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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.
The TTA is an enlarged version of the old
United Nations of old. Enlarged in both scope and in doctrine.
It more than covers the rules of conduct between nations but now
covers all trade between the nations of Earth. It expands further
to include the support of the local military.
It became clear to the Earth nations that
peace was the best course of action…in the end it all came down to
money. Only together, could the Nations of Earth gain a foothold
in the future. The TTA seats not officials and diplomats but
the leaders of the free world themselves. The TTA doctrine includes
complete free trade between its Nations and an open border policy.
However, even with all this, most of their influence does not spread
beyond their own world. There is very little need with the protective
blanket of the corporations around them. The TTA also has no significant
military force save for its own local ground army and perimeter defense.
NOTE: Past CL6, approaching
the turn of Alien: Resurrection (or CL7), this same TTA Military
would later reform and restructure itself to form the United System
Military.
The TTA is not without grunt however.
They comprise almost a 15% investment in the Colonial Marines, an
investment made in order to keep any single Company from monopolizing
such a sizable military and to ensure the CMC’s independence from Corporate
Militia. The TTA operates all stations and bases in the Earth/Moon
system. This includes Gateway station and the Lunar Shipyards.
Even Mars is Company controlled. Because of the massive influence
and potential for manipulation from the companies, many outside
of Earth (especially those living on other worlds) believe the TTA
to be gutless and have a bloated sense of power. Many further
believe that the TTA is corrupt and only operates from the directives
given to it from the ICC—the real initials of power in Human controlled
space.
As for the planet itself, it still grows
out of control. Crime runs more rampant than it ever did before.
Even though the Nations have control over their own land, they seem
to be increasingly loosing control of their people. Ethnic, religious,
and social minorities have seceded from many of the weaker Nations
and established their own small states. Wealth and social status
on Earth range from the most desperate poverty and oppression in history
to unprecedented levels of riches and power. There are many
millions of people who live uneasy middle-class lives in a world with
few certainties. And next to their simple communities, surrounding
the places where they work, are the dispossessed; billions of people
who work at menial jobs or survive on government subsidies, or who
prey on others. Many ethnic groups and fringe religions have established
their own small nations, sometimes with corporate backing, and the safety
of people and facilities in those areas could easily be imperiled.
There are even areas where there is no law; where local wars have erased
all government and the nation or nations who own the land have given up
on the attempt to administrate.
The TTA itself is a governing body that
resides in New York City and seats more than 50 administrators.
Many countries were aloud to seat one, while several smaller countries
had to merge for a place on the TTA. Several countries still insist
on not aligning with the governing body but their numbers are too
small to mention.
CL3: With the increase in
Xenomorphic threats, the TTA eventually signed a Trade agreement
with Alexandria. This caused a major rift between the TTA
and the Companies and forced much of the budget of the Colonial Marines
to be cut when many corporations jumped ship.
CL5: When the Xenomorph outbreak
spread to Earth, the TTA was left in shambles. With the millions
of people killed and the subsequent eradication of the alien infestation
via nuclear weapons, virtually nothing remained. However, many
believe that the TTA simply reformed. With the newly formed government
starting from Alexandria, the Human race had a new cradle to which
to grow…
Of course, when Earth became livable, the
few companies that remained made a note that the governments that
took power back on Earth were under their control…that resulted in more
problems occurring in a few centuries…
Alexandria
If someone were to be asked about the greatest threat to future
progression of mankind, the answer would depend on the individual
being asked. Ask a civilian from an inner colony world, they
would claim the only real threat are the companies and what they are
willing to do from money. Ask a pilgrim in a distant outer-veil
world; the increasing threat of rumored alien killing machines takes
over. Ask the TTA or the Colonial Marines, the answer comes from
the Neo-Communistic state of the UPP. However, ask any suit
sitting on a chair of power in any corporation of any power, all will
respond the same…Alexandria.
The Capitol of Alexandria shares the name of
the Colony.
It seemed harmless at first. Less than 50 years after the colony
was originally formed, the companies that had invested so much time
and money realized the population base had grown so massive; many citizens
weren’t even working for them. The last census read 30
million but it became clear the number was close to 60 million.
When several outer veil colonies declared independence, Alexandria
decided to reluctantly follow. They formed their own government
and placed the seat of power at the capitol colony. However, the
other worlds were quickly overrun and many simply surrendered without a
fight, ending the revolution before it began. Alexandria, however,
was not given the option to surrender. Previously the perimeter
militia had struck and secured Ventix, cutting off the supply runs from
the corporate staff on planet. The staff defected and the company
head on Alexandria were quickly deported. When the ICC turned
its attention on Alexandria after the other worlds fell, they discovered
a larger threat than the other worlds put together.
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
|
0
|
1 600
|
|
AHAS Pulse Laser Pistol |
+3
|
100 m
|
4
|
2
|
30
|
0
|
2 000
|
|
AHAS Medium Rifle |
-1
|
900
|
4
|
30
|
90
|
0
|
3 000
|
|
AHAS Pulse Laser Rifle |
+2
|
1 000m
|
4
|
40
|
100
|
-1
|
8500
|
|
AHAS Sniper Laser Rifle |
+7*
|
3 000 m
|
6
|
1
|
15
|
-1
|
9 000
|
|
AHAS Portable Particle Gun |
-2
|
1500
|
8 (.5k)
|
5
|
50
|
-2
|
10 000
|
UPP
|
WEAPON |
WA
|
RANGE
|
DC
|
ROF
|
SHOTS
|
EV
|
COST
|
|
SVD Hold Out Pistol |
0
|
100 m
|
2
|
3
|
18
|
0
|
300
|
|
SVD Heavy Sniper Rifle |
+3
|
2 000 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.
|
Variant |
Body
|
WT
|
Armor
|
MV
|
Move
|
Mach
|
Orbit
|
SR
|
|
PCS-2454 |
3
|
14
|
2
|
0 / +1*
|
300
|
5
|
10
|
20
|
*In an atmosphere.
Communication range: 5000 km
Crew: 1 Pilot. Life support for 2 personnel.
Maneuverability: +1 dodge of guided missiles.
Additions: Fire Retardant, Flares, Raft, Emergency Rations,
Sleeping Bag.
Evacuation: 1 Parachute, 1 Space Suit.
Armament package: 2 Pistols.
Range: Atmospheric: 5 000 km
Orbital: 10 AU
PCS-177 MEDUSA INTERDICTOR CARRY-ALL
Like, the CMC Cheyenne, the PCS-177 Medusa
served a multi-purpose. It could not only transport troops
quickly in space and to the surface in a combat situation but could
double as an effective combat unit it of itself. The similarities
between the designs end there. Both models differ in size, weapons,
systems, and in cargo capacity. The Medusa is significantly
larger (over 5 feet longer) and sports a larger capacity for troops.
Where the Cheyenne can carry an APC with troops inside, the Medusa can
carry them separately if needed. The Medusa still only sports one
cargo area but another equivalent holds additional troops, doubling the
size of the its transport force. Of course, this increased size
reduces maneuverability. When in space or in compact mode, the
large wings bend towards the hull, placing its side engine ports flush
with the hull. When entering an atmosphere, the wings spread.
When approaching the surface, another unique
ability emerges. The cargo module on the Medusa can detach.
With parachute and rocket support, the cargo module can be released
as high as 2 000 feet and land safely on planet. The module can
later be retrieved with relative ease. Usually, considering the
complexity of detaching and reattaching and the chance that the module
may get damaged on planet, the Medusa reserved this ability only in
emergencies, preferring to land and safely deploying its troops and
then hovering to provide ground cover.
Considering that most Alexandrian forces
are geared for defense, the Medusa has not been manufactured in
large numbers, only being reserved for orbital bases above Alexandria
and Ventix. Not that it wouldn’t be effective in combat.
Two very powerful Atlas-369 Engines provide more than enough thrust
for it to even outrun an PCS Intruder in space. In an atmosphere,
however, the roles are definitely reversed, as the Medusa quickly finds
itself overmatched by dedicated fighters. The Medusa only requires
one pilot and doesn’t even carry backup controls for the co-pilot, which
sits perpendicular behind and below the cockpit. From a flight
system, a CMC Pilot could easily adapt to the controls since the cockpit
was based on plans stolen from the CMC before the end of the Outer Veil
Rebellion. Weapons include a Gattling cannon similar to the Cheyenne
weapon system but lacks most of the missile payload.
At CL3, the craft saw use within the CMC
when the Trade Agreement was signed. Some Conestogas were even
converted to take the larger dropship.
STATISTICS
|
Variant |
Body
|
WT
|
Armor
|
MV
|
Move
|
Mach
|
Orbit
|
SR
|
|
PCS-177 |
6
|
55
|
4
|
-3
|
300
|
1
|
10
|
30
|
Communication range: 3000 km
Crew: 1 Pilot, 1 optional gunner. Life support
for up to 75 personnel.
Maneuverability: +2 dodge of guided missiles. +1 Dodge
in space.
Additions: Fire Retardant, Flares, Raft, Emergency Rations,
and Sleeping Bags.
Evacuation: Parachutes--60
Armament package: 20 AHAS Heavy Pistol, 20 AHAS
Medium Rifles, 2 AHAS Portable Particle Guns
Range: Atmospheric: 15 000 km
Orbital: 150 AU
Cargo Slots: 1 (additional room for 30 personnel)
Basic Armament: (CMC Equivalent) -- 1x25 mm "Gargoyle"
Gattling, 8x120 mm rockets, 3 x TSAM Missiles, 3xAIM-90 missiles.
PCS-423 PREDATOR MULTI-ROLE
FIGHTER SPACECRAFT
PanCore’s Predator model emerged from the
Pan Core Research and Defense arm and stood the first model exclusively
designed from the ground up with no a single fragment of its blueprints
lifted from a stolen ICC schematic. The Predator is a totally
original design from the ground up. The single-man craft’s
most obvious feature are its massive twin Warlock-6 Fusion Engines that
accelerate the craft faster than any other known to man. In hard
straight line acceleration, the craft’s only limit is the health of its
pilot, the Predator can pull over 9gs and can maintain that acceleration
for extended periods…and this is just straight line. The craft’s
specs indicate a much higher stress rating.
Vectored thrust assists maneuverability
in an out of an atmosphere. Diverting thrust enables vertical
take-off and landing. Even still, atmosphere limits the craft
significantly from the lack of a decent aeroform. The Predator
can launch from the surface of Alexandria and achieve the surface ceiling
in under 45 seconds.
From the edge of its aeroform, four 25
mm Cannons comprise the primary armament. In bays next to the
engines, a variety of rockets and missiles lay nestled, concealed behind
armor. These include both dumb fire rockets and very accurate
STS Interceptor Missiles.
The Predator’s primary role remained in space.
Its massive power equaled long range. It could operate almost
limitless within its assigned system, seldom being assigned to a spacecraft
considering its significant size. It could very well move from
any Alexandrian system if it only had a jump drive. To test the
range, the prototype ran full throttle and actually traveled from Crests
Prime 1 and Crestus Prime 2 without refueling.
This design would never survive the budget cuts of an ICC corporation.
In Alexandria, such a design is allowed to flourish. The Sphere
felt the need to have a craft that could properly protect an entire
system but only be based from a single world. ICC Corporations
usually only care about the protection of their mineral rights. However,
Alexandria’s highest priority remains its sovereign space, so having
a craft that could properly patrol that space became paramount.
Because of its extended range, the
craft’s size did make room for a small crew area about the size of
a small Winnebago where the pilot and co-pilot could live in relative
comfort. Some patrols, especially those around Alexandria itself,
could last several days at a time. The Predator stands the largest
fighter-class operating today.
At CL3, when the Terran Trade Agreement
was signed, this craft was the first design brought into the CMC ranks,
as the Colonial Marines lacked a good long-range interceptor punch.
At CL5, when corporations began to fall, many newly independent colonies
s became equipped with them.
STATISTICS
|
Variant |
Body |
WT |
Armor |
MV |
Move |
Mach |
Orbit |
SR |
|
PCS-423 |
6 |
55 |
2 |
-1 / -4* |
400 |
7 |
50 |
100 |
* -4 in an atmosphere
Communication range: 10 000 km
Crew: 1 Pilot. 1 Co-Pilot. 2 bunks in a
rear hold.
Maneuverability: +2 dodge of guided missiles.
Additions: Fire Retardant, Flares, Raft, Emergency Rations,
Sleeping Bag.
Evacuation: 2 Parachutes, 2 Space Suits.
Armament package: 2 pistols.
Range: Atmospheric: unlimited
Orbital: 1 500 AU
Hardpoints: 6
Basic Armament: 4 linked 25 mm Cannons, 8 XIM-28A missiles,
30 150 mm rockets
PCS-101 “BANSHEE” SHORT
RANGE SHUTTLE
Somewhere, an executive at Hyperdine weeps
whenver he sees a photo of the Banshee. Somehwere, a vessel
runs off a regular assembly line numbering in the hundreds utilizing
technology that Hyperdine developed then abandoned… then realized the
mistake they made. Gravity generators have always been a tried
and true technology to re-create gravity on ships. Most don’t
know how they work…They only care about keeping their feet planted.
It generates a gravity wave that reverbareates slightly away from charged
plates built into a ship’s deck. However, more than eight feet
from these plates, this gravity dissapates and is useless, making current
gravity technology limited. Hyperdine discovered a way to generate
a much larger field which would instead manipulate current gravity fields
around it effectively making the craft move itself without convential
drives. However, the cost of research proved too high and when
it was discovered the vessel would be turtle slow, the idea was dropped
alltogether. Now, Alexandria didn’t steal the idea. They
simply took the idea and ran with it. When a top executive left
Hyperdine for Alexandria, he used the Gravity Generator as selling
point for defection. Hyperdine, at the time, didn’t consider
the incident and huge concern.
PanCore Systems’ solution was to not use
the generator to move the craft but simply make it weightless and
use conventional drives to propel it from destination to destination.
This proves successful to a degree. The generators, became severaly
limited with larger masses and eventually the size of the generator
needed to be almost as large as the vessel it was equipped to.
The middle ground became the Banshee. Classified simply as a
shuttle, it turned into the most common personal transport in Alexandrian
controlled space. Its ability resides in its manueverability.
The craft can navigate almost any course, on any terrain, in almost any
gravity field. The prospect of turning the craft into a weapon’s
platform fell through when it was realized how much power the generator
took to sustain itself. Firing a weapon or launching a missile
resulted in the generator cutting out suddenly. Eventually, PCS
managed to create models equipped with a single external PPG (a railcannon’s
recoil prooved detremental to the craft) and this craft sees use around
a few colony worlds. However, in space, the craft sees little
use other than as a shuttle since its quite fragile.
STATISTICS
|
Variant |
Body |
WT |
Armor |
MV |
Move |
Mach |
Orbit |
SR |
|
PCS-101 |
1 |
0 |
1 |
+3 |
100 |
.5 |
15 |
100 |
|
PCS-101M |
1 |
0 |
2 |
+3 |
100 |
.5 |
15 |
100 |
Communication range: 5 000 km
Crew: 1 Pilot. 1 Co-Pilot Life support for 10
personnel.
Maneuverability: No penalties for any gravity field.
Military model carries
a +2 to Guided Missiles.
Additions: Fire Retardant, Flares, Raft, Emergency Rations,
Sleeping Bag.
Evacuation: 5 Parachutes, 5 Space Suits.
Range: Atmospheric: 30 000 km
Orbital: 30 AU
Hardpoints: None
Basic Armament: Military model may be equipped with a PPG.
PCS-X00 PROTEUS SUPERIOTY
FIGHTER (TL3)
When the CMC and Pan Core signed on the
dotted line and formed the Terran Trade Agreement, the ICC became
extremely worried. Not only were they loosing control of the
Colonial Marines, but it also could give a technological edge to a
force they considered to be a threat. Several ICC members especially
Weyland-Yutani attempted to break up this treaty. When that failed
they tried to use the treaty as a way to gain access to the Alexandrian
technology they had been trying for decades to retrieve. However,
increased security at both R&D divisions proved too great.
When the Xenomorph threat spread out of control, many ICC members had
greater problems to deal with than worrying about some cool new spacecraft
the Colonial Marines may get access to.
And in the fledging days of the treaty, the
new models the CMC had access to didn’t appear to have a significant
advantage over models already in use in the ICC. The Intruder
was great in an atmosphere but lacked in space and the Predator was great
in space and slug to maneuver in an atmosphere. Sure the Panther
was a neat design and the potential of the Banshee scared many, but
from the initial outlook, the TTA seemed to have been a lot of hot air.
Then the Proteus emerged.
When CMC R&D gathered all the data
they had acquired from decades dealing with UPP technology and coupled
it with all the data they had in their designs (which were given to
them from various corporations), they got together with PCS designers
to see what worked the best. After several months of strained
wills and broken families, a prototype design surfaced.
The Proteus didn’t start with an idea,
it started with an objective. Simply put, the craft would combine
the best abilities of the Intruder, Predator, Cougar and Stingray Fighters.
It would be trans-atmospheric, and be able to operate equally in both
environments. It would have long range but be compact enough
to fit in a Conestoga drop slot. It needed to be maneuverable
but still be able to pack a punch. With the money of Alexandria
behind it, the CMC engineers realized the extent at which the design
could be pushed. The resulting answer came in the form of a configurable
design—as craft, which could alter itself to the environment it was in…easier
said than done. In an atmosphere, the craft resembles almost any other
stubby winged aircraft. However, instead of Turbines, a set of
the most advanced engines ever constructed sit. These are ZX-01
Event Horizon Engines powered by a single fusion reactor built into main
hull of the craft. ZX-01EV Engines produce an amazing amount of
thrust, almost 50 000 lbs each (and there are four of these), for a craft
that weighs half as much as a Predator Space Fighter. ZX-01 EV
Engines also sport forward and side firing ports and vectored thrust
exhaust for extreme maneuverability. To make top all that, it still
includes more RCS (Reaction Control System) thrusters than any other
space fighter built.
It still cannot break the surface to ceiling
record set fort by the Predator but second place still scares people.
Upon reaching space, the wings past the vertical ailerons move in.
The four Event Horizon engines detach from the wings and slide along
the vertical aileron surfaces to lock on the four external points of
the craft. This increases maneuverability in space significantly,
cause the ship to be the second most maneuverable craft ever designed
in space (only the Banshee can outmaneuver it). It was surprising
when the craft still came in undermass, easily being able to fit snugly
in a dropslot with room to spare.
The one-man craft’s primary armament rests
under the nose. They come in the form of a pair of linked
25mm repeating cannons wired into the eye-movements of the pilot.
The helmet utilizes a Kahn-Cubic wave interface which tracks the
weapon using brain impulses rather than tracking the eye movement
themselves, offering quicker response time.
The one drawback of the design is the lack
of heavy missile armament beyond the primary weapon. Mounted
in sheathes beside the 25mm cannons are an additional pair of cannons,
this time, twin 30mm railcannons fire from a fixed position. The
Proteus also comes stander with a very advanced ECM system for thwarting
incoming guided weapons. In simulations and live testing, the Proteus
successfully outmatched every model it went up against. Only the
Predator with its gargantuan speed and missile load was able to find a
shot off. In the end, nine out of ten times, the Proteus was more
than a match for any vessel it came up across.
The Proteus became the exclusive fighter
of choice within Alexandria the moment it was released. When
the blockade was lifted and the CMC found its budget increase, Proteus
fighters found themselves assigned to CMC vessels around the CSC sector.
As the xenomorph menace spread through the cosmos, the fighter became
more common.
STATISTICS
|
Variant |
Body |
WT |
Armor |
MV |
Move |
Mach |
Orbit |
SR |
|
PCS-X00 |
4 |
30 |
2 |
+2 |
400 |
5 |
40 |
200 |
Communication range: 9000 km
Crew: 1 Pilot. 3 personnel.
Maneuverability: +3 dodge of guided missiles.
+3 in space.
Additions: Fire Retardant, Flares, Raft, Emergency Rations,
Sleeping Bag.
Evacuation: 1 Parachutes, 1 Space Suits.
Armament package: 1 Rifles, May be replaced
with high TL weapons
Range: Atmospheric: unlimited
Orbital: 1 000 AU
Hardpoints: fixed
Basic Armament: 2 linked 30 mm Railcannons,
2 linked 25 mm Cannons
(+2 WA)
PCS-111 “MARIPOSA” HEAVY CRUISER
Without a huge area of space to call their
own, Alexandria’s need for a fleet of cruisers didn’t arise.
However, transportation remained a concern and having a large, portable,
defense port peaked the concerns of Pan Core Officials. The
drafted plans described a much larger vessel than the CMC utilized
in their fleet. The Mariposa rose from the schematics and rolled
from the assembly yards of Ventix less than fifteen years ago.
Since then, seven more vessels emerged.
The Mariposa vessels primary patrol area lies between the Crestus Prime
Garrison systems with one roaming the route between Ventix and Alexandria.
The vessels may be small in numbers but they more than make up for that
in grunt and mass. First the vessels power, more than supplied
by six Atlas-Juggernauts Terrawatt Engines and four Mykelti Ion Pulse
Drives as a backup. This supplies the Mariposa with enough grunt
to outrun even a Conestoga class vessel. Like the Conestoga and
so many other vessels, the Mariposa cannot land, however, unlike the
CMC counterpart, the Mariposa can enter an atmosphere and even get within
1000 feet of the planetary surface in a 1g environment. A vertical
thruster ensures its safety in such an occurrence.
A single Mariposa can completely relay
all actions in a combat situation in space and on the ground, coordinating
all maneuvers through its single command dome. Ship maneuvers
and deck operations are handled through a separate bridge. The hanger
is equipped to carry every class of Alexandrian vessel. Several
hangers hold Medusa transports with a majority carrying both Intruders
and Predator Fighters. Eventually, the latter two would be replaced
with Proteus fighters exclusively.
Even though heavy on automation, the PCS-111
requires a larger crew for administration and support. If the
Conestoga was a light cruiser, the Mariposa would be more of a Carrier,
with higher crew and more broad-purpose missions. It sports four
forward facing Particle Beams, each with a 30-degree firing arc.
At least a dozen railcannon turrets rest peppered across the hull.
Laying flush to the hull both on the top and bottom of the vessel, more
then 40 XIM-Long Lance Missile fire guided towards their targets.
After the TTA was signed and the blockage
lifted, the first vessel to move across the border freely was Mariposa
01, the flagship. When the Xenomorphic war broke out in CL4 and
5, Most vessels remained to protect Alexandria and its colonies.
However, the flagship went on permanent loan to the CMC and became Admiral
Frost’s command vessel throughout the war.
STATISTICS
|
Variant |
Body |
WT |
Armor |
MV |
Move |
Mach |
Orbit |
SR |
|
PCS-111 |
45 |
375 000 |
10 |
-10 |
30 |
0.5 |
15 |
200 |
Communication range: Orbital, FTL
Crew: 3 Navigation, 5 Engineer, 100 Flight Support.
Capsules for 200 Crew and soldiers,
10 000 more capable in Cargo
Maneuverability: +8 to guided missiles.
Additions: Full Stock
Evacuation: 10 EEVs, 300 Space Suits, 50 Drop Pods.
Armament package: Full Stock
Range: Orbital: Unlimited
FTL: 30
FTL Speed: 1.0 ly/day
Drop Slots: 10, all with Medusa Carry-Alls
Craft Slots: 20, with either Intruder, Predator,
or Proteus Fighters
Cargo Slots: 30
Automatic Controls: Base 12 skill
Basic Armament: 40 XIM-28A missiles, 6 Particle beams,
6 30mm Railcannon turrets (each turret has two linked guns),
12 infrared lasers on turrets, 80 orbital mines, and 60 decoys
U.P.P.
CSS-PPA-XAP “ECHAGI” ASSAULT SHUTTLE
Not the prettiest craft in the world, the Echagi Assault
Shuttle started life as regular transport for the PPA forces within
system. However, the need for expansion grew, and PPA command
required a vessel to enter fast and drop a crew on surface and do it
faster than the CMC’s dropship. To succeed at this, engineers
modified the base Echagi shuttle design and equipped it with a unique
deployment system. The Echagi cannot drop vehicles but it can
drop personnel rapidly. The craft simply stops anywhere from ten
to eighty feet from the surface. Individual compartments open
up and personnel drop via simple cables or even through lowered pads.
Up to thirty men can drop from an Echagi craft in less then ten seconds.
The craft could then move into combat formation or leave to retrieve
more personnel.
Like the CMC Cheyenne, the Echagi maintains
a strong combat presence even when it’s deployed its troops.
However, it does lack maneuverability in an atmosphere and would easily
find itself outmatched in an even fight with a trained Cheyenne.
It does match the CMC in firepower, however. It carries a similar
cannon arrangement and missiles in side and front launching concealed
bays.
The cannon is a six-barreled, fix nosed
25mm Cannon. However, twin railcannons also fire from a fixed
mounted on the side pods. The missile system is smaller, less
then half of the top of the line Dropship.
Two PPA-01 Buster Engines power the craft.
Even though they lack maneuverability, the Echagi outmatches in
top speed. The craft’s engines can deploy into “scramble” mode,
which increases its top speed 50%. This design intended for the
craft to penetrate an atmosphere quickly, strafe for cover, deploy
its troops and depart out of range or return for another strafing run.
The craft was not intended to stay still and fire from point.
STATISTICS
|
Variant |
Body |
WT |
Armor |
MV |
Move |
Mach |
Orbit |
SR |
|
CSS-PPA-XAP |
4 |
45 |
2 |
-4 |
50 |
3 |
20 |
20 |
Communication range: 3000 km
Crew: 1 Pilot, 1 Co-Pilot. Life support for up
to 60 personnel.
Maneuverability: +2 dodge of guided missiles. +1 Dodge
in space.
Additions: Fire Retardant, Flares, Raft, Emergency Rations,
and Sleeping Bags.
Evacuation: Parachutes--60
Armament package: 6 Assault Rifles, 10 Pistols.
Range: Atmospheric: 20 000 km
Orbital: 120 AU
Cargo Slots: 0
Hardpoints: 4
Basic Armament: 4 linked 25 mm Cannons, 2 linked Railcannons,
4x120 mm rockets, 16 x 150 mm rockets, 2xAIM-90 missiles.
CSS-PPA-MAC “MADDOX” CORVETTE
The very first design from the Rodina design
lab reflected the UPP directive of effectiveness through the shortest
distance. The Maddox looks ugly—a product of results over style—but
flies remarkable well. Its robust bulk keeps aloft with thrusters
alone considering it carries no aeroform. If engines fail for
any reason, the Maddox drops like a rock. Luckily, an incident
has never occurred involving engine failure. A UPP propriety
fusion drive simply called a B-16 powers the various engines throughout
the hull including the (count them) sixteen pulse ion drives pointed
aft.
The Corvette patrols most of the space controlled
by the UPP and most of the patrols consist of only one or two vessels.
Therefore they have to be moderately self-sufficient. Each Maddox
carries a pair of small docking collars where two Hornet rest docked.
The Hornet crews and the Maddox crew don’t live in a lap of luxury
on board. Living conditions are cramped and dark. Most
crew members on tour cannot last more than three months before needing
a vacation. The UPP is not known for rewarding its crews with
hazard pay and many troops, to maintain their lives, have to take multiple
tours back to back. The PPA does not endorse automation so more
crew members work a Maddox than need be.
Beyond the base two railcannons on the nose,
the Maddox also sports another pointing aft. Two 80mw Particle
Beams fire from mounts on the top rear engine ports. The Maddox
carries a small missile payload as well although not a substantial
one.
In an atmosphere, the Maddox is slow and
cumbersome but landing is capable. Not intended to be a dropship,
the vessel still carries the capacity of several troops even though
most of the time, if needed the vessel ferries to the surface a Leviathan
Battle Tank. The tank is dropped via a collar underneath the vessel.
The Maddox remains the bulk of the PPA space
fleet. More than 85% of the PPA space force is comprised of
Maddox Corvettes most on patrol between Rodina and Barabazon with another
large force roaming the border.
STATISTICS
|
Variant |
Body
|
WT
|
Armor
|
MV
|
Move
|
Mach
|
Orbit
|
SR
|
|
CSS-PPA-MAC |
10
|
225
|
3
|
-5
|
75
|
2
|
20
|
125
|
Communication range: 10 000, FTL
Crew: 1 Pilot, 1 Co-Pilot, 1 Gunner, 1 Engineer.
Life support for up to 75 personnel. Bunks for 25 passengers.
Maneuverability: +3 dodge of guided missiles.
+1 Dodge in Space
Additions: Fire Retardant, Flares, Raft, Emergency Rations,
Sleeping Bags.
Evacuation: 80 Parachutes
Armament package: 4 Assault Rifles, 15 SMG-Alpha,
18 Flame-throwers, 20 Hold Pistols.
Range: Atmospheric: 40 000 km
Orbital: Unlimited
FTL: 6 ly
FTL Speed: 0.8 ly/day
Cargo Slots: 1
Hardpoints: 10
Basic Armament: 3x25 mm Cannons, 8x120 mm rockets, 4xAGM-220
missiles, 2 x TSAM Missiles,
3xAIM-90 missiles, 2 XIM-28A missiles,
2 30mm Railcannons
CSS-PPA-ALX “HORNET” TRANS-FIGHTER
Even though the PPA’s design style resembles the
rugged “tramp-steamer” look reflected in every bit of technology the
UPP builds, few exceptions do exist where designers have taken a flamboyant
approach to a concept and carried that all the way to production.
The Zukov Command Carrier took the opening honors. The last
and most extreme design remains the CSS-PPA-ALX “Hornet”. Meant
to be a counter to the ICC and Alexandrian fighter designs, the Hornet
took a more radical approach, creating a design which could be on
equal footing in any terrain and not be totally dominant in one,
unlike the others, building dedicated craft to dedicated environments
(a dominant space fighter and dominant atmospheric craft).
The Hornet emerged from a design stance to
create a totally original design not based on a single component from
a rival group. This made the project extremely expensive to develop
and produce. In the end, fewer ended up rolling off the assembly
line. Budget cuts forced the project to be cut short. Still,
more than 500 fighters flew into service before the project fell into
the round file. Each vessel cost almost as much as an Alexandrian
Intruder and was half the size and weighed half as much.
The core design started with a brand new
propriety reactor called J-32. The drive remains exclusive
to the Hornet and virtually impossible to install in another craft.
The drive includes two engine ports, which could swivel 360 degrees
and provide virtually %100 power in every direction. The only
weakness occurs when the engine points forward, the vents divert outward,
to avoid damaging the hull, effectively cutting that power in half.
Fortunately, additional thrust vents through forward nozzles.
Additional RCS thrusters dot the hull to add additional maneuverability
in space. In atmosphere, various wings supply more than enough
lift and agility. The craft’s lightweight form assists maneuverability.
If the reactor core looses stability or is irreparability damaged,
the J-32 can detach and the forward half and can still maintain rudimentary
power and flight to survive landing.
The most unusual feature of the Hornet cannot
be anything but its landing gear. Designers created an advanced
motive system, compact in flight, supplying another mode of transportation.
The legs unfold and allow remarkable nimble movement when the craft
settles on the surface. The Hornet easily traverses virtually
any terrain without impedance. The legs can position the craft
for ground engagement and even allows it to climb and attach to vertical
surfaces like buildings and cliffs. Driving pitons built in the
legs pin the legs into position on whatever surface it attaches to.
A single pilot controls the Hornet through
an oddly shaped cockpit on the absolute bow of the craft. Almost
the entire cockpit is transparent. Above that cockpit sits the
primary weapon system. Twin linked 25mm gattling cannons rest
nestled. Beyond those, two bays 16 dumbfire rockets supply additional
weaponry. The weapon seems mediocre but not much can be held in
such a small craft. The Hornet is a difficult target to strike
and quickly found success in combat situations. The vessels first
became assigned to Rodina and later found duty on the Zukov Carriers.
Their major drawback with their design and size was, of course, fuel
capacity. Many Hornet entered an extended combat area, and found
they needing a tow back to home base.
STATISTICS
|
Variant |
Body
|
WT
|
Armor
|
MV
|
Move
|
Mach
|
Orbit
|
SR
|
|
CSS-PPA-ALX |
2*
|
5
|
1
|
+3
|
250
|
2
|
10
|
11
|
* 50 hits or .5k for each leg.
Communication range: 1300 km.
Crew: 1 Pilot. Life support for up to 3 personnel.
Maneuverability: +2 dodge of guided missiles.
Additions: Raft and Emergency Rations.
Evacuation: Parachutes--1
Armament package: 1
Range: Atmospheric: 5 000 km
Orbital: 10 AU
Cargo Slots: 0
Hardpoints: 2
Basic Armament: 2 Linked 25 mm "Gargoyle" Gattling Cannons,
16x120 mm rockets.
CSS-PPA-LOR “NOVO” HEAVY
FREIGHTER
The only Freighter built by the UPP, the Nova
fills a necessary niche in UPP community, as most ICC built freighters
proved unreliable without experienced engineers in the proper field
performing maintenance. The Nova stood a symbol of constructing
simplance. The mirror opposite of the Hornet, the Novo design
involved a reactor, fuel, a length of safety ductwork connecting it
to the cargo hold, the single large cargo area, and the small bridge built
on top of that. Simplicity in design, layout, and constructions,
the Nova ran off the production line in huge numbers and found success
everywhere, even across veil in the colonies of Alexandria.
A basic J-01 Scram Reactor provides the
limited amount of power. Dirty and not very efficient, the J-01
requires at least 50 feet of space between itself and any organic
because of radiation hazards. The single cargo area rests at
the front of the vessel and the crew compartment sits atop of that.
The cramped quarters barely fit the required three crew members needed
to run the vessel. The vessel crawls from destination to destination.
Most crews cannot live on board for more than a few months before requiring
leave.
The only real advantage the Nova has over
other vessels its is colossal range although most crews never wish
to utilize that to its fullest potential. The Nova occasionally
finds use as a troop transport, however since the release of the Zukov,
the role has decreased substantially.
STATISTICS
|
Variant |
Body
|
WT
|
Armor
|
MV
|
Move
|
Mach
|
Orbit
|
SR
|
|
CSS-PPA-LOR |
3
|
420
|
1
|
-7
|
20
|
n/a
|
3
|
15
|
Communication Range: FTL
Crew: 3, up to five passengers. Three cryotubes.
Additions: None
Evacuation: Three Spacesuits
Armament Package: Pistol, Stunner.
Range: Atmosphere: n/a
Orbital: Unlimited
FTL: 20
FTL Speed: 0.1
Cargo Slots: 4
Automatic Systems: 6 base skill
CSS-PPA-AFF “REAPER” ASSAULT
CRAFT
The Reapers hover over the cities of the
UPP, flexing the iron arm of the PPA and Military Police. They
hover over all terrains, through cities, swamps, and over deserts,
passing judgment on those they are assigned to seek. They stand
the only military vehicle actively serving on UPP controlled planets.
They see more active duty than any other vessel, but often need to
fire upon UPP citizens, most involving rebellions and food riots on
Barabazon. However, they often find themselves assigned to military
vessels en-route to planetary missions. The Reaper moves fast
and turns on a dime. However, the Reaper is also land
locked. Amazingly enough, this totally air-tight vehicle could
survive re-entry in a low-orbit insertion, but it carries no primary
drive for space propulsion. Only RCS thrusters assist
in descent.
When atmosphere hits, the Reaper’s gigantic
“Atlantis” turbine revs up. A small nuclear power pack runs
this huge motor. Mounted usually on the port side, the turbine
vents air throughout the whole vessel, through many ports to provide
lift and maneuverability. It easily carries the two crew and
weapon payload. They weapon system is massive but simple.
A single 20mm Gattling Cannon on the starboard side carries twice the
ammunition payload of its regular counterpart. The massive gun
serves a psychological purpose to help keep those rebellious factors inline.
Few outsiders have actually seen Reapers in action, as most seen use
on Barabazon as a police vehicle and as ground defense craft on Rodina
and Oryza. They stand a symbol of the totalitarian nature of the
Union of Progressive People.
STATISTICS
|
Variant |
Body
|
WT
|
Armor
|
MV
|
Move
|
Mach
|
Orbit
|
SR
|
|
CSS-PPA-AFF |
2
|
10
|
2
|
+4
|
200
|
.9
|
n/a
|
10
|
Communication range: 7 500 km.
Crew: 1 Pilot. 1 Gunner. Life support for
up to 3 personnel.
Maneuverability: Cannot enter space.
Additions: Raft and Emergency Rations.
Evacuation: Parachutes--2
Armament package: 1
Range: Atmospheric: 15 000 km
Orbital: n/a
Cargo Slots: 0
Hardpoints: 1
Basic Armament: 1 25 mm "Gargoyle" Gattling Cannons
(double ammunition)
CSS-PPA-HRS “VIPER” ATTACK
CHOPPER
A throwback to simpler times, the Viper attack
chopper originated way back before Barabazon succeeded and formed the
UPP. Being so far out from the inner colonies, the indigenous
population needed a cheap transportation to substitute the rare and
expensive corporate vessels the colony was rationed. The quick
and dirty solution created by the engineers of the soon to be rebelled
colony involved peering back over a century when most vertical take-off
and landing craft needed large and vulnerable rotors for lift and stability.
When the colony rebelled and formed in the state it is now, it jumped
into the stars at an alarming rate in order to secure space for its
own needs. Without needing to kick-back 95% of their mined resources
to a corporation, the UPP found new wealth. They siphoned that
money directly into space. Within a few short months, Barabazon
forces reached out and secured Rodina and Oryza. However, atmospheric
planet defenses remained rudimentary and stood that way for several decades
until the Reapers released. The Viper quickly filled the
void of defending Barabazon. Vipers ran off the assembly line
in huge quantities before being replaced by the much more menacing Reaper.
However, the smaller and much cheaper Viper remained in service and
never retired. Many craft found export to Oryza and even outside
the UPP, where it found success on smaller outer veil worlds where a
cheap transport was required. Soon, the Viper popped up on a half
dozen colonies around the Outer Veil. Most are unsure whether or
not these choppers were exported or the plans were stolen and the outer
colonies simply fashioned their own variation of the simple design.
The Viper employs simple A-23 Twin Turbines
which supplement the rotor system, amplifying the acceleration.
The rotors contain a core of titanium and sheathed in carbon fiber.
They are light and extremely durable. Emergency thrusters diverted
from the turbine can keep the craft stable if the tail rotor is disabled
or destroyed (-2 Maneuvering if disabled). Of course, the Viper
requires an atmosphere to operate but with the power of the turbines,
even low pressure worlds can find the Viper useful. Of course,
rotors can detach and emergency seats can deploy if a safe landing no longer
becomes an option.
Weaponry on the Viper tops many spacecraft
on the front line. The primary weapon, however, is a light
Boyars Buster Rifle configured to be a undermounted rapid fire weapon
(twice ammunition). Beyond that adds 8 AIM-90 Headlocks and
16 105mm Unguided rockets, making the Viper more heavily armed than
even the Reaper which replaced it.
STATISTICS
|
Variant |
Body
|
WT
|
Armor
|
MV
|
Move
|
Mach
|
Orbit
|
SR
|
|
CSS-PPA-HRS |
1
|
10
|
.5k (25H)
|
+4
|
100
|
.5
|
n/a
|
10
|
Communication range: 2 500 km.
Crew: 1 Pilot. Life support for up to 2 personnel.
Maneuverability: Cannot enter space.
Additions: none.
Evacuation: Parachutes--1
Range: Atmospheric: 3 000 km
Orbital: n/a
Cargo Slots: 0
Hardpoints: 3
Basic Armament: Boyars Buster Rifle (double ammo, +1
WA), 8 AIM-90 Headlocks, 16 105mm Rockets
CSS-PPA-XXX “ZUKOV” ASSAULT
CARRIER
The greatest achievement emerging from
the PPA shipyards from Rodina, the Zukov carried the pride and joy
and the flag of the UPP Army. Initial budget concerns limited
the construction to only one vessel. However, soon after, orders
passed down to construct more. The UPP required a greater military
presence along the border. Unfortunately most knew such vessel’s
only clear purpose could only be to invade another colony’s space.
When the first vessel, named after the class of the vessel, cleared the
construction yard, spy cameras relayed the information back to rival
forces, which knew exact purpose of such a vessel. The design frightened
many opponents. Most UPP designs reflected a “parts bin” approach
to the construction. Schematics shared many components and designers
often resorted to the cheapest solution to reach the end objective
of their projects. Even building a reliable vessel resulted in
using tried and used and even antiquitated technology. All that
changed when the Zukov launched on its maiden journey.
The monstrous vessel needed to be armored,
fast, carry large supplies, troops, and fighters, and carry a monstrous
fuel capacity so it could traverse all the worlds of the UPP for
months or even years without returning to port. The additional
reason for range included if the vessel wished to strike targets outside
of their perimeter, more evidence to their double purpose. The
shocking addition to the design of the Zukov was its ability to enter
an atmosphere. In fact this vessel holds the record of the largest
vessel build to enter and survive a planetary atmosphere. Even
the later CMC Bougainville transport pails in comparison to the monstrous
Zukov cruising over the surface of a planet. However, unlike
the Bougainville, the Zukov cannot land gracefully. Even under
extensive testing, the vessel always suffered light to moderate damage
every time it attempted touchdown on a world possessing a gravity greater
than .7G at sea level. Lifting off also required extensive fuel
usage to counteract the massive vessel’s weight. Often the vessel
simply hovers as close as 200 feet from the surface and lets atmosphere
and trans-atmospheric craft transport supplies and personnel.
Also, several large UPP bases including the Rodina shipyards and the
Spaceport on Oryza contain elevated flexible docking collars the Zukov
mates against, allowing direct access to the vessel without the craft
actually landing.
This requires a monstrous reactor more
reliable than anything the UPP built until then. The vessels
power originates from a the largest reactor ever built for a spacecraft
until the release of the McKinley Ion Mark 1 built for GrantCorp’s
Razzia. The reactor, simply called “Blue”, powers every system
on the vessel, from the main drives to the lights and life support.
The reactor sits in the central section of the vessel and if it suffered
damage from incoming fire, the vessel would already be several damaged
or destroyed anyway. The reactor, although stable, unleashes
a major nuclear blast if it goes critical. The vessel primary
source of power is classified and many have theorized the vessel may
possess a miniature black hole. If all else fails, emergency batteries
remain the only backup.
The Zukov holds more weaponry and fighter
support than any other vessel. The holding bays hold more than
a just a fleet of Echagi, Maddox, and Hornet class vessels but a small
squadron of Reapers as well for atmospheric support. Weapons
include a battery of 30mm Railcannons, Particle Beams and Infrared Lasers.
Most of these weapons are concealed in hidden turrets that only expose
when the vessel enters combat. The majority of the missile payload,
all of them guided, fire from the undercarriage of the craft and direct
themselves to the target. The craft’s drop slots carry more than
just Echagis. Hornets can also launch from them as well.
The Zukov adds an element of primitive
psychological terror upon approaching a target. The smooth panel
showcases a superior design. Most don’t know whether or not
this vessel clearly puts its money where it mouth is since no major
force ever engaged one of these vessels in combat
STATISTICS
|
Variant |
Body
|
WT
|
Armor
|
MV
|
Move
|
Mach
|
Orbit
|
SR
|
|
CSS-PPA-XXX |
45
|
245 000
|
10
|
-10
|
30
|
0.1
|
15
|
250
|
Communication range: Orbital, FTL
Crew: 2 Navigator, 4 Engineers, 50 Support craft.
Capsules for 350 crew and craft, 5 000 more capable in Cargo
Maneuverability: +6 to guided missiles.
Additions: Full Stock
Evacuation: 10 EEVs, 300 Space Suits,
Armament package: Full Stock.
Range: Orbital: Unlimited
FTL: 20
FTL Speed: 1 ly/day
Drop Slots: 20 for any type of craft.
Craft Slots: 10
Cargo Slots: 50
Automatic Controls: Base 10 skill
Basic Armament: 10 XIM-28A missiles, 3 800 Mw particle
beams, 6 30mm railcannon turrets, 9 infrared lasers on turrets, 50
orbital mines, and 20 decoys
VEHICLES
ALEXANDRIA
PCS-GV1 “PANTHER” A.T.V.
The PCS-GV1 Panther’s original design required
it to fill a role many Alexandrians hoped would never need testing—to
defend against a ground war on Alexandria. The home planet stands
one of only a few worlds ever explored blessed with Earth-like conditions
(oceans, vegetation, and a breathable atmosphere). Its greatest
advantage from a strategic standpoint lies with its canyons and hilly
terrain. Most vehicles including the CMC APC trying to traverse
the jagged terrain of Alexandria would quickly find itself hung up.
Ventix’s limestone rock formations create an even greater obstacle
for ground forces. The PCS needed to utilize this defense to
its fullest. The Panther rose from a design contest with several
engineering groups. The craft need not carry large personnel.
However, it needed to transport heavy weapons quickly into a combat arena
and be built in large numbers and be able to traverse the same terrain
the PCS hopes will hinder their opponents.
The Panther’s motive system relies
on four durable sets of all-terrain titanium-belted run-flat 42 inch
tires attached via long suspension arms to the vehicle. These
suspension arms adapt to any incline and travel more than nine feet
vertically to traverse virtually any obstacle in front of it.
Still further, the suspension mounts to the main hull on a massive hydraulic
platform, allowing the hull to tilt or rotate up to 60 degrees in any
direction to shift the weight as the craft navigates. The legs
operate automatically but if the need arises, can be operated indipendantly.
If making a very tight turn, the inner legs can drop, allowing the craft
to shift its weight to the inner wheels allowing a tighter turn.
When driving through urban landscapes, the default positions drops the
craft near ground level. The crafts only weakness lies with these
wheels, as the craft requires all of them to maintain balance. However,
they are tricky targets to strike and are built from super strong but
flexible materials, allowing the arms to give and flex, but never break
under stress. With power from a hull-mounted nuclear battery, the
Panther can accelerate faster than any other military vehicle and even
out accelerate most civilian sports cars. Its only hindrance in
the latter competition is the rather lackluster 170 km/h top speed.
The wheel design bares more than a striking resemblance to the CMCs own
M242 Combat Buggy. The buggy sports the advantage of being able
to spin its wheels 360 degrees on access allowing the craft to literally
drive sideways, an advantage the Panther lacks. However, the M242s
ground clearance still remains too low to clear some of the obstacles
on Alexandria. To combat the maneuverability advantage, the Panther
designers built the main hull on a rotating access. Not only can
the craft tilt sideways and up and down as stated earlier, but the craft
can also spin 360 degrees in a spot as well. In an even fight, the
M242 only advantage is maneuverability. Being lighter, it can still
turn tighter, however it lacks the grunt power that a Nuclear Battery
can offer.
The front cockpit controls the craft and operates
the twin-linked 25mm gattling cannons through a helmet-mounted HUD system
wired to follow the wearer’s eye movement. The rear seat controls
navigation and operates the support system as well as directing and
firing the missiles from its two side pods. These missiles are
always guided and are usually surface to air missiles. The Panther,
although classified primarily as a ground attack ATV, also doubles as
a portable Surface-To-Air missile site, capable of positioning itself
virtually anywhere on a planet. Usually the standard payload contains
six missiles.
The Panther sees use on every single world
controlled by The Sphere. Its durability and all-terrain movement
makes it invaluable in virtually any situation. It supplies
its own complete life support system, allowing use on airless worlds.
The vehicle can also travel in higher gravity environments.
Reactor power diverts energy to the four wheels equally by default
but can be altered to any front/rear ratio. Coolant is supplied
by onboard nitrogen tanks but to extend range or to replace the system
if the tanks get ruptured, the reactor can reduce to half power and
divert intakes to external vents, allowing outside air to cool the system.
Of course, the is only effective in atmospheres with compatible gases.
After the CSC lost its initial battle and
retreated from Alexandria, the demand for a ground craft became paramount.
Since then, Pan Core waits for the next moment the CSC or another
ICC Military group attempts to encroach on their territory.
If the large space defensive systems don’t stop them, the Panther make
the last stand and the last hope.
PERFORMANCE
LOADED WEIGHT: 27 000 kg
MANUEVERABILITY: -1
LOCATIONS:
STRUCTURE
ARMOR
MAIN BODY:
2K 1 (50 SDP)
WHEELS:
0.5 (25 SDP)
0.25 K (15 SDP)
MAX SPEED: 170
A
CCELERATION: 60
BASIC ARMAMENT:
Twin Linked 25mm Gattling Cannons.
Two of the following (or two of the same):
3 AGM-204A TSAMs,
3 AIM-90E Headlocks,
1 XIM-28A Long Lance.
U.P.P.
CSS-PPA-POP LEVIATHAN BATTLE
TANK
Continuing the PPA course of psychological warfare before physical
warfare, the Leviathan materialized a natural evolution of this approach.
Huge, ugly, slow, and black, the Leviathan crawls across a battlefield,
and never retreats. It birthed from the time of the rebellion.
A blitzkrieg of two lines of Leviathans approached the Barabazon
capitol. Before firing a shot, the executives of the long dead
Borodino Inc. stationed on planet evacuated. The resident militia
raised their arms and surrendered. The second line of tanks hadn’t
even been armed yet. The vessel changed over the next fifty years,
evolving its aggressive stance but most of all, increasing its firepower.
The tank’s depleted uranium hull weighs
the tank down significantly. An extra layer of Kevlar beneath
that, with a double layer on the front facing, ensures a direct attack
on the tank ends in failure. The only major weak spot on the
vessel resides with its undercarriage, making the vessel susceptible
to mines. Even the tank treads roll under heavy platting and
are solid titanium. Underneath that heavy plating sits a remarkable
small cavity holding the three crew and a rear hold where up sixteen
soldiers deploy through a rear hatch. That rear hatch stands
out as another potential weak spot as it lacks most of the armor of
the front. Of course, you would have to get behind it first.
The Leviathan is slow to move but still can swivel fairly quickly, an
advantage since the vessel lacks a main turret.
It lacks a turret, but sports twice the
punch of the Marine CMC. First come a pair of 25mm Gattling
Cannons with a thirty degree angle of attack in any direction.
Below those, three ports underneath fire a variety of rockets including
surface-to-air and surface-to-surface rockets. If that doesn’t
turn enemy armies around, then the two gargantuan flamethrowers on the
nose will.
The major drawback to the design, because
of its size and weight, resides in portability. Only the Echagi
ferries Leviathans from destination to destination. This remained
the norm until the Zukov emerged. One of greatest advantages
of the Zukov was its ability to enter atmospheres. On a ground
invasion, the vessel lowers to only a few hundred feet and air drops
up to 30 Leviathans via parachute. The ground impact still rattles
the tank and crew, but soon, it starts its unimpeded crawl to its opponent.
PERFORMANCE
LOADED WEIGHT: 35 tons
MANUEVERABILITY: -8
LOCATIONS:
STRUCTURE
ARMOR
MAIN BODY:
9K
6K / 8K / 1K
*Front Facing is better protected / The
undercarriage is vulnerable.
MAX SPEED: 50
ACCELERATION: 20
VEHICLE HARDPOINTS: See Below.
BASIC ARMAMENT: 2 25mm Gattling Cannons.
6
TSAM-204A TSAM Missiles
4
AGM-220C Hellhound
16
Mk 16 Banshees
16
Mk88 120mm SGW
2
Flamethrowers (WA: -2, Range: 75, Damage: 5/3**,
ROF: 3, Shots: 150)
|