recursal/Fanatic-Fandom huggingface dataset:
Star Trek Federation Type IV Compression Phaser Rifle

**Name**: Type IV Compression Phaser
**Model**: Starfleet Type IV Compression Phaser Rifle
**Type**: Energy Rifle
**Scale**: character
**Weight**: 2.0 kg
**Skill**: Blaster: Phaser Rifle
**Ammo**: 3,000
**Fire Control**: 1D
**Range**: 5-50/100/200m
**Damage**: Varies based on setting

**Game Notes**:

* Requires Command Level authorization for settings 11 through 16.

**Firing Modes**

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

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

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

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

 Pulse Beam
 Continuous Beam
 Wide-Beam

**Description**: Compression phaser rifles are among the most powerful personnel-carried weapons in the Starfleet arsenal, and are an alternative to the type-3 phaser rifle. These powerful weapons are assigned to starships that could possibly see intense close-quarters or surface combat.

The USS Voyager was equipped with compression rifles as a standard part of its weapons inventory. They were first used by an away team which transported to the Caretaker's array in 2371. (VOY episode: "Caretaker")

The crew of the USS Enterprise-E used compression rifles numerous times. These included warding off invading Borg, protecting the Baku, and assaulting invading Remans. (TNG movies: Star Trek: First Contact, Star Trek: Insurrection, Star Trek: Nemesis)

The compression rifle was also the standard armament for Hazard Team members aboard Voyager from 2376 until the ship's return to the Alpha Quadrant.

On more hazardous missions, Starfleet officers carried the compression rifle as a greater source of firepower. The rifle fired pulses of a similar but more powerful type to the phaser in a tight beam. The compression rifle also fired a more deadly and silent sniper shot, which required more energy but could be very effective on infiltration missions. (VOY video game: Elite Force, TNG video game: Elite Force II)

**Source**:

* Memory Alpha: Compression phaser rifle
* Memory Beta: Compression phaser rifle
* thedemonapostle
Star Trek Starship Cloaking Devices

Cloaking devices, a type of "stealth' technology, emit an energy field which bends light and other phenomena around a cloaked ship, rendering it invisible to both the naked eye and most sensors. However, while they're powerful weapons, cloaks are not without their drawbacks. They require enormous amounts of power - so much that a ship cannot use many other systems, including shields, transporters, active sensors, and weapons systems, while a cloak is on. The ship can, however, use its communication devices or passive sensor systems, and doing so will not reveal its location to other ships. Cloaking devices work in atmospheres, but may be effectively useless due to the presence of atmospheric particles and the like.

Starfleet dislikes cloaks, which it considers contrary to its mission as an exploratory organization, and does not use them. In fact, under the Treaty of Algeron, Federation ships are forbidden to use them. However, exceptions are occasionally made (most notably the U.S.S. Defiant).

In game terms, cloaks work by imposing a substantial modifier on all Tests made to perceive the cloaked ship or object (including Search Tests and Sensors Tests). See below for base Difficulties using sensors. Sometimes, despite the modifiers imposed by a cloak, a ship manages to succeed with a Test anyway; this indicates it detected some anomaly or "sensor blip" which may provide a clue that there's a cloaked ship nearby.

A cloaking device has a small internal battery with enough power to operate it to cloak itself (and itself alone) for about five rounds. This power cannot be drained to use with other systems.

**Source**

* Spacedock - Starship and Construction Manual (page 62)
* thedemonapostle
Sokar class Ha'tak

**Name**: Ha'tak
**Craft**: Goa'uld Sokar class Ha'tak Attack Ship
**Type**: Multipurpose Warship
**Scale**: Capital
**Length**: 700 x 650 x 315 meters
**Skill**: Capital Ship pilot
**Crew**: 12; Skeleton: 1/+10
**Passengers**: 2,000+ troops
**Cargo Capacity**: 700,000 tons
**Consumables**: 1 month
**Hyperdrive**: x140
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 5D
**Shields**: 3D+1
**Sensors**

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

**Weapons**

* **60 Type IX Plasma Cannons**

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100km
Damage: 6D+1
**Ship Complement:**

* Death Glider: 720
* Tel'tak: 360
* Al'kesh: 180

**Miscellaneous**

* 15 Transportation rings (5 primary, 10 secondary)

**Description**: Ha'tak's contained a navigational computer that was able to map the stars in order to better facilitate movement in known space. This allowed it to note whether the ship was present within the Milky Way galaxy or not.  In addition, it had sensors capable of detecting approaching ships. However, the sensors were rendered blind if the vessel was in the corona of a blue star and were incapable of detecting ships in such conditions.

The hull of the vessel was strong enough to allow crew of the ship to survive for an hour when in the corona of a blue star.

**Source**:

* Stargate Wiki: Ha'tak
* Stargate SG-1 Sourcebook (page 163)
* thedemonapostle
Starship Troopers: Rippler Bug

**Name**: Rippler Bug
**Dexterity**: 4D

* Dodge: 6D

**Perception**: 1D+1

* Search: 3D

**Strength**: 3D+1

* Climbing / Jumping: 5D+1

**Orneriness**: 2D

**Move**: 7 Walking; 20 Flying
**Size**: 5 meters tall

**Special Abilities**:

* **Claws**: STR+1D+1
* **Spike Burst**: Damage: 5D+1; Range: 1-10/20/40 meters
* **Natural Armor**: STR+1D+1 to resist damage
* **Blindsight 30 meters**: Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing or echo-location, a creature with Blindsight maneuvers and fights as efficiently as a sighted creature. Darkness and most kinds of concealment are irrelevant, though the creature must have line of ‘sight’ to a creature or object to discern it. The creature usually does not need to make checks to notice creatures within range of its Blindsight ability. Unless noted otherwise, Blindsight is continuous and the creature need do nothing to use it. Stealth checks made to evade a creature with Blindsight suffer a –1D+1 penalty.
* **Deadly Pass**: Rippler bugs can move their full aerial speed and gain a single attack action. To do this, they must fly in a straight line during the round in which they make their deadly pass. The target of this attack is subjected a claw attack, which takes place when the bug sweeps past it on its flight path. This motion does not offer a free attack. If the claw attack hits during a deadly pass, it deals an additional 1D+1 damage.

**Description**: At first glance, rippler bugs look like heavily armored hopper bugs and possess all the same flight characteristics and deadly combat prowess as those aerial horrors. In addition to the hopper bug’s formidable skills, ripplers can unleash a barrage of lethal barbs from their mouths at targets below them as they fl y past. The nature of a rippler bug’s attack focus prevents it from using its spike spitting ability and its deadly pass at the same time; they are too single-minded to be quite that flexible in battle. Singular of purpose or not, rippler bugs are very dangerous and contact with them should be avoided at all costs. Their thorns fire with enough velocity to pierce power suits with ease and can even crack the plating of a Marauder.

**Source**:

* Starship Troopers RPG Sourcebook (pages 214-215)
* Starship Troopers Wiki: Kamikaze Rippler
* thedemonapostle
Stargate PKM

**Name**: PKM
**Model**: Kalashnikov PKM
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Machinegun
**Weight**: 9 kg
**Ammo**: 100 (belt)
**Fire Rate**: Fully Automatic
**Range**: 1-53/267/533 m
**Damage**: 5D+1

**Description**: The PKM general purpose machine gun is a belt-fed man-portable machine gun made by the Tau'ri. The weapon is built in Russia and the former Yugoslavia and was issued to SG-4 for off-world operations. (SG1: "Metamorphosis")

**Source**:

* Stargate Wiki: PKM general purpose machine gun
* Stargate SG-1 RPG Sourcebook (page 339)
* thedemonapostle
Starship Troopers: Skinnies

An enigmatic race encountered on the edges of Federation territory, the Skinnies are focused and deadly raiders that have encroached on United Citizens’ Federation space on several occasions and cost many lives in the process of defending against them.

The little that is known about the Skinnies and their culture has been derived from observations of their raiders in battle and what can be inferred from that data. The Skinnies seem to have a definite social structure, perhaps even a form of caste or clan system. They have been seen deferring prisoners and ‘choice’ captures to certain members of their battle groups. This may be a form of cultural privilege or merely a benefit of high rank in whatever passes for the Skinny military.

**Race**

Skinny

**Equipment**

Skinny Armor

Skinny Weapons

**Source**

Starship Troopers RPG Sourcebook (pages 218-235)

Starship Troopers Wiki: Skinny

thedemonapostle
Star Trek Andorian Security Officer

* ***Type***: Andorian Security Officer
* ***Gender/Species***: Andorian
* ***Age:***
* ***Height:***
* ***Weight:***
* **A Quote**:
* ***Physical Description:***
* Blaster
* Brawling Parry
* Dodge
* Melee Combat
* Melee Parry
* Running
* Command
* Investigation
* Search
 **Knowledge 2D+2**
* Culture
* Languages
* Law Enforcement
* Scholar
* Survival
* Willpower
* Brawling
* Climbing / Jumping
* Lifting
* Swimming
 **Mechanical 2D+2**
* Astrogation
* Communications
* Capital Ship Gunnery
* Capital Ship Pilot
* Capital Ship Shields
* Sensors
* Space Transports
* Starship Shields
* Starship Gunnery
* Blaster Repair
* Capital Ship Repair
* Capital Ship Weapon Repair
* Computer Programming / Repair
* First Aid
* Security
* Space Transports Repair
* Starship Weapon Repair
 **Special Abilities**
* **Excellent Hearing**: Andorians have excellent hearing and gain a +1D to all Search rolls involving sound.
* **High Pain Threshold**: Andorians can tolerate high levels of pain; reduce all injury penalties by 1D.
* **Force Sensitive?**
* **Force Points**
* **Dark Side Points**
* **Character Points**

**Equipment:** Starfleet Securty Officer Uniform, Starfleet Combadge, Tricorder, Federation Type II Phaser

**Background:** Current Rank: Lieutenant.

**Note:** The character has 1D to distribute among their attributes.

**Source:** Star Trek The Next Generation Core Rule Book (page 59)
Stargate M1911A1

**Name**: M1911A1
**Model**: Colt M1911A1
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Pistol
**Weight**: 0.9 kg
**Ammo**: 7 (magazine
**Fire Rate**: semiautomatic
**Range**: 1-8/38/76 m
**Damage**: 3D

**Description**: The Colt M1911A1 pistol is a single action, semi-automatic sidearm used by the Tau'ri. Lt. Hammond carried a M1911A1 as a sidearm when he encountered SG-1 in 1969. (SG1: "1969") Since the Atlantis expedition's second year of operation, Lt. Col. John Sheppard has replaced the standard M9 Beretta pistol with an M1911A1 as his preferred sidearm, possibly due to its greater stopping power. The custom model Sheppard carries appears to have adjustable sights fitted. The particular variant he uses is the Para Ordnance P14 high-capacity .45 ACP. (SGA: "Instinct", "Irresponsible")

**Source**:

* Stargate Wiki: Colt M1911A1 pistol
* Stargate SG-1 RPG Sourcebook (page 332)
* thedemonapostle
Star Trek Jem'Hadar Pistol

**Name**: Pistol
**Model**: Jem'Hadar Pistol
**Type**: energy weapon
**Scale**: character
**Length**: 25 cm
**Weight**: 0.7 kg
**Skill**: Blaster: Plasma Pistol
**Ammo**: 1,250 charges; consumes 20 charges per shot
**Range**: 5-20/50/100 m
**Damage**: 4D+2

**Game Notes**:

* **Chemical Enhancements**: The shooter can add chemical enhancements (such as nerve gases or osteosolvents) to the energy stream to further disable the target.

**Description**: Jem'Hadar Pistols fire a phased polaron beam.

**Source**:

* Memory Alpha: Jem'Hadar plasma rifle
* Star Trek DS9 Core Game Book (page 238)
* thedemonapostle
Stargate Firearms

Firearms Master List

**Pistols**

M9 Pistol

M1911A1

FN Five-seveN

Glock 17

 H&K SOCOM

Desert Eagle

Makarov

**Revolvers**

S&W Model 10

S&W Model 686

S&W Model 29

**Assault Rifles**

CAR-15

M16A3

M4A1

AK-47

AK-107

**Sniper Rifles**

M82A1

Dragunov SVU

Remington M24

Remington M40A1

**Shotguns**

Benelli M1 Super 90

Franchi SPAS-15

Gurza KS-23

Ithaca MAG-10

Winchester 1300

**Submachineguns**

CZ Scorpion

FN P90

H&K MP5A3

Ingram MAC-10

**Grenade Launchers**

M203

KBP GP-25

**Machineguns**

PKM

M60E4 LMG

M249 SAW

M2HB
Skyhawk Fighter

File:Skyhawk Fighter.jpg
**Name**: Skyhawk Fighter
**Craft**: UNSC Skyhawk Fighter
**Type**: Atmospheric fighter / Interceptor / Close air support
**Scale**: speeder
**Length**: 15 meters (estimated)
**Skill**: repulsorlift operation
**Crew**: 2; skeleton: 1/+10
**Cargo Capacity**: 50kg
**Cover**: full
**Maneuverability**: 2D+1
**Move**: 175; 500 km/h
**Altitude Range**: 10,000 meters
**Body Strength**: 6D
**Sensors**

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

**Weapons**

* **4x 50mm Cannons** (sets of 2 firelinked)

Fire Arc: 2 fixed forward, 2 nose turret
Crew: 1
Scale: starfighter
Skill: vehicle blasters
Fire Control: 1D
Range: 10-300/800/1,500m
Damage: 3D+2
* **Scorpion Anti-Tank Missiles**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: vehicle blasters
Fire Control: 3D
Range: 10-600/1,500/3,000m
Ammo: 4 to 6
Damage: 5D+2
**Description**: The Skyhawk fighter is a UNSC strike fighter.

The SkyHawk Jumpjet is equipped with four 50mm cannons as well as Scorpion Anti-Tank missiles. Several of these craft were based at Fairchild Field on Reach, and one was dispatched by Colonel James Ackerson to attack John-117 and Cortana during their test of the MJOLNIR Mark V armor and its new shield technology in 2552. Despite all expectations, the Spartan-II and Cortana managed to endure its cannons' strafing run and avoid its guided anti-tank missiles by simply deflecting it at the last moment, proving the Spartan-AI team far more successful than ever expected.

These aircraft are capable of supersonic flight, and can execute quick turns at maximum speed. It is believed that Skyhawk Fighter is used specifically by the UNSC Air Force.

**Source**:

* Halo Wiki: Skyhawk Fighter
* thedemonapostle
Star Trek Earth Federation Phased Pistol

**Name**: Phase Pistol
**Model**: Earth Federation Phae Pistol
**Type**: energy weapon
**Scale**: character
**Length**: 20 x 4 x 18 cm
**Weight**: 0.75 kg
**Skill**: Blaster: Phase Pistol
**Ammo**: 120
**Range**: 5-18/45/75 m
**Damage**: varies based on setting

* Stun: 3D
* Kill: 4D+1 (consumes 5 charges)

**Description**: *"They have two settings: stun and kill. It would be best not to confuse them."*
– Malcolm Reed, 2151 ("Broken Bow")

The phase-pistol was a type of phase-modulated energy weapon, a personnel sidearm characterized by a focused energy discharge in the form of a steady stream or a phase pulse. It was introduced in 2151 for use by Starfleet personnel as a replacement to the EM-33 pistol. The MACO utilized a different model of phase-pistols. (ENT: "Broken Bow", "United")

**Source**:

* Memory Alpha: Phase pistol
* Memory Beta: Phase pistol
* Enetrprise Source Book (page 29)
* thedemonapostle
Star Trek Federation Laser Pistol

**Name**: Laser Pistol
**Model**: Starfleet Laser Pistol
**Type**: energy weapon
**Scale**: character
**Length**: 24 x 5 x 16 cm
**Weight**: 0.6 kg
**Skill**: Blaster: Laser Pistols
**Ammo**: 50
**Range**: 5-10/25/50 m
**Damage**: varies based on setting

 2
 3

**Description**: Lasers are obsolete energy weapons which were used in Starfleet until 2256, when phasers entered widespread use. Lasers, short for Light Amplification by Simulated Emission of Radiation, emit intense coherent beams of visible light. Unlike phasers and disruptors, lasers can neither stun subjects nor disintegrate them. Instead, at lower settings lasers produce thermal damage, while at higher settings the intensity of the heat focused on the target causes the area hit to explode. Due to their lack of versatility lasers have been replaced by phasers on all but the most isolated Federation worlds. In general, carrying a laser means the user is either from a remote colony world or is a criminal who cannot legally carry a phaser-1 and who acquired this weapon illegally.

**Source**:

* Memory Alpha: Laser pistol
* Star Trek TOS RPG Core Game Book(pages 177-178)
* thedemonapostle
Star Trek Federation Type I Phaser

**Name**: Type I
**Model**: Starfleet Type I Phaser
**Type**: Energy Weapon
**Scale**: character
**Length**: 12 cm
**Weight**: 0.2 kg
**Skill**: Blaster: Type I Phaser
**Ammo**: 160
**Range**: 5-10/25/50 m
**Damage**: Varies based on Setting

**Firing Modes**

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

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

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

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

 Pulse Beam
 Continuous Beam
 Wide-Beam

**Description**: A type-1 phaser is the smallest, most basic weapon carried by Starfleet and other Federation personnel. Type 1 phasers are typically carried when it would be inappropriate to carry a larger weapon, such as on diplomatic missions, or "undercover" work.

The type 1 has eight adjustable settings, ranging from stun to heat through disruption to disintegration. The 23rd century type 1 in use in the 2260s incorporated a small flip-up sight. (TOS: "A Private Little War") Several versions of the type 2 phaser incorporated a type 1 phaser into their design.

A 23rd century type 1 phaser did not possess sufficient power to harm a silicon-based lifeform such as a Horta. (TOS: "The Devil in the Dark")

24th century type-1s could be programmed to fire automatically at set intervals. (TNG: "The Game")

**Source**:

* Memory Alpha: Type 1 phaser
* Star Trek DS9 Core Game Book (page 237)
* Star Trek TNG RPG Core Book (page 236)
* thedemonapostle
Star Trek Cardassian Phaser Rifle

**Name**: Phaser Rifle
**Model**: Cardassian Phaser Rifle
**Type**: energy weapon
**Scale**: character
**Length**: 50 cm
**Weight**: 1.1 kg
**Skill**: Blaster: Phaser Pistol
**Ammo**: 1,250
**Range**: 5-40/80/150 m
**Damage**: Varies based on setting

 2

**Firing Modes**

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

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

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

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

 Pulse Beam
 Continuous Beam
 Wide-Beam

**Description**: Cardassian phasers are similar to Bajoran phasers, but only possess two settings-a stun setting equivelant to Heavy Stun on a Federation phaser, and a lethal setting equivelant to Heavy Disrupt A on a Federation phaser. Cardassian phasers use isotolinium ampules for power; if accidentally released in a single burst, these ampules can vaporize four cubic meters of tritanium. Fortunately, Starfleet has never recorded such an accidental discharge.

**Source**:

* Star Trek DS9 Core Game Book (page 237)
* thedemonapostle
Stargate Bomb Squad Suit

**Name**: Bomb Squat Suit
**Model**: Bomb Squat Suit
**Type**: Specialized Armor
**Scale**: Character
**Weight**: 13.6 kg
**Coverage**: All but hands.

**Game Notes**:

* **Physical Protection**: STR+3D+2
* **Energy Protection**: STR+1D+2
* **Dexterity and related skills Penalty**: -2D

**Description**: A bomb suit, Explosive Ordnance Disposal (EOD) suit or a blast suit is a heavy suit of body armor designed to withstand the pressure generated by a bomb and any fragments the bomb may produce. It is usually worn by trained personnel attempting bomb disposal. In contrast to ballistic body armors, which usually focus on protecting the torso and head, a bomb suit must protect all parts of the body, since the dangers posed by a bomb's explosion affect the entire body.

Parts of the bomb suit overlap for maximum protection. The suit protects in several different ways. It deflects or stops projectiles that may come from an exploded device. It also stops or greatly decreases the pressure of the blast wave being transmitted to the person inside of the suit. Most bomb suits, such as the Advanced Bomb Suit use layers of Kevlar, foam, and plastic to accomplish these functions.

In order to maximize precision, bomb suits lack gloves. This gives the wearer's hands maximum mobility, but leave their hands and forearms completely unprotected.

EOD technicians wear bomb suits during reconnaissance, 'render safe' or disruption procedures on potential or confirmed explosive threats. Such suits must provide a tremendous degree of protection from fragmentation, blast overpressure, thermal and tertiary effects should the threat device detonate. At the same time the suit can significantly hinder their mobility or situational awareness.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 322)
* thedemonapostle
Shield Ship

**Name**: Shield Ship
**Craft**: UNSC Shield-Generator Ship
**Type**: Prime mover / Transport and supply
**Scale**: starfighter
**Length**: 97.5 meters (estimated)
**Skill**: space transports
**Crew**: 20; skeleton: 2/+10
**Passengers**: 5
**Cargo Capacity**: 975 metric tons
**Consumables**: 5 months
**Slip Space Drive**: x6,160
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 4
**Atmosphere**: 280; 800 km/h
**Hull**: 6D+2
**Shields**: 3D+1
**Sensors**

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

**Weapons** - None Listed

**Description**: The UNSC shield-generator ship, or Shield ship, is a class of United Nations Space Command starship classification. Not much is known about the vessel other than that it is described as a city-block sized transport that can carry tons of equipment and materials.

A Shield ship appears in Halo: Fall of Reach - Boot Camp, among the fleet in orbit over Reach.

**Source**:

* Halo Wiki: UNSC Shield-Generator Ship
* thedemonapostle
Star Trek Bolian Conn / Operations Manager Officer

* ***Type:*** Bolian Conn / Operations Manager Officer
* ***Gender/Species:*** Bolian
* ***Age:***
* ***Height:***
* ***Weight:***
* **A Quote**:
* ***Physical Description:***
* Blasters
* Brawling Parry
* Running
* Command
* Con
* Persuasion
 **Knowledge 3D**
* Bureaucracy
* Cultures
* Languages
* Law Enforcement
* Scholar
* Survival
* Brawling
* Climbing/Jumping
* Stamina
* Swimming
 **Mechanical 3D**
* Astrogation
* Capital Ship Gunnery
* Capital Ship Piloting
* Capital Ship Shields
* Communications
* Sensors
* Space Transports
* Starship Gunnery
* Starship shields
* Capital Ship Repair
* Capital Ship Weapon Repair
* Computer Programming/Repair
* Space Transports Repair
* Starship Weapon Repair
 **Special Abilities**
* **Synergy**: Bolians work very well in groups. Double all Command bonuses where at least one Bolian is participating.
* **Ally**: All Bolians have an Ally willing to help them out. This ally could be a fellow officer, a local constable, a midlevel bureaucrat, etc. In game terms the Bolian's Ally will adjust the situation by one level in favor of the Bolian (Difficulty +/-5; +/-1D). The player and the GM should work out the specifics of this releationship prior to gameplay.
* **Force Sensitive?**
* **Force Points**
* **Dark Side Points**
* **Character Points**

**Equipment**: Starfleet Operations Uniform, Starfleet Combadge

**Background**: Current Rank: Lieutenant.

**Note**:

**Personality**:

**Objectives**:

**Connection With Characters**:

**Source**: Star Trek The Next Generation Core Rule Book (page 61)
Stargate Makarov

**Name**: Makarov
**Model**: Izhevsk Mechanical Plant (USSR/Russia), Ernst Thaelmann (Germany), Arsenal AD (Bulgaria), Norinco (China) Makarov
**Type**: Firearm
**Scale**: Character
**Skill**: Fireamrs: Pistol
**Weight**: 0.9 kg
**Ammo**: 7 (magazine)
**Fire Rate**: semiautomatic
**Range**: 1-6/30/61 m
**Damage**: 2D

**Description**: The Makarov pistol or PM (Russian: Пистолет Макарова, Pistolet Makarova, literally Makarov's Pistol) is a Russian semi-automatic pistol. Under the project leadership of Nikolay Fyodorovich Makarov, it became the Soviet Union's standard military and police side arm from 1951 to 1991.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 333)
* thedemonapostle
Terran Confederation "Murphy" Fast Destroyer

**Name**: Murphy Class Fast Destroyer
**Craft**: Terran Confederation Murphy Class Fast Destroyer
**Type**: Fast Destroyer
**Scale**: capital
**Length**: 500 meters
**Skill**: capital ship pilot
**Crew**: 1,000; Skeleton:100/+10
**Passengers**: 248 passengers; 46 Hospital patients; & 115 prisoners
**Cargo** **Capacity**: 6,400 metric tons
**Consumables**: 84 months
**Primary Jump Drive**: x1
**Secondary Jump Drive**: x10
**Tertiary Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 4
**Atmosphere**: 280; 800 km/h
**Hull**: 8D
**Shields**: 3D
**Sensors**

* Passive: 25 / 0D+2
* Scan: 50 / 1D+1
* Search: 75 / 1D+2
* Focus: 3 / 2D+1

**Weapons**

* **3 Dual Long Range Lasers**

Fire Arc: 3 turrets
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-8/20/40
Atmosphere Range: 10-800/2,000/4,000m
Damage: 4D+2
* **5 Long Range Lasers**

Fire Arc: 5 turrets
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-8/20/40
Atmosphere Range: 10-800/2,000/4,000m
Damage: 3D+2
* **2 Light Ordnance Banks**

Fire Arc: 2 turrets
Crew: 2
Scale: Starfighter
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-18/45/90
Atmosphere Range: 2-36/90/180km
Ammo: 25 Enhanced Long Range Image Recognition (ELRIR) Missiles
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
**Gear**:

* External Docking Port: 2
* Phase Shields: While active the ship becomes immune to all forms of damage provided it is not hit by anything that can bypass its shields (such as Anti-Matter Guns or torpedoes).
* Escape Pods: 8

**Ship Complement**

* F/A-105/A Tigershark Medium Multi-Purpose Fighter: 8
* F-110 Wasp Interceptor/Anti-Bomber: 8
* TB-81 Shrike Class-B Torpedo Bomber: 8

**Description**: The Murphy-class Destroyer was a Terran Confederation capital starship in the Wing Commander universe. The first appearance of these destroyers was in the computer game Wing Commander: Secret Ops.

Muprhy-class destroyers are first seen in the Secret Operations expansion for Wing Commander: Prophecy. Pilot Lance Casey and a group of his wingmen escort two Murphy-class destroyers, along with a Plunkett-class Heavy Artillery Cruiser, back to the TCS Cerberus in the Ella system in 2681.

These destroyers were equipped three heavy dual laser turrets, four heavy laser turrets, and four Image Recognition missiles. This arsenal was enough to face-off against small enemy capital ships and enemy fighter groups.

**Source**:

* Wing Commander Encyclopedia: Murphy-class destroyer
* Wing Commander Information Center: Murphy-class Destroyer
* The Wing Commander Role Playing Game (pages 409-410)
* thedemonapostle
Star Trek United Earth DY-100 Class

**Name**: DY-100 Class
**Craft**: Earth DY-100-Class Transport
**Type**: transport
**Scale**: starfighter
**Length**: 100 x 23.37 x 34.9 meters
Ship Mass: 158,700 metric tons
Starship Size: 3
**Skill**: space transports
**Autopilot**: 1D
**Crew**: 6; Skeleton: 1/+10
**Passengers**: 0 (See Notes)
**Cargo Capacity**: 5,000 metric tons
**Consumables**: 6 months
**Nav Computer**: yes
**Maneuverability**: 0D
**Space**: 1; max 2.5
**Hull**: 1D
**Sensors**

* Passive: 6 / 0D
* Scan: 9 / 0D+1

**Weapons** none

**Miscellaneous**:

* Crew Quarters:

* Cryogenic Suspension Chambers: House 120 crewmembers
* Barracks: house 6 crewmembers

* Decks: 5
* Escape Pods: 4

* Capacity per Pod: 4

* Year Commissioned: 1995 (Earth Reckoning)

**Notes**:

* Cargo Configuration: Remove Cryogenic Suspension Chambers and add 7,500 metric tons of cargo space for a total of 12,500 metric tons of cargo.
* Passenger Configuration: Remove the Cryogenic Suspension Chambers and add 20 Spartan quarters.

**Description**: The DY-100 class was an early design of Earth space vessels that were in operation during the late 20th century.

**History**

The ships were especially designed for interplanetary travel. They had simple nuclear powered engines and were equipped with artificial gravity. They utilized transistors as components. DY-100 ships were launched into orbit with booster rockets. In the 1990s, this class of spaceship was considered to be one of the most advanced.

At least some of the DY-100 ships were sleeper ships. In those a crew of at least 85 could be placed into suspended animation inside life support canisters prior to liftoff. The life support of the ship was turned off for the journey. The use of suspended animation was necessary up to approximately 2018, as it took years to travel from planet to planet in the solar system prior to that.

The production of DY-100 class ships began before 1996 and ended some time before the year 2000. A later generation of the class, the DY-500, was similar in configuration and some 23rd century Humans had trouble telling them apart, as did Captain James T. Kirk in 2267, before being corrected by Spock. (TOS: "Space Seed")

A model of a DY-100 appeared on a window sill of the office where Rain Robinson worked, at the Griffith Observatory in California in 1996. She also had a photograph of the launch of a DY-100 attached with tape to a cabinet. (VOY: "Future's End") A photograph of the same DY-100 launch was in the 602 Club, along with many other space achievements, like the NX-Alpha, the Phoenix, and USS Enterprise (XCV 330). (ENT: "First Flight")

**Source**:

* Memory Alpha: DY-100 class
* Memory Beta: DY-100
* Ship Recognition Manual vol 4 (Spacedock) (pages 128-129)
* thedemonapostle
Star Trek Federation Type III-B Compression Phaser Rifle

**Name**: Type III-B Compression Phaser
**Model**: Starfleet Type III-B Compression Phaser Rifle
**Type**: Energy Rifle
**Scale**: character
**Length**: 85 cm
**Weight**: 2.2 kg
**Skill**: Blaster: Phaser Rifle
**Ammo**: 3,000
**Fire Control**: 1D
**Range**: 5-50/100/160m
**Damage**: Varies based on setting

**Game Notes**:

* Requires Command Level authorization for settings 11 through 16.

**Firing Modes**

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

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

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

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

 Pulse Beam
 Continuous Beam
 Wide-Beam

**Description**: Compression phaser rifles are among the most powerful personnel-carried weapons in the Starfleet arsenal, and are an alternative to the type-3 phaser rifle. These powerful weapons are assigned to starships that could possibly see intense close-quarters or surface combat.

The USS Voyager was equipped with compression rifles as a standard part of its weapons inventory. They were first used by an away team which transported to the Caretaker's array in 2371. (VOY episode: "Caretaker")

The crew of the USS Enterprise-E used compression rifles numerous times. These included warding off invading Borg, protecting the Baku, and assaulting invading Remans. (TNG movies: Star Trek: First Contact, Star Trek: Insurrection, Star Trek: Nemesis)

The compression rifle was also the standard armament for Hazard Team members aboard Voyager from 2376 until the ship's return to the Alpha Quadrant.

On more hazardous missions, Starfleet officers carried the compression rifle as a greater source of firepower. The rifle fired pulses of a similar but more powerful type to the phaser in a tight beam. The compression rifle also fired a more deadly and silent sniper shot, which required more energy but could be very effective on infiltration missions. (VOY video game: Elite Force, TNG video game: Elite Force II)

**Source**:

* Memory Alpha: Compression phaser rifle
* Memory Beta: Compression phaser rifle
* Star Trek TNG: The Price of Freedom (page 99)
* thedemonapostle
Starship Troopers Mounted Weapons

# **Mounted Weapons**

## **XW-103-S7 Shotgun**

With the exception of the TW-244-c carbine, all assault variants of the Morita rifle have the capacity to mount an optional underslung pump action shotgun. These weapons, while ineffective over range, have saved the life of many a trooper when coming face to face with a bug. All variants of the Morita assault rifle can only carry one additional weapons system.

## **XW-110-G1 Grenade Launcher**

With the exception of the TW-244-c carbine and TW-202-l longarm, all assault variants of the Morita rifle have the capacity to mount an optional under-slung grenade launcher with a 27-round magazine. It fires specially modified HE grenades, which cannot be swapped out for or used as hand grenades. Attacking with the XW-110-G1 is identical to throwing an explosive. All variants of the Morita assault rifle can only carry one additional weapons system.

## **XW-137-A3 ‘Trench Sweeper’ Laser**

With the exception of the TW-244-c carbine and the TW-202-l longarm, all assault variants of the Morita rifle have the capacity to mount an optional underslung short-range laser emitter. The trench sweeper can be fired in single, burst or automatic mode. All variants of the Morita assault rifle can only carry one additional weapons system.

## **Source**

* Starship Troopers RPG Sourcebook (pages 86-92)
* thedemonapostle
Stargate Staff Cannon

**Name**: Staff Cannon
**Model**: Goa'uld Staff Cannon
**Type**: Heavy Energy Weapon
**Scale**: Starfighter
**Skill**: Blaster Artillery
**Weight**: 40.82 kg
**Ammo**: 6\*
**Range**: 1-107/533/1,067 m
**Damage**: 4D

**Game Notes**:

* **Ammo**: Once detached from its mount the Staff Cannon only has power for six shots and cannot be recharged. While Mounted, the weapon has unlimited ammunition.
* **Accuracy**: The Staff Cannon's accuracy leaves much to be desired. Attacks made with this weapon without its stationary mount suffer a -2D penalty.
* **Rate of Fire**: A Staff Cannon cannot fire more than once per round. This is a design flaw and not a power generation issue.

**Description**: Staff cannons are powerful energy weapons used by the Goa'uld. Apparently derived from the same mechanics behind the staff weapon, cannons provide higher discharges and are primarily ship-based weapons, mounted on Ha'taks, Al'kesh, and Death Gliders. Samantha Carter was able to rig a staff cannon from a downed glider to be used as a portable weapon by Teal'c for part of the series. He used it to kill his enemy Tanith by shooting down his Al'kesh, but was trapped in the Stargate as a result for a period of time. While on a raid to Ba'al's outpost, Carter herself used a staff cannon from a defunct glider to save her teammates and shoot down an attacking glider. A Teal'c from an alternate reality was shown to be armed with one of these staff cannons when he came to the main reality. (SG1: "The Fifth Man", "48 Hours", "A Matter of Honor", "Ripple Effect")

In addition to their use as anti-ship weapons, staff cannons are also used as artillery weapons by Jaffa, either for guarding locations or attacking a fortified position. Variations include tower-mounted cannons and tripod-mounted cannons. The Free Jaffa Nation makes use of staff cannons mounted on wheels for ease of movement. (SG1: "Children of the Gods", "The Serpent's Lair", "The Fifth Man", "48 Hours", "The Warrior", "Avenger 2.0", "There But for the Grace of God", "Into the Fire")

Staff cannons have little or no effect on advanced shields, such as those on Asgard and Ori ships, even during a prolonged bombardment. Ori built structures, such as the Supergate also suffered no damage from the combined attack of no less than 13 hataks shooting it for an unknown amount (presumed hours) of time. (SG1: "Beachhead", "Camelot")

Staff cannons like the Zat'nik'tels and Staff weapons resemble symbiotes (vaguely).

**Source**:

* Stargate Wiki: Staff cannon
* Stargate SG-1 RPG Sourcebook (page 346)
* thedemonapostle
Narn Regime G’Quonth Attack Cruiser

**Name**: G'Quonth
**Craft**: Narn Regime G’Quonth Attack Cruiser
**Type**: Attack Cruiser
**Scale**: capital
**Length**: 1,400 meters
**Skill**: capital ship pilot
**Crew**: 111; Skeleton: 13/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 4D+1; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D; Starship Gunnery: 4D+1
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 10 months
**Hyperdrive**: x19
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 2
**Hull**: 5D+2
**Sensors**

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

**Weapons**

* **2 Heavy Laser Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-9/23/45
Damage: 6D
* **2 Ion Torpedo Launchers**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-6/15/31
Damage: 9D
* **2 Twin-Linked Medium Particle Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Damage: 5D+1
* **2 Energy Mine Launchers**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D
Space Range: 1-6/15/30
Damage: 5D+2
* **2 Light Pulse Cannons**

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

* Artificial Gravity: No
* Crew: 111

* Officers: 2
* Pilots: 6
* Sensor Operators: 3
* Crewmen: 100

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

**Ship Complement**:

* Heavy Shuttles: 2

**Source**:

* The Babylon 5 Project: G'Quan class heavy cruiser
* Babylon 5: Ships of the Galaxy (pages 64-65)
* thedemonapostle
Starship Troopers: Blister Bug

**Name**: Blister Bug
**Dexterity**: 2D+2

* Dodge: 6D
* Running: 6D

**Perception**: 1D+1

* Search: 2D+2

**Strength**: 3D+2

* Climbing / Jumping: 7D

**Orneriness**: 2D

**Move**: 13
**Size**: 4.25 meters length x 2.9 meters height

**Special Abilities**:

* **Claws**: STR+1D+1
* **Natural Armor**: STR+1D+1 to resist damage
* **Acid Spit**: The jaws and thorax of a blister bug generate a very powerful acid that it can forcibly hurl at opponents. A blister bug can fire acidic spittle once every 1-4 rounds after having used it once in combat; a blister bug can always spit during the first round of combat if it wishes to do so. Targets struck by a blister bug’s acid suffer an additional one hit point of damage each round for 1D rounds unless they spend a full round action cleaning it. The blister bug’s acid also permanently reduces the effectiveness of any armor worn by an opponent by one pip.

* Damage: 3D/2D/1D; Range: 1-7/14/20m; Blast Radius: 1/2/3m

* **Blindsight 20 meters**: Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing or echo-location, a creature with Blindsight maneuvers and fights as efficiently as a sighted creature. Darkness and most kinds of concealment are irrelevant, though the creature must have line of ‘sight’ to a creature or object to discern it. The creature usually does not need to make checks to notice creatures within range of its Blindsight ability. Unless noted otherwise, Blindsight is continuous and the creature need do nothing to use it. Stealth checks made to evade a creature with Blindsight suffer a –1D+1 penalty.

**Description**: Blister bugs are a very low-level ranged troop for the Arachnid army and are treated as even more expendable than other ‘soldiers’. They are easily produced as eggs, making them less valuable than other hive types; this places them firmly in the line of fi re whenever a hive is attacked. En-masse, they can be incredibly deadly, but their fragile exoskeletons make them easy to take down with concerted firepower. With an oversized, bulbous upper body and spindly legs underneath, blister bugs are very distinctive on the battlefield and readily identified.

**Source**:

* Starship Troopers RPG Sourcebook (page 209)
* Starship Troopers Wiki: Blister Bug
* thedemonapostle
Star Trek Taurhai

**Name**: Taurhai
**Dice**: 12D
**Dexterity**: 1D+1 / 4D+1
**Knowledge**: 1D / 4D+1
**Mechanical**: 1D / 4D+1
**Perception**: 1D / 4D+1
**Strength**: 1D+1 / 4D+1
**Technical**: 1D / 4D+1

**Move**: 10 / 12
**Size**: 1.7 - 2.3 m
**Weight**: 80 - 100 kg
**Life Span**: Unknown

**Special Abilities**:

* **Advanced Technology**: The Taurhai have technology in advance of that possessed by the Romulans, the Federation, and most other interstellar civilizations in the Alpha and Beta Quadrants. Taurhai receive a +2D bonus to ALL Technical skill rolls.
* **Eidetic Memory**: Taurhai remember everything they see and hear. This does not apply to general skill use. Just because you've seen someone perform *mok'bara* does not mean you can do it, too. The specific bonus this ability provides is up to the GM's discretion.
* **Arrogant**: Taurhai believe they are better than other people, that their culture is superior to others. All Command, Persuasion and Con tests lose 1D unless the Taurhai makes a difficult Willpower check to resist the temptation to be gratingly superior.
* **Code of Honor**: The Taurhai subscribe to a philosophy known as Taurité, which holds that less civilized races should have their collective consciousness raised by any means, including military action. Taurhai must spend a Character Point or they will act upon this philosophy to the best of their abilities.

**Description**: The Taurhai have an enlarged cranium and beetled brows, coupled with a fairly narrow, pointed chin and a small mouth. They have dark hair, typically worn long, but the top is bald. they have no eyebrows and their eyes are completely black, containing no iris or pupil. Taurhai body and limbs are long, slender and graceful, and they have long, dexterous fingers. Taurhai skin color ranges from pale tan to dark brown. They typically wear long robes with wide sleeves, decorated with glyphs and symbols representing the individual's various achievements.

The Taurhai are a technologically advanced species situated in the Beta Quadrant on the far side of the Romulan Star Empire, with who the Romulans have been at war for several decades. This war kept the Romulans preoccupied for 50 years. Shaky diplomatic talks are ongoing between the Romulan Star Empire and the Taurhai Unity.

**Source**:

* Star Trek THG RPG The Way of D'era - The Romulan Star Empire (LUG) (pages 94-98)
* thedemonapostle
Starship Troopers: Plasma Bug

**Name**: Solifugae (Plasma Bug)
**Dexterity**: 2D

* Plasma Fire: 6D+1

**Perception**: 1D+1

* Search: 8D+1

**Strength**: 6D+2

* Brawling: 8D+1

**Orneriness**: 2D

**Move**: 3
**Size**: 7.2 meters long x 9 meters tall
**Weight**: 7 metric tons

**Special Abilities**:

* **Natural Armor**: STR+2D+2 to resist damage
* **Bite**: STR+3D
* **Plasma Fire**: Damage: 5D, Scale: Capital, Range: Atmosphere/Low Orbit (1\*\*)/High Orbit (3\*\*) This refers to the number of “units” from the planet if conducting a space battle.

Plasma bugs can unleash an powerful blast from their lower abdomen, generally aiming it into the air in an attempt to smash atmospheric craft and bring down spacecraft. This plasma attack tears through most vessels, dealing damage to every location on a 8 meter long or smaller vehicle. Larger targets suffer the same damage, though all to a single location. Plasma fire cannot be directed at ground-based targets, unless via indirect fire.
* **Blindsight 80 meters**: Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing or echo-location, a creature with Blindsight maneuvers and fights as efficiently as a sighted creature. Darkness and most kinds of concealment are irrelevant, though the creature must have line of ‘sight’ to a creature or object to discern it. The creature usually does not need to make checks to notice creatures within range of its Blindsight ability. Unless noted otherwise, Blindsight is continuous and the creature need do nothing to use it. Stealth checks made to evade a creature with Blindsight suffer a –1D+1 penalty.

**Description**: Plasma bugs are the Arachnid’s version of a planetary defense system and despite their lack of targeting skills or specialized systems, they fulfill their mission objectives admirably. Plasma bugs are ponderously large, almost unable to move on the ground and incapable of burrowing. How the Arachnid handle moving plasma bugs from underground hives to their ‘stations’ on the surface for attack is yet another mystery about these incredibly powerful insects.

**Source**:

* Starship Troopers RPG Sourcebook (page 214)
* Starship Troopers Wiki: Plasma Bug
* thedemonapostle