recursal/Fanatic-Fandom huggingface dataset:
Gladius-class corvette

**Name**: Gladius-class corvette
**Craft**: TanSec A Gladius-class corvette
**Type**: Corvette
**Scale**: Capital
**Length**: 243 meters
**Skill**: Capital Ship Pilot
**Crew**: 15; Skeleton: 2/+10
**Passengers**: 15
**Cargo Capacity**: 6,075 metric tons
**Consumables**: 1 year
**Slip Space Drive**: x6,160
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 6
**Atmosphere**: 330; 950kmh
**Hull**: 4D+1
**Sensors**

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

**Weapons**

* **Light MAC**

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: 7D+2
* **2 M58 Archer Missile Pods**

Fire Arc: forward
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
* **6 M870 Rampart point defense guns**

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
**Description**: The Gladius-class corvette was a corvette classification used within the UNSC Navy.

**Class History**

Gladius-class ships were assigned to Battle Groups within the Inner colonies.
Human-Covenant war

Like other corvette classes, the Gladius-class was so severely outgunned by Covenant Starships, that ships of the class rarely participated in frontline engagements.

**Post-war**

One Gladius-class corvette, the UNSC Sagan Blue fought two Kig-Yar DAS-class storm cutters, the Mark of Prophecy and Divine Breath near New Carthage in 2554.

**Design**

Gladius-class ships are extremely small, with a length of only 243m and a mass of only 36,000 metric tons. They were equipped with Slipspace engines.

**Armament**

The Gladius-class is lightly armed in comparison to other UNSC and Covenant ships. They come equipped with one 20DA1C2 Magnetic Accelerator Cannon, two M58 Archer Missile pods, and six M870 Rampart point defense guns.

**Source**:

* Halo Wiki: Gladius-class corvette
* thedemonapostle
M-145D Rhino MAAP

File:M-145D Mobile Artillery Assault Platform.png
**Name**: M-145D Mobile Artillery Assault Platform
**Craft**: Chalybs Defense Solutions M-145D Mobile Artillery Assault Platform
**Type**: Prototype Self-Propelled Artillery
**Scale**: walker
**Length**: 15.6 x 9 meters
**Skill**: ground vehicle operations
**Crew**: 1
**Cargo Capacity**: 75kg
**Cover**: full
**Maneuverability**: 0D+1
**Move**: 28; 80 km/h
**Body Strength**: 6D+2
**Weapons**

* **Prototype Zeus 320mm Cannon**

Fire Arc: turret
Crew: 1
Scale: starfighter
Skill: missile weapons
Fire Control: 1D
Range: 1-700/1,800/3,500m
Damage: 6D
**Description**: The M-145D Mobile Artillery Assault Platform (MAAP), commonly known as the Rhino, is a UNSC artillery tank. Using a prototype plasma cannon, it represented the first successful attempt by the UNSC to introduce a reverse-engineered technology from the Covenant Empire.

**Source**:

* Halo Wiki: M-145D Mobile Artillery Assault Platform
* thedemonapostle
Ilwrath Avenger

**Name**: Avenger
**Craft**: Ilwrath Avenger
**Type**: Warship
**Scale**: Starfighter
**Length**: 22 meters
**Skill**: Space Transports
**Crew**: 22; skeleton: 2/+10
**Cargo Capacity**: 1.1 metric tons
**Consumables**: 12 months
**Hyperdrive**: x375
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 5D+1
**Sensors**

* Passive: 16 / 0D+1
* Scan: 32 / 0D+2
* Search: 48 / 1D
* Focus: 2 / 1D+2

**Weapons**

* **Hellfire Spout**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+2
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 6D/4D/2D
**Notes**:

* **Cloak**: While cloaked the Avenger causes a +30 Difficulty to detect it. As a side effect of the active cloak the Avenger suffers a -1D penalty to its sensors rolls and is unable to fire its weapon. Firing the Hellfire Spout deactivates the cloak. Tracking weapons also lose their target lock on the Avenger.

**Description**: The Ilwrath Avenger is the result of technology that the Ur-Quan Kzer-Za bestowed upon the once newly conquered, technologically simple Ilwrath. Above all, the Ilwrath delight in tormenting their victims and this cruelty has carried over to how they wage war. Stealth technology is employed so widely by the Ilwrath armed forces that it has become synonymous with their species. Due to the ship's stealth capabilities, combat involving an Avenger will more often than not play out like a game of cat and mouse. It is because of this stealth capability that, according to Commander Hayes, the Avenger was as deadly a threat as the Androsynth Guardian to the Alliance deep-space patrols.

**Propulsion**

The Avenger turns and accelerates swiftly, but its top speed is fairly low. This limitation is considered the ship's Achilles' heel.

**Primary Armament**

The primary weapon of the Avenger is a short range flamethrower which has been dubbed the "Hellfire Spout". The Avenger's rapid rate of energy recovery allows it to maintain a nearly constant stream of flame over a length of time.

**Secondary Armament**

All Avenger craft come equipped with a cloaking device. Homing weapon systems and subsidiary craft of all shapes and sizes are unable to follow a cloaked Avenger. However, the Ilwrath cloak is not perfect — some of the Avenger's own scanning instruments do not function properly while the cloaking device is active. In addition to that, hostile craft will retain some awareness of the Avenger's approximate position. The Hellfire Spout and cloaking device cannot function at the same time. The Avenger's cloak will shut off automatically when the weapon is activated. If stealth is broken in this way, the Avenger will also orient itself towards the enemy ship's position regardless of where the Avenger was facing before.

**Source**:

* Ultronomicon: Avenger
* thedemonapostle
Halo Covenant Vehicles

**Aircraft**

**Transport Aircraft**

Phantom Troop Carriers

Spirit Troop Carriers

Type-56 "Lich" GS/UHDP

Type-28 "Tick" IV

**Combat Aircraft**

Banshee

Vampire

**Ground Vehicles**

**Light Armored Ground Vehicles**

Chopper

Ghost

Spectre

Revenant

**Heavy Armored Ground Vehicles**

Wraith

Shadow

Prowler

**Walkers**

Scarab

Locust

Harvester
Earth Alliance SA-25A Badger Starfury Class Heavy Fighter

**Name**: Badger
**Craft**: Earth Alliance SA-25A Badger Starfury
**Type**: Heavy Fighter
**Scale**: starfighter
**Length**: 10.21 meters
**Skill**: starfighter pilot
**Crew**: 2; Skeleton: 1/+5
**Crew Skill**: Communications: 5D; Sensors: 5D; Starfighter Piloting: 5D; Starship Gunnery: 3D+1
**Cargo Capacity**: 80 kg
**Consumables**: 8 days
**Maneuverability**: 4D+2
**Space**: 6
**Hull**: 4D+1
**Sensors**

* Passive: 16 / 0D+1
* Scan: 32 / 1D
* Search: 48 / 1D+1
* Focus: 2 / 2D

**Weapons**

* **4 Uni-Pulse Cannons** (firelinked in sets of 2)

Fire Arc: 1 forward, 1 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/5/10
Damage: 5D
* **Missile Rack**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-7/17/34
Ammo: 8
Damage: 5D
* **Bomb Rack**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D
Space Range: 1/2/3
Ammo: 16
Damage: 5D
* **Grapple**

Fire Arc: forward/down/aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Range: 5 meters
Strength: 3D
**Miscellaneous**:

* Artificial Gravity: No
* Crew: 2

* Pilots: 1
* Crewmen: 1

* Average Crew Experience Level: EarthForce Line
* Stealth: 11 (Base Difficulty to Detect Ship)
* Afterburners
* Fusion Engines
* Pivotal Thrusters

**Description**: The Badger-class Starfury was a long range fighter-bomber used by Earthforce during the Earth-Minbari War.

Similar in design to the SA-23E model Starfury, the Badger employed the same four arm mounted multi-directional engine pod design that allows for a high degree of maneuverability, while keeping the flight crew as close to the center, thereby minimizing the effect of G-forces on the crew while performing extreme maneuvers.

Unlike the SA-23E however, the Badger features a two person crew, seated abreast at the front of the fighter's elongated fuselage.

**Source**:

* The Babylon 5 Project: Badger-class Starfury
* Babylon 5: Ships of the Galaxy (page 28)
* thedemonapostle
Kilrathi Empire "Kor-Larh" Heavy Fighter

**Name**: Kor-Larh
**Craft**: Empire of Kilrah Kor-Larh Heavy Fighter
**Type**: Heavy Fighter:
**Scale**: starfighter
**Length**: 38 meters
**Skill**: starfighter piltot
**Crew**: 2; skeleton: 1/+5
**Cargo Capacity**: 3.1 metric tons
**Consumables**: 8 days
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 13
**Atmosphere**: 470; 1,350 km/h
**Hull**: 4D+2
**Shields**: 6D+2
**Sensors**

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

**Weapons**

* **2 Flux Cannons**  (firelinked)

Fire Arc: forward
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 4D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 2D
* **2 Phase Blasters** (firelinked)

Fire Arc: forward
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 2D+1
* **6 Light Ordnance Hardpoints**

Fire Arc: forward
Crew: 1
Skill: starship gunnery
* **Standard Dumb Fire (DF) Missile**

Scale: Starfighter
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Ammo: 4
Damage: 3D
* **Standard Image Recognition (IR) Missile**

Scale: Starfighter
Fire Control: 3D
Space Range: 1-8/20/40
Atmosphere Range: 10-800/2,000/4,000m
Ammo: 2
Damage: 2D+1
* **Mk IV Torpedo**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 2
Damage: 40D
* **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 & 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: 2
Effects: Enemy Sensors & Fire Control -1 pip
**Description**: The Kor-larh (or Korlarh) is a two-seat Kilrathi fighter-bomber flown through the end of the Terran-Kilrathi War. A Kor-larh squadron flew off the KIS Shiraak in 2669.

**Source**:

* Wing Commander Encyclopedia: Kor-Larh
* The Wing Commander Role Playing Game (page 291)
* thedemonapostle
Kilrathi Empire "Sha'kar" Transport

**Name**: Sha'kar-class Transport
**Craft**: Kilrathi Empire Sha'kar-class Transport
**Type**: Transport
**Scale**: capital
**Length**: 150 meters
**Skill**: space transports
**Crew**: 16; skeleton: 2/+10
**Passengers**: 4
**Cargo Capacity**: 11,725 metric tons
**Consumables**: 22 months
**Jump Drive**: x1
**Jump Drive Backup**: x10
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 2
**Atmosphere**: 225; 650 km/h
**Hull**: 2D+1
**Shields**: 15D
**Back-up Shields**: 7D+2
**Sensors**

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

**Weapons**

* **2 Dual Defensive Lasers**

Fire Arc: 2 starboard turrets
Crew: 1
Scale: walker
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**: The Sha'Kar-Class Transport is a class of transport that saw extensive service with the Kilrathi Empire in the later half of the Terran-Kilrathi War.

**Class Overview**

The Sha'Kar is another of several Kilrathi transport classes whose primary purposes include supplying the Kilrathi fleet, refueling capital ships, and ferrying troops to the frontlines. Characteristic of most transports, the Sha'Kar is poorly-armed and possesses weak armor, so it must rely on escorts if it is to reach its intended target.

The Sha'Kar is a modular vessel composed of several polygonal modules connected by "girders".

**Source**:

* Wing Commander Encyclopedia: Sha'kar-class Transport
* Wing Commander Information Center: Sha'kar-class Transport
* The Wing Commander Role Playing Game (page 404)
* thedemonapostle
Mass Effect: Vehicles: M29 Grizzly

**Name**: M29 Grizzly
**Craft**: Systems Alliance M29 Grizzly IFV
**Type**: Infantry Fighting Vehicle
**Scale**: Walker
**Length**: 12 meters
**Skill**: Ground Vehicle Operations
**Crew**: 1
**Passengers**: 5
**Cargo Capacity**: 600 kg
**Cover**: Full
**Maneuverability**: 1D
**Move**: 30; 90 km/h
**Hull Strength**: 5D+1
**Shields**: 2D+2
**Weapons**

* **Type I Mass Accelerator**

Fire Arc: Turret
Crew: 1
Scale: starfighter
Skill: Missile Weapons
Fire Control: 1D
Range: 10-1,000/2,500/5,000m
Damage: 5D+1
* **Coaxial-Mounted Machine Gun**

Fire Arc: front
Crew: 1
Scale: character
Skill: Firearms
Fire Control: 0D
Range: 1-30/75/150m
Damage: 3D+2
**Description**: The M29 "Grizzly" Infantry Fighting Vehicle (IFV) was the standard "battle taxi" of Systems Alliance Marines for nearly thirty years. However, while excellent in long-term planetary campaigns, the Grizzly's bulk and weight made it unsuitable for rapid deployment across the Alliance's expanding sphere of influence. To fill this increasingly important role, the M35 "Mako" IFV was designed to fit in the small cargo bays of Alliance scouting frigates. The M35's small size and low weight allow it to be easily deployed to virtually any world.

**Source**:

* Mass Effect Wiki: M29 Grizzly
* Mass Effect: The Unofficial Role Playing Game 2.35 (page 87)
* thedemonapostle
Leeway Class Ship's Launch

**Name**: Leeway
**Craft**: Leeway Class Ship's Launch
**Type**: Light freighter
**Scale**: Starfighter
**Length**: 25 meters (estimated)
**Weight**: 80 tons
**Skill**: Space Transports
**Crew**: 1
**Passenger Capacity**: none (unless cargo area is converted)
**Cargo Capacity**: 20 tons
**Consumables / Fuel Capacity**: 1 ton (300 hours)
**Cost**: 1,280
**Maintenance Costs**: 64 per year
**Nav Computer**: yes (intra-system only)
**Maneuverability**: 3D+1
**Space**: 4; Hard Burn: 6
**Atmosphere**: 280; 800 kmh; Hard Burn: 330; 950 kmh
**Hull**: 1D+1
**Sensors**

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

**Weapons** - None

**Description**: The Leeway class is a fair example of a common ship’s launch, or jolly boat. There are maybe 15 manufacturers making ships so similar that parts are near interchangeable.

The jolly boat is little more than a flying box. The front is a ramp with inset hatch, allowing for softseal docking to other vessels without opening the ramp. Once open, the ship is simply a 20 by 10 by 10 cargo area, with a ladder leading up to the pilot’s seat. The ship has ventral cargo latches for attaching and hauling loads larger than will fit inside the cargo hold.

While it has a 300-hour operating capacity, it has right sparse amenities for the pilot, so actual operating times usually do not exceed eight hours.

Aside from standard shuttles, this ship or ones much like it may be the most common vessels in the ‘Verse. Most bulk transports have a handful of ‘em for ferrying small cargo loads or passengers planetside. If you manage to get past the swarm of fighters escorting a Tohoku-class cruiser, you must then navigate the cloud of ship’s launches moving about.

**Source**:

* Serenity Role Playing Game: Six-Shooters & Spaceships (page 93)
* thedemonapostle
Kilrathi Empire KF-507 "Drakhri" Medium Fighter

**Name**: Drakhri
**Craft**: Kilrathi Empire KF-507 Drakhri Medium Fighter
**Type**: Medium Fighter
**Scale**: walker
**Length**: 11.7 meters
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: 200 kg
**Consumables**: 7 days
**Maneuverability**: 2D+2
**Space**: 7
**Atmosphere**: 350; 1,000 km/h
**Hull**: 3D
**Shields**: 4D+1
**Sensors**

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

**Weapons**

* **3 Civilian Grade Laser Cannons** (firelinked)

Fire Arc: forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 3D+1
* **Light Dumb Fire (DF) Missile**

Fire Arc: forward
Crew: 1
Scale: Walker
Skill: starship gunnery
Fire Control: 1D
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Ammo: 4
Damage: 2D+2
* **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
**Description**: The Drakhri had wings reminiscent of the various Dralthi models, but was in fact an entirely different fighter design. Designed as a typical medium fighter, it perfectly suited various roles, among them enemy interception, patrol, and escort. The Drakhri is perhaps best known for its service in the Enigma Sector during the 2660s. Though the fighter had no relation to the Dralthi line, the over-the-cockpit missile rack later appeared in the Dralthi VII's design.

**Source**:

* Wing Commander Encyclopedia: KF-507 Drakhri
* Wing Commander Information Center: Drakhri Medium Fighter
* The Wing Commander Role Playing Game (page 286)
* thedemonapostle
Farscape: Farscape 1

**Name**: Farscape-1
**Craft**: IASA Farscape-1
**Type**: Scientific experimentation / Wormhole navigation
**Scale**: Starfighter
**Length**: 3.5 x 2.5 x 1.7 meters
**Skill**: Starfighter Pilot
**Crew**: 1
**Passengers**: 1
**Cargo Capacity**: 0.5 tons
**Consumables**: 2 days
**Maneuverability**: 1D
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 3D+1
**Sensors**

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

**Weapons** - None

**Description**: Farscape-1 was John Crichton's space module that was originally designed to be able to survive high acceleration from a gravitational slingshot about the Earth. Crichton arrived in the Uncharted Territories via this craft, after accidentally traveling through a wormhole from Earth. Though Farscape-1 was considered relatively primitive by the standards of the other races Crichton encountered, it was somehow able to navigate wormholes where some other, more sophisticated craft, notably Peacekeeper Prowlers, could not without liquefying passengers.

Although originally equipped for one passenger, a second seat was added. This was used by Emperor Staleek, Scorpius, and Bekhesh.

John modified his module extensively using organic parts from Moya so that it could use various alternate fuels. This allowed it to achieve speeds that were not possible before its modification.

**Source**:

* Farscape Wiki: Farscape-1
* Farscape Role Playing Sourcebook (page 268)
* thedemonapostle
Mass Effect: Powers: Ammunition

**Name**: Ammunition
**Control Difficulty**: Difficult
**Sense Difficulty**: Difficult
**Alter Difficulty**: Difficult
**Duration**: 1 hour per Dice in Alter
**Cool Down**: None

**Effect**: Using the Omni-tool, the power creates a specific type of ammunition to be used in a hand held ranged weapon. If the individual desires, they may combine ammo types, gaining the benefits of each at a stacking increase of base Alter difficulty at +10 per ammunition type. For example: To make Armor-Piercing Incendiary Ammo is a base Alter difficulty of Difficult+10. Cryo Disruptor Warp Ammo has a base Alter difficulty to make at Difficult+20. To make all 5 types of ammunition as one, is Difficult+40. Ammunition only gains the effects for every 5 points over the difficulty. If the Alter roll is equal to the base difficulty or less than 5 over, basic ammunition is created with no special effects.

**Notes**: This power requires an Omni-tool.

 Cryo Ammo
 Disruptor Ammo
 Incendiary Ammo
 Warp Ammo

**Jedi Complications**: A Jedi cannot learn this power.

**Description**: Create various types of ammunition.

**Source**:

* Mass Effect Wiki: Armor-Piercing Ammo
* Mass Effect Wiki: Cryo Ammo
* Mass Effect Wiki: Disruptor Ammo
* Mass Effect Wiki: Incendiary Ammo
* Mass Effect Wiki: Warp Ammo
* thedemonapostle
Kilrathi Empire "Ekapshi" Light Atmospheric Fighter

**Name**: Ekapshi Light Atmospheric Fighter
**Craft**: Kilrathi Empire Ekapshi Light Atmospheric Fighter
**Type**: Light Atmospheric Fighter
**Scale**: walker
**Length**: 16 meters
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: 200 kg
**Consumables**: 7 days
**Maneuverability**: 3D+1
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 2D+2
**Shields**: 10D+2
**Sensors**

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

**Weapons**

* **4 Military Grade Laser Cannons** (firelinked)

Fire Arc: forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 4D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 4D+1
* **2 Standard Meson Blasters** (firelinked)

Fire Arc: forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 2D+2
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 3D+2
* **Standard Heat Seeker (HS) Missile**

Fire Arc: forward
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 3D+2
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 4; hardpoint mounted
Damage: 4D
* **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: 8
Effects: Enemy Sensors & Fire Control -1 pip
**Description**: The Ekapshi is a light atmospheric fighter. It was used extensively by the Kilrathi Empire.

The Ekapshi was designed especially for atmospheric combat as a means of defending those planets under Kilrathi control. It is not an ideal dogfighter in space. Still, being armed with impressive speed and maneuverability, it is a lethal foe for any Terran starfighter or shuttle that dares to attempt occupation of a Kilrathi colony. Ekapshis are deadly individually, but incredibly lethal in swarms, and should not be taken lightly by any pilot confronting them.

Ekapshis were a common sight on Kilrathi colonies during the final stages of the Terran-Kilrathi War. Wings from the TCS Victory fought against numerous Ekapshis during the assault on Alcor V, in which a force of Marines extracted Dr. Philip Severin, the man behind the Temblor Bomb. Some were also encountered on Hyperion during the first test of the Temblor Bomb. Finally, dozens of Ekapshis were deployed to defend Kilrah during Colonel Christopher Blair's fateful deployment of the Temblor Bomb on the Kilrathi homeworld.

**Source**:

* Wing Commander Encyclopedia: Ekapshi
* Wing Commander Information Center: Ekapshi Light Atmospheric Fighter
* The Wing Commander Role Playing Game (page 300)
* thedemonapostle
Narn Regime G'Quan Class Cruiser

The G’Quan heavy cruiser is easily the best known of all Narn warships and examples can be found throughout the galaxy.

Technologically behind races such as the Minbari and Centauri, the G’Quan still possesses a brutal efficiency that allows it to compete on an even level with the others of its size. It brings an impressive array of weapons to every conflict, many based on technology captured from the Centauri during their occupation of Narn, and its crewmen are highly motivated to unleash them against the Regime’s enemies. The heavy laser cannon of the G’Quan are its primary weapons and are familiar to many other races, from both ends.

Many variants have risen alongside the mainstay G’Quans of the fleet, which have now become regular additions to many commanders’ fleet options. Though lacking long-ranged weaponry the close up firepower of the G’Lan cannot be ignored for long, as it is based around the deadly mag gun. The G’Quonth attack cruiser demands respect whenever it appears on the battlefield with its heavy lasers and ion torpedo launchers, forcing enemies to send their most powerful vessels to deal with it. The G’Tal command cruiser increases the power of its heavy lasers, particle arrays, pulse cannon and energy mine launchers without putting an undue strain on the ship’s enhanced reactor and secondary engine outputs.

The G’Quan cruiser has become the poster-ship of the Regime in any of its incarnations. While it may not be as ‘advanced’ as the Sharlin or Omega, it remains true to the course of Narn invention and can hold its own well enough to be one of the building blocks of the Narn war machine.

G’Quan Heavy Cruiser

G’Lan Mag Cruiser

G’Quonth Attack Cruiser

G’Tal Command Cruiser

**Source**

The Babylon 5 Project: G'Quan class heavy cruiser

Babylon 5: Ships of the Galaxy (pages 64-65)

thedemonapostle
Mass Effect: Powers: Charge

**Name**: Charge
**Control Difficulty**: Moderate
**Alter Difficulty**: Moderate
**Duration**: Instant
**Cool Down**: 2 rounds

**Effect**: The user charges 40 meters forward striking the target(s) causing increased damage. If the user is wielding a weapon, add the damage modifier from the chart below to their weapon's damage not to exceed the weapon's maximum damage.

**Notes**: This power requires a Bio-amp.

 14 - 25
 26 +

**Jedi Complications**: A Jedi may learn and use this power.

**Description**: The Vanguard uses biotics to augment speed and strength, and charges across the battlefield towards a target. This culminates in a powerful collision that sends unprotected enemies flying backward, inflicting massive damage. The collision negates the mass of an enemy, allowing for even the largest of enemies to be sent flying backwards.

It can also be used on enemies who have been levitated by other biotic powers, and can multiply physics damage to send them off into the distance.

**Source**:

* Mass Effect Wiki: Charge
* thedemonapostle
Mass Effect: Powers: Slam

**Name**: Slam
**Alter Difficulty**: Varies

 10
 15
 20
 25
 30

**Duration**: Instant
**Cool Down**: 1 round

**Effect**: The user may lift an object and then slam them into the ground causing massive damage. Damage is equal to the Biotic's Alter dice.

**Notes**: This power requires a Bio-amp.

**Jedi Complications**: A Jedi may learn this power but, if they use this power to harm any living creature, the Jedi automatically receives a Dark Side point.

**Description**: The power lifts a target and slams them to the ground, inflicting damage.

**Source**:

* Mass Effect Wiki: Slam
* thedemonapostle
Sahara-class heavy Prowler

**Name**: Sahara-class heavy prowler
**Craft**: ONI UNSC Sahara-class heavy prowler
**Type**: Stealth Infiltration
**Scale**: capital
**Length**: 281 x 155 x 62 meters
**Skill**: capital ship pilot
**Crew**: 2; skeleton: 1/+5
**Passengers**: 50 troops
**Cargo Capacity**: 1,125 metric tons
**Consumables**: 1 year
**Slip Space Drive**: x6.16
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 3D
**Sensors**

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

**Stealth Systems**: Difficulty to detect +2D
**Weapons**

* **5 XEV9-M NPCs**

Fire Arc: turrets: 3 forward, 1 port, 1 starboard
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 3D+2
* **M441 Hornet Remote Explosive System**

Fire Arc: down
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 0D
Range: 0
Ammo: 14
Damage: 6D
* **M947 Shiva Nuclear Delivery System**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Ammo: 1
Damage: 9D
**Complement**:

* 1 D79H-TC Pelican
* At least one squad of Marines

**Description**: The Sahara-class heavy prowler is a sub-class of prowler used by the Office of Naval Intelligence during the Insurrection, Human-Covenant war and Post-war era.

While it was deployed during the pre-war Insurrection, the Sahara-class did not truly come into its element until the Human-Covenant war. ONI techs reverse-engineered captured Covenant technology and implemented extremely effective camouflage measures. After the war, the Office of Naval Intelligence still used at least a handful of these upgraded variants. One even played a minor role in the Second Battle of Requiem in early 2558 by delivering Dr. Halsey to the UNSC Infinity.

**Stealth systems**

* Ablative baffles
* Counter-electronic systems
* Stealth ablative coating
* Texture buffers

**Source**:

* Halo Wiki: Sahara-class heavy prowler
* thedemonapostle
Nephilim "Devil Ray" Space Superiority Fighter

**Name**: Devil Ray
**Craft**: Nephilim Devil Ray Space Superiority Fighter
**Type**: Space Superiority Fighter
**Scale**: starfighter
**Length**: 20 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: 800 kg
**Consumables**: 16 days
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 4D
**Space**: 15
**Atmosphere**: 505; 1,450 km/h
**Hull**: 8D+2
**Shields**: 4D
**Sensors**

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

**Weapons**

* **3 Gorgon Heavy Guns** (firelinked)

Fire Arc: Forward Narrow
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 5D
* **2 Nephilim Light Plasma Cannons** (firelinked)

Fire Arc: Forward Narrow
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+2
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 2D+2
* **Medusa Image Recognition Missiles**

Fire Arc: Forward Narrow
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 3D+2
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 8
Damage: 4D
* **Proteus Swarmer Missiles**

Fire Arc: Forward Narrow
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 4D
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 2
Damage: 2D+2
* **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
* **Enhanced 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: 24
Effects: Enemy Sensors & Fire Control -1D
**Description**: The Devil Ray has a similar body design as the Manta, but the differences between them are worth noting. Although Mantas and Devil Rays will show up for the same types of missions -- patrols and escorts -- the Devil Ray has about twice the armament. They can be distinguished by Mantas by their yellow coloring and dual vertical tails.

That's not all, however. The Devil Ray is faster, better shielded, has more durable armor and is more maneuverable. As if that weren't enough, they are flown exclusively by aces. These top-notch Alien pilots perform pithc and roll maneuvers, loops and wingovers, just as their Manta counterparts, but do them faster, and are noticeably more difficult to shake off your tail. Defensively, Devil Rays use their decoys against your missiles much more effectively than any other Alien ship.

**Source**:

* Wing Commander Encyclopedia: Devil Ray
* The Wing Commander Role Playing Game (page 314)
* thedemonapostle
Nephilim "Manta" Heavy Fighter

**Name**: Manta
**Craft**: Nephilim Manta Heavy Fighter
**Type**: Heavy Fighter
**Scale**: starfighter
**Length**: 18 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: 400 kg
**Consumables**: 16 days
**Maneuverability**: 3D+2
**Space**: 12
**Atmosphere**: 450; 1,300 km/h
**Hull**: 5D+2
**Shields**: 3D+1
**Sensors**

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

**Weapons**

* **2 Gorgon Heavy** (firelinked)

Fire Arc: Forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 4D+2
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 4D+1
* **Nephilim Light Plasma Cannon**

Fire Arc: Forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 4D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 1D+2
* **Cerberus Friend-or-Foe Missile**

Fire Arc: Forward
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 5D+2
Space Range: 1-9/23/45
Atmosphere Range: 10-900/2,300/4,500m
Ammo: 3
Damage: 2D+2
* **Medusa Image Recognition Missile**

Fire Arc: Forward
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 5D+1
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 1
Damage: 4D
* **Proteus Swarmer Missile**

Fire Arc: Forward
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 5D+2
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 1
Damage: 5D+2
* **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
* **Enhanced 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: 24
Effects: Enemy Sensors & Fire Control -1D
**Description**: The Manta is the Alien heavy fighter. It is much less maneuverable than the Moray, but is capable of withstanding more hits, and delivering more damage.

Mantas rarely travel alone. They seek out the heart of any dustup, and when they get there the enemy pays attention. Each Manta is equipped with both guns and missiles, and heavy armor on all sides. The weaponry is formidable, and a lock successfully maintained by one of these fighters usually results in fireworks. The best defensive maneuvers against them are usually right turns in a more nimble ship, and teamwork in slower ones.

It is important to note that the least shielded area on a Manta is the aft quarter, making the tail the best target for any more maneuverable ship.

Because the Manta has extra power diverted to its shields, it is somewhat less nible than it could be, but Manta pilots have learned to compensate by employing maneuvers that are not so much "light" as "strategic." Be prepared for a Manta to exhibit pitch and roll maneuvers, loops and wingovers.

Beware of red Mantas -- these carry a bomber loadout (described below) and they do present a threat to a capital ship.

**Source**:

* Wing Commander Encyclopedia: Manta
* The Wing Commander Role Playing Game (pages 313-314)
* thedemonapostle
Shadowrun Equipment

*Nothing to Fear if You’ve Got the Gear*
—Street proverb

Melee Weapons
Projectile and Throwing Weapons
Firearms
Firearm Accessories
Ammunition
Grenades, Rockets, and Missiles
Explosives
Clothing and Armor
Electronics
Skillsofts, Simsense, ARE Software, ID and Credsticks
Visual Sensors & Imaging Devices
Audio Sensors & Enhancers
Sensors
Security Devices
Survival Gear
Cyberware
Serenity Starship Cannons

A cannon is any device mounted on a ship or vehicle that provides the energy to launch a warhead (and sometimes guidance system) externally. Cannons can be chemically powered (like a gun) or electromagnetic (a coilgun or railgun). The limited maneuverability of cannon-launched warheads restricts their range to short or point-blank, and their military use to self-defense. They are often rapid-fire weapons, making up in volume what they lack in accuracy. Since cannons are considered primarily defensive weapons, a civilian ship can sometimes get away with carrying one, whereas carrying a missile launcher would result in automatic impounding and confiscation. Cannons are rated for the size of warhead they fire, ranging from 0.1 to 1,000 pounds, though only 50-pounders and above are really capital scale weapons. The prices listed here are for automatic weapons with Rate of
Fire 3. For autocannons with a ROF 1, the cost is half that listed.

**Source**

* Serenity Role Playing Game (pages 113 & 132)
* thedemonapostle
Narn Regime Gorith Class Medium Fighter

**Name**: Gorith
**Craft**: Narn Regime Gorith Class Medium Fighter
**Type**: medium fighter
**Scale**: starfighter
**Length**: 20 meters
**Skill**: starfighter pilot
**Crew**: 1
**Crew Skill**: Astrogation: 4D+1; Communications: 4D+1; Sensors: 4D+1; Starship Gunnery: 3D+1; Starfighter Pilot: 4D+1
**Passengers**: none
**Cargo Capacity**: 60 kg
**Consumables**: 6 days
**Maneuverability**: 4D
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 2D
**Sensors**

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

**Weapons**

* **Particle Gun**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+1
Space Range: 1/3/6
Atmosphere Range: 10-200/300/600m
Damage: 2D+1
* **Grapple**

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

* Artificial Gravity: No
* Crew: 1

* Pilots: 1

* Average Crew Experience Level: Narn Line
* Stealth: 12 (Base Difficulty to Detect Ship)
* Atmospheric Capable
* Fusion Engine

**Description**: The dog fighting counterpart to the Frazi, the Gorith predates its partner by some years and was originally designed and intended to be an interceptor for attack fleets. It is on par with the main foe it was designed to combat, the Centauri Sentri, and the two are extremely well-matched. Depending on the skill of the pilots involved, some spectacular dog fights occur when the two old enemies dance and whirl around one another. Using a single particle gun as its only weapon, the Gorith lacks the power of the Frazi and so is of little concern to capital ships, making it essentially an escort fighter in most cases.

**Source**:

* Babylon 5: Ships of the Galaxy (page 73)
* thedemonapostle
Nephilim Skate-M Interceptor

**Name**: Skate-M
**Craft**: Nephilim Skate-M Mine-Layer
**Type**: Mine-Layer Cluster Configuration
**Scale**: starfighter
**Length**: 8 meters (estimated) (three individual Skate Interceptors)
**Skill**: starfighter pilot
**Crew**: 1
**Passengers**: 2
**Cargo Capacity**: 600 kg
**Consumables**: 14 days
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 3D+2
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 3D+2
**Shields**: 2D+2
**Sensors**

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

**Weapons**

* **2 Light Burst Masers** (firelinked)

Fire Arc: Forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 2D
* **Charybdis Mines**

Fire Arc: Aft
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 2D
Range: 0
Ammo: 5
Damage: 5D
* **Scylla Cluster Mines**

Fire Arc: Aft
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 2D
Range: 0
Ammo: 1
Damage: 8D
* **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
* **Enhanced 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: 3
Effects: Enemy Sensors & Fire Control -1D
**Gear**:

* External Docking Port x2

**Notes**

* **Clustered Fighter**: This craft is formed from three individual Skate Interceptors, which dock with one another when the GM decides to have them do so. The docked fighter will have the statistics as outlined above; the effects of the equipment of the individual fighters are **not** cumulative. The GM will need to keep track of which individual Skate is affected when any damage is applied to the craft, when this craft is hit, they must roll 1d10; the damage is applied to the first Skate on 1-3, the second on 4-6, the third on 7-9, and all three (dividing the damage by three and rounding up) on 0. The cluster is broken back up into individual Skates either when any one of them is destroyed or when the GM decides to have them undock.

**Description**: Another common Alien cluster ship is the Skate family. Individual Skate ships cluster together in trios. When separated, each individual ship will be identified on a radar screen as simply "Skate." When acting in combined form, the cluster will be identified by the cluster's specialty configuration -- Skate B's are configured for bombing runs, Skate M's for laying mines, and Skate T's for launching Torpedoes. Separately, the individual ships are capable interceptors.

**Source**

* Wing Commander Encyclopedia: Skate
* The Wing Commander Role Playing Game (page 312)
* thedemonapostle
Narn Regime Sho’Kov Torpedo Cutter

**Name**: Sho’Kov
**Craft**: Narn Regime Sho’Kov Torpedo Cutter
**Type**: Torpedo Cutter
**Scale**: capital
**Length**: 140 meters
**Skill**: capital ship pilot
**Crew**: 36; Skeleton: 6/+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**: 5
**Cargo Capacity**: 10 metric tons
**Consumables**: 4 months
**Maneuverability**: 4D
**Space**: 8
**Hull**: 2D
**Sensors**

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

**Weapons**

* **Ion Torpedo Launcher**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-6/15/31
Damage: 9D
* **2 Light Pulse Cannons**

Fire Arc: 2 turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+2
Space Range: 1/3/6
Damage: 4D+2
**Miscellaneous**:

* Artificial Gravity: no
* Crew: 36

* Officers: 2
* Pilots: 4
* Sensor Operators: 5
* Crewmen: 25

* Average Crew Experience Level: Narn Line
* Stealth: 10 (Base Difficulty to Detect Ship)
* Fusion Engine
* Pivotal Thrusters

**Source**:

* Babylon 5: Ships of the Galaxy (page 69)
* thedemonapostle
Narn Regime G’Sten Warcruiser

**Name**: G’Sten
**Craft**: Narn Regime G’Sten Warcruiser
**Type**: Warcruiser
**Scale**: capital
**Length**: 990 meters
**Skill**: capital ship pilot
**Crew**: 102; Skeleton: 11/+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**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 11 months
**Hyperdrive**: x11
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 9
**Hull**: 4D+1
**Sensors**

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

**Weapons**

* **2 Twin-Linked Heavy Pulse Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+2
Space Range: 1-6/15/30
Damage: 7D+1
* **4 Medium Pulse Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+2
Space Range: 1-3/7/13
Damage: 4D+1
* **8 Light Pulse Cannons**

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

* Artificial Gravity: No
* Crew: 102

* Officers: 5
* Pilots: 12
* Sensor Operators: 10
* Crewmen: 75

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

**Ship Complement**:

* Frazi Class Heavy Fighter: 6

**Source**:

* Babylon 5: Ships of the Galaxy (pages 63-64)
* thedemonapostle
Kilrathi Empire "Grikath" Heavy Fighter/Bomber

**Name**: Grikath
**Craft**: Kilrathi Empire Grikath Fighter/Bomber
**Type**: Heavy Fighter
**Scale**: starfighter
**Length**: 17.7 meters
**Skill**: starfighter pilot
**Crew**: 2; skeleton: 1/+5
**Cargo Capacity**: 1.6 metric tons
**Consumables**: 7 days
**Maneuverability**: 2D
**Space**: 7
**Atmosphere**: 350; 1,000 km/h
**Hull**: 6D
**Shields**: 6D+2
**Sensors**

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

**Weapons**

* **3 Standard Neutron Guns**  (firelinked)

Fire Arc: forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 4D+2
* **Standard Friend-or-Foe (IFF) Missile**

Fire Arc: forward
Crew: 1
Scale: Walker
Skill: starship gunnery
Fire Control: 4D
Space Range: 1-8/20/40
Atmosphere Range: 10-800/2,000/4,000m
Ammo: 3
Damage: 3D+1
* **Mk IV Torpedo**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 3
Damage: 8D
* **Tractor Beam**

Fire Arc: turret
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/6/11
Atmosphere Range: 10-200/600/1,100m
Strength: 3D+2
* **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
* **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: 3
Effects: Enemy Sensors & Fire Control -1 pip
**Description**: Heavy military fighter.

**Source**:

* Wing Commander Encyclopedia: Grikath
* Wing Commander Information Center: Grikath Heavy Fighter
* The Wing Commander Role Playing Game (page 287)
* thedemonapostle
Mass Effect Starship: Alliance Frigate

**Name**: Alliance Frigate
**Craft**: Systems Alliance Frigate
**Type**: Frigate
**Scale**: Capital
**Length**: 176 meters
**Skill**: Capital Ship Pilot
**Crew**: 30-150 (Depending on Configuration)
**Passengers**: 15-75 (Depending on Configuration)
**Cargo Capacity**: 3,520 metric tons
**Consumables**: 1 year
**Cost**: Classified
**FTL Drive**: x56,750
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Atmosphere**: 225; 650 km/h
**Hull**: 4D
**Shields**: 2D
**Sensors**

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

**Weapons**

* **2 Type VII Mass Accelerators**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 2-15/38/75
Atmosphere Range: 4-30/76/150km
Damage: 5D+1
* **2 Mark VII Javelin Disruptor Torpedo Pods**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 2-4/10/20km
Damage: 6D
* **5 GARDIAN Point Defense Laser Clusters**

Fire Arc: turrets
Crew: 1
Scale: starfighter
Skill: Automated: Starship Gunnery: 4D
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 2D
* **5 Type I Autocannons**

Fire Arc: turrets
Crew: 1
Scale: walker
Skill: Automated: Starship Gunnery: 4D
Fire Control: 2D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 4D
**Description**: Frigates are light escort and scouting vessels. They often have extensive GARDIAN systems to provide anti-fighter screening for capital ships, and carry a squad of marines for security and ground side duty. Unlike larger vessels, frigates are able to land on planets. The most important role filled by frigates is reconnaissance. Sensors, unlike ships and communications employing the mass effect, are limited to the speed of light. Subsequently, a stationary observer can only detect a vessel one light-year away when its light arrives at the observer's location, one year after leaving said vessel. Because faster-than-light attackers always arrive before defenders can detect them with luminal sensors, attackers can always surprise defenders. For defense, fleets surround themselves with spheres of scouting frigates scanning for enemy ships and transmitting warnings to the main body. Frigates achieve high FTL cruise speeds because of their high-performance drives. They also have proportionally larger thrusters and lighter design mass, allowing them greater maneuverability. In combat, speed and maneuverability make frigates immune to long-range fire of larger vessels. In fleet combat, frigates are organized into "wolf pack" flotillas of four to six. Wolf packs speed through enemy formations, hunting enemy vessels whose kinetic barriers have been taken down by fighter-launched disruptor torpedoes. The wolf pack circle strafes vulnerable targets, using their superior speed and maneuverability to evade return fire.

**Source**:

* Mass Effect: The Unofficial Role Playing Game 2.35 (pages 93-94)
* thedemonapostle