PLUG IN:
THE ALIEN COLD-WAR
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This plug-in is a completely original concept developed from previously written material from 
the Leading Edge RPG and William Gibsons unused Alien3 script.
The majority of the photos on this site are created by Jean Vouillon with his permission.
I am greatly thankful for his support and amazing artwork.
Additional artwork by Philip H. Williams, copyright 2003, used with permission.
Anyone also identifying their artwork should contact me so I can properly differ credit.



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

Terran Trade Alliance

    The seat of power for the majority of the human race resides still on the home planet.  Earth contains more people on it then the rest of colonized space.  Even in the distant future, it still resides the nexus of the human race.  Thus lies its problem.  The majority of its population works for one of the “Big 5” but by charter must be governed by the TTA.  Only when a citizen leaves the bonds of the Earth/Moon do they fall under Interstellar Commerce Commission (ICC) law.  This is the reason why most of the largest corporations don’t place their primary headquarters on Earth, preferring to park their head office on their own controlled worlds or even a world controlled by a larger or allied company. 

Illustration copyright 2003, Philip H. Williams.

    The TTA is an enlarged version of the old United Nations of old.  Enlarged in both scope and in doctrine.  It more than covers the rules of conduct between nations but now covers all trade between the nations of Earth.  It expands further to include the support of the local military.
    It became clear to the Earth nations that peace was the best course of action…in the end it all came down to money.  Only together, could the Nations of Earth gain a foothold in the future.  The TTA seats not officials and diplomats but the leaders of the free world themselves.  The TTA doctrine includes complete free trade between its Nations and an open border policy.  However, even with all this, most of their influence does not spread beyond their own world.  There is very little need with the protective blanket of the corporations around them.  The TTA also has no significant military force save for its own local ground army and perimeter defense. 
    NOTE:  Past CL6, approaching the turn of Alien: Resurrection (or CL7), this same TTA Military would later reform and restructure itself to form the United System Military.
    The TTA is not without grunt however.  They comprise almost a 15% investment in the Colonial Marines, an investment made in order to keep any single Company from monopolizing such a sizable military and to ensure the CMC’s independence from Corporate Militia. The TTA operates all stations and bases in the Earth/Moon system.  This includes Gateway station and the Lunar Shipyards.  Even Mars is Company controlled.  Because of the massive influence and potential for manipulation from the companies, many outside of Earth (especially those living on other worlds) believe the TTA to be gutless and have a bloated sense of power.  Many further believe that the TTA is corrupt and only operates from the directives given to it from the ICC—the real initials of power in Human controlled space.
    As for the planet itself, it still grows out of control.  Crime runs more rampant than it ever did before.  Even though the Nations have control over their own land, they seem to be increasingly loosing control of their people.  Ethnic, religious, and social minorities have seceded from many of the weaker Nations and established their own small states.  Wealth and social status on Earth range from the most desperate poverty and oppression in history to unprecedented levels of riches and power.  There are many millions of people who live uneasy middle-class lives in a world with few certainties.  And next to their simple communities, surrounding the places where they work, are the dispossessed; billions of people who work at menial jobs or survive on government subsidies, or who prey on others.  Many ethnic groups and fringe religions have established their own small nations, sometimes with corporate backing, and the safety of people and facilities in those areas could easily be imperiled. There are even areas where there is no law; where local wars have erased all government and the nation or nations who own the land have given up on the attempt to administrate.
    The TTA itself is a governing body that resides in New York City and seats more than 50 administrators.  Many countries were aloud to seat one, while several smaller countries had to merge for a place on the TTA.  Several countries still insist on not aligning with the governing body but their numbers are too small to mention.
    CL3:  With the increase in Xenomorphic threats, the TTA eventually signed a Trade agreement with Alexandria.  This caused a major rift between the TTA and the Companies and forced much of the budget of the Colonial Marines to be cut when many corporations jumped ship.   
    CL5:  When the Xenomorph outbreak spread to Earth, the TTA was left in shambles.  With the millions of people killed and the subsequent eradication of the alien infestation via nuclear weapons, virtually nothing remained.  However, many believe that the TTA simply reformed.  With the newly formed government starting from Alexandria, the Human race had a new cradle to which to grow…
    Of course, when Earth became livable, the few companies that remained made a note that the governments that took power back on Earth were under their control…that resulted in more problems occurring in a few centuries…

Alexandria

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

 
The Capitol of Alexandria shares the name of the Colony.

Illustration copyright 2003, Philip H. Williams.

    It seemed harmless at first.  Less than 50 years after the colony was originally formed, the companies that had invested so much time and money realized the population base had grown so massive; many citizens weren’t even working for them.   The last census read 30 million but it became clear the number was close to 60 million.  When several outer veil colonies declared independence, Alexandria decided to reluctantly follow.  They formed their own government and placed the seat of power at the capitol colony.  However, the other worlds were quickly overrun and many simply surrendered without a fight, ending the revolution before it began.  Alexandria, however, was not given the option to surrender.  Previously the perimeter militia had struck and secured Ventix, cutting off the supply runs from the corporate staff on planet.  The staff defected and the company head on Alexandria were quickly deported.  When the ICC turned its attention on Alexandria after the other worlds fell, they discovered a larger threat than the other worlds put together. 
    In a few short months, Alexandrian Government’s Military arm, “PanCore” had taken control of a major manufacturing complex and from Ventix, they produced a sizable force in a very short time.  By the time the ICC had gotten their forces together to strike back, “PanCore” forces struck first, securing another foothold, this time with the Crestus Prime Garrison systems.  Previously uncolonized, “PanCore” discovered these worlds were a great castle wall for normal shipping lanes.  There…they stopped.  Alexandria, aware they may be spreading too thin, fortified themselves.  With enough rich planets under their control, they turned their attention to making the most of what they accomplished. 
    The ICC was not pleased and a corporate military force attempted to strike at the Garrison systems.  They failed.  The ICC quickly requested the CMC move in.  However, the TTA stopped the attack and re-wrote the orders to simply barricade the system and refuse entry of any vessel.  This created a stalemate that exists today.  Because so many illegal shipping lanes exist beyond the primary ones listed, trading still exists between Alexandria and outer veil colonies in the surrounding sectors. 
    The TTA and Alexandria don’t consider each other threats and only the pressure from the Companies keep the CMC positioned there.  There have even been reports of the vessels from PanCore and the CMC engaging in illegal fraternization.  Defections between military personnel are highest at this border. 

pcS-001 Proteus Fighters through the ridge belt over Ventix

    When Alexandria separated, it created a semi-democracy.  The people in power were voted there, but the citizens are not, by all means, and free.  However, many tolerate this situation since it’s far better than most other colonies get.  Most understand that the government asks a lot of their civilians since the growing Nation is still on an uphill climb.  The whole sector is on a constant defense stance.  Everyone is expected to pitch in and help the effort to defend and improve the nation.  The Alexandrian Government, many refer to as the “Sphere”, tables six people, each representing a different facet of the community…from farming and manufacturing to administration and military.
    Every citizen is expected to serve four years for the government in one of these areas before moving into a career of choice.  It is a form of military draft but the military is not the only option.  The majority of the population is eager to work for the civilization that they helped create.  Many understand that expanding the power of the Sphere and protecting the borders are paramount especially with the constant pressure from the ICC.  PanCore currently patrols a sizable motive force at Ventix and at Alexandria.  Crestus Prime stations more static personnel and usually serves no more that a port for the Pan Core forces.  Defensive stations make a direct attack on Crestus futile.  Any attempt to work around Crestus and attack Ventix or Alexandria directly would result in an advance notice as perimeter scanners stretch out far from the worlds.  The ICC, however, completely ignores Abdullah and still allows vessels to pass through the Crestus shipping lane back to the CSC. 
    Corporations still exist on Alexandria and some are rather large.  However, they all must obey strict laws put forward by the Sphere preventing monopolies or takeovers.  Even the largest pales in comparison to even the smallest ones in the ICC.  They also work with the Sphere but hold little power deciding the fate of the people and government. 
    The reason why Alexandria is considered so much a threat to the ICC, more than the UPP, is simply because of their refusal to follow ICC regulations and the richness of the world they run.  Alexandria is considered the single best colonyworld in known space.  Some say it resembles Earth before man corrupted it. 
    CL3:  When the alien threat started knocking on their door, Pan Core fortified and prevented any infestation from reaching their worlds.  The Sphere put forward a wise order the moment the aliens emerged…total extermination.
    CL6:  When Earth fell, and the Alien threat diminished, Alexandria opened its doors.  Without a blockade and with a new alliance with the CMC and the remnants of the TTA, The Sphere directed Pan Core to expand out of their borders.  The Outer Veil colonies surrounding Alexandria opened their doors and joined the Sphere, instantly doubling the size of the Para-Colony Authority, as it would later be known.  The CMC would then merge with Pan Core and form the Para-Military Corps. 

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

MILITARY ARMS

Colonial Marine Corps
    Refer to the CMC chapter in Stage One Rules…

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

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

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

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

    "Have your actions or behavior adversely impacted or are they likely to impact on the efficiency or operational effectiveness of the Army?"

    Those in positions of authority, at whatever level, have a duty of care towards their subordinates, looking after their interests, and ensuring that they fully understand what is expected of them. This duty of care extends to ensuring that individuals who raise concerns have their complaints dealt with in a thorough and timely manner.

Progressive People’s Army (PPA)

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

Basic Points :
-The UPP cannot afford to lose a single war.
-Defensive on the strategic level, maintain territorial ambitions.
-Desire to avoid war by political means and a credible deterrent posture.
-Preventing escalation.
-Determine the outcome of war quickly and decisively.
-Combating major threats to the UPP.
-Very low casualty ratio.
   
    The PPA is the UPPs military force. The PPA is subordinate to the directions of the laws of the state. The goal of the PPA is to protect the existence of the UPP and her independence, and to thwart all enemy efforts to disrupt the normal way of life.
    PPA soldiers are obligated to fight, to dedicate all their strength and even sacrifice their lives in order to protect theUPP, her citizens and residents. PPA soldiers will operate according to the PPA values and orders, while adhering to the laws of the state and honoring the values of the UPP as a properly governed state. 

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

SPECIAL FORCES


    Marine Special Forces
(See Marine Chapter)

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

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

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

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

    The Oblagon
Oblagon Motto: Who Dares Wins

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

WEAPONS
Alexandria

WEAPON
WA 
RANGE
DC
ROF
SHOTS
EV
COST
AHAS Heavy Pistol 
+1 
150 m 
3
3
10
1 600
AHAS Pulse Laser Pistol
+3 
100 m 
4
2
30  
0
2 000
AHAS Medium Rifle
-1
900  
4
30
90
0
3 000
AHAS Pulse Laser Rifle
+2
1 000m 
40
100 
-1 
8500
AHAS Sniper Laser Rifle 
+7*
3 000 m
6
1
15 
-1
9 000
AHAS Portable Particle Gun
-2
1500
8 (.5k)
5
50  
-2
10 000

UPP

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

WEAPON DESCRIPTIONS

ALEXANDRIA
    Alexandrian Heavy Armed Services (AHAS) Heavy Pistol:  The AHAS is the only weapon contractor in Alexandria.  Even still, it pales in comparison to the massive military divisions of even the smallest ICC corporations.  Their first design was the Heavy Pistol, standard equipment on every soldier of Pan Core.  Larger and bulkier than standard CMC sidearm, the HP sports a larger shape and higher capacity.  However, it looses its concealability.  The major common ground between AHAS weapons and the AKH and SVD weapons of the UPP are reliability.  There are often times when units are far from the home world where the weapon are made unlike the CMC, which spreads supply routes all across the Network.  Weapons need to always work and never jam.  However, Alexandria and the UPP take different routes to meet these ends.  AHAS makes very pricey weapons that take longer to make but result in a very sturdy design.  UPP weapons are reliable because if their simplicity.  It all started with the Heavy Pistol.  Newer technology became available quickly to reduce the size of the weapon, but most stubborn units still insist on the old design.
    AHAS Pulse Laser Pistol:  AHAS’s major advancement in weapons, an advancement that frightened most members of the ICC (especially the CSC), was finally being able to reduce the optical systems of laser weapons.  First came the rifle…soon after came the pistol.  The weapon is considered unpopular because of its “lack” of  recoil.  Most soldiers in combat feel they need feedback from their weapons, which the pistol lacks.  Because of the pulse motor in the rifle, a sort of “recoil” exists, but this motor in the pistol is so small, feedback is nominal.  Although the barrel seems large, the laser is quite small, requiring the massive opening to hold the optical and capacitor systems to create the energy pulse.  Not strictly a laser, the energy weapon creates a tiny bubble of energy not unlike “ball lightning” which then fires and tremendous speed towards its target.  Beyond the maximum range, the bubble dissipates and is harmless.
    AHAS Medium Rifle:  Before the advent of Pulse laser technology, AHAS developed their own slug rifle based ICC issue dating back to before the Outer Veil Rebellions.  The weapons were blueprinted and redesigned with a larger shell and firing rate.  They carry the caseless ammunition similar to the CMC Pulse Rifles but the shells are slightly larger.  AHAS, although using top of the line technology, will always work from a stable strata.  The result is seen in all their designs.  Both the AHAS MR and PLR and PPG all have almost identical base setups.  The PLR and MR even share similar parts, even though one fires bullets and the other fires pulse energy.  The MR has shortened range in comparison to the CMC M42A but is equipped with a standard flash suppressor.  
    AHAS Pulse Laser Rifle / AHAS Sniper Laser Rifle:   The prototype design for the PLR is almost identical to the production design.  The original took the base setup of the AHAS MR and built around it a complicated capacitor/optical system where the pulse laser would fire.  Even the barrel was retained from the original design.  The biggest alteration, however, is the deliver system.  Like the Pulse Laser Pistol, the PLR fires small fragments of bottled energy fed through a large capacity clip.  Unlike the PLP, the PLR clip is large and cumbersome and weighs almost 15 lbs on its own.  Its is also quite large and most soldiers don’t carry more than a second reload into combat.  For this reason, the weapon still has yet to catch on the mainstream on the Crestus Prime Systems.  Ventix and Alexandria perimeter defense use this weapon exclusively.  However, expeditionary forces still rely on the less cumbersome Medium Rifle.  Surprisingly, because of the AHAS obsession for quality, the PLR is as reliable as the Medium Rifle, even though more than double the cost.  The SLR (Sniper Laser Rifle) looks almost identical to the PLR save for the massive scope and sensor attachment and the fact that the barrel is two inches longer.  Also the SLR sports a collapse able mounting tripod and further electric sensors including magnetic and gravity “feelers”—needles that stick from the front of the firing assembly.  The SLR reduces its capacitor and refocuses the lens for a longer/powerful shot.  The energy bubble is also longer, casting more of a straight energy beam rather than a pulse.
     AHAS Portable Particle Gun:  Between the rifle and pistol, the AHAS wanted to develop a distinct portable kill weapon for use on the Crests Prime systems when the eventual attack from the CSC would occur.  However, they wanted to steer away from the cumbersome heavy kill weapons like the PIG and create a more portable unit which could fire repeatedly at multiple targets without reloading.  Based once again on the Medium Rifle design, this time it incorporates a much larger battery, which is so large and cumbersome, usually, carrying the PPG into combat is a two man team.  There is an optional separate battery-backpack (-2 EV) available only for unique situations which can either be carried by another or strapped to the back of the firer (adding major encumbrance).  However, this backup removes the need of the capacitor clip and supplies 150 rounds before recharging (24 hours connected to a nuclear reactor or equivalent power source).  The PPG has seen very little active duty since there has yet to be a major engagement with any forces that justifies the use of such a large weapon.


U.P.P.

    SVD Hold Out Pistol:  Small, robust, and built on a platform more than 100 years old, the Hold Out is the standard side-arm for all division of the UPP.  SVD originally was formed to construct ground vehicles for the UPP military machine.  As they developed beyond, and the demand for ground transports reduced, SVD (Special Vehicles Division) started constructing weapons based on designs they had stolen from ICC Corporations.  The Hold Out was the first.  Simple and almost impossible to jam, the design has remained unchanged in 50 years.

    SVD Heavy Sniper Rifle:  Loosely based on the CMC design, the UPP standard Sniper rifle lacks many of the refinements of the superior CMC model.  It lacks in range and accuracy but is often modified by their owners to offset these disadvantages.  This robust nature of all UPP designs has resulted in a very unique edge to each Sniper Rifle.  Every dedicated Sniper is assigned a Rifle for his or her career.  They are held responsible.  Snipers in the UPP often sleep with their rifles and it will die to protect their weapons.  As a result, as said, they are often slightly to heavily modified to change their conceal ability or to increase the range, accuracy, or punch.  However the unique muzzle shape remains a signature feature of all of them. 

    AKH Assault Rifle:  Controversy arose when UPP soldiers in the field were seen sporting Tradex SMG-Alpha-01 Machine Rifles.  The weapons were smaller and lighter than the rifle of choice before then.  That was the AKHAS (“Ackas”).  The Assault Rifle, built by the dedicated weapon firm, AKH, carried a double purpose.  The weapon shocked opponents with its intimidating appearance before even firing a shot.  Unfortunely for the opponents, the bark is not worse that its bite.  The weapon is heavy but not too heavy, still being hand held by many troops in the field--the support arms being more than an afterthought to those weaker soldiers in the field.  The weapon is loud, has a mother of a recoil and will usually take down a target in one round.  The only disadvantage is a lower firing rate than the M42A.  However the cumbersome design resulted in many outfits switching over to the Tradex weapons.  However these expensive weapons are mostly reserved for the front line spacecraft and expeditionary troops.  The troops of Rodina and Barabazon still use the Assault Rifle exclusive.
       AKH Heavy Pistol:  The step up from the Hold out is the Heavy Repeating Pistol.  The major drawback is it’s conceal ability.  The weapon carries an intimidating clip, which holds the 30 rounds.  The weapon can fire multiple rounds on top of each other.  Like the Assault Rifle, the weapon is cumbersome and is often too large for most to carry with one hand.  Overall, the HP is not as popular as the Hold Out, being mostly used as the main sidearm for station security.
    AKH ER Grenade Launcher:  Another design that arose from the AKH is this age old grenade launcher, modified with greater range and versatility.  The Launcher became more common as the Trades SMG Alpha-01 started to replace the AKH Assault on the front lines.  The Tradex lacked an under mount grenade launcher so many heavy weapon officer were equipped with the ERGL as a secondary.  Its primary fault lies with its firing rate but makes up for in range, beating out both the CMC issue Grenade Launcher and the M42 Undermount.
    TRADEX SMG-ALPHA-01:  Tradex continued their trend of using smaller ammunition into the Alpha-01.  The Alpha-01 carries a similar round as the Assault, only with a much larger ammo capacity.  It also has a better accuracy but at the risk of a lower rate of fire.  The weapon gathered controversy, as an identical design is the standard firearm for infantry n the UPP.  It is unsure if the design was copied or sold. However, Tradex stock did not take the plummet it was expected to take when this information arose…instead, they recorded record earnings.  The investigation still has not brought any new evidence to the surface.


 

SPACECRAFT

ALEXANDRIA

GPU Transport

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

    STASISTICS

Variant   Body WT Armor MV Move Mach Orbit SR
GPUT  10 35 000 1 -9  5 -- 10 --
(Military) 10 38 000  3 -7  6 -- 12 --

Communication Range:  n/a, FTL
Crew:  2 – Up five total.
Additions:  Fire Retardant.
Evacuation:  1 EEV, 5 space suits.
Armament Package:  1 Stunner
    Military:  3 Stunners, 1 Flamethrower
Range:    Atmosphere:  N/A
    Orbital:  Unlimited
    FTL:  8
    FTL Speed:  0.7
Craft Slots:  0
Cargo Slots:  50
Automatic Systems:  10 Base skill
Hardpoints (Military):  One
Basic Armament:  None.
    Military:  800 mv Particle Beam.

PCS-245 INTRUDER TRANS-ATMOSPHERIC INTERCEPTOR

 
The “orange” markings denote Alexandrian Perimeter Defense Force.

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



    STATISTICS
Variant 
Body
WT
Armor 
MV
Move
Mach
Orbit
SR
PCS-2454
3
14 
2
0 / +1*
300
5
10
20

*In an atmosphere.
Communication range: 5000 km
Crew:  1 Pilot.  Life support for 2 personnel.
Maneuverability:  +1 dodge of guided missiles.
Additions:  Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
Evacuation:  1 Parachute, 1 Space Suit.
Armament package: 2 Pistols.
Range:    Atmospheric:  5 000 km                         Orbital:  10 AU

PCS-177 MEDUSA INTERDICTOR CARRY-ALL
 
    Like, the CMC Cheyenne, the PCS-177 Medusa served a multi-purpose.  It could not only transport troops quickly in space and to the surface in a combat situation but could double as an effective combat unit it of itself.  The similarities between the designs end there.  Both models differ in size, weapons, systems, and in cargo capacity.  The Medusa is significantly larger (over 5 feet longer) and sports a larger capacity for troops.  Where the Cheyenne can carry an APC with troops inside, the Medusa can carry them separately if needed.  The Medusa still only sports one cargo area but another equivalent holds additional troops, doubling the size of the its transport force.  Of course, this increased size reduces maneuverability.  When in space or in compact mode, the large wings bend towards the hull, placing its side engine ports flush with the hull.  When entering an atmosphere, the wings spread. 
    When approaching the surface, another unique ability emerges.  The cargo module on the Medusa can detach.  With parachute and rocket support, the cargo module can be released as high as 2 000 feet and land safely on planet.  The module can later be retrieved with relative ease.  Usually, considering the complexity of detaching and reattaching and the chance that the module may get damaged on planet, the Medusa reserved this ability only in emergencies, preferring to land and safely deploying its troops and then hovering to provide ground cover. 
    Considering that most Alexandrian forces are geared for defense, the Medusa has not been manufactured in large numbers, only being reserved for orbital bases above Alexandria and Ventix.  Not that it wouldn’t be effective in combat.  Two very powerful Atlas-369 Engines provide more than enough thrust for it to even outrun an PCS Intruder in space.  In an atmosphere, however, the roles are definitely reversed, as the Medusa quickly finds itself overmatched by dedicated fighters.  The Medusa only requires one pilot and doesn’t even carry backup controls for the co-pilot, which sits perpendicular behind and below the cockpit.  From a flight system, a CMC Pilot could easily adapt to the controls since the cockpit was based on plans stolen from the CMC before the end of the Outer Veil Rebellion.  Weapons include a Gattling cannon similar to the Cheyenne weapon system but lacks most of the missile payload. 
    At CL3, the craft saw use within the CMC when the Trade Agreement was signed.  Some Conestogas were even converted to take the larger dropship.


STATISTICS

Variant
Body
WT
Armor
MV
Move
Mach
Orbit
SR
PCS-177
6
55
4
-3
300
1
10
30

Communication range:  3000 km
Crew:  1 Pilot, 1 optional gunner.  Life support for up to 75 personnel.
Maneuverability: +2 dodge of guided missiles.  +1 Dodge in space.  
Additions:  Fire Retardant, Flares, Raft, Emergency Rations, and Sleeping Bags.
Evacuation:  Parachutes--60
Armament package:   20 AHAS Heavy Pistol, 20 AHAS Medium Rifles, 2 AHAS Portable Particle Guns
Range:    Atmospheric:  15 000 km
    Orbital:  150 AU
Cargo Slots:  1  (additional room for 30 personnel)
Basic Armament:  (CMC Equivalent) -- 1x25 mm "Gargoyle" Gattling, 8x120 mm rockets, 3 x TSAM Missiles, 3xAIM-90 missiles.
 

PCS-423 PREDATOR MULTI-ROLE FIGHTER SPACECRAFT

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

    STATISTICS

Variant Body WT Armor MV Move Mach Orbit SR
PCS-423  6 55 2 -1 / -4* 400 7