recursal/Fanatic-Fandom huggingface dataset:
Marine BDU

**Name**: Marine BDU
**Model**: UNSC M52B Body Armor, CH252 Helmet, VZG7 Armored Boots
**Type**: Military Unit Armor
**Scale**: character
**Coverage**: Head, Torso, Lower Legs

**Game Notes**:

* **Physical Protection**: STR+1D
* **Energy Protection**: STR+1
* **Dexterity and related skills Penalty**: -1 pip

**Description**: The UNSC Marine Corps Battle Dress Uniform or BDU is the standard-issue combat uniform worn by the members of the UNSC Marine Corps. Inferior to more sophisticated armor suits such as the Battle Armor worn by the ODSTs or the Mjolnir Armor worn by the SPARTANs, the armor relies on more traditional methods of protection and camouflage in combat.

As opposed to the Dress Uniform worn at parades and functions, the BDU is intended for use in combat situations. As a large fighting force, the UNSC Marines use a great variety of different BDUs. Standard Marine Battle Dress Uniform consists of armor plating over camouflaged combat utilities, and includes a number of ammunition pockets, holsters, and other features.

Unlike the radically more advanced Mjolnir Armor worn by the Spartan-II soldiers, the Marine BDU does not include a dynamic recharging energy shield, or increased speed/strength, therefore providing far inferior protection against directed-energy and projectile weapons.

**Source**:

* Halo Wiki: UNSC Marine Corps Battle Dress Uniform
* Halo Wiki: M52B Body Armor
* Halo Wiki: CH252 helmet
* Halo Wiki: VZG7 Armored Boots
* thedemonapostle
Minbari Federation Neshatan Class Gunship

At first glance, enemies of the Minbari are often surprised by the ‘common’ appearance of a Neshatan gunship. With none of the fins that usually adorn Minbari vessels, it casts a very different signature than that of the other massive warships. The Neshatan is one of the oldest designs still in operation in their fleet – a testament to its survivability and efficiency. Similar in bulk to a Sharlin and carrying a vast array of weapon systems, the Neshatan is not the flagship of the Minbari due to its slow speed and maneuverability. What it does possess, is sheer endurance and the potential for mass destruction that makes it a favorite of some older-minded Warrior Caste. It can suffer an incredible amount of damage before it begins to come apart; a feat that will likely cost the enemy far more than a single warship.

So effective has this ship been that some wanted to improve upon it. Built at the behest of the warrior caste, who wished to see the Neshatan’s offensive capabilities grafted onto a more maneuverable, and therefore more flexible, ship, the resulting Veshatan gained popularity for a time until the Sharlin became the flagship of choice. While both ships pack a massive amount of neutron laser fire, the newer look was more appealing to the Minbari overall.

Neshatan Gunship
Veshatan Fast Gunship
**Source**
Babylon 5: Ships of the Galaxy (pages 31-32)
thedemonapostle
Kiowan PLM2 "Vector" Light Fighter

**Name**: PLM2 Vector
**Craft**: Kiowan PLM2 Vector Light Fighter
**Type**: Light Fighter
**Scale**: starfighter
**Length**: 22 meters (estimated)
**Skill**: starfighter
**Crew**: 1
**Cargo Capacity**: none
**Consumables**: 14 days
**Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 2D+1
**Shields**: 3D+1
**Sensors**

* Passive: 20 / 0D+1
* Scan: 40 / 1D
* Search: 60 / 1D+1
* Focus: 2 / 2D

**Weapons**

* **2 Stream Lasers** (firelinked)

Fire Arc: Forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 3D
Space Range: 1/3/5
Atmosphere Range: 10-100/300/500m
Damage: 3D
* **4 Light Ordnance Hardpoints**

Fire Arc: Forward Narrow
Crew: 1
Skill: starship gunnery
* **Snipe Missile**

Scale: capital
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Ammo: 2
Damage: 9D
* **Brute Mk I Missile**

Scale: capital
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 13D
* **Brute Mk II Missile**

Scale: capital
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 16D
* **Hi-Explosive Mine Tube**

Fire Arc: Aft
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 2D
Range: N/A
Ammo: 10
Damage: 18D
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Effects: Enemy Sensors and Fire Control -1 pip
* **Countermeasure Pod Dispenser**

Fire Arc: aft
Crew: 1
Scale: starfighter
Skill: sensors
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Ammo: 10
Effects: Enemy Sensors & Fire Control -1 pip
**Gear**:

* Ejection Seat: This accessory allows the vehicle's crew and passengers to safely disembark while it is still in mid-flight. It can be used as the vehicle is being destroyed.

**Description**: The Vector is the standard light fighter of the Kiowan pirate clan. It is one of the most common light fighters in the Tri-System, and is also the least effective. Kiowan design ethic shies away from quality fighters, and instead focuses on building masses of inferior ships. The Vector follows this design philosophy to a T.

**Origin's Official Guide to Privateer 2: The Darkening**

Vectors are big, slow and dumb. It shouldn't be too difficult to get behind one and attack from the rear, and they are really easy to hit because they are so big. They're not at all hard to kill.

**Source**:

* Wing Commander Encyclopedia: Vector Light Fighter PLM2
* The Wing Commander Role Playing Game (page 324)
* thedemonapostle
Punic-class supercarrier

**Name**: Punic-class supercarrier
**Craft**: UNSC Punic-class supercarrier
**Type**: carrier
**Scale**: capital
**Length**: 3,000+ x 120+ meters
**Skill**: capital ship pilot
**Crew**: 3,000; skeleton: 300/+10
**Passengers**: 3,950 troops; 200 other personnel
**Cargo Capacity**: 60,000 metric tons
**Consumables**: 12 years
**Hyperdrive**: x6,160
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 4
**Hull**: 8D+2
**Sensors**

* Passive: 30 / 0D+2
* Scan: 60 / 1D+1
* Search: 90 / 2D+1
* Focus: 3 / 3D

**Weapons**

* **2 Heavy MACs**

Fire Arc: forward
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D
Space Range: 2-15/38/75
Atmosphere Range: 4-30/76/150km
Damage: 10D+1
* **Archer Missile Pods**

Fire Arc: turrets
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Ammo: 30 per pod
Damage: 4D+2
* **M910 Point-Defense System**

Fire Arc: turrets
Crew: 0; Automated
Scale: starfighter
Skill: Automated: Starship Gunnery: 4D
Fire Control: 1D
Space Range: 1-3/8/15
Atmosphere Range: 1-300/800/1,500m
Damage: 2D+2
* **Shiva-class nuclear warhead**

Fire Arc: forward
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Damage: 9D
**Description**: The Punic-class supercarrier is a heavy warship sub-classification (of carrier) within the UNSC Navy. There were only a few constructed, with only one known hull being completed which is the UNSC Trafalgar. However, due to the size of the Navy during the Human-Covenant war, it is likely that there were a few supercarrier-type ships in service.

The supercarrier was made for direct confrontation with Covenant capital ships, and were one of the only UNSC ships effective in this role.

**Source**:

* Halo Wiki: Punic-class supercarrier
* thedemonapostle
Narn Regime Thentus Class Frigate

**Name**: Thentus
**Craft**: Narn Regime Thentus Class Frigate
**Type**: frigate
**Scale**: capital
**Length**: 527 meters
**Skill**: capital ship pilot
**Crew**: 52; Skeleton: 7/+10
**Crew Skill**: Astrogation: 4D+1; Capital Ship Piloting: 4D+1; Communications: 4D+1; Sensors: 4D+1; Starship Gunnery: 3D+1
**Passengers**: 20
**Cargo Capacity**: 40 metric tons
**Consumables**: 6 months
**Maneuverability**: 2D+2
**Space**: 8
**Hull**: 3D+1
**Sensors**

* Passive: 20 / 0D+2
* Scan: 40 / 1D+1
* Search: 60 / 1D+2
* Focus: 2 / 2D+1

**Weapons**

* **2 Burst Beams**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-2/4/8
Damage: 5D & Ionizes 1D worth of control systems.
* **Medium Laser Cannon**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-5/13/26
Damage: 7D+1
* **8 Particle Arrays**

Fire Arc: 2 forward, 2 port, 2 starboard, 2 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-2/4/8
Damage: 5D+1
**Miscellaneous**:

* Artificial Gravity: No
* Crew: 52

* Officers: 3
* Pilots: 6
* Sensor Operators: 8
* Crewmen: 35

* Average Crew Experience Level: Narn Line
* Stealth: 7 (Base Difficulty to Detect Ship)
* Fusion Engine

**Ship Complement**:

* Heavy Shuttles: 2

**Description**: The Thentus Frigate has been protecting the Regime since the Narn first took their first steps into space on their own. Built to replace the ramshackle ships the Narn had launched, this vessel was the first to use components of Narn technology without simply retrofitting them into a scavenged Centauri hull. It was a vast improvement over the cobbled-together ships it replaced. In the latter half of the 23rd Century, the Thentus has begun to show its age and is rarely used for anything more involved than anti-fighter support or system patrol escort duties.

The Thentus packs an older, less refined version of the burst beam – from an era when the Narn simply wanted to cause damage in any way they could. With this hull-cutting weapon and its sister, a medium laser cannon, partnered with several twin arrays, it holds a role in heavier combat but only as fire support and fighter clearance. It can be surprisingly daring though, and its burst beams have given more than one captain of an advanced warship a nasty surprise when they mistake the smallish vessel for a simple escort.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 69-70)
* thedemonapostle
Papogod PR06 Cruiser

**Name**: PR06
**Craft**: Papogod PR06 Cruiser
**Type**: Cruiser
**Scale**: capital
**Length**: 480 meters (estimated)
**Skill**: capital ship pilot
**Crew**: 2,560; skeleton: 256/+10
**Passengers**: 640 passengers; 160 prisoners; & 64 hospital patients
**Cargo Capacity**: 802,240 metric tons
**Consumables**: 94 months
**Primary Jump Drive**: x1
**Secondary Jump Drive**: x10
**Tertiary Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 4D
**Shields**: 5D+1
**Back-up Shields**: 2D+2
**Sensors**

* Passive: 30 / 0D+2
* Scan: 60 / 1D+1
* Search: 90 / 2D+1
* Focus: 3 / 3D

**Weapons**

* **2 Dual Turret B's**

Fire Arc: Turret x2
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1/3/5
Atmosphere Range: 2/6/10km
Damage: 5D
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Effects: Enemy Sensors and Fire Control -1D+1
**Gear**:

* External Docking Port x2
* Escape Pod x32 (100 capacity per pod)

**Ship Complement**:

* PLM4 Tembler Light Fighters: 3
* PR2B Ecantona Medium Fighters: 3
* ML4B Ashearer Heavy Fighters: 3
* SH2B Shuttles: 2

**Description**: The PR06 is the second most common pirate cruiser in the Tri-System. Belonging to the Papogod clan, the PR06 is their first-line weapon in the ceaseless bloody conflict with the Kiowans. Following an abortive peace talk session, a single PR06 engaged a pair of heavier Kiowas, destroying one and damaging the other before falling itself. PR06es also see extensive service against military targets – more so than any other pirate capital ship. In 2790 the Papogods began a campaign to destroy as many military carriers as possible. A pair disabled the CIS Kaitlin while another destroyed the CIS Whatley and managed to damage the CIS Stryker before being destroyed. They are used for assassination missions, as well: three were deployed to kill Ragnar Dannes, including Papogod Force 75, Papogod Unit 3B and Papogod Unit 54. PR06es are available on the civilian market, as well. Buddy Carlson owned Rarmus One, a Papogod Cruiser he destroyed as part of a battle re-enactment filmed for “Space Jox”.

**Source**:

* Wing Commander Encyclopedia: Cruiser PR06
* The Wing Commander Role Playing Game (page 419)
* thedemonapostle
Kindred "Krono" Flagship

**Name**:
**Craft**: Kindred Flagship Krono
**Type**: Capital Ship
**Scale**: Capital
**Length**: 1,000 meters (estimated)
**Skill**: capital ship pilot
**Crew**: 6,240; skeleton: 624/+10
**Passengers**: 1,560 passsengers; 250 prisoners; & 100 hospitalo patients
**Cargo Capacity**: 1,000,000 metric tons
**Consumables**: 94 months
**Primary Jump Drive**: x1
**Secondary Jump Drive**: x10
**Tertiary Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 6D+2
**Shields**: 6D+2
**Back-up Shields**: 4D
**Sensors**

* Passive: 35 / 0D+2
* Scan: 70 / 1D+2
* Search: 105 / 2D+2
* Focus: 4 / 3D+1

**Weapons**

* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Effects: Enemy Sensors and Fire Control -2D+1
**Gear**:

* External Docking Port x2
* Escape Pod x78 (100 capacity per pod)

**Ship Complement**:

* KN1B Vendetta Light Fighters: 36
* PL4B Blade Heavy Fighters: 36

**Description**: The Krono was the flagship of the Kindred. She was one of the largest and most heavily armored capital ships in the Tri-System. The Krono had a flight deck capable of carrying a complement of fighters and transports. She was commissioned - and named - specifically for The Kindred's crazed leader, Sar Ricaud (aka "Kronos"). Only one Krono-class ship was built. She was destroyed by the CIS in 2790, during a failed operation to assassinate Shiela Nabakov. Many have observed that the Krono-class bears a striking resemblance to the Nephilim Tiamat-class dreadnaughts which terrorized human space a hundred odd years earlier.

**Source**:

* Wing Commander Encyclopedia: Krono
* The Wing Commander Role Playing Game (pages 419-420)
* thedemonapostle
Stargate Ingram MAC-10

**Name**: MAC-10
**Model**: Military Armament Corporation M10
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Submachinegun
**Weight**: 2.72 kg
**Ammo**: 30 (magazine)
**Fire Rate**: Fully Automatic
**Range**: 1-9/46/91 m
**Damage**: 3D (.45 ACP)

**Description**: The MAC-10 (Military Armament Corporation Model 10, officially the M-10) is a compact, blowback operated machine pistol developed by Gordon B. Ingram in 1964. It is chambered in either .45 ACP or 9mm. A two-stage suppressor by Sionics was designed for the MAC-10, which not only abated the noise created, but made it easier to control on full automatic (although it also made the gun far less compact and concealable).

**Source**:

* Stargate SG-1 RPG Sourcebook (page 336)
* thedemonapostle
Rascal Puff (modified Bernard Class Salvage & Rescue Vessel)

**Name**: Bernard
**Craft**: Bernard Class Search and Rescue Vessel
**Type**: Salvage Vessel
**Scale**: Starfighter
**Length**: 41.5 meters (estimated)
**Weight**: 1,800 tons
**Skill**: Space Transports
**Crew**: 3; skeleton: 1/+5
**Passenger Capacity**: 5
**Cargo Capacity**: 260 tons
**Consumables / Fuel Capacity**: 45 tons (600 hours)
**Cost**: 3,900 at auction
**Maintenance Costs**: 7,200 per year
**Nav Computer**: yes (intra-system only)
**Maneuverability**: 2D+2
**Space**: 4
**Atmosphere**: 280; 800 kmh
**Hull**: 4D+2
**Sensors**

* Passive: 30 / 0D+1
* Scan: 60 / 1D
* Search: 90 / 1D+1
* Focus: 3 / 2D

**Weapons**

* **Medium-Range 100-pound Missile Launcher**

Fire Arc: turret
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-3/8/16
Atmosphere Range: 10-3,000/8,000/16,000m
Ammunition: 16
Damage: 3D
* **2 Hardpoint Grapplers**

Fire Arc: turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+1
Range: 1-100/250/500 m
Damage: 6D
* **Magnetic Grappler**

Fire Arc: turret
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+1
Range: 1-100/250/500 m
Damage: 6D
**Description**: Jack Paper found this old ship at a small space station near the asteroid belt. Most of the useful life of the ship was long gone, but he could see it was sound and what needed fixing wasn’t expensive—it just required skill and labor. The starboard magnetic grappler was removed and replaced with a missile battery, to help conserve power and give the ship much-needed protection from boarding. Jack’s also made some crucial upgrades to the ship’s nav thrusters and controls, giving the ship more maneuverability and acceleration.

**Source**:

* The Firefly and Serenity Database: Rascal Puff
* Serenity Role Playing Game: Six-Shooters & Spaceships (page 87)
* thedemonapostle
Mark III Prototype Exoskeleton

**Name**: Mark III Prototype Exoskeleton
**Craft**: UNSC MJOLNIR Mark III Prototype Exoskeleton
**Type**: Exoskeleton
**Scale**: speeder
**Length**: unknown
**Skill**: powesuit operation and walker operation
**Crew**: 1
**Cover**: full
**Maneuverability**: 2D
**Move**: 18; 50 km/h
**Body Strength**: 5D
**Weapons**

* **30mm Minigun**

Fire Arc: forward
Crew: 1
Scale: walker
Skill: vehicle blasters
Fire Control: 1D
Range: 1-300/800/1,500m
Damage: 3D+1
**Game Notes**;

* Requires a Neural Implant to operate.
* **Sensors**: Infrared and Motion Sensors provide a +1D to the Search skill.
* **Tactical Computer**: Transmits tactical and communications data directly to the users Neural Implant. This provides +1D to the Tactics skill.
* **Wireless Power Transmitter and Receiver**: The powered exoskeleton has no on-board power supply. It is powered by an external power supply that is extremely heavy and bulky and cannot be moved by the Mark III. Its range is limited by the range of its wireless power transmitter and receiver. Range: 2,000 km
* **Heat Refractive Coating**: Helps disperse heat from explosive attacks. Heat Resistance +1D
* **Self Sealing Vacuum Seal**: Seals holes in 1Dx1D rounds.

**Description**: The next prototype, the Mark III, incorporated a wireless power transmitter and receiver so that power could be transmitted directly to it, much like the Orbital Defense Platforms used to defend UNSC colonies. This design was quickly rejected for two reasons: first the armor still had a limited operational range as it had to remain within range of a bulky, immobile generator, and second, if the generator was to be knocked out it would result in the incapacitation of the suit and leave its user locked inside and helpless against enemy attacks. In the end, all of the first three prototypes had one thing in common: They were impractical on the battlefield, as large exoskeleton units did not have a substantial use in any form of combat.

**Source**:

* Halo Wiki: Mark III Prototype Exoskeleton
* thedemonapostle
Nephilim "Barracuda" Corvette

**Name**: Barracuda
**Craft**: Nephilim Barracuda Corvette
**Type**: Corvette
**Scale**: capital
**Length**: 130 meters
**Skill**: capital ship pilot
**Crew**: 150; skeleton: 15/+10
**Passengers**: 37 passengers; 34 hospital beds; & 85 prisoners
**Cargo Capacity**: 425 metric tons
**Consumables**: 106 months
**Jump Drive**: x1
**Jump Drive Backup**: x10
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 7
**Atmosphere**: 350; 1,000 km/h
**Hull**: 2D+2
**Shields**: 3D
**Sensors**

* Passive: 20 / 0D+1
* Scan: 40 / 1D
* Search: 60 / 1D+1
* Focus: 2 / 2D

**Weapons**

* **4 Standard Masers**

Fire Arc: Starboard x2, Portside x2
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 3D+1
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Effects: Enemy Sensors and Fire Control -1 pip
**Gear**:

* External Docking Port x2
* Escape Pod x1

**Description**: Four Maser turrets make this small cap ship worth watching. The corvette is small and light, suitable for attacking targets requiring more firepower than would be available from fighter squads. However, they are slower and less maneuverable than fighters and they aren't shielded or armored anywhere close to the extent of the larger cap ships in the Alien fleet. Because of this, they are by no means out of the running as potential targets for adventurous young fighter pilots.

Fighters are typically not a priority target for the Barracuda, but as with any ship they will return fire at anything that antagonizes them. Note that a Barracuda's turrets are too small to be targeted -- the only way to take them out is to destroy the corvette itself.

**Source**:

* Wing Commander Encyclopedia: Barracuda-class corvette
* The Wing Commander Role Playing Game (page 412)
* thedemonapostle
Narn Regime Ka'Toc Class Destroyer

Created as a surgical scalpel on a galactic scale, the Ka’Toc is a deadly vessel the Narns built for one purpose – to hunt down and destroy enemy warships. Named after the traditional blade of Narn warriors, it is not a carrier, it is not an escort and it is not a transport; though it can serve in all of those capacities to some small degree. Using the ability to deploy a flight of fighters when the need arises, the Ka’Toc can remain in a prolonged battle for longer missions and still expect to survive. Having no jump drive makes it dependent on other capital ships or jump gates for true galactic mobility. It supports a very large array of devastating weaponry, much more than one would commonly find on a ship its size.

Deployed in the aftermath of a large battle, the Ka’Toc is usually in the company of Sho’Kar scouts. The group roams the system, scanning for enemies still putting out active signals or transmitting for help. As the scouts find them – the Ka’Toc finishes them off. This bloody duty is not its only course of action, but traditionally the Narn cannot ‘put the ship in dock without drawing blood’ in mimicry of the sword.

To combat the traditional mentality, the Kha’Ri refitted several Ka’Tocs, replacing the mag gun with another laser cannon. The Ka’Tan is still a powerhouse for its size, though using arrays of lower grade than the existing weapons. The result was a fast escort that can withstand a great degree of punishment in the frontline of battle as it tears apart light ships of the enemy – possibly leaving them floating in space to be put down by its parent ship.

Ka’Toc Battle Destroyer

Ka’Tan Escort Destroyer

**Source**

Babylon 5: Ships of the Galaxy (pages 66-67)

thedemonapostle
Papogod SH2B Shuttle

**Name**: SH2B Shuttle
**Craft**: Papogod SH2B Shuttle
**Type**: Shuttle
**Scale**: starfighter
**Length**: 50 meters (estimated)
**Skill**: space transports
**Crew**: 1
**Passengers**: 29
**Cargo Capacity**: 1.65 metric tons
**Consumables**: 14 weeks
**Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 7D
**Shields**: 7D
**Sensors**

* Passive: 15 / 0D+1
* Scan: 30 / 0D+2
* Search: 45 / 1D
* Focus: 2 / 1D+1

**Weapons**

* **Dual Turret A**

Fire Arc: turret
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 2D+2
Space Range: 1/3/5
Atmosphere Range: 10-100/300/500m
Damage: 3D
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Effects: Enemy Sensors and Fire Control -1 pip
**Gear**:

* External Docking Port

**Description**: The SH2b is a secondary capital platform for the Papogod clan. SH2Bs are used for smuggling, commerce, fighter support and close fire missions. A variant of the SH2B, first deployed in 2790, mounts a giant emitter weapon on the shuttle. This weapon is capable of disabling the largest enemy starships.

**Source**:

* Wing Commander Encyclopedia: Shuttle SH2b
* The Wing Commander Role Playing Game (page 328)
* thedemonapostle
Star Trek Medical Tricorder

**Name**: Medical Tricorder
**Model**: Starfleet Medical Tricorder
**Type**: medical diagnosis device
**Scale**: character
**Size**: 8.5 x 15 x 3 cm; the remote probe is a 7 x 1.5 x 1.5 cm cylinder
**Weight**: 0.45 kg
**Skill**: Sensors: Tricorder
**Duration**: 1,000 hours + induction recharging
**Range**:

* Long Range: 2,000 meters
* Short Range: 25 meters
* Remote Probe Range: 1 meter

**Game Notes**:

* (See Federation Tricorder)

**Description**: A medical tricorder in an ordinary tricorder with a special medical peripheral (MP) added. The MP contains specialized medical sensors as well as an enormous database of information on more than 200 humanoid and non-humanoid aliens, and hundreds of thousands of diseases and medical problems. The sensors on the MP can identify species and detect vital signs at a range of 25 meters. Within 5 meters, these sensors can analyze a being's internal structure, in a manner similar to a 20th-century CAT scan; broken bones, internal injuries or other problems can be detected. The MP also contains a detachable high-resolution probe. This remote probe only has a range of 1 meter, but it is capable of extremely detailed observations, including DNA typing, blood chemistry analysis and detection of all known drugs, poisons, bacteria, viruses and prions.

**Source**:

* Memory Alpha: Starfleet tricorder
* Star Trek TNG RPG - Star Trek TNG RPG Core book (page 235)
* thedemonapostle
Stargate Kevlar Vest

**Name**: Kevlar Vest
**Model**: Various Manufacture Kevlar Vest
**Type**: Personal Armor
**Scale**: Character
**Weight**: 3.63 kg
**Coverage**: Torso only

**Game Notes**:

* **Physical Protection**: STR+1D+1
* **Energy Protection**: STR+0D+2
* **Dexterity and related skills Penalty**: none

**Description**: Kevlar Vests are made from a fabric material that is several times stronger than steel.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 322)
* thedemonapostle
Star Trek Chaka

**Name**: Chaka
**Model**: Andorian Chaka
**Type**: melee weapon
**Scale**: character
**Length**: 75 x 35 cm
**Weight**: 1.8 kg
**Skill**: Melee Combat: Andorian Chaka
**Difficulty**: 8
**Damage**: STR+1D+2

**Game Notes**:

* When used to parry or block, the user gains a +1D to their rolls.

**Description**: A chaka (plural chakani) is an Andorian fighting blade weapon, similar to an over-sized Klingon d'k tahg with a sideways bat'leth-style grip.

A chaka is approximately 35 centimeters long, and 75 centimeters from side to side. It weights about 1.8 kgs. They come in many varieties, some having longer central blades, spiked side-blades, or basket hilts on the hafts.

A chaka is more of a short sword then a dagger, resembling three Earth bowie-knives joined to form an upside down "T". The main blade goes outward from the fist, and the tow others protruding from either end of the handle. (Decipher RPG module: Starfleet Operations Manual)

**Source**:

* Memory Beta: Chaka
* Star Trek DS9 Core Game Book (page 240)
* Star Trek TNG RPG Core Book (page 237)
* thedemonapostle
Stargate Door Gunner Vest

**Name**: Door Gunner Vest
**Model**: Tau'ri Door Gunner Armor
**Type**: Specialized Combat Armor
**Scale**: Character
**Weight**: 18.14 kg
**Coverage**: Torso, Arms, & Legs

**Game Notes**:

* **Physical Protection**: STR+4D+2
* **Energy Protection**: STR+2D+1
* **Dexterity and related skills Penalty**: -2D

**Description**: This armor is worn by door gunners and gunnery turret operators where they must expose some of their body in order to properly fire upon the enemy. It is not designed for mobility.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 321)
* thedemonapostle
Stargate Ithaca MAG-10

**Name**: MAG-10
**Model**: Ithaca MAG-10
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Shotgun
**Weight**: 4.99 kg
**Ammo**: 2 (magazine tube)
**Fire Rate**: semiautomatic
**Range**: 1-12/61/122 m
**Damage**: 6D+1

**Description**: The Ithaca Mag-10 is a gas-operated, semi-automatic shotgun chambered in 10-gauge (3½"). The CounterCoil system built into the front of the magazine tube reduced the recoil from the round to allow easier second shots but cut the magazine size in half to 2 shells. Regular models had jeweled-finish bolts, engraved barrels and checkered stocks. It was produced until 1989, at which point Remington Arms bought the design and used it as the basis for the Remington Model SP-10.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 335)
* thedemonapostle
Star Trek Klingon Disruptor Pistol

**Name**: Disruptor Pistol
**Model**: Klingon Disruptor Pistol
**Type**: energy weapon
**Scale**: character
**Length**: 20 cm
**Weight**: 0.6 kg
**Skill**: Blaster: Disruptor Pistol
**Ammo**: 1,200
**Range**: 5-20/50/100 m
**Damage**: Varies based on setting

**Firing Modes**

* **Standard** mode is the one typically used. It does the weapon's basic damage.

* **Pulse** mode involves increasing the damage the weapon does by firing a series of rapid pulses of energy. You can simulate this by increasing the weapon's damage with extra power, or as a form of single-weapon multifire. Pulse phasers cannot use this rule; they are already optimized for this type of fire only (which is why they do much more damage than normal phasers of the same type).

* **Continuous** fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This provides +1D to roll when making an attack Test to hit the target. Pulse phasers cannot fire in continuous mode.

* **Wide Beam** mode allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 10 meters for every 1D of damage sacrificed. In combat, for every 1D (1D = 3 pips) of damage sacrificed to widen the beam, the user receives a +1D bonus to hit the target. Out of combat, a sufficiently wide beam on low power settings has many uses as a tool.

 Pulse Beam
 Continuous Beam
 Wide-Beam

**Description**: The Klingon disruptor was the standard hand-held disruptor weapon used by Klingons. Variations of the weapon were in use in at least three different centuries.

In the Broken Bow Incident of 2151, the Klingon courier Klaang used his disruptor in Broken Bow, Oklahoma, on Earth. In that case, Klaang's disruptor was utilized to destroy a corn silo housing two Suliban agents. (ENT: "Broken Bow")

In 2364, two Klingon renegades imprisoned aboard the USS Enterprise-D assembled a two-pronged, boxy disruptor from elements hidden in their clothing and used it to disable the force field and security personnel. (TNG: "Heart of Glory")

In 2365 and 2366, Klingon officers such as Kargan, Klag, K'Ehleyr, and Kurn carried a distinct variation of disruptor featuring a brown handle, a long black barrel, and an extended silver muzzle. (TNG: "A Matter Of Honor", "The Emissary", "Sins of the Father")

A dying Klingon first officer was armed with a Klingon disruptor when he materialized on Deep Space 9's transporter pad in 2369. (DS9: "Dramatis Personae")

In 2259 of the alternate reality, Klingon disruptors were used in a battle between a Klingon patrol, an away party from the USS Enterprise and Khan Noonien Singh, a conflict which took place in the Ketha Province on Qo'noS. This style of Klingon disruptor could not only be used to fire at a target, but was also equipped with a double-blade on the front of the barrel and a spiked bottom edge of the handle. (Star Trek Into Darkness)

**Source**:

* Memory Alpha: Romulan disruptor
* Star Trek TNG RPG Core Book (page 237)
* Star Trek DS9 Core Game Book (pages 237-238)
* thedemonapostle
Kiowan SH1A Shuttle

**Name**: SH1A Shuttle
**Craft**: Kiowan SH1A Shuttle
**Type**: Shuttle
**Scale**: starfighter
**Length**: 50 meters (estimated)
**Skill**: space transports
**Crew**: 1
**Passengers**: 119
**Cargo Capacity**: 6.3 metric tons
**Consumables**: 16 weeks
**Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 4
**Atmosphere**: 280; 800 km/h
**Hull**: 8D
**Shields**: 8D
**Sensors**

* Passive: 15 / 0D+1
* Scan: 30 / 0D+2
* Search: 45 / 1D
* Focus: 2 / 1D+1

**Weapons**

* **Dual Turret A**

Fire Arc: turret
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 2D+2
Space Range: 1/3/5
Atmosphere Range: 10-100/300/500m
Damage: 3D
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Effects: Enemy Sensors and Fire Control -1 pip
**Gear**:

* External Docking Port

**Description**: The SH1a is the primary combat platform of the Kiowan pirate clan. SH1as often accompany Jincilla forces on anti-shipping raids, where they are used to collect cargo, and on straight up battles against Chirichan forces. They are also used for behind the scenes operations, where groups of shuttles form moving platforms which can be used for storing armaments and for conducting fighter refits.

**Source**:

* Wing Commander Encyclopedia: Shuttle SH1a
* The Wing Commander Role Playing Game (page 325)
* thedemonapostle
Terran Confederation "Blackmane" Starbase

**Name**: Blackmane Starbase
**Craft**: Terran Confederation Blackmane Class Starbase
**Type**: Starbase
**Scale**: capital
**Length**: 2,500 meters
**Skill**: space station operations
**Crew**: 11,566; skeleton: 1,157/+10
**Passengers**: 2,888 passengers; 448 hosital patients; & 1,120 prisoners
**Cargo Capacity**: 163,840 metric tons
**Consumables**: 14 months
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 0D+2
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 4D+2
**Shields**: 61D
**Back-up Shields**: 22D+2
**Sensors**

* Passive: 30 / 0D+2
* Scan: 60 / 1D+1
* Search: 90 / 2D+1
* Focus: 3 / 3D

**Weapons**

* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Effects: Enemy Sensors and Fire Control -1 pip
**Gear**:

* External Docking Port: 4
* Escape Pods: 73

**Ship Complement**

* F-27/L Arrow Light Fighter: 432
* F-42 Hellcat-V Space Superiority Interceptors: 432
* HF-66 Thunderbolt-VII Fighter/Bombers: 432
* F/A-76 Longbow Heavy Bombers: 432

**Description**: The Blackmane Starbase was a space station operated by the Terran Confederation in the Blackmane System.

**Source**:

* Wing Commander Encyclopedia: Blackmane Starbase
* The Wing Commander Role Playing Game (page 404)
* thedemonapostle
Starship Troopers: Warrior Bug

**Name**: Uropygi (Warrior Bugs)

**Dexterity**: 3D+1

* Dodge: 6D+1
* Running: 6D+2

**Perception**: 1D+1
**Strength**: 4D

* Climbing / Jumping: 7D+1

**Orneriness**: 2D

**Move**: 17
**Size**: 2-3 meters long
**Weight**: 550 kg

**Special Abilities**:

* **Claws**: STR+1D+1
* **Bite**: STR+2D
* **Natural Armor**: STR+1D+2 to resist damage
* **Blindsight 10 meters**: Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing or echo-location, a creature with Blindsight maneuvers and fights as efficiently as a sighted creature. Darkness and most kinds of concealment are irrelevant, though the creature must have line of ‘sight’ to a creature or object to discern it. The creature usually does not need to make checks to notice creatures within range of its Blindsight ability. Unless noted otherwise, Blindsight is continuous and the creature need do nothing to use it. Stealth checks made to evade a creature with Blindsight suffer a –1D+1 penalty.
* **Lethal Grapple**: If the warrior bug attacks with its bite weapon during a full-attack action, it may choose to start a grapple as a free action. It may only do this to targets that are of equal size or smaller. While the target remains grappled, the warrior bug is not considered grappled itself and will automatically deal its bite damage every round. Warrior bugs can only affect one target with its lethal grapple at a time; the current target must be killed or released before another can be grappled or bitten.
* **Wall Crawler**: A warrior bug can climb and travel on vertical surfaces or even traverse ceilings as well as a Terran spider can. While the warrior bug is doing so it may continue to travel at its base speed and need not make checks to climb a vertical or horizontal surface, even if doing so upside down. A warrior bug cannot travel any faster than its base speed while climbing..
* **Sensitive Antenna**: While an Arachnid is underground, such as lying in wait to open a tunnel beneath an opponent walking overhead, these specialized appendages also pick up radio transmissions. While this does not allow an Arachnid to understand these signals, they do provide a sense of general distance and direction to any active transmission source within 80 meters.

**Description**: Warrior bugs are physically indistinguishable from worker bugs aside from a very slight difference in its thorax chitin and mandible arrangement. Spotting this difference requires a Knowledge (alien species) check Difficulty 20 at 20 meters. By their nature, warrior bugs are highly aggressive and are capable of laying waste to a whole squad if not dealt with quickly. These creatures make up the primary troop type of the Arachnid threat.

**Source**:

* Starship Troopers RPG Sourcebook (pages 215-216)
* Starship Troopers Wiki: Warrior Bug
* thedemonapostle
Narn Regime T’Loth Assault Cruiser

**Name**: T’Loth
**Craft**: Narn Regime T'Loth Class Assault Cruiser
**Type**: cruiser
**Scale**: capital
**Length**: 1,050 meters
**Skill**: capital ship pilot
**Crew**: 194; Skeleton: 19/+10
**Crew Skill**: Astrogation: 4D+1; Capital Ship Gunnery: 3D+1; Capital Ship Piloting: 4D+1; Communications: 4D+1; Sensors: 4D+1; Starship Gunnery: 3D+1
**Passengers**: 7,000 & 300 troops
**Cargo Capacity**: 14,000 metric tons
**Consumables**: 30 months
**Hyperdrive**: x17
**Nav Computer**: yes
**Maneuverability**: 0D+2
**Space**: 3
**Hull**: 8D+2
**Sensors**

* Passive: 8 / 0D+1
* Scan: 16 / 0D+1
* Search: 24 / 0D+2
* Focus: 1 / 1D

**Weapons**

* **2 Twin-Linked Heavy Plasma Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-6/15/30
Damage: 5D
* **7 Light Pulse Cannons**

Fire Arc: 3 forward, 1 port, 1 starboard, 2 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 0D+1
Space Range: 1/3/6
Damage: 4D+2
**Miscellaneous**:

* Artificial Gravity: No
* Crew: 194

* Officers: 12
* Pilots: 12
* Sensor Operators: 16
* Crewmen: 154

* Average Crew Experience Level: Narn Line
* Stealth: 5 (Base Difficulty to Detect Ship)
* Fusion Engine
* Jump Point Generator

**Ship Complement**:

* Assault Shuttles: 4
* Frazi Class Heavy Fighter: 12

**Source**:

* The Babylon 5 Project: Narn heavy cruiser
* Babylon 5: Ships of the Galaxy (pages 71-72)
* thedemonapostle
Terran Confederation "Free Trader" Transport

**Name**: Free Trader
**Craft**: Terran Confederation Free Trader Class
**Type**: Transport
**Scale**: starfighter
**Length**: 83 meters
**Skill**: space transports
**Crew**: 4
**Passengers**: 11
**Cargo Capacity**: 1,431 metric tons
**Consumables**: 14 weeks
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 3D
**Shields**: 4D
**Sensors**

* Passive: 5 / 0D
* Scan: 10 / 0D+1
* Search: 15 / 0D+1
* Focus: 1 / 0D+1

**Weapons**

* **Triple Flak Cannon**

Fire Arc: 1 Turret
Crew: 1
Scale: speeder
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500
Damage: 3D
* **7 Dual Flak Cannons**

Fire Arc: 7 Turrets
Crew: 1
Scale: speeder
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500
Damage: 2D+1
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Effects: Enemy Sensors and Fire Control -1 pip
**Gear**:

* External Docking Port: 2
* Escape Pod: 1 (18 person capacity)

**Description**: The Free Trader-class Transport was a civilian freighter class used by the Terran Confederation during the Kilrathi War. It is prominently featured in Wing Commander II: Vengeance of the Kilrathi.

The Free Traders were a common sight in the Terran Confederation prior to the year 2669. They were normally civilian vessels, and as such were not very well-armed ships. Like any transport, their main purpose was to ship cargo to and from the frontlines of the Kilrathi War, as well as to civilian depots and colonies. While not military by nature, they could be adapted for a number of military purposes, including top secret reconnaissance missions. Some Free Traders have even been adapted to house a handful of starfighters.

By far the most famous example of this class was the TCS Bonnie Heather, the personal flagship of the distinguished General James Taggart. Taggart rose to fame for his previous services on the ill-fated T.C.S. Tiger's Claw. After retiring from frontline duty, he vanished into the Special Operations Division, where he became one of the Terran Confederation's top spies. He was given command of the TCS Bonnie Heather, which was better armed and better armored than a conventional Free Trader, and was adapted with highly-advanced surveillance equipment, a starfighter hangar, and prison cells. Taggart and the Bonnie Heather were responsible for the rescue of Firekkan hostages in 2656 and the defense of Ghorah Khar. The crew even captured Crown Prince Thrakhath nar Kiranka briefly before he managed to escape the vessel.

It is unknown if the Free Traders remained active after 2669, as the Confederation had begun using the Clarkson-class Transport on a frequent basis.

**Source**:

* Wing Commander Encyclopedia: Free Trader-class transport
* Wing Commander Information Center: Free Trader-class transport
* The Wing Commander Role Playing Game (page 395)
* thedemonapostle
Minbari Federation Neshatan Gunship

**Name**: Neshatan Gunship
**Craft**: Minbari Federation Neshatan Class Gunship
**Type**: gunship
**Scale**: capital
**Length**: 1,100 meters
**Skill**: capital ship pilot
**Crew**: 166; Skeleton: 17/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D
**Passengers**: 3,000
**Cargo Capacity**: 6,000 mertic tons
**Consumables**: 15 months
**Hyperdrive**: x17
**Nav Computer**: yes
**Maneuverability**: 0D+2
**Space**: 3
**Hull**: 6D
**Sensors**

* Passive: 20 / 0D+2
* Scan: 40 / 1D+1
* Search: 60 / 1D+2
* Focus: 2 / 2D+1

**Weapons**

* **10 Neutron Laser Cannons**

Fire Arc: 6 forward, 4 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1-15/38/75
Damage: 10D
* **12 Fusion Cannons**

Fire Arc: 4 forward, 3 port, 3 starboard, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1-3/8/15
Damage: 4D
* **12 Tractor Beams**

Fire Arc: 4 forward, 3 port, 3 starboard, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1/2/3
Damage: 6D
* **Minbari Jamming Suite**

Fire Arc: all
Crew: 1
Skill: sensors
Effect: Enemy Fire Control and Sensors -4D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 166

* Officers: 6
* Pilots: 18
* Sensor Operators: 12
* Crewmen: 130

* Average Crew Experience Level: Minbari Warrior Caste Line
* Stealth: 17 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Jump Point Generator
* Minbari Flight Computer

**Ship Complement**:

* Flyer Class Combat Fighter: 2

**Source**:

* Babylon 5: Ships of the Galaxy (pages 31-32)
* thedemonapostle
Star Trek Vulcan Science Officer

* ***Type:*** Vulcan Science Officer
* ***Gender/Species:*** Vulcan
* ***Age:***
* ***Height:***
* ***Weight:***
* **A Quote**:
* ***Physical Description:***
* Blaster
* Brawling Parry
* Dodge
* Command
* Investigation
 **Knowledge 3D**
* Cultures
* Languages
* Law Enforcement
* Scholar
* Survival
* Willpower
* Brawling
 **Mechanical 2D+2**
* Astrogation
* Capital Ship Gunnery
* Capital Ship Piloting
* Capital Ship Shields
* Communications
* Sensors
* Space Transports
* Starship Gunnery
* Starship shields
* Blaster Repair
* Capital Ship Repair
* Capital Ship Weapon Repair
* Computer Programming/Repair
* First Aid
* Space Transports Repair
* Starship Weapon Repair
 **Special Abilities**
* **Curious**: Confronted with a scientific mystery, Vulcans need to know the answer. In situations where a Vulcan character is confronted with the unknown, they receive a free Character Point to spend, but it must be spent in that situation or it is lost.
* **Mind Meld**: Vulcans have some minor Telepathic ability. A Vulcan that chooses to become Force Sensitive gains Sense at 1D free and gains Life Detection, Life Sense, and Receptive Telepathy free. Through training and practice a Vulcan may perform a Mind Meld. A Mind Meld is an exchange of memories. A Vulcan can read the memories of the target or share their own memories with the target. Both participants remember the experience afterwards, though they both know the memories belong to someone else.A Mind Meld is very difficult to use at range; add +10 to all difficult numbers if the Vulcan is not touching the target. The Sense Difficulty is modified by relationship.
* **Hides Emotions**: Vulcans never allow themselves to express their true feelings. No one ever knows how they feel about anything, and it's difficult to coax the information out of them. Vulcans receive a 1D penalty to all skills involving emotion, such as Bargain, Command, Con, Persuasion, and Intimidate (depending on the situation, GM's might provide this as a bonus rather than a penalty). Vulcans do not view this as a hindrance.
* **Code of Honor**: Never give in to emotion; solve problems logically; violence breeds emotion.
* **Force Sensitive Yes**
* **Force Points 2**
* **Dark Side Points 0**
 **Force Abilities**
**Control 0D****Sense 3D**
* Life Detection, Life Sense, and Receptive Telepathy

**Alter 0D**

**Equipment**: Tricorder, Starfleet Science Officer's Uniform, Starfleet Combadge

**Background**: Current Rank: Lieutenant.

**Note**: Character gets to choose up to Six (6) more Sense abilities. Also, the character has 1D to distribute among their attributes.

**Personality**:

**Objectives**:

**Connection With Characters**:

**Source**: Star Trek The Next Generation Core Rule Book (page 59)
Stargate Assault Vest

**Name**: Assault Vest
**Model**: Various Manufacture Assault Vest
**Type**: Combat Armor
**Scale**: Character
**Weight**: 11.34 kg
**Coverage**: Neck, Torso, Upper Arms, Upper Legs

**Game Notes**:

* **Physical Protection**: STR+2D+2
* **Energy Protection**: STR+1D+1
* **Dexterity and related skills Penalty**: -1D+1

**Description**: A heavier version of the Kevlar BDU.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 321)
* thedemonapostle