recursal/Fanatic-Fandom huggingface dataset:
Centauri Republic Centurion Attack Cruiser

**Name**: Centurion
**Craft**: Centauri Republic Centurion Attack Cruiser
**Type**: Attack Cruiser
**Scale**: capital
**Length**: 356.5 meters
**Skill**: capital ship pilot
**Crew**: 59; Skeleton: 7/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+2; Communications: 4D+2; Sensors: 4D+2; Starship Gunnery: 3D
**Passengers**: none
**Cargo Capacity**: none
**Consumables**: 5 months
**Hyperdrive**: x13
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 8
**Hull**: 3D+1
**Sensors**

* Passive: 28 / 0D+2
* Scan: 56 / 1D+2
* Search: 84 / 2D+2
* Focus: 3 / 3D+1

**Weapons**

* **2 Battle Lasers**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1-18/45/90
Damage: 12D
* **3 Matter Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1-8/20/41
Damage: 5D+1
* **11 Particle Arrays**

Fire Arc: 5 forward, 3 port, 3 starboard
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1-2/4/8
Damage: 5D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 59

* Officers: 3
* Pilots: 8
* Sensor Operators: 10
* Crewmen: 38

* Average Crew Experience Level: Centauri Line
* Stealth: 11 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Jump Point Generator

**Source**:

* Babylon 5: Ships of the Galaxy (pages 46-47)
* thedemonapostle
Babylon 5 Takata Mine Cruiser

**Name**: Takata
**Craft**: Brakiri Syndicracy Takata Mine Cruiser
**Type**: Mine Cruiser
**Scale**: Capital
**Length**: 1,600 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 385; Skeleton: 39/+10
**Crew Skill**: Astrogation: 6D; Capital Ship Gunnery: 4D+2; Capital Ship Piloting: 6D; Capital Ship Shields: 6D; Communications: 6D; Sensors: 6D; Starship Gunnery: 4D+2
**Passengers**: 2,500
**Cargo Capacity**: 5,000 metric tons
**Consumables**: 40 months
**Hyperdrive**: x11
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 12
**Hull**: 8D+1
**Shields**: 2D
**Sensors**

* Passive: 28 / 0D+2
* Scan: 56 / 1D+2
* Search: 84 / 2D+2
* Focus: 3 / 3D+1

**Weapons**

* **8 Gravitic Mine Launchers**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1-9/23/45
Atmosphere Range: 2-18/46/90km
Damage: 6D
* **18 Graviton Pulsars**

Fire Arc: 5 forward, 5 port, 5 starboard, 3 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1-2/6/11
Atmosphere Range: 10-200/600/1,100m
Damage: 7D+1
* **3 Gravitic Bolts**

Fire Arc: 3 turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1-5/12/23
Atmosphere Range: 2-10/24/46km
Damage: 6D
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 385

* Officers: 10
* Pilots: 10
* Sensor Operators: 15
* Crewmen: 350

* Average Crew Experience Level: Brakiri Veteran
* Stealth: 7 (Base Difficulty to detect ship)
* Gravitic Engine

**Complement**:

* Light Shuttle: 6

**Description**: After seeing the results of the Earth-Minbari War and knowing that they would never be able to withstand such an assault, the Brakiri collectively came together into a single ship design and construction project as one entity for the first time since their conception generations earlier. The result was the highly advanced and expensive Tashkat cruiser. Relatively few in service due mostly to their sheer expense, the deployment of the Tashkat has raised eyebrows with fleet spies of nearly every other major race. The focused graviton beams on the prow can match the heavy lasers of Earth in raw destructive capability, while the highly scientific graviton shifters can ruin the combat maneuvers of any enemy fl eet, breaking any momentum before it can launch a concerted attack with their primary weapon systems.

After a decade of the Tashkat’s success, especially during the Shadow War, the Brakiri came together again under the fl ag of the Interstellar Alliance to create another technological marvel – the Takata. Officially classed as an experimental vessel, the Takata was designed to carry new gravitic mine weapon systems into battle to be tested against a new enemy; the Drakh. Hurling tiny gravitic anomalies at one another to create massive energic backlashes at extreme ranges, the Takata also retains the formidable firepower of its parent ship, making it a formidable warship to face at closer ranges as well.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 104-105)
* thedemonapostle
Babylon 5 Xonn Dreadnought

**Name**: Xonn
**Craft**: Vree Conglomerate Xonn Dreadnought
**Type**: Dreadnought
**Scale**: Capital
**Length**: 540 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 70; Skeleton: 7/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 4D+1; Capital Ship Piloting: 4D+2; Communications: 4D+2; Sensors: 4D+2; Starship Gunnery: 4D+1
**Passengers**: 5,500
**Cargo Capacity**: 11,000 metric tons
**Consumables**: 8 months
**Hyperdrive**: x5
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 15
**Atmosphere**: 505; 1,450 km/h
**Hull**: 6D+2
**Sensors**

* Passive: 32 / 1D
* Scan: 64 / 2D
* Search: 96 / 3D
* Focus: 3 / 4D

**Weapons**

* **12 Antiproton Guns**

Fire Arc: 3 forward, 3 port, 3 starboard, 3 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-3/7/13
Atmosphere Range: 10-300/700/1,300m
Damage: 6D+2
* **2 Antimatter Cannons**

Fire Arc: 2 turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1-3/8/15
Atmosphere Range: 2-6/16/30km
Damage: 4D
* **2 Antimatter Shredders**

Fire Arc: 2 turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+1
Space Range: 1-2/6/11
Atmosphere Range: 2-4/12/22km
Damage: 5D+2
**Miscellaneous**:

* Artificial Gravity: yes
* Crew: 70

* Officers: 10
* Pilots: 10
* Sensor Operators: 10
* Crewmen: 40

* Average Crew Experience Level: Vree Veteran
* Stealth: 7 (Base Difficulty to detect ship)
* Atmospheric Capable
* Gravitic Engine

**Complement**:

* Light Shuttle: 3

**Description**: Seeing how massive dreadnoughts like the Narn Bin’Tak and the Pak’ma’ra Pshul’shi act as a deterrent due to their sheer size, the Vree found it logical to create one of their own. The Xonn is deployed with the opposite of normal Vree attitude. Instead of being enigmatic and secretive, the dreadnought is used in open view of the public at all times.

Its deadly reputation spread quickly, and the Vree were happy to hear that it was looking like it would be among the most feared vessels in the galaxy. Assigned a full five antimatter cannons and a pair of supercharged shredders while ringed in antiproton guns, its destructive power heralds it the deadliest saucer the Conglomerate has at its disposal. While not as large as some of the other dreadnoughts in the galaxy it was modeled after, it somehow manages to keep the Vree’s signature mobility and the constant ability to turn its most lethal weaponry on any enemy in an instant. While made for its reputation, the Vree were able to make a powerful adversary for any enemy of the Conglomerate.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 126-127)
* thedemonapostle
Chirichan CR2A Cruiser

**Name**: CR2A
**Craft**: Chirichan CR2A 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**: 12,800 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**: 5D+1
**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**

* **3 Dual Turret B's**

Fire Arc: Turret x3
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
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**:

* SH1B Shuttles: 2

**Description**: Chirichan Pirate Clan Cruiser.

**Source**:

* Wing Commander Encyclopedia: Cruiser CR2a
* The Wing Commander Role Playing Game (pages 418-419)
* thedemonapostle
Centauri Republic Vorchat War Raider

**Name**: Vorchat
**Craft**: Centauri Republic Vorchat War Raider
**Type**: War Raider
**Scale**: capital
**Length**: 360 x 475 x 305 meters
**Skill**: capital ship pilot
**Crew**: 41; Skeleton: 6/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+2; Communications: 4D+2; Sensors: 4D+2
**Passengers**: 700
**Cargo Capacity**: 1,400 metric tons
**Consumables**: 8 months
**Hyperdrive**: x16
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 4D+2
**Sensors**

* Passive: 32 / 1D
* Scan: 64 / 2D
* Search: 96 / 3D
* Focus: 3 / 4D

**Weapons**

* **4 Battle Lasers**

Fire Arc: 1 forward, 1 port, 1 starboard, 1 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+1
Space Range: 1-18/45/90
Atmosphere Range: 2-36/90/180km
Damage: 12D
* **Standard Missile Launcher**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+1
Space Range: 1-7/17/33
Atmosphere Range: 2-14/34/66km
Damage: 5D

* **Energy Mine Launcher**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-6/15/30
Atmosphere Range: 2-12/30/60km
Damage: 5D+2
* **Laser/Pulse Array**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
* **Laser**

Fire Control: 2D+1
Space Range: 1-6/15/30
Atmosphere Range: 2-12/30/60km
Damage: 4D
* **Pulse**

Fire Control: 0D
Space Range: 1-6/15/30
Atmosphere Range: 2-12/30/60km
Damage: 6D+1
* **Tractor Beam**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+1
Space Range: 1/2/3
Atmosphere Range: 1-2/4/6km
Damage: 5D
**Miscellaneous**:

* Artificial Gravity: yes
* Crew: 41

* Officers: 3
* Pilots: 8
* Sensor Operators: 4
* Crewmen: 26

* Average Crew Experience Level: Centauri Line
* Stealth: 9 (Base Difficulty to Detect Ship)
* Atmospheric Capable
* Gravitic Engine
* Jump Point Generator

**Ship Complement**:

* Sentri Class Medium Fighter: 6

**Source**:

* The Babylon 5 Project: Vorchan class medium warship
* Babylon 5: Ships of the Galaxy (pages 56-57)
* thedemonapostle
Centauri Republic Balvarin Class Carrier

One of the largest ships in the Centauri Republic, the Balvarin carrier is an effective escort in its own right and capable of holding the center of an entire battle. Its all-round firepower and seemingly inexhaustible – if not quickly disgorged – fighter compliment make it a good central point for a Centauri fleet to rally around. In fact, some Admirals of the fleet prefer to take their command tours aboard a Balvarin instead of a Primus or Octurion, as the attractive and well-armored hull of the Balvarin looks good in formation. When a Balvarin opens its bay doors and a stream of fighter craft trail out of it over several minutes, the entire tide of a battle can change, if they are allowed to live long enough to mass an attack.

In an attempt to create a more offensive Balvarin, the Balvarix was retrofitted with upgraded weaponry and command facilities. Quite easily this ship can form the core of any Centauri fleet, controlling other ships and lending fighter support where needed.

Balvarin Carrier

Balvarix Strike Carrier

**Source**:

Babylon 5: Ships of the Galaxy (pages 45-46)

thedemonapostle
Centauri Republic Altarian Destroyer

**Name**: Altarian
**Craft**: Centauri Republic Atarian Class Destroyer
**Type**: Destroyer
**Scale**: capital
**Length**: 540.95 meters
**Skill**: capital ship pilot
**Crew**: 118; Skeleton: 12/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+2; Communications: 4D+2; Sensors: 4D+2; Starship Gunnery: 3D
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 15 months
**Hyperdrive**: x16
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 5
**Hull**: 5D+1
**Sensors**

* Passive: 24 / 0D+2
* Scan: 48 / 1D+1
* Search: 72 / 2D+1
* Focus: 2 / 3D

**Weapons**

* **5 Matter Cannons**

Fire Arc: 3 forward, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-8/20/41
Damage: 5D+1
* **11 Particle Arrays**

Fire Arc: 4 forward, 2 port, 2 starboard, 3 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-2/4/8
Damage: 5D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 118

* Officers: 4
* Pilots: 12
* Sensor Operators: 12
* Crewmen: 90

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

**Ship Complement**:

* Shuttle: 2
* Sentri Class Medium Fighter: 6

**Source**:

* Babylon 5: Ships of the Galaxy (page 44)
* thedemonapostle
Calypso-class exfiltration craft

**Name**: Calypso-class Exfiltration craft
**Craft**: UNSC Calypso-class Exfiltration craft
**Type**: Stealth Exfiltration craft
**Scale**: starfighter
**Length**: 50 meters (possibly bigger)
**Skill**: space transports
**Crew**: 5; skeleton: 1/+10
**Passengers**: 10
**Cargo Capacity**: 200 metric tons
**Consumables**: 10 week
**Slip Space Drive**: x6,160
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 4D+2
**Sensors**

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

**Stealth Systems**: Difficulty to detect +2D
**Weapons** - None

**Description**: The Calypso-class exfiltration craft is a United Nations Space Command starship classification. These fulfill a purpose similar to Black Cat-class subprowlers, and were in use in the 2530s, notably in the Battle of K7-49, as it appears that Black Cats rendered these ships obsolete. By 2553 the Venezia Insurrectionist militia had acquired a few of these Calypso-class crafts. Staffan Sentzke suggested letting the Huragok Sometimes Sinks , to upgrade a Calypso-class craft.

**Source**:

* Halo Wiki: Calypso-class Exfiltration craft
* thedemonapostle
Colonial Veritas Class Supply Ship

**Name**: Veritas
**Craft**: Colonial Military Veritas Class Supply Ship
**Type**: Supply Cruiser
**Scale**: Capital
**Length**: 134 x 17 x 16.4 meters
**Skill**: Capital Ship Pilot
**Crew**: 41; skeleton: 4/+10
**Passengers**: none
**Cargo Capacity**: 18,144 metric tons
**Consumables**: 12 months
**Jump Drive**: x410
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 3
**Hull**: 3D+1
**Sensors**

* Passive: 10 / 0D+1
* Scan: 20 / 0D+1
* Search: 30 / 0D+2
* Focus: 1 / 1D

**Weapons**

* **48 Light Point Defense Autocannons**

Fire Arc: 24 dual turrets
Crew: 0; Automated
Scale: starfighter
Skill: starship gunnery
Fire Control: Automated: 2D
Space Range: 1-2/5/10
Damage: 3D
* **8 Missile Systems**

Fire Arc: 2 forward, 3 port, 3 starboard
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-5/14/27
Damage: 3D
**Complement**:

* Shuttles: 2 (configured as life boats)

**Description**: The rock solid staple of the Merchant Marine, the Veritas is designed to operate further behind the primary battle zone carrying a larger load of supplies than the Zephyr, but requiring the supplied vessel to come to a halt to transfer the supplies. This dependable design has been built in the hundreds and is used by many civilian cargo companies.

**Source**:

* Battlestar Galactica Thin Blue Line Corebook (page 123)
* thedemonapostle
Babylon 5 The Weapons Systems Master Table

## **Qualities**

* **Antimatter**: Antimatter weapons that roll a 6 on their wild die for attack, add 1D extra damage to the damage roll. Also, any wild die that comes up 1 during an attack roll suffers a minus 1D to damage for the damage roll.
* **Array**: These weapons cannot maintain a weapons lock.
* **Bypass Interceptors**: Whether they are based on relatively basic laser technologies or more advanced neutron or bioelectric principles, beam weapons rank as the most devastating form of weaponry. These weapons ignore/bypass the target's Interceptors and/or Shields by the listed amount.

## **Source**

* Babylon 5 Ship Builder's Manual (pages 46-65)
* thedemonapostle
CIS CCTB Transport

**Name**: CCTB Transport
**Craft**: CIS CCTB Transport
**Type**: Transport
**Scale**: capital
**Length**: 480 meters (estimated)
**Skill**: capital ship pilot
**Crew**: 128; skeleton: 13/+10
**Passengers**: 32
**Cargo Capacity**: 33,950 metric tons
**Consumables**: 12 months
**Primary Jump Drive**: x1
**Secondary Jump Drive**: x10
**Tertiary Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 2
**Atmosphere**: 225; 650 km/h
**Hull**: 6D+2
**Shields**: 4D
**Backup Shields**: 1D+1
**Sensors**

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

**Weapons**

* **4 Dual Turret B's**

Fire Arc:  Turret x4
Crew: 2
Scale: capital
Skill: capital gunnery
Fire Control: 2D+1
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 -1 pip
**Gear**:

* External Docking Port x2
* Escape Pod x1 (160 person capacity)

**Description**: CCTb transports are the military’s primary bulk transporter – Previa shuttlecraft are also used for shipping individual personnel. An alternate version, designed specifically as a prison transport, also exists. Notable CCTbes include the CIS Orream.

**Source**

* Wing Commander Encyclopedia: Military Transport CCTb
* The Wing Commander Role Playing Game (pages 415-416)
* thedemonapostle
Defense Perimeter Platform

**Name**: Defense Perimeter Platform
**Craft**: United Federation of Planets Mar Defense Perimeter Platform
**Type**: Automated Defensive Station
**Scale**: Starfighter
**Length**: 60 meters radius
**Skill**: space station operations
**Autopilot**: 1D+2
**Crew**: 0; Automated
**Hull**: 3D
**Shields**: 7D+1
**Weapons**

* **Type XV Phaser Arrays**

Fire Arc: 360 degrees each
Location: placed equidistantly around sphere so that any given target can be targeted by a minimum of 2, and often more, phasers
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-2/5/15
Firing Modes: Standard, Continuous, Pulse, Wide-Beam
Rate of fire: 3
Damage: 6D
* **Photon Torpedo Launchers**

Fire Arc: varies
Location: placed equidistantly around sphere so that any given target can be targeted by a minimum of 2, and often more, launchers
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-18/75/203
Spread: 10
Damage: 4D
**Description**: The Mars Defense Perimeter was a Starfleet defensive program set up to defend the inner Sol system, specifically Earth, from attack from outside the system.

During the Borg Incursion of 2366-2367, a number of ships comprising the Mars Defense Perimeter were easily destroyed by an approaching Borg cube. (TNG episode: "The Best of Both Worlds, Part II")

In 2371, the USS O'Keefe was assigned duty on the Mars Defense Perimeter.

Command of the Mars Defensive Perimeter was based at Utopia Planitia Control. (CoE eBook: Remembrance of Things Past, Book I)

In 2375, the Breen broke through the Mars Defense Perimeter on their way to attack Earth. (Last Unicorn RPG module: Star Trek: Deep Space Nine Core Game Book)
CIS CCTB Prison Transport

**Name**: Prison Ship
**Craft**: CIS CCTB Transport, Variant
**Type**: Transport
**Scale**: capital
**Length**: 480 meters (estimated)
**Skill**: capital ship pilot
**Crew**: 160; skeleton: 16/+10
**Passengers**: 40 passengers; 32 hospital beds; & 11,250 prisoner cells
**Cargo Capacity**: 200 metric tons
**Consumables**: 94 months
**Primary Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 5D+1
**Shields**: 5D+1
**Backup Shields**: 2D+2
**Sensors**: none

**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 -1D
**Gear**:

* Escape Pod x2 (100 person capacity per pod)

**Description**: CCTb transports are the military’s primary bulk transporter – Previa shuttlecraft are also used for shipping individual personnel. An alternate version, designed specifically as a prison transport, also exists. Notable CCTbes include the CIS Orream.

**Source**

* Wing Commander Encyclopedia: Military Transport CCTb
* The Wing Commander Role Playing Game (page 415)
* thedemonapostle
Babylon 5 Starships

Earth Alliance Starships
Minbari Federation Starships
Centauri Republic Starships
Narn Regime Starships
Interstellar Alliance Starships
Shadows Starships
Vorlon Empire Starships
Abbai Matriarchate Starships
Brakiri Syndicracy Starships
Drazi Freehold Starships
Vree Conglomerate Starships
Drakh Entire Starships
Civilians, Raiders & Miscellaneous Starships
Centauri Republic Elutarian Bombardment Destroyer

**Name**: Elutarian
**Craft**: Centauri Republic Elutarian Bombardment Destroyer
**Type**: Bombardment Destroyer
**Scale**: capital
**Length**: 540.95 meters
**Skill**: capital ship pilot
**Crew**: 98; Skeleton: 10/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+2; Communications: 4D+2; Sensors: 4D+2; Starship Gunnery: 3D
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 12 months
**Hyperdrive**: x16
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 5
**Hull**: 4D+2
**Sensors**

* Passive: 24 / 0D+2
* Scan: 48 / 1D+1
* Search: 72 / 2D+1
* Focus: 2 / 3D

**Weapons**

* **2 Ballistic Torpedo Launchers**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-10/26/51
Damage: 7D+2
* **9 Particle Arrays**

Fire Arc: 3 forward, 2 port, 2 starboard, 2 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-2/4/8
Damage: 5D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 98

* Officers: 4
* Pilots: 12
* Sensor Operators: 12
* Crewmen: 70

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

**Ship Complement**:

* Shuttle: 2
* Sentri Class Medium Fighter: 6

**Source**:

* Babylon 5: Ships of the Galaxy (pages 44-45)
* thedemonapostle
Centauri Republic Amar Fast Carrier

**Name**: Amar
**Craft**: Centauri Republic Amar Fast Carrier
**Type**: Fast Carrier
**Scale**: capital
**Length**: 600 meters
**Skill**: capital ship pilot
**Crew**: 60; Skeleton: 7/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Piloting: 4D+2; Communications: 4D+2; Sensors: 4D+2; Starship Gunnery: 3D
**Passengers**: 20
**Cargo Capacity**: 40 metric tons
**Consumables**: 7 months
**Hyperdrive**: x11
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 9
**Hull**: 3D
**Sensors**

* Passive: 28 / 0D+2
* Scan: 56 / 1D+2
* Search: 84 / 2D+2
* Focus: 3 / 3D+1

**Weapons**

* **8 Particle Arrays**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1-2/4/8
Damage: 5D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 60

* Officers: 4
* Pilots: 8
* Sensor Operators: 10
* Crewmen: 38

* Average Crew Experience Level: Centauri Line
* Stealth: 11 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Jump Point Generator

**Ship Complement**:

* Sentri Class Medium Fighter: 12

**Source**:

* Babylon 5: Ships of the Galaxy (page 49)
* thedemonapostle
Babylon 5 Discharge Gun

**Discharge Gun**

**Dominant Faction**: Vorlon Empire

**Description**: The first of the Vorlon electromagnetic energy weapons, the discharge gun simply manifests itself as a bolt of brilliant energy that streaks out and drives into a target. Like a focused backlash of pure energy, the discharge gun is only as powerful as the living battery that is fueling it.

Discharge guns ignore interceptors. A discharge gun’s statistics are dependent on the size of the vessel it is attached to.

**Source**

* Babylon 5: Ship Builder's Manual (page 80)
* thedemonapostle
Carrack merchant cruiser

**Name**: Carrack merchant cruiser
**Craft**: Sangheili Carrack merchant cruiser
**Type**: transport
**Scale**: capital
**Length**: 2,819 meters
**Skill**: capital ship pilot
**Crew**: 2,819; skeleton: 282/+10
**Passengers**: 4,000
**Cargo Capacity**: 70,475 metric tons
**Consumables**: 11 years
**Slip Space Drive**: x13
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 6D+2
**Shields**: 3D+1
**Sensors**

* Passive: 40 / 1D
* Scan: 80 / 2D
* Search: 120 / 3D
* Focus: 4 / 4D

**Weapons**

* **23 Heavy Plasma Cannons**

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-15/38/75
Atmosphere Range: 2-30/76/150km
Damage: 4D+2
* **15 Heavy Plasma Torpedo Launchers**

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Damage: 6D
* **38 Medium Pulse Lasers**

Fire Arc: turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 3D+2
**Description**: The Carrack merchant cruiser is a Sangheili designed starship that predates the Writ of Union. Due to the lack of pre Great Schism ships, these ships were pressed back into service serving as troop carriers as well as logistical support ships, proving to very capable in these roles. These ships have seen combat during the Blooding Years.

**Source**:

* Halo Wiki: Carrack merchant cruiser
* thedemonapostle
Babylon 5 Molecular Weaponry

The absolute highest form of weapon technology in the galaxy, molecular weapons are almost indescribable in how they take apart a target. The primary example of what molecular weaponry is capable of can be found in Shadow ships. The energy is actually formed not of a charge or of a polarity, but instead of the actual force that binds atoms together.

The Minbari (and later the ISA with their permission) are the only Younger Race to ever harness even the smallest portion of molecular energy. It is a foreign science that terrifies even those that harness it for just nanoseconds in a lab. More on Shadowtech and molecular weaponry can be found in Classified Weapon Systems.

#### **Molecular Pulsar**

Designed to be basically a ‘molecular array’ for use on Whitestar cruisers, the resulting weapon uses the same atomic principle of the Minbari molecular disruptor, but instead staggers out the energy in a stream of much smaller bursts in an attempt to spread the weapon’s damage over several targets if necessary. The molecular pulsar fires extremely rapidly when triggered, but each shot is far less devastating than others of its ilk. Even the largest of enemy vessels will eventually succumb to the constant barrage of hull-cracking molecular energy blasts. This weapon is more like a series of very powerful jabs rather than the haymaker of some other molecular technology examples – like the dreaded Shadow slicer beam.

#### **Source**

* Babylon 5 Ship Builder's Manual (page 61)
* thedemonapostle
AvP: M112

**Name**: M112 HIMAT
**Model**: United States Colonial Marine Corps M112 HIMAT
**Type**: Missile Launcher
**Scale**: Speeder
**Skill**: Missile Weapons
**Ammo**: 1
**Fire Control**: 1D
**Range**: 150-1,000/2,500/5,000m
**Damage**: 6D

**Description**: The M112 Hypervelocity Intelligence Missile, Anti-Tank (HIMAT) is a man-portable battlefield mortar with a range of over 5,000 m. The core element of the system is a 11.3 kg single-round self-contained disposable launcher, which comes with its own bipod stand and baseplate.

It can be set to command or autonomous configurations, which are in turn connected to a APS-100 Fire Controller. In direct offense, the M112 can be fired immediately using a passive infrared imaging sight and active ultrasonic motion tracker known as the SR-90. The cable pays out up to 150 meters, long enough to keep the operator safely away from the missile.

The M112 has a sophisticated sight that provides the gunner of the weapon a +1D to hit. Using a scope is an attack action.

**Source**

* Xenopedia: M112 HIMAT
* thedemonapostle
Babylon 5 Shadow Jump

**Shadow Jump**
**Dominant Faction**: Shadows
**Description**: Possessed only by advanced Shadow vessels, the Shadow jump system bypasses the need to create jump points or use jump gates in order to enter or access hyperspace. Instead, the craft with this add-on merely phases in or our of hyperspace at will.
Centauri Republic Morgrath Class Frigate

**Name**: Morgrath
**Craft**: Centauri Republic Morgrath Class Frigate
**Type**: frigate
**Scale**: capital
**Length**: 134.85 meters
**Skill**: capital ship pilot
**Crew**: 34; Skeleton: 5/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+2; Communications: 4D+2; Sensors: 4D+2; Starship Gunnery: 3D
**Passengers**: 20
**Cargo Capacity**: 40 metric tons
**Consumables**: 4 months
**Maneuverability**: 2D
**Space**: 3
**Hull**: 2D
**Sensors**

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

**Weapons**

* **Plasma Stream**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-3/8/15
Damage: 4D
* **Matter Cannon**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-8/20/41
Damage: 5D+1
* **3 Particle Blaster Arrays**

Fire Arc: 3 turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+2
Space Range: 1-2/4/8
Damage: 5D+1
* **Mk I Interceptor**

Fire Arc: turret
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-2/4/8
Damage:
* Offensive: 0D+2
* Intercept: 2D

**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 34

* Officers: 3
* Pilots: 4
* Sensor Operators: 4
* Crewmen: 23

* Average Crew Experience Level: Centauri Line
* Stealth: 11 (Base Difficulty to Detect Ship)
* Gravitic Engine

**Ship Complement**:

* Shuttle: 1

**Description**: Another ship taken from League technology and design, the Morgrath incorporates a weapon that the Centauri Republic has been trying to augment or replicate for the better part of a century – the Pak’ma’ra created plasma stream. With its devastating ability to pour huge gouts of armor-eating plasma onto targets without fear of defensive fire, there is little question as to why. If the Centaurum would simply allow for a direct dealing with the Pak’ma’ra to purchase the technology – which they would likely be comfortable with – many more varied Morgraths would find their way into the fleet along with a dozen more uses of the potent weapon.

Morgraths are rare and valuable ships because of their plasma stream weapons and few are ever risked in heavy combat engagements. They are far better suited for hit and run scenarios or ambushes where the enemy would not have time to take advantage of the lack of staying power that these ships suffer from. The plasma stream remains a useful beam weapon, however, and there are many captains who are eager to prove the worth of their vessels in larger and larger battles.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 51-52)
* thedemonapostle
Centauri Republic Primus Class Battlecruiser

Only a fraction smaller than the Octurion, the Primus is the normal flagship of the Centauri navy. They are less expensive and far more commonly seen in the fleet. The Primus is a testament to the might and power the Centauri once wielded in the galaxy. Among the strongest of the frontline vessels designed by the younger races, Primus battle cruisers mount a large number of weapons, permitting them to engage almost any enemy at varying ranges and angles with a good chance of a victorious outcome. Between powerful battle lasers and accurate twin arrays, few ships of lesser stature can hope to survive long against a baseline Primus. It is said to lack the powerful secondary armament usually found in ships of this size, which often leads enemy captains trying to close range when engaging but the powerful battle lasers mounted on the Primus are more than capable of crippling an enemy as he maneuvers and accelerates to do so.

The Primus was the hull of choice when it came to construct the Emperors’ personal cruisers and it has since become one of the most recognizable ships in the Republic’s fleet with several variants ensuring it will remain in service for decades more to come. Unimaginative in naming the first two types of variants – the Secundus and Tertius – the Primus hull had been used to create a very capable assault transport/escort version in the first, and a ship-hunting plasma variant in the latter. These are both tried and true variants that may give up some of the versatility of the Primus, but sit firmly in the niche they were created for.

Primus Battlecruiser

Secundus Battlecruiser

Tertius Battlecruiser

**Source**

The Babylon 5 Project: Primus class battlecruiser

Babylon 5: Ships of the Galaxy (pages 53-55)

thedemonapostle
Colonial Defender Class Gunstar

**Name**: Defender
**Craft**: Colonial Military Defender Class Gunstar
**Type**: Cruiser
**Scale**: Capital
**Length**: 839.7 x 300.2 x 195 meters
**Skill**: Capital Ship Pilot
**Crew**: 1,750; skeleton: 175/+10
**Passengers**: 4,000
**Cargo Capacity**: 9,183 metric tons
**Consumables**: 20 months
**Jump Drive**: x410
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Hull**: 5D+1
**Sensors**

* Passive: 40 / 1D
* Scan: 80 / 2D
* Search: 120 / 3D
* Focus: 4 / 4D

**Weapons**

* **300 Heavy Point-Defense Autocannons**

Fire Arc: 150 dual turrets
Crew: 0; Automated
Scale: starfighter
Skill: starship gunnery
Fire Control: Automated: 2D+2
Space Range: 1-6/15/30
Damage: 6D
* **24 Primary Assault Railguns**

Fire Arc: 4 forward, 10 dual turrets
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-11/27/53
Damage: 7D
* **12 Heavy Missile Systems**

Fire Arc: 2 forward, 5 port, 5 starboard
Crew: 2
Skill: capital ship gunnery
Fire Control: 2D+2
Scale: capital
Space Range: 1-11/27/53
Damage: 8D
* **12 Nuclear Missile Systems**

Fire Arc: 2 forward, 5 port, 5 starboard
Crew: 2
Skill: capital ship gunnery
Fire Control: 2D+2
Scale: capital
Space Range: 1-13/34/67
Damage: 10D
**Complement**:

* Viper MK II Fighter: 24
* Raptor Class Multipurpose Ship: 10
* Assorted Craft: 6

**Description**: The Defender Class gunstars were the largest gunstars deployed during the Cylon War and were an intermediate step between Battlestars and their smaller escorts. Fitted with a single (shortened) flight pod, they were essentially thru-deck cruisers and were used as “maids-of-all-work” during the First Cylon War. Defenders served as convoy escorts and training ships, then embarked shuttles and landing craft and served ably as make-shift amphibious assault ships, tenders, and even on one occasion, as a hospital ship. Following the Cylon War, the Defenders were gradually decommissioned and scrapped, but a small number were demilitarized (stripped of their weapon mounting hard-points) and found their way into civilian service.

**Quirks/Special Characteristics:** The Defender Class gunstars were built strongly, but were rushed through the Admiralty design process, and so a number of design flaws and system incompatibilities sneaked through and had to be put right by their crews. Additionally, they were built at four different shipyards, and as a result, no two Defenders were ever exactly alike and maintenance and service requirements were always excessive. Despite this flaw, the Defenders were sturdy, reliable, and unyielding, and remained popular in the Fleet. One major flaw of the design is that landing approaches must be made essentially between the large engine pods, which can impair pilot vision in a critical moment, and when the vessel is at high speed, irradiate the outer hull of craft making their approaches.

**Source**:

* Battlestar Galactica Thin Blue Line Corebook (page 103)
* thedemonapostle
Babylon 5 Orinthar Commercial Transport

**Name**: Orinthar
**Craft**: Drazi Freehold Orinthar Commercial Transport
**Type**: Commercial Transport
**Scale**: Capital
**Length**: 127 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 1
**Crew Skill**: Astrogation: 4D; Capital Ship Piloting: 3D+1; Communications: 4D; Sensors: 4D; Starship Gunnery: 3D+1
**Passengers**: 3
**Cargo Capacity**: 50 metric tons
**Consumables**: 20 days
**Maneuverability**: 3D
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 2D+1
**Sensors**

* Passive: 12 / 0D+1
* Scan: 24 / 0D+2
* Search: 36 / 1D
* Focus: 1 / 1D+1

**Weapons**

* **Twin Linked Light Laser Cannon**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+2
Space Range: 1-3/7/13
Atmosphere Range: 10-300/700/1,300m
Damage: 6D
**Miscellaneous**:

* Artificial Gravity: no
* Crew: 1 Pilot
* Average Crew Experience Level: Drazi Line
* Stealth: 10 (Base Difficulty to detect ship)
* Atmospheric Capable
* Fusion Engine

**Description**: Bane to unsuspecting raiders, the Orinthar is the main Drazi commercial transport. Found all over the Freehold and the League territories in vast numbers, the sleek and durable transport is the Drazi’s best recourse for protecting their commercial investments. Thickening the armor and attaching a subtly designed ‘light’ laser cannon on its nose, the Orinthar can not only carry several tons of cargo from one place to the next – even making planetside landings – but can also give a pretty rough time to any raider fighter unlucky enough to get in front of it!

Drazi merchants and cargo runners seek out the Orinthar for its general safety and reputation for dissuading petty hijackers and raiders. It is considered a worthwhile expense and several companies in and out of the Freehold swear by them. The added ability to withdraw the laser cannon into an internal compartment means that the Orinthar is also useful for trade in peaceful areas as well – or simply to be used for the utter surprise of a foolish ship-jacker!

**Source**:

* Babylon 5: Ships of the Galaxy (page 143)
* thedemonapostle
Babylon 5 Starship Weapon Systems

'*Illegal? No… old Dilgar turrets are totally legal in say… four, maybe even five League systems nowadays!"*

- Zrachuss, Drazi Arms Dealer

Weapon systems are the real worry of most shipbuilders. Too few? Too many? Blind firing arcs? These are the kinds of questions that will plague a shipbuilder, until the time comes when that awkwardly placed turret blasts an incoming enemy going for their own kill shot. The weapons systems of a ship are where a very high number of credits in the industry come and go. Replacements, retrofits, upgrades – weapons are big business indeed.

The invention, sale, re-sale and smuggling of weaponry collectively form a multi-billion credit industry in over a dozen systems. Arms companies like Pri-Wakat Solutions of the Brakiri and the Hak’uri’ool Ingenuity Guild of the Pak’ma’ra come up with new and better weaponry each and every year, with governments from all around sweeping in to take a bite of their new wares. Arms dealers fill their holds with powerful implements as they tour the spacedocks and shipyards, looking for that successful retrofitter or inquiring ship owner to unload the expensive components.

Some governments – like the Minbari and Vree, for instance – horde their weapon technologies, keeping them very close to their chests in order to have an edge over their foes. These ‘secret’ weapons always end up on the black market through postbattle salvage or other, more nefarious means; nothing stays secret forever in this galaxy.

Weapon systems are as different as the people who make, buy and use them, yet every weapon system has three main parts – the ammunition bay, the processing equipment and an emitter. Missile racks and railguns have obvious ammunition systems, and though a graviton beam’s ammunition is less obvious, it is still present. The processing section of a plasma cannon is a set of magnetic coils, while it is a series of lenses in a laser cannon. The emitting portion of a pulse cannon is a simple recoiling barrel but the partially shielded hurling ports of an antimatter shredder perform the same function.

This section is dedicated to the myriad weaponry that is available to shipbuilders throughout the galaxy in some fashion or another. They are divided up into their base technology types, in the ascending order of technological advancement from simple ballistics to the devastating theoretical science of molecular weapons.

**Weapon Systems**

Ballistic Weaponry

Missile Weaponry

Matter Weaponry

Plasma Weaponry

Particle Weaponry

Pulse Weaponry

Laser Weaponry

Harmonic Weaponry

Energic Trauma Weaponry

Gravitic Weaponry

Antimatter Weaponry

Neutron Energy

Electromagnetic Weaponry

Molecular Weaponry

The Weapons Systems Master Table

**Source**

Babylon 5: Ship Builder's Manual (pages 45-61)

thedemonapostle
Babylon 5 Tobraki Assault Shuttle

**Name**: Tobraki
**Craft**: Brakiri Sydicrcy Tobraki Assault Shuttle
**Type**: Assault Shuttle
**Scale**: Starfighter
**Length**: 20 meters (estimated)
**Skill**: Space Transports
**Crew**: 2; Skeleton: 1/+5
**Crew Skill**: Astrogation: 5D; Communications: 5D; Sensors: 5D; Space Transports: 5D; Starship Gunnery: 3D+1
**Passengers**: 2 & 24 troops
**Cargo Capacity**: 2 metric tons
**Consumables**: 3 weeks
**Maneuverability**: 3D
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 4D+1
**Sensors**

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

**Weapons**

* **Light Pulsar**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+1
Space Range: 1-4/10/19
Atmosphere Range: 10-400/1,000/1,900m
Damage: 7D+1
* **2 Grapples**

Fire Arc: 1 forward, 1 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+1
Range: 5 meters
Strength: 3D
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 2
	+ Pilots: 1
	+ Sensor Operators: 1
* Average Crew Experience Level: Brakiri Line
* Stealth: 13 (Base Difficulty to detect ship)
* Atmospheric Capable
* Gravitic Engine

**Description**: Heavily modified and streamlined from the Skyhammer hull, the Tobraki is a crossbreed between a breaching pod and a landing shuttle. Equipped with grapples, a magnetic sealing hull cutting ring, room for two full units of Brakiri infantry and a single powerful weapon system useful in knocking out defensive guns on capital ships, the Tobraki has all but replaced the Skyhammer in regular uses – saving the larger troop carrier for special missions.

Using a smaller version of the same graviton beam found on many capital ships, the Tobraki has a powerful weapon at its disposal. Unable to mount it properly on a turret, the ship must lift back off in order to use the bow-mounted beam – meaning that the boarding marines must already be within the bowels of the ship before doing so. If the Tobraki lifts off early, or is destroyed by enemy fighters, the remaining hole left in the hull will no doubt spell disaster for those still inside the breached
area.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 109-110)
* thedemonapostle
Colonial Minerva Class Battlestar

**Name**: Minerva
**Craft**: Colonial Military Minerva Class Battlestar
**Type**: Carrier / Battleship
**Scale**: Capital
**Length**: 1,799.8 x 723.6 x 279.8 meters
**Skill**: Capital Ship Pilot
**Crew**: 3,985; skeleton: 399/+10
**Passengers**: 7,900
**Cargo Capacity**: 35,430 metric tons
**Consumables**: 20 months
**Jump Drive**: x410
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 5
**Hull**: 8D+1
**Sensors**

* Passive: 50 / 1D+1
* Scan: 100 / 2D+1
* Search: 150 / 3D+2
* Focus: 5 / 5D

**Weapons**

* **644 Heavy Point-Defense Autocannons**

Fire Arc: 322 dual turrets
Crew: 0; Automated
Scale: starfighter
Skill: starship gunnery
Fire Control: Automated: 3D+1
Space Range: 1-6/15/30
Damage: 6D
* **64 Primary Assault Railguns**

Fire Arc: 4 forward, 30 dual turrets
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1-11/27/53
Damage: 7D
* **32 Heavy Missile Systems**

Fire Arc: 2 forward, 15 port, 15 starboard
Crew: 2
Skill: capital ship gunnery
Fire Control: 3D+1
Scale: capital
Space Range: 1-11/27/53
Damage: 8D
* **32 Nuclear Missile Systems**

Fire Arc: 2 forward, 15 port, 15 starboard
Crew: 2
Skill: capital ship gunnery
Fire Control: 3D+1
Scale: capital
Space Range: 1-13/34/67
Damage: 10D
**Complement**:

* Viper MK II Fighter: 100 - 144
* Raptor Class Multipurpose Ship: 25 - 32
* Assorted Craft: 12

**Description**: The eleven Minerva Class Battlestars were the largest Battlestars built during the Cylon War, and were roughly the same size as the later Mercury class.

Unfortunately, they shared many of the technological limitations of earlier designs, requiring- among other things- retractable landing pods in order to facilitate FTL jumps. Despite these drawbacks, these vessels gave good service during the last years of the Cylon war and for several decades thereafter. As newer designs were completed and entered service, the Minerva class was decommissioned until only the Pleiades and Hesperides remained.

**Quirks/Special Characteristics:** Pleiades was the test bed ship for the dual axial flight deck fitted to the Mercury Class, and so has four landing bays, with each landing pod having two flight decks- one running parallel to the ship’s line of flight, the other inverted beneath it. Special elevators and airlocks bring embarked craft into sync with the ship’s gravity as they are transported to the hangar deck.

**Source**:

* Battlestar Galactica Thin Blue Line Corebook (page 97)
* thedemonapostle
CAS-class Assault Carrier

**Name**: CAS-Class Assault Carrier
**Craft**: Covenant Empire CAS-Class Assault Carrier
**Type**: Carrier / Heavy Warship / Flagship
**Scale**: capital
**Length**: 5,346 x 2,118 x 746 meters
**Skill**: capital ship pilot
**Crew**: 10,692; skeleton: 1,069/+10
**Passengers**: 7,500
**Cargo Capacity**: 133,650 metric tons
**Consumables**: 21 years
**Slip Space Drive**: x13
**Nav Computer**: yes
**Maneuverability**: 1D
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 12D+1
**Shields**: 6D
**Sensors**

* Passive: 50 / 1D+1
* Scan: 100 / 2D+1
* Search: 150 / 3D+2
* Focus: 5 / 5D

**Weapons**

* **Super Heavy Energy Projector**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1-20/50/100
Atmosphere Range: 2-40/100/200km
Damage: 12D
* **2 Super Heavy Energy Projectors** (firelinked)

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1-20/50/100
Atmosphere Range: 2-40/100/200km
Damage: 13D
* **36 Heavy Energy Projectors**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1-20/50/100
Atmosphere Range: 2-40/100/200km
Damage: 10D+2
* **8 Very Heavy Plasma Cannons**

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-15/38/75
Atmosphere Range: 2-30/76/150km
Damage: 5D+1
* **16 Heavy Plasma Cannons**

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-15/38/75
Atmosphere Range: 2-30/76/150km
Damage: 4D+2
* **24 Heavy Plasma Torpedo Launchers**

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Damage: 6D
* **700 Heavy Pulse Lasers**

Fire Arc: turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 4D+1
**Complement**:

* 64× Seraph strikecraft
* 192× Banshee Fighter strikecraft
* 20× Tick boarding pods
* 44× Phantom dropships
* 8× Phantom gunboat assault ships
* 3× Scarab platforms
* 600× Banshee flyers
* 196× Wraith mortar tanks
* 44× Shadow transports
* 700× Ghost scouts
* 250× Insertion pods

**Description**: *“Look at the size of that thing!”*
— Edward Buck after an Assault Carrier arrives over New Mombasa.

The CAS-class assault carrier is a Covenant capital ship classification of the Covenant Navy.

**Source**:

* Halo Wiki: CAS-class assault carrier
* thedemonapostle