head command insists that more forces move from Alexandria to the UPP considering them the greater threat. East Bar is a virtually lawless gorge of drinking and debauchery. ugly. There. As a result.Union of Progressive People The UPP is smaller than Alexandria and controls fewer worlds. the ICC considered them less of a threat since the UPP capitol world. however. they seceded during the Outer Veil Colony Rebellions. The UPP. The government soon fell and the remnants asked for CMC support to cure their problem. The CMC considers this much more of a threat but ICC does not consider it as financially important than Alexandria. or defected all the way to Alexandria. most of these are barren as well. which is surrounding by almost equally rich worlds. had been almost totally strip-mined before the rebellion occurred. and there is little choice what someone does with their life. the UPP constantly encroaches on ICC territory. Unlike Alexandria. the UPP High Command believes that any technological edge is worth the price. military duty is mandatory at some point for all. by average. However. The UPP operates not unlike the massive corporations. East Bar has a massive Television industry (mostly Trash). If you live in the East. Some still have trouble classifying whether or not they fall into fascism or communism. More of the surrounding worlds had been as well. controlling every facet of society. the UPP found itself unprepared. It is also a large trading location. unlike Alexandria. So the UPP turned to espionage. The UPP is still on an obsessive drive for new technology or new resources. . resulting in the ICC considering them not much a threat. most of which trade in illegal substances. The CMC operate patrols there. Its this continued illegal activity and the constant threat of attack which alarms the CMC. their lack of resources often lead rivals to consider them much less of a threat. uncontrolled no-mans land. the UPP military arm contains more personnel than Earth or Alexandria but the overall population of the Nation is less.

which are needed to maintain discipline. even though less than a quarter of the size of the CMC has more than twice the budget. and on the high standards of professionalism. The high degree of commitment. In particular. the Army and the Nation. However. STANDARDS OF CONDUCT As a soldier in Pan Core. Ultimately. Less volume and more superior technology. The forces are well trained and go through an even stricter regiment than the Colonial Marines.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. technology flourished. comradeship and trust. self-sacrifice and mutual trust which together are so essential to the maintenance of morale. and potentially dangerous. or puts others at risk. they share almost the exact same rank structure and regiments. wherever they are serving. Beyond that. Avoid any behavior. Abide by military law. which includes some additional offences such as insubordination and absence without leave. the team. Such trust can only exist on the basis of shared values. the misuse of drugs and abuse of alcohol. Avoid any activity. Abide by the laws of armed conflict whenever they are on operations. It has a reputation second to none. their reputation is second to none. sexual orientation or any other behavior. and self-discipline that Alexandrian soldiers have consistently displayed. behavior. The Ethos of Pan Core That spirit which inspires soldiers to fight. which could undermine good order and military discipline. In that same degree. extremely unpredictable. and depends upon. the maintenance of high standards. such as deceit or social misconduct. based largely on its fighting spirit. Pan Core. which undermines their professional ability. they must: Abide by the civil law. no Pan Core vessel has ever been captured intact. as well as most of the blueprints from CMC technology to work from. which comes from demanding training. 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 operational effectiveness of the Army?" or . religion. whether on grounds of race. In the end they depend for success on teamwork. which damages trust and respect between they and others in their team and unit. Land operations are physically and mentally demanding. bullying or discrimination. The military are well structured and bare more than a passing resemblance to the Royal Armed Forces from old England. they must not commit any form of harassment. They operate their own vessels and their own weaponry and are never seen with “borrowed” technology. The Alexandrian Defense Force exists to defend the Nation and its interests. With massive resources and well motivated people. In particular. It draws from. gender. strong leadership. and the personal commitment of every soldier to the task.

involvement and diligence with common sense and within the framework of their authority. performing and reporting. They will act in such a manner that their peers and commanders can rely upon them in performing their tasks. The PPA is the UPPs military force. looking after their interests. its Citizens and its Residents . PPA soldiers will operate according to the PPA values and orders.The PPA’s goal is to defend the existence of the State. The PPA’s Doctrine is to defend the existence. Basic Points : -The UPP cannot afford to lose a single war. The goal of the PPA is to protect the existence of the UPP and her independence. -Combating major threats to the UPP. and ensuring that they fully understand what is expected of them.The PPA serviceman or woman will see themselves as active participants in the defense of the state. her citizens and residents. but they make up for it in size…and tenacity. at whatever level. maintain territorial ambitions.The PPA servicemen and women will fight and conduct themselves with courage in the face of all dangers and obstacles.Those in positions of authority. out of recognition of their ability . and to thwart all enemy efforts to disrupt the normal way of life.The PPA servicemen and women will comport themselves as required of them. Responsibility . They will persevere in their missions resolutely and thoughtfully even to the point of endangering their lives. Credibility . have a duty of care towards their subordinates.The PPA servicemen and women shall present things objectively. -Determine the outcome of war quickly and decisively. Personal Example . Love of the Homeland and Loyalty to the State . The PPA is subordinate to the directions of the laws of the state. territorial integrity and sovereignty of the state of the UPP. -Very low casualty ratio. its citizens and residents. -Desire to avoid war by political means and a credible deterrent posture. PPA soldiers are obligated to fight. -Defensive on the strategic level. They will carry out their duties at all times with initiative.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. and will demand of themselves as they demand of others. This duty of care extends to ensuring that individuals who raise concerns have their complaints dealt with in a thorough and timely manner. its citizens and residents. Basic Values: Defense of the State. while prepared to bear responsibility for their conduct. while adhering to the laws of the state and honoring the values of the UPP as a properly governed state. -Preventing escalation. in planning. completely and precisely. To protect the inhabitants of the UPP and to combat all forms of threats to daily life. Progressive People’s Army (PPA) The PPA is less trained than the Alexandrian Forces or even the CMC. to dedicate all their strength and even sacrifice their lives in order to protect the UPP. its independence and the security of the citizens and residents of the state. Tenacity of Purpose in Performing Missions and Drive to Victory .

the chief missions of SPETSNAZ are reconnaissance and sabotage. PPA soldiers will be meticulous in giving only orders necessary for the state.. such as assassination missions and masquerading in Corporations. SPECIAL FORCES Marine Special Forces (See Marine Chapter) Spetsznaz Many press articles about SPETSNAZ (Special Purpose Forces) concentrate on their glamorous and sensational aspects. already known for their similarities to Soviet Union. meaning special purpose. and will implement them while striving continuously to perfect their personal and collective achievements. conducting propaganda. . Sense of Mission .. an acronym from the Russian spetsialnoe naznachenie. More simply.The PPA soldiers view their service in the PPA as a mission. carrying out punitive operations against rebels. The UPP special purpose forces are called by several names. The mission of the SPETSNAZ is to conduct what the UPP call Special Reconnaissance. only to the necessary extent. Professionalism . organizing sabotage and acts of subversion. and reconnaissance/sabotage troops. They will be ready to give their all in order to defend the state. etc. economic and military potential and morale of a probable or actual enemy. Purity of Arms . 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. According to the Soviet Military Encyclopedia. Discipline . which matches a similar organization in the Soviet past. Special Reconnaissance is defined as.The PPA servicemen and women will use their weapons and force only for the purpose of their mission. The UPP. diversionary troops. Reconnaissance carried out to subvert the political. Special reconnaissance is . but they are most popularly known as SPETSNAZ. The General Staff’s Main Intelligence Directorate GRU controls SPETSNAZ.and responsibility within the military and without to serve as a deserving role model. conducted by the forces of covert intelligence and special purpose troops.The PPA servicemen and women will strive to the best of their ability to fully and successfully complete all that is required of them according to orders and their spirit. its citizens and residents. adopted the name. 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. including reydoviki (from the English word "raid"). forming and training insurgent detachments.The PPA servicemen and women will acquire the professional knowledge and skills required to perform their tasks.

Foreign language and culture. Foreign weapons.. A sleeper might have no other mission than to wait for the order to commit sabotage in preparation for war. and includes a radio operator. SPETSNAZ are lightly equipped. a burst transmission radio capable of communicating over a range of 100 000 kilometers. and knife-fighting. Many PPA divisions have SPETSNAZ companies of 115 men and can deploy up to 15 teams. and there is an incentive pay of 50 percent of salary. Each soldier will have an AKH assault rifle or SVD heavy sniper rifle. SPETSNAZ receive jump pay. It includes separate departments for reconnaissance. and rations. In the event more NCOs graduate than there are slots available. In addition to basic military training. six-month-long noncommissioned officers school. The latter is tasked with recruitment of "sleeper" sabotage agents and peacetime collection of information on potential targets and enemy military personnel. the lower ranked graduates are assigned to positions as private soldiers. the SPETSNAZ intelligence unit controls legal and illegal agents for collection of information. Sabotage using explosives. and vehicles. and reconnaissance specialists. air defenses. airfields. port facilities. Survival. perhaps most important. This excess of trained NCOs provides a ready pool of leaders to replace casualties in the field. support units. Reconnaissance and map reading. Upon induction. directional mines. 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. e. and abrasives. The load per team member is approximately 40 kilograms (88 pounds). Most SPETSNAZ missions will have the primary objective of reconnaissance. SPETSNAZ sabotage agents are rare in comparison to ordinary intelligence agents. which are often conducted in gas masks. Once or twice a year. they will be trained in the following specialized skills: Parachuting. may have a warrant officer or senior sergeant as deputy. physically fit.g. and a headquarters company containing highly skilled professional soldiers responsible for carrying out assassinations. which will normally include an grenade launcher and rounds. Under the SPETSNAZ department are both the SPETSNAZ brigade and a dedicated SPETSNAZ intelligence unit. and support elements. and a spacecraft battalion. Exercise objectives are often operational installations guarded by regular troops or soldiers of the Ministry of Interior. and. which varies with the total number of jumps. Up to half the year is spent training out of garrison. In addition. intelligent. Besides the SPETSNAZ units at front and army. The companies are organized similarly. Some units also provide strenuous adventure training like mountain climbing and skiing. and contact with agents in the enemy rear area. Potential reydoviki must be secondary school graduates. agent intelligence.Typical SPETSNAZ targets include mobile missiles. and lines of communication. The second directorate of the front staff is responsible for intelligence. A SPETSNAZ brigade consists of three to five SPETSNAZ battalions. After induction. karate. politically reliable. Hand-to-hand combat and silent-killing techniques. one parachute battalion. some of the conscripts will be selected for an arduous. A provision of up-to-date intelligence is critical to the success of SPETSNAZ missions. signals intelligence. command and control facilities. Total UPP SPETSNAZ strength in peacetime is about 5. In addition. including judo. and Rappelling. commanders may send as many as five conscripts for each available NCO slot. information processing. Infiltration techniques.000. headquarters company. a knife. The organization of a naval SPETSNAZ brigade reflects its emphasis on space infiltration. The technical training schedule leaves time for rigorous physical training involving obstacle courses and forced marches. with three SPETSNAZ platoons. the fiftieth jump pays more than the fifth. They will . including defeat of locks and security systems. with up to three frogman battalions. demolitions experts. kidnappings. ammunition. so they will use camouflage to avoid contact with enemy patrols. specially trained SPETSNAZ elements have the missions of assassinating or kidnapping enemy military and civilian leaders. and plastic explosives. every team member carries a portion of the team's gear. there are additional ones directly subordinate to the GRU. a signal company. Team members have some degree of crosstraining so a mission can continue if a specialist is lost. The team is commanded by an officer. Parachute training with a paramilitary youth organization is naturally a plus. Each year of service with a SPETSNAZ unit counts as one and one-half years for pension purposes. He might also be tasked to acquire safe houses to support the eventual deployment of SPETSNAZ teams. selected teams engage in extremely realistic exercises carried out under battle conditions. As in other types of airborne units. as well as the signal company. a silenced 9-mm pistol. up to eight hand grenades of various types. The basic SPETSNAZ unit is a team of eight to ten men. Anticipating a high washout rate. a communications platoon. and supporting units. In keeping with their behind-the-lines missions. Washouts and those conscripts not selected for NCO school receive training in their units. incendiaries. A conscript's jump pay can exceed his regular salary. and SPETSNAZ. SPETSNAZ careerists are well compensated for the strenuous training. Teams are provided little in the way of rations and are forced to forage for food. snipers. Besides the sleepers. There are stringent standards required of all conscripts assigned to SPETSNAZ. tactics. acids.

Sufficient coordination is maintained to be able to order the teams out of the way of other UPP attacks.attack if ordered to do so by the brigade. In comparison to other unconventional warfare forces. The First three weeks of Selection is held mostly on Ventix. This lack severely limits SPETSNAZ capabilities for clandestine insertion. Despite their qualifications. The guards at the gate wouldn't let him into the building. If a soldier fails a test more then twice is RTUed(Returned To Unit). For any soldier Selection is the ultimate test of endurance and mental strain. As a result. Once missions are given to the teams. and they tend not to publicize their existence and capabilities. tough training. It should take about four hours to complete. The first part is the Special Forces Briefing Course. For certain reasons this is not considered to be one of the THREE MAIN phases of Selection. so Stirling jumped the fence and proceeded to walk into the office. This is a joint three-day class to show potential Oblagon recruits what is expected of them. SPETSNAZ are not particularly well known within the UPP military. such as the CMC Special Forces. Only about 10 out of 125 will make it. This is a march across the Mykelti plateau. It is held on the last day of the three weeks. the fact remains that the majority of SPETSNAZ are conscripts on two-year tours of duty. The history of the Oblagon dates back to the beginning of the Outer Veil Rebellions. with the result of heavy SPETSNAZ losses before teams arrive on target. One of the first things people think about when they hear "Oblagon" (besides soldiers in black storming a building) is selection. Another part and probably the most famous. with ground forces SPETSNAZ usually wearing airborne or signal troops' uniforms and naval SPETSNAZ wearing naval infantry or ground uniforms. SPETSNAZ must rely on the brute force of the UPP space operation to cover most infiltration. This should be combined with the first part. and the Alexandrian Oblagon. particularly prior to the start of hostilities. The Oblagon Oblagon Motto: Who Dares Wins The Oblagon is one of the world's premier special forces teams. SPETSNAZ lack specialized infiltration aircraft such as the UD-4 Cheyenne. unarmed transports could prove sitting ducks. The soldier will now be carrying a 55 PCS Panthers in the Hardwicke Desert on Ventix . One of the most notorious parts is the "Fan Dance". when Captain David Stirling developed the concept while recuperating from a parachute accident. army and front headquarters keep interference to a minimum. Soldiers are expected to increase their weight in their bergens (rucks) and distances will also become greater. David Stirling attempted to propose his idea to the CO. and demonstrated value. relying on the initiative and skill of the team leaders. The soldier is allowed to repeat the course again if he is willing. Despite these limitations. Consequently. They are shown films and are given the chance to get some insight into Selection. Their ethnic makeup is likewise not distinctive and to some degree reflects the ethnic characteristics of the intended target. SPETSNAZ commanders operate independently. is the Long Drag. If UPP fighter-bombers and other means do not inflict the necessary damage to opponent air defenses. As a general rule. Their uniforms are not distinctive. Class room lectures and physical training take place. Selection is broken down into 3 phases. The Oblagon was initially created as a raiding force to weaken the CSC forces encroaching on the Crests Prime Garrison Systems. there is opportunity for cross-training in specialties but soldiers may lack the degree of motivation that characterizes other unconventional warfare forces. One MUST pass this course to be allowed onto Selection. It is about 40 miles over the Mykelti mountain range itself. SPETSNAZ pose a formidable wartime threat to the ICC. Selection is designed to break people.

They learn to travel. Training is far from over though. The unit was initially based on the examples set forth by the Oblagon. But that is another story… During a three day long training and testing period. Due to the nature of their operations. blisters. The men must check in with various check points. live.pound bergen. this is a great moment. It is not usually seen as hard by the Oblagon although. They are tasked with hunting down the recruits. The Course ends with a final exercise. they will stay on Ventix where they will learn the trade of their unit. 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. Escaping is also taught." Women are sometimes brought in. and they should be taken care of quickly. Out of a hundred candidates. Jungle Phase is the next hurdle. It is time to move on to Escape and Evasion and TQ( or Tactical Questioning). only about 20 men will be left. Bergen weights will vary through out the course. usually one or two men fail. Also the art of making a camp is also taught. such as pilots from the Alexandrian Space Force and other units. Disease is also another thing to worry about. A "hunter force" is always in pursuit. Although a top-secret unit. they have a tremendous influence. One of the final events in their training is the Masa'a Kumta. Rain is almost non-stop. 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. others will hate it. Remember this doesn't include water and food! The passing times range from 20 to 24 hours to complete this course. For the all men. they also have their own urban warfare training center. The soldiers are expected to be proficient with all of the weapons used in their area of operation. The women then makes jokes about the man's body parts. E&E is taught by members of the Oblagon. They have participated in many anti and counter-terrorist operations. this group is simply known as "The Unit ". The men are given only old expeditionary jackets and some ripped pants. These forces are usually from other Army units. Everything has to be taken care of (cuts. "I'm sorry I can't answer that question sir/maam. and eating equipment) to prevent sickness. By the end ALL the recruits are captured. or Beret March. The soldiers learn how to catch food and live off the land. only a few are allowed to progress beyond the initial stage. Blisters are common. Now they face TQ. Former POWs (or Prisoners Of War) also talk to the classes. They are then turned loose in a large wooded area. By the end of the Jungle Phase. Only the strongest survive. To many outside Pan Core. . By this point maybe about 40 men are left. For the Elite. Oblagon soldiers will be integrated into patrols. They must stick to the "Big 4" and say nothing else except. After completion the remaining class will go it's separate ways. and fight in the jungle. They tell them about their situations and how they made it. and boots that are barely being held together. TQ is usually considered an easy part Selection. Some will enjoy it. so equipment must be looked after. with an average of about 50 to 55 pounds. The soldiers are on the run usually for about 3 days. and the men are forced to strip. In the jungle they will learn to fight and use demolitions. If the weather is good try to get in less than 20 hours. when they receive the beret and famous "Winged Dagger" beret badge. which may get someone kicked off the course. 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. The men are paired up with other students from other branches and units. It will range from 30 pounds to 70 pounds. potential recruits are rigorously monitored as they are taken to the limits of their physical and mental stamina. The jungle will have different affects on people. It is important to remember that the bergen weight includes water or food.

Newer technology became available quickly to reduce the size of the weapon. even though one fires bullets and the other fires pulse energy. They carry the caseless ammunition similar to the CMC Pulse Rifles but the shells are slightly larger. Not strictly a laser. The major common ground between AHAS weapons and the AKH and SVD weapons of the UPP are reliability. will always work from a stable strata. Beyond the maximum range. although using top of the line technology. However. it pales in comparison to the massive military divisions of even the smallest ICC corporations. Larger and bulkier than standard CMC sidearm. AHAS developed their own slug rifle based ICC issue dating back to before the Outer Veil Rebellions.WEAPONS Alexandria WEAPON AHAS Heavy Pistol AHAS Pulse Laser Pistol WA +1 RANGE 150 m DC 3 ROF 3 SHOTS 10 EV 0 COST 1 600 +3 AHAS Medium Rifle -1 AHAS Pulse Laser Rifle +2 AHAS Sniper Laser Rifle +7* AHAS Portable Particle Gun -2 100 m 900 1 000m 3 000 m 1500 4 4 4 6 8 (. AHAS Pulse Laser Pistol: AHAS’s major advancement in weapons. The MR has shortened . feedback is nominal. it looses its concealability. which spreads supply routes all across the Network. the bubble dissipates and is harmless. the energy weapon creates a tiny bubble of energy not unlike “ball lightning” which then fires and tremendous speed towards its target. UPP weapons are reliable because if their simplicity. was finally being able to reduce the optical systems of laser weapons. standard equipment on every soldier of Pan Core. AHAS. It all started with the Heavy Pistol. an advancement that frightened most members of the ICC (especially the CSC). Because of the pulse motor in the rifle. but most stubborn units still insist on the old design. Most soldiers in combat feel they need feedback from their weapons. the laser is quite small. Although the barrel seems large. There are often times when units are far from the home world where the weapon are made unlike the CMC. The weapon is considered unpopular because of its “lack” of recoil. which the pistol lacks. AHAS makes very pricey weapons that take longer to make but result in a very sturdy design. a sort of “recoil” exists. Alexandria and the UPP take different routes to meet these ends. The weapons were blueprinted and redesigned with a larger shell and firing rate. Even still. Their first design was the Heavy Pistol. but this motor in the pistol is so small. Weapons need to always work and never jam. The result is seen in all their designs. the HP sports a larger shape and higher capacity. However. The PLR and MR even share similar parts. AHAS Medium Rifle: Before the advent of Pulse laser technology. Both the AHAS MR and PLR and PPG all have almost identical base setups. First came the rifle…soon after came the pistol.5k) 2 30 40 1 5 30 90 100 15 50 0 0 -1 -1 -2 2 000 3 000 8500 9 000 10 000 UPP WEAPON SVD Hold Out Pistol SVD Heavy Sniper Rifle AKH Assault Rifle AKH Heavy Pistol AKH ER Grenade Launcher Tradex SMG-Alpha-01 WA 0 +3 0 0 -1 +1 RANGE 100 m 2 000 1 400 m 100 m 150 750m DC 2 3 5 2 Grenade 2 ROF 3 3 20 10 1 10 SHOTS 18 15 90 30 1 130 EV 0 -1 -1 0 0 0 COST 300 2 000 3 500 800 350 2300 WEAPON DESCRIPTIONS ALEXANDRIA Alexandrian Heavy Armed Services (AHAS) Heavy Pistol: The AHAS is the only weapon contractor in Alexandria. requiring the massive opening to hold the optical and capacitor systems to create the energy pulse.

Its is also quite large and most soldiers don’t carry more than a second reload into combat. the PLR is as reliable as the Medium Rifle. The SLR reduces its capacitor and refocuses the lens for a longer/powerful shot. which is so large and cumbersome. Even the barrel was retained from the original design. AHAS Portable Particle Gun: Between the rifle and pistol. even though more than double the cost. However. expeditionary forces still rely on the less cumbersome Medium Rifle. 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. usually. 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. Based once again on the Medium Rifle design. 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. the PLR fires small fragments of bottled energy fed through a large capacity clip. However. The biggest alteration. 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. however. For this reason. Like the Pulse Laser Pistol. the PLR clip is large and cumbersome and weighs almost 15 lbs on its own. the weapon still has yet to catch on the mainstream on the Crestus Prime Systems. Ventix and Alexandria perimeter defense use this weapon exclusively. casting more of a straight energy beam rather than a pulse. The energy bubble is also longer. 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. because of the AHAS obsession for quality. this time it incorporates a much larger battery. Unlike the PLP. . AHAS Pulse Laser Rifle / AHAS Sniper Laser Rifle: The prototype design for the PLR is almost identical to the production design. However. Surprisingly. is the deliver system. carrying the PPG into combat is a two man team. 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).range in comparison to the CMC M42A but is equipped with a standard flash suppressor. 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). 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.

AKH. However the cumbersome design resulted in many outfits switching over to the Tradex weapons. Like the Assault Rifle. The weapon can fire multiple rounds on top of each other. However the unique muzzle shape remains a signature feature of all of them. This robust nature of all UPP designs has resulted in a very unique edge to each Sniper Rifle. built by the dedicated weapon firm. They are held responsible. The troops of Rodina and Barabazon still use the Assault Rifle exclusive. As a result. which holds the 30 rounds. and the demand for ground transports reduced. SVD (Special Vehicles Division) started constructing weapons based on designs they had stolen from ICC Corporations. The weapons were smaller and lighter than the rifle of choice before then. That was the AKHAS (“Ackas”). and built on a platform more than 100 years old.P. The weapon is heavy but not too heavy. as said. It lacks in range and accuracy but is often modified by their owners to offset these disadvantages. the design has remained unchanged in 50 years. The weapon is loud. modified with greater range and versatility. 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 Launcher became more common as the Trades . The only disadvantage is a lower firing rate than the M42A. The weapon shocked opponents with its intimidating appearance before even firing a shot. they are often slightly to heavily modified to change their conceal ability or to increase the range. The Assault Rifle. Unfortunely for the opponents. Overall. the UPP standard Sniper rifle lacks many of the refinements of the superior CMC model. or punch. AKH Assault Rifle: Controversy arose when UPP soldiers in the field were seen sporting Tradex SMGAlpha-01 Machine Rifles.U. the bark is not worse that its bite. However these expensive weapons are mostly reserved for the front line spacecraft and expeditionary troops. Simple and almost impossible to jam. AKH ER Grenade Launcher: Another design that arose from the AKH is this age old grenade launcher. carried a double purpose.P. The Hold Out was the first. As they developed beyond. SVD Hold Out Pistol: Small. the weapon is cumbersome and is often too large for most to carry with one hand. the Hold Out is the standard sidearm for all division of the UPP. robust. The weapon carries an intimidating clip. has a mother of a recoil and will usually take down a target in one round. being mostly used as the main sidearm for station security. SVD Heavy Sniper Rifle: Loosely based on the CMC design. Snipers in the UPP often sleep with their rifles and it will die to protect their weapons. The major drawback is it’s conceal ability. the HP is not as popular as the Hold Out. Every dedicated Sniper is assigned a Rifle for his or her career. accuracy. SVD originally was formed to construct ground vehicles for the UPP military machine. AKH Heavy Pistol: The step up from the Hold out is the Heavy Repeating Pistol.

. 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. However. The investigation still has not brought any new evidence to the surface. The weapon gathered controversy. The Alpha-01 carries a similar round as the Assault. they recorded record earnings. It also has a better accuracy but at the risk of a lower rate of fire. TRADEX SMG-ALPHA-01: Tradex continued their trend of using smaller ammunition into the Alpha-01.SMG Alpha-01 started to replace the AKH Assault on the front lines. beating out both the CMC issue Grenade Launcher and the M42 Undermount. It is unsure if the design was copied or sold. only with a much larger ammo capacity. Tradex stock did not take the plummet it was expected to take when this information arose…instead. as an identical design is the standard firearm for infantry n the UPP.

The craft carries the same cargo capacity of a SV-90 Super freighter but measures less than 300 meters from stem to stern. The vessel’s automation translates to smaller crews and smaller crew compartments. The merchant owned variations seldomly travel far from Alexandrian space. They open their cargo flaps and merge. 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. All the controls are slaved into one central vessel (usually the top one). Their lack of maneuverability prevents their effective combat use. the vessels get rarer. . life support. A pair of Alex-Pulse Nuclear Engines keeps the vessel moving along faster than most freighters. even a Proteus. Sure it lacks the advantage so many other models have in that it cannot land in a high gravity environment (anything more than . Some are seen operating in the ICC however all of those are indipendantly run since any vessel known to work for Alexandria is detained. sharing their power. the vessel commonly transports soldiers and supplies from Alexandria to the Garrison systems and vice-versa. The vessels can even open their cargo holds and transport larger payloads when linked. Generically. The vessels literarily stack atop each other.SPACECRAFT ALEXANDRIA GPU Transport The Primary transport for most applications between Alexandria and its controlled worlds is the Multi-Purpose GPU Transport. It also sports a very unique ability. computer and drive systems and can be operated by any single command center on any of the vessels. The GPUT is capable of direct-linking with other GPUTs. but it carries a higher cargo capacity than almost every other design. Further away. stripped. translating further to greater cargo efficiency. They account for more than 85% of the total motive interstellar transportation within the influence of The Sphere. and sent back. But there is no denying the ability of the freighter. In the military. The vessels are very robust and have a remarkable maintenance record. Most within that space is run and controlled by groups working for an Alexandrian Corporate or the Sphere itself. The GPUT stands the massive component in the Alexandrian Fleet. vessels link in pairs with one vessel upside down.6g grounds the vessel). Simply because of the market. 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.

With them carried gigabytes of compartmentalized data from CSC R&D. PCS-245 INTRUDER TRANS-ATMOSPHERIC INTERCEPTOR The “orange” markings denote Alexandrian Perimeter Defense Force.STASISTICS Variant GPUT Body WT Armor MV -9 -7 Move Mach Orbit SR 5 6 --10 12 --- 10 35 000 1 (Military) 10 38 000 3 Communication Range: n/a. This fighter was taken in by Pan Core and developed into the PCS (Pan Core Systems) – 245 Intruder. it became the most common defender in the Sphere’s influence. This may lead to why CSC considers Alexandria so much a threat. making it the fastest craft on planet. The most obvious characteristic in the design is the two massive Phantom-Hardwicke Ramjets that provide the bulk of the atmospheric speed. The moment of the Outer-Veil Rebellions. Pan Core took the design to heart and within 30 years. Military: 800 mv Particle Beam. 1 Flamethrower Range: Atmosphere: N/A Orbital: Unlimited FTL: 8 FTL Speed: 0. including low oxygen environments. Very little was changed from the blueprinted schematics. The Intruder started life as a prototype design from the CSC. at least until the Proteus’s release. The first and foremost fighter for most of PanCore’s fleet. 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. The Ramjets are adaptable and can adjust to different environmental makeups. FTL Crew: 2 – Up five total. 5 space suits. Evacuation: 1 EEV. was the FS-245 Intruder. Additions: Fire Retardant. The Jets also serve to cool the nuclear reactor in the . Armament Package: 1 Stunner Military: 3 Stunners. many high ranking CSC personnel defected when the lines were drawn.7 Craft Slots: 0 Cargo Slots: 50 Automatic Systems: 10 Base skill Hardpoints (Military): One Basic Armament: None.

1 Space Suit. Currently. adding to the mass of the vessel. In space. Maneuverability: +1 dodge of guided missiles.rear. The small craft’s range limits extended missions that take it more than within the system it is based in. 16 Banshee M451 -2 12 000 4k 3m Any Orbit 10 SR 20 TARGET 0 Any. being usually reserved for planet defense. This includes one at each Crests Colony and Alexandria itself. Seldom do vessels ever get transferred to other bases when initially assigned. In the atmosphere. Range: Atmospheric: 5 000 km Orbital: 10 AU WEAPON WA RANGE DC ROF SHOTS BR 2x25mm Repeating Cannons 0 13 000 10 (1k) 20 200 WEAPON WA RANGE DC BR TARGET AIM-90E Headlock +1 24 000 5k 1m Air / Space Mk. Intruders seldom find themselves assigned to space stations or vessels. Evacuation: 1 Parachute. the Intruder does lack some power and the large ramjets cannot be removed. nine divisions of squadrons exist through in Alexandrian space. it’s second to none. 16 Banshee M18 -2 12 000 2k 4m Any Mk. Guided 10 150mm 4 150mm . However. 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. Armament package: 2 Pistols. 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. STATISTICS Variant Body WT Armor MV Move Mach PCS-2454 3 14 2 0 / +1* 300 5 *In an atmosphere. Emergency Rations. Each squadron can be separated by its flight colors. Communication range: 5000 km Crew: 1 Pilot. it can still outmaneuver most other spacecraft available. Sleeping Bag. Vectored thrust assists short wings for tight maneuvers. leaving each squadron on its own to care for its vessels. Additions: Fire Retardant. SHOTS CLASS/SPECIAL 6 Unique. Life support for 2 personnel. Raft. which supplies additional thrust through a Mykelti NukeBooster. Flares.

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

8x120 mm rockets. Diverting thrust enables vertical take-off and landing. the craft’s only limit is the health of its pilot. 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. 3 x TSAM Missiles. The craft’s specs indicate a much higher stress rating.Range: Atmospheric: 15 000 km Orbital: 150 AU Cargo Slots: 1 (additional room for 30 personnel) Basic Armament: (CMC Equivalent) -.1x25 mm "Gargoyle" Gattling. The Predator is a totally original design from the ground up. In hard straight line acceleration. the Predator can pull over 9gs and can maintain that acceleration for extended periods…and this is just straight line. Even still. atmosphere limits the craft significantly from the lack of a decent . 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. 3xAIM-90 missiles. Vectored thrust assists maneuverability in an out of an atmosphere.

Alexandria’s highest priority remains its sovereign space. Flares. In bays next to the engines. 2 bunks in a rear hold. STATISTICS Variant Body WT Armor MV Move Mach Orbit SR 50 100 PCS-423 6 55 2 -1 / -4* 400 7 * -4 in an atmosphere Communication range: 10 000 km Crew: 1 Pilot. However. The Sphere felt the need to have a craft that could properly protect an entire system but only be based from a single world. At CL5. To test the range. 30 150 mm rockets . many newly independent colonies s became equipped with them.aeroform. The Predator stands the largest fighter-class operating today. especially those around Alexandria itself. From the edge of its aeroform. At CL3. Maneuverability: +2 dodge of guided missiles. seldom being assigned to a spacecraft considering its significant size. could last several days at a time. In Alexandria. Some patrols. Raft. when corporations began to fall. Range: Atmospheric: unlimited Orbital: 1 500 AU Hardpoints: 6 Basic Armament: 4 linked 25 mm Cannons. 1 Co-Pilot. when the Terran Trade Agreement was signed. such a design is allowed to flourish. It could very well move from any Alexandrian system if it only had a jump drive. a variety of rockets and missiles lay nestled. 8 XIM-28A missiles. so having a craft that could properly patrol that space became paramount. Armament package: 2 pistols. four 25 mm Cannons comprise the primary armament. Additions: Fire Retardant. the prototype ran full throttle and actually traveled from Crests Prime 1 and Crestus Prime 2 without refueling. 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. 2 Space Suits. It could operate almost limitless within its assigned system. The Predator’s primary role remained in space. Sleeping Bag. Emergency Rations. The Predator can launch from the surface of Alexandria and achieve the surface ceiling in under 45 seconds. as the Colonial Marines lacked a good long-range interceptor punch. Because of its extended range. This design would never survive the budget cuts of an ICC corporation. ICC Corporations usually only care about the protection of their mineral rights. Evacuation: 2 Parachutes. concealed behind armor. this craft was the first design brought into the CMC ranks. Its massive power equaled long range. These include both dumb fire rockets and very accurate STS Interceptor Missiles.

this gravity dissapates and is useless. the craft sees little use other than as a shuttle since its quite fragile. the idea was dropped alltogether. They simply took the idea and ran with it. Eventually. Somehwere. in almost any gravity field. an executive at Hyperdine weeps whenver he sees a photo of the Banshee. When a top executive left Hyperdine for Alexandria. 5 Space Suits. on any terrain. 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. Most don’t know how they work…They only care about keeping their feet planted. in space. 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. The craft can navigate almost any course. Its ability resides in its manueverability. 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. 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. It generates a gravity wave that reverbareates slightly away from charged plates built into a ship’s deck. Raft. Alexandria didn’t steal the idea. 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. Sleeping Bag. Emergency Rations. the cost of research proved too high and when it was discovered the vessel would be turtle slow. . 1 Co-Pilot Life support for 10 personnel. This proves successful to a degree. 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. at the time. STATISTICS Variant Body WT Armor MV Move Mach Orbit SR . Flares. Now.5 15 15 100 100 PCS-101 1 0 1 +3 100 PCS-101M 1 0 2 +3 100 Communication range: 5 000 km Crew: 1 Pilot. However. However. Classified simply as a shuttle. Firing a weapon or launching a missile resulted in the generator cutting out suddenly. Range: Atmospheric: 30 000 km Orbital: 30 AU Hardpoints: None Basic Armament: Military model may be equipped with a PPG. more than eight feet from these plates. However. it turned into the most common personal transport in Alexandrian controlled space. he used the Gravity Generator as selling point for defection. Military model carries a +2 to Guided Missiles. Hyperdine. didn’t consider the incident and huge concern. The middle ground became the Banshee. Gravity generators have always been a tried and true technology to re-create gravity on ships. The generators. making current gravity technology limited. Maneuverability: No penalties for any gravity field.5 .PCS-101 “BANSHEE” SHORT RANGE SHUTTLE Somewhere. Evacuation: 5 Parachutes. Additions: Fire Retardant.

the TTA seemed to have been a lot of hot air. it started with an objective.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. many ICC members had greater problems to deal with than worrying about some cool new spacecraft the Colonial Marines may get access to. Cougar and Stingray Fighters. Predator. And in the fledging days of the treaty. Sure the Panther was a neat design and the potential of the Banshee scared many. Then the Proteus emerged. the CMC engineers realized the extent at which the design could be pushed. 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. It would have long range but be compact enough to fit in a Conestoga drop slot. However. Simply put. 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). which could alter itself to the environment it was in…easier said than done. When the Xenomorph threat spread out of control. the craft would combine the best abilities of the Intruder. It needed to be maneuverable but still be able to pack a punch. The resulting answer came in the form of a configurable design—as craft. 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. a prototype design surfaced. With the money of Alexandria behind it. but it also could give a technological edge to a force they considered to be a threat. After several months of strained wills and broken families. Not only were they loosing control of the Colonial Marines. It would be transatmospheric. . Several ICC members especially Weyland-Yutani attempted to break up this treaty. they got together with PCS designers to see what worked the best. 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 Proteus didn’t start with an idea. but from the initial outlook. and be able to operate equally in both environments. increased security at both R&D divisions proved too great.

a set of the most advanced engines ever constructed sit. The Proteus became the exclusive fighter of choice within Alexandria the moment it was released. it still includes more RCS (Reaction Control System) thrusters than any other space fighter built. The helmet utilizes a Kahn-Cubic wave interface which tracks the weapon using brain impulses rather than tracking the eye movement themselves. When the blockade was lifted and the CMC found its budget increase. Only the Predator with its gargantuan speed and missile load was able to find a shot off. This increases maneuverability in space significantly. twin 30mm railcannons fire from a fixed position. It was surprising when the craft still came in undermass. It still cannot break the surface to ceiling record set fort by the Predator but second place still scares people. instead of Turbines.In an atmosphere. However. the Proteus was more than a match for any vessel it came up across. Upon reaching space. the Proteus successfully outmatched every model it went up against. Proteus fighters found themselves assigned to CMC vessels around the CSC sector. To make top all that. The one-man craft’s primary armament rests under the nose. cause the ship to be the second most maneuverable craft ever designed in space (only the Banshee can outmaneuver it). 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. They come in the form of a pair of linked 25mm repeating cannons wired into the eye-movements of the pilot. the craft resembles almost any other stubby winged aircraft. These are ZX-01 Event Horizon Engines powered by a single fusion reactor built into main hull of the craft. The Proteus also comes stander with a very advanced ECM system for thwarting incoming guided weapons. this time. nine out of ten times. Mounted in sheathes beside the 25mm cannons are an additional pair of cannons. As the xenomorph menace spread through the cosmos. The one drawback of the design is the lack of heavy missile armament beyond the primary weapon. In simulations and live testing. easily being able to fit snugly in a dropslot with room to spare. 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. almost 50 000 lbs each (and there are four of these). offering quicker response time. ZX-01EV Engines produce an amazing amount of thrust. . In the end. the fighter became more common. the wings past the vertical ailerons move in.

This supplies the Mariposa with enough grunt to outrun even a Conestoga class vessel. May be replaced with high TL weapons Range: Atmospheric: unlimited Orbital: 1 000 AU Hardpoints: fixed Basic Armament: 2 linked 30 mm Railcannons. Eventually. Raft. Ship maneuvers and deck operations are handled through a separate bridge. However. Several hangers hold Medusa transports with a majority carrying both Intruders and Predator Fighters. more than supplied by six Atlas-Juggernauts Terrawatt Engines and four Mykelti Ion Pulse Drives as a backup. transportation remained a concern and having a large. Evacuation: 1 Parachutes. The drafted plans described a much larger vessel than the CMC utilized in their fleet. coordinating all maneuvers through its single command dome. seven more vessels emerged. unlike the CMC counterpart. Like the Conestoga and so many other vessels. Additions: Fire Retardant. . +3 in space. Emergency Rations. The Mariposa rose from the schematics and rolled from the assembly yards of Ventix less than fifteen years ago. however.STATISTICS Variant Body WT Armor MV Move Mach Orbit SR 40 200 PCS-X00 4 30 2 +2 400 5 Communication range: 9000 km Crew: 1 Pilot. The vessels may be small in numbers but they more than make up for that in grunt and mass. portable. defense port peaked the concerns of Pan Core Officials. the Mariposa cannot land. 1 Space Suits. the latter two would be replaced with Proteus fighters exclusively. 3 personnel. First the vessels power. Since then. The hanger is equipped to carry every class of Alexandrian vessel. Alexandria’s need for a fleet of cruisers didn’t arise. the Mariposa can enter an atmosphere and even get within 1000 feet of the planetary surface in a 1g environment. A single Mariposa can completely relay all actions in a combat situation in space and on the ground. 2 linked 25 mm Cannons (+2 WA) PCS-111 “MARIPOSA” HEAVY CRUISER Without a huge area of space to call their own. The Mariposa vessels primary patrol area lies between the Crestus Prime Garrison systems with one roaming the route between Ventix and Alexandria. Flares. Sleeping Bag. A vertical thruster ensures its safety in such an occurrence. Armament package: 1 Rifles. Maneuverability: +3 dodge of guided missiles.

5 15 200 375 000 10 Communication range: Orbital. Additions: Full Stock Evacuation: 10 EEVs. each with a 30-degree firing arc. all with Medusa Carry-Alls Craft Slots: 20. 12 infrared lasers on turrets. Predator. 100 Flight Support. STATISTICS Variant PCS-111 Body WT 45 Armor MV -10 Move Mach Orbit SR 30 0. FTL Crew: 3 Navigation. with either Intruder. 300 Space Suits. or Proteus Fighters Cargo Slots: 30 Automatic Controls: Base 12 skill Basic Armament: 40 XIM-28A missiles. the flagship went on permanent loan to the CMC and became Admiral Frost’s command vessel throughout the war. When the Xenomorphic war broke out in CL4 and 5. At least a dozen railcannon turrets rest peppered across the hull. 5 Engineer. the first vessel to move across the border freely was Mariposa 01. After the TTA was signed and the blockage lifted.Even though heavy on automation. Laying flush to the hull both on the top and bottom of the vessel. with higher crew and more broad-purpose missions.0 ly/day Drop Slots: 10. and 60 decoys . 6 30mm Railcannon turrets (each turret has two linked guns). Capsules for 200 Crew and soldiers. If the Conestoga was a light cruiser. more then 40 XIM-Long Lance Missile fire guided towards their targets. Most vessels remained to protect Alexandria and its colonies. 80 orbital mines. 50 Drop Pods. the flagship. the PCS-111 requires a larger crew for administration and support. Armament package: Full Stock Range: Orbital: Unlimited FTL: 30 FTL Speed: 1. 10 000 more capable in Cargo Maneuverability: +8 to guided missiles. the Mariposa would be more of a Carrier. However. 6 Particle beams. It sports four forward facing Particle Beams.

2 linked Railcannons. Raft. deploy its troops and depart out of range or return for another strafing run. Individual compartments open up and personnel drop via simple cables or even through lowered pads. Like the CMC Cheyenne. STATISTICS Variant Body WT Armor MV Move Mach Orbit SR CSS-PPA-XAP 4 45 2 -4 50 3 20 20 Communication range: 3000 km Crew: 1 Pilot. It does match the CMC in firepower.P. it does lack maneuverability in an atmosphere and would easily find itself outmatched in an even fight with a trained Cheyenne. 10 Pistols. 4x120 mm rockets. 2xAIM90 missiles. Flares. and Sleeping Bags. The missile system is smaller. 1 Co-Pilot. The craft’s engines can deploy into “scramble” mode. less then half of the top of the line Dropship. however. Life support for up to 60 personnel. Up to thirty men can drop from an Echagi craft in less then ten seconds. This design intended for the craft to penetrate an atmosphere quickly.U. . the need for expansion grew. which increases its top speed 50%. strafe for cover. engineers modified the base Echagi shuttle design and equipped it with a unique deployment system. The craft could then move into combat formation or leave to retrieve more personnel. The craft simply stops anywhere from ten to eighty feet from the surface. The cannon is a six-barreled. the Echagi maintains a strong combat presence even when it’s deployed its troops. Maneuverability: +2 dodge of guided missiles. Additions: Fire Retardant. 16 x 150 mm rockets.P. To succeed at this. and PPA command required a vessel to enter fast and drop a crew on surface and do it faster than the CMC’s dropship. twin railcannons also fire from a fixed mounted on the side pods. Emergency Rations. +1 Dodge in space. However. the Echagi outmatches in top speed. Even though they lack maneuverability. However. the Echagi Assault Shuttle started life as regular transport for the PPA forces within system. Range: Atmospheric: 20 000 km Orbital: 120 AU Cargo Slots: 0 Hardpoints: 4 Basic Armament: 4 linked 25 mm Cannons. fix nosed 25mm Cannon. The craft was not intended to stay still and fire from point. However. The Echagi cannot drop vehicles but it can drop personnel rapidly. CSS-PPA-XAP “ECHAGI” ASSAULT SHUTTLE Not the prettiest craft in the world. Evacuation: Parachutes--60 Armament package: 6 Assault Rifles. Two PPA-01 Buster Engines power the craft. It carries a similar cannon arrangement and missiles in side and front launching concealed bays.

Each Maddox carries a pair of small docking collars where two Hornet rest docked. The Corvette patrols most of the space controlled by the UPP and most of the patrols consist of only one or two vessels. The UPP is not known for rewarding its crews with hazard pay and many troops. an incident has never occurred involving engine failure. the Maddox is slow and cumbersome but landing is capable. Luckily. 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 Maddox also sports another pointing aft. the vessel still carries the capacity of several troops even though most of the time.CSS-PPA-MAC “MADDOX” CORVETTE The very first design from the Rodina design lab reflected the UPP directive of effectiveness through the shortest distance. to maintain their lives. if needed the vessel ferries to the surface a Leviathan Battle Tank. If engines fail for any reason. The Hornet crews and the Maddox crew don’t live in a lap of luxury on board. 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. The Maddox looks ugly—a product of results over style—but flies remarkable well. The Maddox remains the bulk of the PPA space fleet. In an atmosphere. Not intended to be a dropship. . Therefore they have to be moderately self-sufficient. the Maddox drops like a rock. have to take multiple tours back to back. The tank is dropped via a collar underneath the vessel. Living conditions are cramped and dark. The PPA does not endorse automation so more crew members work a Maddox than need be. Most crew members on tour cannot last more than three months before needing a vacation. The Maddox carries a small missile payload as well although not a substantial one. Two 80mw Particle Beams fire from mounts on the top rear engine ports. Beyond the base two railcannons on the nose. Its robust bulk keeps aloft with thrusters alone considering it carries no aeroform.

4xAGM-220 missiles. 15 SMG-Alpha. the Hornet took a more radical approach. Life support for up to 75 personnel. Sleeping Bags. Maneuverability: +3 dodge of guided missiles. 18 Flame-throwers. 2 XIM-28A missiles. more than 500 fighters flew into . Flares. few exceptions do exist where designers have taken a flamboyant approach to a concept and carried that all the way to production. 1 Co-Pilot. Meant to be a counter to the ICC and Alexandrian fighter designs. Bunks for 25 passengers. Range: Atmospheric: 40 000 km Orbital: Unlimited FTL: 6 ly FTL Speed: 0. This made the project extremely expensive to develop and produce. 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. fewer ended up rolling off the assembly line. +1 Dodge in Space Additions: Fire Retardant. 2 x TSAM Missiles. creating a design which could be on equal footing in any terrain and not be totally dominant in one.8 ly/day Cargo Slots: 1 Hardpoints: 10 Basic Armament: 3x25 mm Cannons. Emergency Rations. Budget cuts forced the project to be cut short. Still. 1 Gunner. The Hornet emerged from a design stance to create a totally original design not based on a single component from a rival group. building dedicated craft to dedicated environments (a dominant space fighter and dominant atmospheric craft). 8x120 mm rockets. unlike the others. 1 Engineer. In the end.STATISTICS Variant CSS-PPA-MAC Body WT 10 225 Armor MV 3 -5 Move Mach Orbit SR 75 2 20 125 Communication range: 10 000. Raft. 3xAIM-90 missiles. 20 Hold Pistols. FTL Crew: 1 Pilot. The last and most extreme design remains the CSS-PPA-ALX “Hornet”. Evacuation: 80 Parachutes Armament package: 4 Assault Rifles. The Zukov Command Carrier took the opening honors.

The Hornet is a difficult target to strike and quickly found success in combat situations. Designers created an advanced motive system. Each vessel cost almost as much as an Alexandrian Intruder and was half the size and weighed half as much. which could swivel 360 degrees and provide virtually %100 power in every direction. effectively cutting that power in half. compact in flight. Additions: Raft and Emergency Rations. Above that cockpit sits the primary weapon system. STATISTICS Variant Body WT 5 Armor 1 MV +3 Move Mach Orbit SR 250 2 10 11 CSS-PPA-ALX 2* *: 50 hits or . The craft’s lightweight form assists maneuverability. Their major drawback with their design and size was. 16x120 mm rockets. fuel capacity. If the reactor core looses stability or is irreparability damaged.5k for each leg. The legs unfold and allow remarkable nimble movement when the craft settles on the surface. 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. additional thrust vents through forward nozzles. The legs can position the craft for ground engagement and even allows it to climb and attach to vertical surfaces like buildings and cliffs. The Hornet easily traverses virtually any terrain without impedance. The most unusual feature of the Hornet cannot be anything but its landing gear. Life support for up to 3 personnel. Driving pitons built in the legs pin the legs into position on whatever surface it attaches to. Maneuverability: +2 dodge of guided missiles. Almost the entire cockpit is transparent. various wings supply more than enough lift and agility.service before the project fell into the round file. Twin linked 25mm gattling cannons rest nestled. The only weakness occurs when the engine points forward. 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. The weapon seems mediocre but not much can be held in such a small craft. of course. Communication range: 1300 km. supplying another mode of transportation. Additional RCS thrusters dot the hull to add additional maneuverability in space. The vessels first became assigned to Rodina and later found duty on the Zukov Carriers. The drive includes two engine ports. Crew: 1 Pilot. to avoid damaging the hull. Beyond those. A single pilot controls the Hornet through an oddly shaped cockpit on the absolute bow of the craft. . In atmosphere. the vents divert outward. and found they needing a tow back to home base. Fortunately. the J-32 can detach and the forward half and can still maintain rudimentary power and flight to survive landing. two bays 16 dumbfire rockets supply additional weaponry. Many Hornet entered an extended combat area.

Three cryotubes. Most crews cannot live on board for more than a few months before requiring leave. The Nova occasionally finds use as a troop transport. Stunner. The cramped quarters barely fit the required three crew members needed to run the vessel. Dirty and not very efficient. the role has decreased substantially. STATISTICS Variant CSS-PPA-LOR Body WT 3 420 Armor 1 MV -7 Move Mach Orbit SR 20 n/a 3 15 Communication Range: FTL Crew: 3. the Nova ran off the production line in huge numbers and found success everywhere. and constructions. The mirror opposite of the Hornet.CSS-PPA-LOR “NOVO” HEAVY FREIGHTER The only Freighter built by the UPP. the single large cargo area. fuel. Additions: None Evacuation: Three Spacesuits Armament Package: Pistol. the J-01 requires at least 50 feet of space between itself and any organic because of radiation hazards. Range: Atmosphere: n/a Orbital: Unlimited FTL: 20 FTL Speed: 0. a length of safety ductwork connecting it to the cargo hold. up to five passengers. the Nova fills a necessary niche in UPP community. The vessel crawls from destination to destination. Simplicity in design.1 Cargo Slots: 4 Automatic Systems: 6 base skill . even across veil in the colonies of Alexandria. layout. 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. as most ICC built freighters proved unreliable without experienced engineers in the proper field performing maintenance. The single cargo area rests at the front of the vessel and the crew compartment sits atop of that. and the small bridge built on top of that. The Nova stood a symbol of constructing simplance. however since the release of the Zukov. A basic J-01 Scram Reactor provides the limited amount of power. the Novo design involved a reactor.

Few outsiders have actually seen Reapers in action. They stand a symbol of the totalitarian nature of the Union of Progressive People. Additions: Raft and Emergency Rations. they often find themselves assigned to military vessels en-route to planetary missions. 1 Gunner. the Reaper’s gigantic “Atlantis” turbine revs up. but often need to fire upon UPP citizens. They hover over all terrains. but it carries no primary drive for space propulsion. When atmosphere hits. However. A small nuclear power pack runs this huge motor. through cities. They stand the only military vehicle actively serving on UPP controlled planets. and over deserts. .CSS-PPA-AFF “REAPER” ASSAULT CRAFT The Reapers hover over the cities of the UPP. Amazingly enough. passing judgment on those they are assigned to seek. Life support for up to 3 personnel. They weapon system is massive but simple. They see more active duty than any other vessel. The massive gun serves a psychological purpose to help keep those rebellious factors inline. Crew: 1 Pilot. A single 20mm Gattling Cannon on the starboard side carries twice the ammunition payload of its regular counterpart. this totally air-tight vehicle could survive re-entry in a low-orbit insertion. the Reaper is also land locked. Maneuverability: Cannot enter space. flexing the iron arm of the PPA and Military Police.9 n/a 10 Communication range: 7 500 km. as most seen use on Barabazon as a police vehicle and as ground defense craft on Rodina and Oryza. most involving rebellions and food riots on Barabazon. The Reaper moves fast and turns on a dime. However. Only RCS thrusters assist in descent. Mounted usually on the port side. through many ports to provide lift and maneuverability. the turbine vents air throughout the whole vessel. It easily carries the two crew and weapon payload. STATISTICS Variant CSS-PPA-AFF Body WT 2 10 Armor 2 MV +4 Move Mach Orbit SR 200 . swamps.

.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. 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 UPP found new wealth. Vipers ran off the assembly line in huge quantities before being replaced by the much more menacing Reaper. However. Many craft found export to Oryza and even outside the UPP. They siphoned that money directly into space. where it found success on smaller outer veil worlds where a cheap transport was required. 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. Soon. The Viper quickly filled the void of defending Barabazon. the Viper popped up on a half dozen colonies around the Outer Veil. the Viper attack chopper originated way back before Barabazon succeeded and formed the UPP. Without needing to kick-back 95% of their mined resources to a corporation. However. the smaller and much cheaper Viper remained in service and never retired. atmospheric planet defenses remained rudimentary and stood that way for several decades until the Reapers released. When the colony rebelled and formed in the state it is now. Being so far out from the inner colonies. Within a few short months. the indigenous population needed a cheap transportation to substitute the rare and expensive corporate vessels the colony was rationed. Barabazon forces reached out and secured Rodina and Oryza. it jumped into the stars at an alarming rate in order to secure space for its own needs.

Beyond that adds 8 AIM90 Headlocks and 16 105mm Unguided rockets. the Zukov carried the pride and joy and the flag of the UPP Army. cleared the construction yard. Even building a reliable vessel resulted in using tried and used and even antiquitated technology. Life support for up to 2 personnel. and fighters. Of course. spy cameras relayed the information back to rival forces.The Viper employs simple A-23 Twin Turbines which supplement the rotor system. 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. is a light Boyars Buster Rifle configured to be a undermounted rapid fire weapon (twice ammunition). carry large supplies. even low pressure worlds can find the Viper useful. The primary weapon. 16 105mm Rockets CSS-PPA-XXX “ZUKOV” ASSAULT CARRIER The greatest achievement emerging from the PPA shipyards from Rodina.5 n/a 10 Communication range: 2 500 km. The additional reason for range included if the vessel wished to strike targets outside of their perimeter. making the Viper more heavily armed than even the Reaper which replaced it. however. The shocking addition to the design of the Zukov was its ability to enter an . soon after. Most UPP designs reflected a “parts bin” approach to the construction. +1 WA). more evidence to their double purpose. Evacuation: Parachutes--1 Range: Atmospheric: 3 000 km Orbital: n/a Cargo Slots: 0 Hardpoints: 3 Basic Armament: Boyars Buster Rifle (double ammo. They are light and extremely durable. rotors can detach and emergency seats can deploy if a safe landing no longer becomes an option. However. Unfortunately most knew such vessel’s only clear purpose could only be to invade another colony’s space. orders passed down to construct more. Maneuverability: Cannot enter space. Schematics shared many components and designers often resorted to the cheapest solution to reach the end objective of their projects. Emergency thrusters diverted from the turbine can keep the craft stable if the tail rotor is disabled or destroyed (-2 Maneuvering if disabled). troops. Weaponry on the Viper tops many spacecraft on the front line. Initial budget concerns limited the construction to only one vessel. Crew: 1 Pilot.5k (25H) MV +4 Move Mach Orbit SR 100 . The design frightened many opponents. fast. The UPP required a greater military presence along the border. Of course. All that changed when the Zukov launched on its maiden journey. named after the class of the vessel. STATISTICS Variant CSS-PPA-HRS Body WT 1 10 Armor . When the first vessel. Additions: none. which knew exact purpose of such a vessel. 8 AIM-90 Headlocks. The monstrous vessel needed to be armored. amplifying the acceleration. the Viper requires an atmosphere to operate but with the power of the turbines. The rotors contain a core of titanium and sheathed in carbon fiber.

Maddox. 5 000 more capable in Cargo Maneuverability: +6 to guided missiles. Range: Orbital: Unlimited FTL: 20 FTL Speed: 1 ly/day Drop Slots: 20 for any type of craft. This requires a monstrous reactor more reliable than anything the UPP built until then. 50 Support craft. simply called “Blue”. Weapons include a battery of 30mm Railcannons. Capsules for 350 crew and craft. all of them guided. fire from the undercarriage of the craft and direct themselves to the target. The vessel primary source of power is classified and many have theorized the vessel may possess a miniature black hole. emergency batteries remain the only backup. unlike the Bougainville. Most of these weapons are concealed in hidden turrets that only expose when the vessel enters combat. The majority of the missile payload. The holding bays hold more than a just a fleet of Echagi. The smooth panel showcases a superior design. the vessel would already be several damaged or destroyed anyway. Particle Beams and Infrared Lasers. The craft’s drop slots carry more than just Echagis. 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 CSS-PPA-XXX Body WT 45 Armor MV -10 Move Mach Orbit SR 30 0. Hornets can also launch from them as well.7G at sea level. 3 800 Mw particle beams. from the main drives to the lights and life support. FTL Crew: 2 Navigator. The reactor. Armament package: Full Stock. although stable. Even the later CMC Bougainville transport pails in comparison to the monstrous Zukov cruising over the surface of a planet. Even under extensive testing. 50 orbital mines. If all else fails. The Zukov holds more weaponry and fighter support than any other vessel. Additions: Full Stock Evacuation: 10 EEVs. 9 infrared lasers on turrets. powers every system on the vessel. Often the vessel simply hovers as close as 200 feet from the surface and lets atmosphere and trans-atmospheric craft transport supplies and personnel. 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. several large UPP bases including the Rodina shipyards and the Spaceport on Oryza contain elevated flexible docking collars the Zukov mates against. The reactor. The reactor sits in the central section of the vessel and if it suffered damage from incoming fire. the Zukov cannot land gracefully. 4 Engineers. and Hornet class vessels but a small squadron of Reapers as well for atmospheric support. unleashes a major nuclear blast if it goes critical. 300 Space Suits. Also. allowing direct access to the vessel without the craft actually landing. and 20 decoys . Lifting off also required extensive fuel usage to counteract the massive vessel’s weight. In fact this vessel holds the record of the largest vessel build to enter and survive a planetary atmosphere. 6 30mm railcannon turrets.1 15 250 245 000 10 Communication range: Orbital. Craft Slots: 10 Cargo Slots: 50 Automatic Controls: Base 10 skill Basic Armament: 10 XIM-28A missiles. The Zukov adds an element of primitive psychological terror upon approaching a target. However.atmosphere. the vessel always suffered light to moderate damage every time it attempted touchdown on a world possessing a gravity greater than .

but the craft can also spin 360 degrees in a spot as well. the default positions drops the craft near ground level. However. The Panther’s motive system relies on four durable sets of all-terrain titanium-belted runflat 42 inch tires attached via long suspension arms to the vehicle. The home planet stands one of only a few worlds ever explored blessed with Earthlike conditions (oceans. Being lighter. The Panther rose from a design contest with several engineering groups. 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 craft need not carry large personnel. However. it can still turn tighter. The legs operate automatically but if the need arises. they are tricky targets to strike and are built from super strong but flexible materials. Its only hindrance in the latter competition is the rather lackluster 170 km/h top speed. If making a very tight turn. the Panther can accelerate faster than any other military vehicle and even out accelerate most civilian sports cars. however it lacks the grunt power that a Nuclear Battery can offer.V. However. vegetation. The PCS needed to utilize this defense to its fullest. the inner legs can drop. allowing the craft to shift its weight to the inner wheels allowing a tighter turn. To combat the maneuverability advantage. . can be operated indipendantly. The crafts only weakness lies with these wheels. The buggy sports the advantage of being able to spin its wheels 360 degrees on access allowing the craft to literally drive sideways. Its greatest advantage from a strategic standpoint lies with its canyons and hilly terrain. 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 Panther designers built the main hull on a rotating access. In an even fight. the M242 only advantage is maneuverability. Not only can the craft tilt sideways and up and down as stated earlier. the M242s ground clearance still remains too low to clear some of the obstacles on Alexandria. Still further. The wheel design bares more than a striking resemblance to the CMCs own M242 Combat Buggy.VEHICLES ALEXANDRIA PCS-GV1 “PANTHER” A. and a breathable atmosphere). allowing the arms to give and flex. but never break under stress. When driving through urban landscapes. These suspension arms adapt to any incline and travel more than nine feet vertically to traverse virtually any obstacle in front of it. Ventix’s limestone rock formations create an even greater obstacle for ground forces. the suspension mounts to the main hull on a massive hydraulic platform.T. as the craft requires all of them to maintain balance. With power from a hull-mounted nuclear battery. allowing the hull to tilt or rotate up to 60 degrees in any direction to shift the weight as the craft navigates. Most vehicles including the CMC APC trying to traverse the jagged terrain of Alexandria would quickly find itself hung up. an advantage the Panther lacks.

Since then. PERFORMANCE LOADED WEIGHT: 27 000 kg MANUEVERABILITY: -1 LOCATIONS: STRUCTURE ARMOR MAIN BODY: 2K 1 (50 SDP) WHEELS: 0.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. If the large space defensive systems don’t stop them.25 K (15 SDP) MAX SPEED: 170 ACCELERATION: 60 BASIC ARMAMENT: Twin Linked 25mm Gattling Cannons. Pan Core waits for the next moment the CSC or another ICC Military group attempts to encroach on their territory. allowing use on airless worlds. 3 AIM-90E Headlocks. . the reactor can reduce to half power and divert intakes to external vents. capable of positioning itself virtually anywhere on a planet. After the CSC lost its initial battle and retreated from Alexandria. Reactor power diverts energy to the four wheels equally by default but can be altered to any front/rear ratio. The Panther. also doubles as a portable Surface-To-Air missile site. The Panther sees use on every single world controlled by The Sphere. The rear seat controls navigation and operates the support system as well as directing and firing the missiles from its two side pods. The vehicle can also travel in higher gravity environments. Its durability and all-terrain movement makes it invaluable in virtually any situation. Usually the standard payload contains six missiles. These missiles are always guided and are usually surface to air missiles. It supplies its own complete life support system.5 (25 SDP) 0. allowing outside air to cool the system. Of course. Coolant is supplied by onboard nitrogen tanks but to extend range or to replace the system if the tanks get ruptured. Two of the following (or two of the same): 3 AGM-204A TSAMs. 1 XIM-28A Long Lance. the Panther make the last stand and the last hope. the is only effective in atmospheres with compatible gases. although classified primarily as a ground attack ATV. the demand for a ground craft became paramount.

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

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