Aliens ColdWar Plug In

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    PLUG IN:

    THE ALIEN COLD-WARThis plug-in is a completely original concept developed from previously written material fromthe Leading Edge RPG and William Gibsons unused Alien3 script.

    The majority of the photos on this site are created by Jean Vouillon with his permission.

    I am greatly thankful for his support and amazing artwork.

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

    Beyond corporate bureaucracy where multi-trillion dollar companies dispute for the newest technology(biological or technological), planet rights, and the search for newer resources, the old ways of government politics stillstrive. Although considered much less severe then the bickering of the Big 5, Governments still flex their musclesfrom time to time. However, this age-old game of political pushing and shoving didnt measure more than a nuisance

    to the more powerful Corporationsuntil a new threat and technological opportunity arose. Then the three remainingseats of non-corporate power began to gain notice.

    Terran Trade AllianceThe 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 CommerceCommission (ICC) law. This is the reason why most of the largest corporations dont 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 orallied company.

    The TTA is an enlarged version of the old United Nations of old. Enlarged in both scope and in doctrine. Itmore 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 actionin 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 anddiplomats 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

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    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, aninvestment made in order to keep any single Company from monopolizing such a sizable military and to ensure theCMCs 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 manipulationfrom the companies, many outside of Earth (especially those living on other worlds) believe the TTA to be gutless andhave a bloated sense of power. Many further believe that the TTA is corrupt and only operates from the directives

    given to it from the ICCthe 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 tounprecedented 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 thedispossessed; 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 theattempt 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 theColonial 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 ofpeople 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

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    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 controlthat resulted in more problems occurring in a few centuries

    AlexandriaIf 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 threatare 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 answercomes from the Neo-Communistic state of the UPP. However, ask any suit sitting on a chair of power in anycorporation of any power, all will respond the sameAlexandria.

    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 hadinvested so much time and money realized the population base had grown so massive; many citizens werent even

    working for them. The last census read 30 million but it became clear the number was close to 60 million. Whenseveral 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 andmany simply

    surrenderedwithout a fight,

    ending the

    revolution before it began. Alexandria,however, was not

    given the option tosurrender.Previously the

    perimeter militia

    had struck andsecured Ventix,cutting off thesupply runs from

    the corporate staffon planet. Thestaff defected andthe company head

    on Alexandria werequickly deported.

    When the ICCturned its attention

    on Alexandria afterthe other worlds

    fell, theydiscovered a largerthreat than theother worlds put

    together.

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    PCS-001 Proteus Fighters through the ridge belt over Ventix

    In a few short months, Alexandrian Governments Military arm, PanCore had taken control of a majormanufacturing complex and from Ventix, they produced a sizable force in a very short time. By the time the ICC hadgotten their forces together to strike back, PanCore forces struck first, securing another foothold, this time with theCrestus Prime Garrison systems. Previously uncolonized, PanCore discovered these worlds were a great castle wall

    for normal shipping lanes. Therethey stopped. Alexandria, aware they may be spreading too thin, fortifiedthemselves. With enough rich planets under their control, they turned their attention to making the most of what theyaccomplished.

    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 tosimply barricade the system and refuse entry of any vessel. This created a stalemate that exists today. Because somany illegal shipping lanes exist beyond the primary ones listed, trading still exists between Alexandria and outer veilcolonies in the surrounding sectors.

    The TTA and Alexandria dont consider each other threats and only the pressure from the Companies keepthe CMC positioned there. There have even been reports of the vessels from PanCore and the CMC engaging in illegalfraternization. Defections between military personnel are highest at this border.

    When Alexandria separated, it created a semi-democracy. The people in power were voted there, but the

    citizens are not, by all means, and free. However, many tolerate this situation since its far better than most othercolonies 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 todefend and improve the nation. The Alexandrian Government, many refer to as the Sphere, tables six people, each

    representing a different facet of the communityfrom farming and manufacturing to administration and military.

    Every citizen is expected to servefour years for the government in one of theseareas before moving into a career of choice. Itis a form of military draft but the military isnot the only option. The majority of the

    population is eager to work for the civilizationthat they helped create. Many understand thatexpanding the power of the Sphere and

    protecting the borders are paramount

    especially with the constant pressure from theICC. PanCore currently patrols a sizablemotive force at Ventix and at Alexandria.Crestus Prime stations more static personnel

    and usually serves no more that a port for thePan Core forces. Defensive stations make a

    direct attack on Crestus futile. Any attempt towork around Crestus and attack Ventix or

    Alexandria directly would result in an advancenotice 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 smallestones 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 becauseof their refusal to follow ICC regulations and the richness of the world they run. Alexandria is considered the single

    best colony world in known space. Some say it resembles Earth before man corrupted it.CL3: When the alien threat started knocking on their door, Pan Core fortified and prevented any infestation

    from reaching their worlds. The Sphere put forward a wise order the moment the aliens emergedtotal 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, instantlydoubling the size of the Para-Colony Authority, as it would later be known. The CMC would then merge with PanCore and form the Para-Military Corps.

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    Union of Progressive PeopleThe 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 remainindependent. 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. Thisresulted in a different agenda for the UPP over Alexandria. Alexandria had a mineral rich world and little need tospread their fingers. The UPP,however, starves for resources and

    constantly threatens thesurrounding colonies. However,most of these are barren as well,resulting in the ICC considering

    them not much a threat, unlikeAlexandria, which is surrounding

    by almost equally rich worlds.As a result, the UPP

    constantly encroaches on ICC

    territory. The ICCs answer wasto fortify and barricade theAnchorpoint station. There, the

    progression stopped. The CMCoperate patrols there. A much

    larger border exists there than atAlexandria. The CMC considersthis much more of a threat but ICCdoes 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 apolice 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 Peopleplans 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 withthe 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 touristsexplore the wonders of West Bar, never knowing how 95% of the population (over 45 million) lives. Most of thistrading is with outlining colonies, most of which trade in illegal substances. Its this continued illegal activity and theconstant 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 otheroutlining 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 tocreate the latest technology have either been snapped up by corporations, or defected all the way to Alexandria. So theUPP turned to espionage. The Xenomorph represents a major advancement and the UPP believes mastering this newtechnology 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 Peoples Army) resides. As said,

    the UPP often resembles a large corporation. However, their lack of resources often lead rivals to consider them muchless of a threat.

    CL4: The UPP would lose Rodina to alien infestation and when that infestation reached Barabazon, the UPPfound 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.

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    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 massivetrade community. Decades would pass before it would reform and restructure again.

    MILITARY ARMS

    Colonial Marine CorpsRefer 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 fromCMC technology to work from, technology

    flourished. Pan Core, even though less than aquarter of the size of the CMC has more thantwice the budget. They operate their ownvessels and their own weaponry and are never

    seen with borrowed technology. In thatsame degree, no Pan Core vessel has ever beencaptured intact. The military are wellstructured and bare more than a passing

    resemblance to the Royal Armed Forces fromold England.

    The forces are well trained and gothrough an even stricter regiment than the

    Colonial Marines. Beyond that, they sharealmost 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 tonone, 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, extremelyunpredictable, and potentially dangerous. In the end they depend for success on teamwork, which comes fromdemanding 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 CONDUCTAs 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, themisuse of drugs and abuse of alcohol.

    Avoid any behavior, which damages trust and respect between they and others in their team and unit, such asdeceit 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 goodorder and military discipline.

    Ultimately, an Alexandrian must always measure their conduct against the following test:

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

    Those in positions of authority, at whatever level, have a duty of care towards their subordinates, lookingafter 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 Peoples Army (PPA)

    The PPA is less trained than the Alexandrian Forces or even the CMC, but they make up for it in sizeandtenacity. The PPAs 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 thedirections of the laws of the state. The

    goal of the PPA is to protect theexistence of the UPP and herindependence, and to thwart all enemyefforts to disrupt the normal way of

    life.PPA soldiers are obligated to

    fight, to dedicate all their strength andeven sacrifice their lives in order to

    protect the UPP, her citizens andresidents. PPA soldiers will operate

    according to the PPA values andorders, while adhering to the laws of

    the state and honoring the values of theUPP as a properly governed state.

    Basic Values:

    Defense of the State, itsCitizens and its Residents - The PPAsgoal is to defend the existence of theState, 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 ofProgressive 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 theirmissions 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 ofthe state, its citizens and residents. They will carry out their duties at all times with initiative, involvement anddiligence 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 uponthem in performing their tasks.

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    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 abilityand 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 oftheir mission, only to the necessary extent.

    Professionalism - The PPA servicemen and women will acquire the professional knowledge and skillsrequired 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 tothe best of their ability to fully andsuccessfully complete all that isrequired of them according to orders

    and their spirit. PPA soldierswill be meticulous in giving onlyorders necessary for the state.

    Sense of Mission - The

    PPA soldiers view their service inthe PPA as a mission; They will beready to give their all in order todefend the state, its citizens and

    residents. This is due to the fact that

    they are representatives of the PPAwho act on the basis and in theframework of the authority given to

    them in accordance with PPA orders.

    SPECIAL FORCES

    Marine Special Forces(See Marine Chapter)

    SpetsznazMany press articles about

    SPETSNAZ (Special Purpose Forces)

    concentrate on their glamorous andsensational aspects, such as assassination

    missions and masquerading in Corporations.The UPP special purpose forces are called

    by several names, including reydoviki (fromthe English word "raid"), diversionarytroops, and reconnaissance/sabotage troops,

    but they are most popularly known as

    SPETSNAZ, an acronym from the Russianspetsialnoenaznachenie, meaning specialpurpose.

    The UPP, already known for theirsimilarities to Soviet Union, adopted thename, which matches a similar organizationin the Soviet past. The General Staffs Main

    Intelligence Directorate GRU controlsSPETSNAZ. The mission of the SPETSNAZ is to conduct what the UPP call Special Reconnaissance. According tothe Soviet MilitaryEncyclopedia, 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 orputting them out of action, organizing sabotage and acts of subversion; carrying out punitive operations against rebels;

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    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 tenmen. 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 aheadquarters 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 reflectsits 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 haveSPETSNAZ companies of 115 men and can deploy up to 15 teams. The companies are organized similarly, with threeSPETSNAZ platoons, a communications platoon, and supporting units. Besides the SPETSNAZ units atfrontandarmy, 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 besecondary school graduates, intelligent, physically fit, and, perhaps most important, politically reliable. Parachutetraining 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 topositions 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, andRappelling.

    The technical training schedule leaves time for rigorous physical training involving obstacle courses andforced marches, which are often conducted in gas masks. Some units also provide strenuous adventure training likemountain 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 ofrations 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 ofsalary. 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 withtheir behind-the-lines missions, SPETSNAZ are lightly equipped. Each soldier will have an AKH assault rifle or SVDheavy 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 seconddirectorate of thefrontstaff is responsible for intelligence. It includes separate departments for reconnaissance, agent

    intelligence, signals intelligence, information processing, and SPETSNAZ. Under the SPETSNAZ department are boththe 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

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    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 havethe 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. Oncemissions are given to the teams, army andfrontheadquarters 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 otherUPP attacks.

    SPETSNAZ are not particularly well known within the UPP military, and they tend not to publicize theirexistence 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 islikewise 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 ofSPETSNAZ 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, suchas 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 SPETSNAZcapabilities 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 notinflict the necessary damage to opponent air defenses, unarmed transports could prove sitting ducks, with the result ofheavy SPETSNAZ losses before teams arrive on target. Despite these limitations, SPETSNAZ pose a formidablewartime threat to the ICC.

    The OblagonOblagon Motto: Who Dares Wins

    The Oblagon is one of the world's premier special forces teams. The history of the Oblagon dates back to thebeginning of the Outer Veil Rebellions, when Captain David Stirling developed the concept while recuperating from aparachute accident. David Stirling attempted to propose his idea to the CO. The guards at the gate wouldn't let him intothe 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" (besidessoldiers in black storming a building)

    is selection. Selection is designed to breakpeople. Only about 10 out of 125 will make it.

    For any soldier Selection is the ultimate test of

    endurance and mental strain. Selection isbroken down into 3 phases. The first part isthe Special Forces Briefing Course. This is a

    joint three-day class to show potential Oblagonrecruits what is expected of them. Class roomlectures and physical training take place. OneMUST pass this course to be allowed onto

    Selection. They are shown films and are giventhe chance to get some insight into Selection.For certain reasons this is not considered to beone 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 asoldier fails a test more then twiceis RTUed(Returned To Unit). The soldier isallowed 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 fourhours to complete. Another part and probably

    the most famous, is the Long Drag. It is held

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    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 55PCS Panthers in the Hardwicke Desert on Ventix

    pound bergen. Remember this doesn't include water and food! The passing times range from 20 to 24 hours to completethis 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 thecourse. It will range from 30 pounds to 70 pounds, with an average of about 50 to 55 pounds. Blisters are common, andthey 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 isalso another thing to worry about. Everything has to be taken care of (cuts, blisters, and eating equipment) to preventsickness, which may get someone kicked off the course. In the jungle they will learn to fight and use demolitions. Alsothe 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 TacticalQuestioning). 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 madeit. Escaping is also taught. The Course ends with a final exercise. The men are paired up with other students from other

    branches and units, such as pilots from the Alexandrian Space Force and other units. The men are given only oldexpeditionary 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 about3 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 questionsir/maam." Women are sometimes brought in, and the men are forced to strip. The women then makes jokes about theman'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 whetherthey 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" beretbadge. Training is far from over though. For the Elite, they will stay on Ventix where they will learn the trade of theirunit. 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 afew are allowed to progress beyond the initial stage. One of the final events in their training is the Masa'a Kumta, orBeret March. During this exercise candidates endure a 90km forced march (roughly 50 miles) with full gear (this caninclude 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 warfaretraining 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.

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    WEAPONSAlexandriaWEAPON WA RANGE DC ROF SHOTS EV COSTAHAS Heavy Pistol +1 150 m 3 3 10 0 1 600

    AHAS Pulse Laser Pistol +3 100 m 4 2 30 0 2 000AHAS Medium Rifle -1 900 4 30 90 0 3 000AHAS Pulse Laser Rifle +2 1 000m 4 40 100 -1 8500AHAS 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

    UPPWEAPON WA RANGE DC ROF SHOTS EV COSTSVD Hold Out Pistol 0 100 m 2 3 18 0 300SVD Heavy Sniper Rifle +3 2 000 3 3 15 -1 2 000

    AKH Assault Rifle 0 1 400 m 5 20 90 -1 3 500AKH Heavy Pistol 0 100 m 2 10 30 0 800

    AKH ER Grenade Launcher -1 150 Grenade 1 1 0 350Tradex SMG-Alpha-01 +1 750m 2 10 130 0 2300

    WEAPON DESCRIPTIONS

    ALEXANDRIAAlexandrian Heavy Armed Services (AHAS)

    Heavy Pistol: The AHAS is the only weapon contractor inAlexandria. Even still, it pales in comparison to themassive military divisions of even the smallest ICC

    corporations. Their first design was the Heavy Pistol,standard equipment on every soldier of Pan Core. Largerand bulkier than standard CMC sidearm, the HP sports alarger 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 theseends. 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 toreduce the size of the weapon, but most stubborn units still insist on the old design.

    AHAS Pulse Laser Pistol: AHASs majoradvancement in weapons, an advancement that frightenedmost members of the ICC (especially the CSC), was finally

    being able to reduce the optical systems of laser weapons.

    First came the riflesoon after came the pistol. Theweapon is considered unpopular because of its lack ofrecoil. Most soldiers in combat feel they need feedbackfrom their weapons, which the pistol lacks. Because of the

    pulse motor in the rifle, a sort of recoil exists, but thismotor 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 capacitorsystems 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 bubbledissipates and is harmless.

    AHAS Medium Rifle: Before the advent of Pulse laser technology, AHAS developed their own slug riflebased 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 areslightly 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 andMR even share similar parts, even though one fires bullets and the other fires pulse energy. The MR has shortened

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    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 complicatedcapacitor/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 bottledenergy 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 dont carry more than a second reload into combat. For thisreason, 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 cumbersomeMedium 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 themassive 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 feelersneedles that stick from thefront 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, theywanted 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 itincorporates a much larger battery, which is so large and cumbersome, usually, carrying the PPG into combat is a twoman 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 orequivalent power source). The PPG has seen very little active duty since there has yet to be a major engagement withany forces that justifies the use of such a large weapon.

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    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 theydeveloped 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 Outwas the first. Simple and almost impossible to jam, the design hasremained unchanged in 50 years.

    SVD Heavy Sniper Rifle: Loosely based on the CMCdesign, 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 hasresulted 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 aresult, 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. Theweapon 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 thefield--the support arms being more than an afterthought to those weaker soldiers in the field. The weapon is loud, has amother of a recoil and will usually take down a target in one round. The only disadvantage is a lower firing rate thanthe 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 ofRodina and Barabazon still use the Assault Rifle exclusive.

    AKH Heavy Pistol: The step up from theHold out is the Heavy Repeating Pistol. The majordrawback is its conceal ability. The weapon carries

    an intimidating clip, which holds the 30 rounds. Theweapon can fire multiple rounds on top of each other.Like the Assault Rifle, the weapon is cumbersome andis 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 stationsecurity.

    AKH ER Grenade Launcher: Anotherdesign 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-

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    01 started to replace the AKH Assault on the front

    lines. The Tradex lacked an under mount grenadelauncher so many heavy weapon officer were

    equipped with the ERGL as a secondary. Its primaryfault lies with its firing rate but makes up for in range,

    beating out both the CMC issue Grenade Launcherand the M42 Undermount.

    TRADEX SMG-ALPHA-01: Tradex continued theirtrend 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 thestandard 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 aroseinstead, they recorded record earnings. Theinvestigation still has not brought any new evidence to the surface.

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    SPACECRAFT

    ALEXANDRIA

    GPU TransportThe Primary transport for most applications

    between Alexandria and its controlled worlds is theMulti-Purpose GPU Transport. The GPUT stands themassive component in the Alexandrian Fleet. They

    account for more than 85% of the total motiveinterstellar transportation within the influence of TheSphere. Most within that space is run and controlled bygroups working for an Alexandrian Corporate or the

    Sphere itself. Some are seen operating in the ICChowever all of those are indipendantly run since anyvessel 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 ofthem deal with the rebel government. But there is nodenying the ability of the freighter. Sure it lacks the

    advantage so many other models have in that it cannotland in a high gravity environment (anything more than .

    6g grounds the vessel), but it carries a higher cargocapacity than almost every other design. It also sports avery unique ability.

    The GPUT is capable of direct-linking with

    other GPUTs. The vessels literarily stack atop eachother, sharing their power, life support, computer anddrive systems and can be operated by any singlecommand 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, thevessels get rarer. Simply because of the market. The

    vessels are very robust and have a remarkablemaintenance record. A pair of Alex-Pulse Nuclear

    Engines keeps the vessel moving along faster than mostfreighters. The vessels automation translates to smaller

    crews and smaller crew compartments, translatingfurther to greater cargo efficiency. The craft carries the

    same cargo capacity of a SV-90 Super freighter butmeasures less than 300 meters from stem to stern.

    In the military, the vessel commonly transports soldiers and supplies from Alexandria to the Garrison systemsand 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 theireffective combat use.

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    STASISTICS

    Variant Body WT Armor MV Move Mach Orbit SRGPUT 10 35 000 1 -9 5 -- 10 --

    (Military) 10 38 000 3 -7 6 -- 12 --Communication Range: n/a, FTLCrew: 2 Up five total.Additions: Fire Retardant.

    Evacuation: 1 EEV, 5 space suits.Armament Package: 1 Stunner

    Military: 3 Stunners, 1 FlamethrowerRange: Atmosphere: N/A

    Orbital: UnlimitedFTL: 8FTL Speed: 0.7

    Craft Slots: 0Cargo Slots: 50Automatic Systems: 10 Base skillHardpoints (Military): OneBasic 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 PanCores fleet, at least until the Proteuss release, was the FS-245Intruder. 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 ofcompartmentalized 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 usingto 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 Spheres influence.The most obvious characteristic in the design is the two massive Phantom-Hardwicke Ramjets that provide the bulk ofthe 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 therear, which supplies additional thrust through a Mykelti NukeBooster. The space-borne engines run through the same

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    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 themass of the vessel. However, it can still outmaneuver

    most other spacecraft available. In the atmosphere, itssecond 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 missilesthat can either launch from the nose port or dropped fromthe undercarriage and fired.

    The small crafts range limits extended

    missions that take it more than within the system it isbased in. Seldom do vessels ever get transferred to otherbases when initially assigned, leaving each squadron onits own to care for its vessels. Currently, nine divisions

    of squadrons exist through in Alexandrian space. Thisincludes one at each Crests Colony and Alexandria itself.Each squadron can be separated by its flight colors.Intruders seldom find themselves assigned to space

    stations or vessels, being usually reserved for planet

    defense.

    STATISTICS

    Variant Body WT Armor

    MV Move Mach Orbit SR

    PCS-2454 3 14 2 0 / +1* 300 5 10 20*In an atmosphere.Communication range: 5000 kmCrew: 1 Pilot. Life support for 2 personnel.Maneuverability: +1 dodge of guided missiles.Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.Evacuation: 1 Parachute, 1 Space Suit.Armament package: 2 Pistols.Range: Atmospheric: 5 000 km Orbital: 10 AU

    WEAPON WA RANGE DC ROF SHOTS BR TARGET2x25mm Repeating Cannons 0 13 000 10 (1k) 20 200 0 Any.WEAPON WA RANGE DC BR TARGET SHOTS CLASS/SPECIAL

    AIM-90E Headlock +1 24 000 5k 1m Air / Space 6 Unique, GuidedMk. 16 Banshee M18 -2 12 000 2k 4m Any 10 150mmMk. 16 Banshee M451 -2 12 000 4k 3m Any 4 150mm

    PCS-177 MEDUSA INTERDICTOR CARRY-ALL

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    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. Thesimilarities 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 cancarry 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, thisincreased 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 reattachingand 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 inlarge numbers, only being reserved for orbital bases above Alexandria and Ventix. Not that it wouldnt be effective incombat. Two very powerful Atlas-369 Engines provide more than enough thrust for it to even outrun an PCS Intruderin 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 doesnt 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 thecontrols 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 wereeven converted to take the larger dropship.

    STATISTICS

    Variant Body WT Armor MV Move Mach Orbit SRUD-4L 6 55 4 -3 300 1 10 30Communication range: 3000 kmCrew: 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--60Armament package: 20 AHAS Heavy Pistol, 20 AHAS Medium Rifles, 2 AHAS Portable Particle GunsRange: Atmospheric: 15 000 km

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    Orbital: 150 AUCargo 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

    PanCores Predator model emerged

    from the Pan Core Research and Defense armand stood the first model exclusively designedfrom the ground up with no a single fragmentof its blueprints lifted from a stolen ICC

    schematic. The Predator is a totally originaldesign from the ground up. The single-mancrafts most obvious feature are its massivetwin Warlock-6 Fusion Engines that accelerate

    the craft faster than any other known to man.In hard straight line acceleration, the craftsonly limit is the health of its pilot, the Predator

    can pull over 9gs and can maintain thatacceleration for extended periodsand this is

    just straight line. The crafts specs indicate amuch 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 craftsignificantly from the lack of a decent

    aeroform. The Predator can launch from the

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    surface of Alexandria and achieve the

    surface ceiling in under 45 seconds.From the edge of its

    aeroform, four 25 mm Cannonscomprise the primary armament. In

    bays next to the engines, a variety ofrockets and missiles lay nestled,

    concealed behind armor. These includeboth dumb fire rockets and very

    accurate STS Interceptor Missiles.The Predators primary role

    remained in space. Its massive powerequaled long range. It could operate

    almost limitless within its assignedsystem, seldom being assigned to aspacecraft considering its significantsize. It could very well move from any

    Alexandrian system if it only had ajump drive. To test the range, theprototype ran full throttle and actuallytraveled from Crests Prime 1 and

    Crestus Prime 2 without refueling.

    This design would neversurvive the budget cuts of an ICCcorporation. In Alexandria, such a

    design is allowed to flourish. TheSphere felt the need to have a craft that

    could properly protect an entire systembut only be based from a single world.ICC Corporations usually only careabout the protection of their mineral

    rights. However, Alexandrias highestpriority remains its sovereign space, sohaving a craft that could properly patrolthat space became paramount.

    Because of its extendedrange, the crafts size did make room

    for a small crew area about the size of asmall Winnebago where the pilot and

    co-pilot could live in relative comfort. Some patrols, especially those around Alexandria itself, could last several daysat 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 CMCranks, 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 SRPCS-423 6 55 2 -1 / -4* 400 7 50 100

    * -4 in an atmosphereCommunication range: 10 000 kmCrew: 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: 1500 AUHardpoints: 6Basic Armament: 4 linked 25 mm Cannons, 8 XIM-28A missiles, 30 150 mm rockets

    PCS-101 BANSHEE SHORT RANGE SHUTTLE

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    Somewhere,

    an executive atHyperdine weeps

    whenver he sees a photoof the Banshee.

    Somehwere, a vesselruns off a regular

    assembly linenumbering in the

    hundreds utilizingtechnology thatHyperdine developedthen abandoned then

    realized the mistake theymade. Gravitygenerators have always

    been a tried and true

    technology to re-creategravity on ships. Mostdont know how theyworkThey only care

    about keeping their feet

    planted. It generates agravity wave thatreverbareates slightly

    away from charged plates built into a ships deck. However, more than eight feet from these plates, this gravitydissapates 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 itselfwithout 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 didnt steal the idea. They simply took the idea andran with it. When a top executive left Hyperdine for Alexandria, he used the Gravity Generator as selling point for

    defection. Hyperdine, at the time, didnt 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 themost 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 aweapons 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 createmodels equipped with a single external PPG (a railcannons recoil prooved detremental to the craft) and this craft seesuse around a few colony worlds. However, in space, the craft sees little use other than as a shuttle since its quitefragile.

    STATISTICS

    Variant Body WT Armor MV Move Mach Orbit SRPCS-101 1 0 1 +3 100 .5 15 100PCS-101M 1 0 2 +3 100 .5 15 100Communication range: 5 000 kmCrew: 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 AUHardpoints: NoneBasic Armament: Military model may be equipped with a PPG.

    PCS-X00 PROTEUS SUPERIOTY FIGHTER (TL3)

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    When the CMC and Pan Core signed on the dotted line and formed the Terran Trade Agreement, the ICCbecame 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-Yutaniattempted 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&Ddivisions 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 didnt appear to have a

    significant advantage over models already in use in the ICC. The Intruder was great in an atmosphere but lacked inspace and the Predator was great in space and slug to maneuver in an atmosphere. Sure the Panther was a neat designand the potential of the Banshee scared many, but from the initial outlook, the TTA seemed to have been a lot of hotair.

    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 allthe data they had in their designs (whichwere given to them from variouscorporations), they got together with PCSdesigners to see what worked the best. After

    several months of strained wills and brokenfamilies, a prototype design surfaced.

    The Proteus didnt start with anidea, it started with an objective. Simply

    put, the craft would combine the bestabilities 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 longrange but be compact enough to fit in a

    Conestoga drop slot. It needed to bemaneuverable but still be able to pack a

    punch. With the money of Alexandriabehind it, the CMC engineers realized the

    extent at which the design could be pushed.The resulting answer came in the form of aconfigurable designas craft, which couldalter itself to the environment it was in

    easier said than done.

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    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 fusionreactor built into main hull of the craft. ZX-01EV Engines produce an amazing amount of thrust, almost 50 000 lbseach (and there are four of these), for a craft that weighs half as much as a Predator Space Fighter. ZX-01 EV Enginesalso 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 thewings 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 fitsnugly in a dropslot with room to spare.

    The one-man crafts primary armament rests under the nose. They come in the form of a pair of linked25mm repeating cannons wired into the eye-movements of the pilot. The helmet utilizes a Kahn-Cubic wave interfacewhich 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 afixed 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 everymodel it went up against. Only thePredator with its gargantuan speed and

    missile load was able to find a shot off.In the end, nine out of ten times, theProteus was more than a match for anyvessel it came up across.

    The Proteus became theexclusive fighter of choice withinAlexandria the moment it was released.When the blockade was lifted and the

    CMC found its budget increase, Proteusfighters found themselves assigned toCMC vessels around the CSC sector. Asthe xenomorph menace spread through

    the cosmos, the fighter became morecommon.

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    STATISTICS

    Variant Body WT Armor MV Move Mach Orbit SRPCS-X00 4 30 2 +2 400 5 40 200Communication range: 9000 kmCrew: 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 weaponsRange: Atmospheric: unlimited Orbital: 1 000 AUHardpoints: fixedBasic 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, Alexandrias need for a fleet of cruisers didnt arise.

    However, transportation remained a concern and having a large, portable, defense port peaked the concerns of Pan CoreOfficials. 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 innumbers 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 withenough 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 1000feet 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 holdMedusa transports with a majority carrying both Intruders and Predator Fighters. Eventually, the latter two would bereplaced with Proteus fighters exclusively.

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    Even though heavy on automation, the PCS-111 requires a larger crew for administration and support. If theConestoga was a light cruiser, the Mariposa would be more of a Carrier, with higher crew and more broad-purposemissions. 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 40XIM-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 wasMariposa 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 Frostscommand vessel throughout the war.

    STATISTICS

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

    Communication range: Orbital, FTLCrew: 3 Navigation, 5 Engineer, 100 Flight Support. Capsules for 200 Crew and soldiers,

    10 000 more capable in CargoManeuverability: +8 to guided missiles.Additions: Full StockEvacuation: 10 EEVs, 300 Space Suits, 50 Drop Pods.Armament package: Full StockRange: Orbital: Unlimited

    FTL: 30 FTL Speed: 1.0 ly/dayDrop Slots: 10, all with Medusa Carry-AllsCraft Slots: 20, with either Intruder, Predator, or Proteus FightersCargo Slots: 30Automatic Controls: Base 12 skillBasic Armament: 40 XIM-28A missiles, 6 Particle beams, 6 30mm Railcannon turrets (each turret has two linkedguns), 12 infrared lasers on turrets, 80 orbital mines, and 60 decoys

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    U.P.P.

    CSS-PPA-XAP ECHAGI ASSAULT SHUTTLENot the prettiest craft in the world,

    the Echagi Assault Shuttle started life asregular transport for the PPA forces withinsystem. However, the need for expansion

    grew, and PPA command required a vesselto enter fast and drop a crew on surface anddo it faster than the CMCs dropship. To

    succeed at this, engineers modified the baseEchagi shuttle design and equipped it with a

    unique deployment system. The Echagicannot drop vehicles but it can drop

    personnel rapidly. The craft simply stopsanywhere from ten to eighty feet from the

    surface. Individual compartments open upand personnel drop via simple cables or

    even through lowered pads. Up to thirtymen can drop from an Echagi craft in lessthen ten seconds. The craft could then moveinto combat formation or leave to retrieve

    more personnel.Like the CMC Cheyenne, the

    Echagi maintains a strong combat presenceeven when its deployed its troops.

    However, it does lack maneuverability in anatmosphere and would easily find itselfoutmatched in an even fight with a trainedCheyenne. It does match the CMC in

    firepower, however. It carries a similarcannon arrangement and missiles in side andfront launching concealed bays.

    The cannon is a six-barreled, fix

    nosed 25mm Cannon. However, twinrailcannons also fire from a fixed mounted

    on the side pods. The missile system is

    smaller, less then half of the top of the lineDropship.

    Two PPA-01 Buster Engines

    power the craft. Even though they lackmaneuverability, the Echagi outmatches in top speed. The crafts engines can deploy into scramble mode, whichincreases 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 SRCSS-PPA-XAP 4 45 2 -4 50 3 20 20Communication range: 3000 kmCrew: 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--60Armament package: 6 Assault Rifles, 10 Pistols.Range: Atmospheric: 20 000 km

    Orbital: 120 AUCargo Slots: 0

    Hardpoints: 4Basic Armament: 4 linked 25 mm Cannons, 2 linked Railcannons, 4x120 mm rockets, 16 x 150 mm rockets, 2xAIM-90 missiles.

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    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 uglya product of results over stylebut flies remarkable well. Its robust bulkkeeps aloft with thrusters alone considering it carries no aeroform. If engines fail for any reason, the Maddox dropslike a rock. Luckily, an incident has never occurred involving engine failure. A UPP propriety fusion drive simplycalled 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 collarswhere two Hornet rest docked. The Hornet crews and the Maddox crew dont 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 avacation. 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 Maddoxthan need be.

    Beyond the base two railcannons on the nose, the Maddox also sports another pointing aft. Two 80mwParticle Beams fire from mounts

    on the top rear engine ports. TheMaddox carries a small missile

    payload as well although not asubstantial one.

    In an atmosphere, theMaddox is slow and cumbersome

    but landing is capable. Notintended to be a dropship, the

    vessel still carries the capacity ofseveral troops even though mostof the time, if needed the vesselferries 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 spaceforce is comprised of Maddox

    Corvettes most on patrol betweenRodina and Barabazon with

    another large force roaming theborder.

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    STATISTICS

    Variant Body WT Armor MV Move Mach Orbit SRCSS-PPA-MAC 10 225 3 -5 75 2 20 125

    Communication range: 10 000, FTLCrew: 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 SpaceAdditions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.Evacuation: 80 ParachutesArmament package: 4 Assault Rifles, 15 SMG-Alpha, 18 Flame-throwers, 20 Hold Pistols.Range: Atmospheric: 40 000 km

    Orbital: UnlimitedFTL: 6 lyFTL Speed: 0.8 ly/day

    Cargo Slots: 1Hardpoints: 10Basic 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 PPAs design style resembles the rugged tramp-steamer look reflected in every bit oftechnology 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 mostextreme 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 andnot 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 uprolling off the assembly line. Budget cuts forced the project to be cut short. Still, more than 500 fighters flew into

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    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 brandnew propriety reactor called J-32. The drive

    remains exclusive to the Hornet and virtuallyimpossible to install in another craft. The

    drive includes two engine ports, which couldswivel 360 degrees and provide virtually %100

    power in every direction. The only weaknessoccurs when the engine points forward, thevents divert outward, to avoid damaging thehull, effectively cutting that power in half.

    Fortunately, additional thrust vents throughforward nozzles. Additional RCS thrusters dotthe hull to add additional maneuverability inspace. In atmosphere, various wings supply

    more than enough lift and agility. The craftslightweight form assists maneuverability. Ifthe reactor core looses stability or isirreparability damaged, the J-32 can detach and

    the forward half and can still maintain

    rudimentary power and flight to survivelanding.

    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 oftransportation. The legs unfold and allowremarkable nimble movement when the craftsettles on the surface. The Hornet easily

    traverses virtually any terrain withoutimpedance. The legs can position the craft forground engagement and even allows it to climband attach to vertical surfaces like buildings

    and cliffs. Driving pitons built in the legs pinthe 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. Almostthe 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 seemsmediocre but not much can be held in such a small craft. The Hornet is a difficult target to strike and quickly foundsuccess 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 SRCSS-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--1Armament package: 1Range: Atmospheric: 5 000 km

    Orbital: 10 AUCargo Slots: 0

    Hardpoints: 2Basic Armament: 2 Linked 25 mm "Gargoyle" Gattling Cannons, 16x120 mm rockets.

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    CSS-PPA-LOR NOVO HEAVY FREIGHTERThe only

    Freighter built by theUPP, the Nova fills a

    necessary niche in UPPcommunity, as most

    ICC built freightersproved unreliablewithout experiencedengineers in the proper

    field performingmaintenance. The

    Nova stood a symbol ofconstructing simplance.

    The mirror opposite ofthe Hornet, the Novodesign involved areactor, fuel, a length

    of safety ductworkconnecting it to thecargo hold, the singlelarge cargo area, and

    the small bridge built on top of that. Simplicity in design, layout, and constructions, the Nova ran off the productionline 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-01requires 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 requiredthree 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 ofthe Zukov, the role has decreased substantially.

    STATISTICSVariant Body WT Armor MV Move Mach Orbit SR

    CSS-PPA-LOR 3 420 1 -7 20 n/a 3 15

    Communication Range: FTLCrew: 3, up to five passengers. Three cryotubes.Additions:NoneEvacuation: Three SpacesuitsArmament Package: P