recursal/Fanatic-Fandom huggingface dataset:
Stargate Zero Point Module

**Description**: *"It's kind of like a miniature universe in a bottle."* ―Rodney McKay

A Zero Point Module, often abbreviated ZPM, is power source, created by the Ancients, capable of supplying tremendous amounts of energy. It is one of the most powerful power sources known to exist, having been developed by the Ancients several million years ago during their original habitation of the Milky Way galaxy.

**Notes**:

* Alteran: The Alterans have the knowledge and capability to make and use ZPM's freely.

* Asgard: The Asgard cannot make ZPM's but they can use them to greater effect.

* Asuran: The Asurans, created by the Alterans, have the knowledge and capability to make and use ZPM's freely.

* Goa'uld: The Goa'uld cannot make or use ZPM's freely. If they are able to use them effectively their arrogance prevents then from using the ZPM to its full capacity.

* Tau'ri: The Tau'ri cannot make ZPM's but they can use them to full effect.

* Traveler: The Travelers cannot make ZPM's but they can use them. Due to their technical limitations, Travelers cannot use ZPM's to full effect. Any Maihap that occurs on a Traveler ship equipped with a ZPM suffers a +3 modifier when determining the effect(s) of the mishap.

* Wraith: The Wraith cannot make ZPM's but can use them effectively, although a lot of time is required for the Wraith to utilize the ZPM to full effect. Great effort has been taken to prevent the Wraith from acquiring any ZPM's.

**Source**:

* Stargate Wiki: Zero Point Module
* thedemonapostle
Stargate Gurza KS-23

**Name**: Gurza KS-23
**Model**: Tulsky Oruzheiny Zavod Gurza KS-23
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Shotgun
**Weight**: 4.08 kg
**Ammo**: 3
**Fire Rate**: Pump Action
**Range**: 1-12/61/122 m
**Damage**: 7D+1 (slug)

**Description**: The KS-23 is a Russian shotgun, although because it uses a rifled barrel it is officially designated by the Russian military as a carbine. KS stands for Karabin Spetsialniy, "Special Carbine". It is renowned for its large caliber, firing a 23 mm round, equating to 6.27 gauge using the British and American standards of shotgun gauges and approximately 4 gauge using the current European standards (based on the metric CIP tables), making it the largest-bore shotgun in use today.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 335)
* thedemonapostle
Stargate Glock 17

**Name**: 17
**Model**: Glock 17
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Pistol
**Weight**: 0.45 kg
**Ammo**: 19 (magazine)
**Fire Rate**: semiautomatic
**Range**: 1-8/38/76 m
**Damage**: 2D+2

**Description**: Glocks are sidearms developed by the Tau'ri of Earth. In 2001, several bodyguards under Adrian Conrad carried those sidearms to defend an abandoned hospital from the public, as the hospital was a front for saving Conrad's life through a symbiote. Frank Simmons of the NID also carried a weapon, albeit with a silencer, to ensure that his shots go undetected after wounding O'Neill and taking Conrad away. Later, in 2006, members of The Trust were also seen carrying Glocks after they kidnapped Vala Mal Doran under Athenas orders. (SG1: "Desperate Measures", "Memento Mori")

**Source**:

* Stargate Wiki: Glock
* Stargate SG-1 RPG Sourcebook (page 333)
* thedemonapostle
Star Trek Mounted Phaser

**Name**: Mounted Phaser
**Model**: Starfleet Mounted Phaser
**Type**: crew serviced energy weapon
**Scale**: speeder
**Length**: 154 cm
**Weight**: 14.74 kg
**Skill**: Blaster Artillery or Vehicle Blasters
**Ammo**: 8,000
**Fire Control**: 2D
**Range**: 10-60/120/250 m
**Damage**: varies based on setting

**Game Notes**:
**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**: This weapon, a staple of Starfleet Ground Forces arsenal, comes mounted on a tripod or vehicle. A single person cannot carry it easily, and can only fire it if it's already emplaced and steadied; typically a two- or three-man crew services the weapon. It emits a standard phaser beam, fireable in the four common phaser modes. Characters may fire it on automatic; the number of shots it can fire per round depends on the strength of the beam (see table above). Game Masters can use the statistics for this weapon for similar weapons used by other governments, but may wish to increase the damage done slightly at the expense of losing most of the firing modes and/or using more charges.

**Source**:

* Star Trek RPG Dominion War Sourcebook (pages 83-84)
* thedemonapostle
Stargate TER

**Name**: TER
**Model**: Goa'uld Transphase Eradication Rod
**Type**: Energy Weapon
**Scale**: Character
**Skill**: Blaster
**Weight**: 1.81 kg
**Range**: 1-3/15/30 m
**Damage**: 4D+1

**Game Notes**:

* **Accuracy**: A Transphase Eradication Rod is very accurate. Attacks made with this device receive a +1D bonus.
* **Rate of Fire**: This weapon may only be fired once per round.
* **Damage**: Transphase Eradication Rod will only do damage against targets that are out of phase with reality.
* **Out of Phase Detection**: A TER can detect a target that is out of phase with reality. As a side effect, a TER is able to reveal cloaked objects as well, rendering the cloak useless so long as the TER is on and aimed at the cloaked target.

**Description**: A Transphase Eradication Rod, often shortened to TER, is a Goa'uld weapon used against the Reetou. The device is capable of bringing the invisible Reetou or any other cloaked entity into the visible field observed by humans. Once the Reetou is detected, the gun can fire a blast that blows the Reetou apart. The Tok'ra have been able to steal some versions, and also use them against the Reetou Rebels. The weapon was also the testbed for the Kull disruptor. The prototype modified TER was only minimally effective, with the Kull Warrior recovering within seconds. (SG1: "Show and Tell", "Fair Game", "Death Knell")

Aris Boch used a modified version of the TER as his primary weapon. This modified version was capable of firing an explosive energy bolt or a stun beam. (SG1: "Deadman Switch")

**Source**:

* Stargate Wiki: Transphase Eradication Rod
* Stargate SG-1 RPG Sourcebook (page 348)
* thedemonapostle
Supercruiser

**Name**: Supercruiser
**Craft**: Covenant Empire Supercruiser
**Type**: Super Cruiser
**Scale**: capital
**Length**: 3,576 meters
**Skill**: capital ship pilot
**Crew**: 7,152; skeleton: 715/+10
**Passengers**: 35,000
**Cargo Capacity**: 89,400 metric tons
**Consumables**: 14 years
**Slip Space Drive**: x13
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 10D
**Shields**: 5D
**Sensors**

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

**Weapons**

* **24 Heavy Energy Projectors**

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

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

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

Fire Arc: turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 4D+1
**Description**: The Covenant Supercruiser is a classification of extremely powerful capital Covenant warships within the Covenant Navy.

Physical Characteristics and Armament

Its length of 3570 meters was three times that of the UNSC Marathon-class cruiser.

These ships were durable enough to withstand one nuclear mine detonation, or even three Magnetic Accelerator Cannon rounds and nearly five hundred Archer missiles. However, during the Fall of Reach, it used a hit-and-run tactic to avoid fire from the Orbital Defense Platforms' "Super" MACs.

**Source**:

* Halo Wiki: Supercruiser
* thedemonapostle
Starship Troopers: F-76 Thunderbolt TAC Fighter

**Name**: Thunderbolt
**Craft**: F-76 Thunderbolt TAC Fighter
**Type**: Soft-armored Air Vehicle / Tactical Airspace Control Fighter
**Scale**: Starfighter
**Length**: 10 Meters (estimated)
**Mass**: 10 tons
**Skill**: Starfighter Pilot
**Crew**: 1; Gunners: 1
**Cargo Capacity**: 227 kg
**Maneuverability**: 2D
**Space**: 11
**Atmosphere**: 435; 1,250 km/h
**Hull**: 2D+1
**Sensors**

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

**Weapons**

* **Twin Machine Guns**

Fire Arc: forward
Crew: 1
Scale: Walker
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1/3/6
Atmosphere Range: 10-100/300/600m
Damage: 3D+1
* **M-666C5 HEAT Missiles**

Fire Arc: forward
Crew: 1
Scale: Walker
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1-3/6/13
Atmosphere Range: 10-300/600/1,300m
Ammo: 4
Damage: 4D
* **Firestryke Missiles**

Fire Arc: forward
Crew: 1
Scale: Walker
Skill: Starship Gunnery
Fire Control: 6D vs airborne targets; -4D vs non-airborne targets
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Ammo: 6
Damage: 2D+1
**Description**: The Thunderbolt, the standard SICON Tactical Airspace Control (TAC) fighter, is a dual-purpose craft capable of conducting ground support operations and air superiority missions. Thunderbolts are designed for operations in atmosphere, though they can undertake limited space combat if necessary.

Armed with an integral rotary cannon, the F-76 can also be fitted with a wide range of munitions and missile launch systems, it is this versatility that makes it a favorite with pilots everywhere.

**Source**:

* Starship Troopers RPG Sourcebook (page 195)
* Starship Troopers Wiki: F-76 Thunderbolt
* thedemonapostle
Stargate FN Five-seveN

**Name**: Five-seveN
**Model**: Fabrique Nationale d’Armes de Guerre-Herstal Five-seveN
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Pistol
**Weight**: 0.9 kg
**Ammo**: 20 (magazine)
**Fire Rate**: semiautomatic
**Range**: 1-8/38/76 m
**Damage**: 2D+2

**Description**: The FN Five-seven, trademarked as the Five-seveN, is a semi-automatic pistol designed and manufactured by Fabrique Nationale d’Armes de Guerre-Herstal (FN Herstal) in Belgium. The pistol is named for its 5.7-mm (.224 in) bullet diameter, and the trademark capitalization style is intended to emphasize the manufacturer's initials—FN.

The Five-seven pistol was developed in conjunction with the FN P90 personal defense weapon and the FN 5.7×28mm cartridge. The P90 was introduced in 1990, and the Five-seven was introduced in 1998 as a pistol using the same 5.7×28mm ammunition. Developed as a companion pistol to the P90, the Five-seven shares many of its design features: it is a lightweight polymer-based weapon with a large magazine capacity, ambidextrous controls, low recoil, and the ability to penetrate body armor when using certain cartridge types.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 333)
* thedemonapostle
Star Trek United Earth Neptune Class

**Name**: Neptune
**Craft**: United Earth Neptune-Class Scout
**Type**: Scout
**Scale**: starfighter
**Length**: 86 meters
**Skill**: space transports
**Starship Size**: 3
**Crew**: 42; Skeleton: 4/+10
**Passengers**: 2
**Cargo Capacity**: 3,000 metric tons
**Consumables**: 1 year
**Warp Drive**: 1.2 / 1.8 / 1.95 (12 Hours)
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 5
**Hull**: 3D+2
**Sensors**

* Passive: 10 / 0D+1
* Scan: 30 / 0D+1
* Search: 60 / 0D+2
* Focus: 1 / 1D

**Weapons**

* **4 Type I Plasma Cannons**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: capital ship gunnery
Fire Control: 0D
Space Range: 1-2/5/15
Firing Modes: Standard
Rate of fire: 1
Damage: 2D
* **3 Torpedo Launchers**

Fire Arc: 2 forward, 1 aft
Crew: 1
Scale: starfighter
Skill: capital ship gunnery
Fire Control: 0D
Space Range: 1/5/20
Ammunition: 35 Spatial Torpedoes total
Spread: 2
Damage: 3D
* **2 Grapplers**

Fire Arc: 360 degrees ventral
Location: forward ventral
Crew: 1
Scale: starfighter
Skill: capital ship gunnery
Fire Control: 0D
Space Range: 1-2/4/8
Rate of fire: 1
Strength: 2D
**Miscellaneous**:

* Decks: 3
* Year Commissioned: 2141 (Earth Reckoning)

**Complement**

* Shuttle Pods: 2

**Game Notes**: The Neptune-Class underwent a refit in 2153. For Neptune-Class ships encountered after 2153, please use the following adjustments:

**Weapons**

* **4 Phased Cannons**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: capital ship gunnery
Fire Control: 0D
Space Range: 1-3/10/30
Firing Modes: Standard
Rate of fire: 1
Damage: 4D
**Description**: The Neptune-class starship was a class of United Earth survey ships that were in service with Starfleet around 2141.

Neptune-class ships were limited in speed to warp factor 2. This class of ships utilized the same model of captain's chair that would be initially used on NX-class, a newer and more advanced design of starships. (ENT: "Singularity")

**Source**:

* Memory Alpha: Neptune-class
* Star Trek Enterprise Sourcebook Volume 2 (pages 8-9)
* thedemonapostle
Stargate M16A3

**Name**: M16A3
**Model**: Colt M16A3
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Rifle
**Weight**: 4.08 kg
**Ammo**: 30 (magazine)
**Fire Rate**: Semiautomatic & 3 Round Burst
**Range**: 1-38/191/381 m
**Damage**: 4D

**Description**: *"Hold the grip firmly, stock braced against your shoulder. It's got a kick. Keep your finger off the trigger ‘til you're ready to kill whatever it is you're pointing at."*―Ronald Greer

The M16 or M4A1, is an assault rifle used by the SGC and the US Military in general. The M16 is the standard issue rifle for the US military, and is therefore often seen in use by airmen and marines in the Stargate program. It is possible that the reason that it is not usually used by units like SG-1 is that the M16 is a lethal and longer range alternative to the submachine gun. The P90 has a larger magazine but a less deadly and powerful bullet which is better suited for the close range, more diplomatic missions of SG-1. The M16, as with most Tau'ri projectile firearms, are more effective and better constructed than their alien projectile counterparts. (SG1: "Children of the Gods")

The M16 rifle may also be equipped with an Colt M203 grenade launcher under the barrel.It also has a picatinny rail that can mount an extremely wide range of attachments such as scopes, sights, lasers, lights, and shotguns. (SG1: "Orpheus")

There are several variants in the M16 family, many of which have been used by the SGC. The M4A1 Carbine is a Carbine variant of this rifle, with a shorter stock and barrel.

**Source**:

* Stargate Wiki: Colt M16A3 rifle
* Stargate SG-1 RPG Sourcebook (page 333)
* thedemonapostle
Supox Blade

**Name**: Blade
**Craft**: Supox Blade
**Type**: Multipurpose Vessel
**Scale**: Starfighter
**Length**: 12 meters
**Skill**: Space Transports
**Crew**: 12; skeleton: 2/+10
**Cargo Capacity**: 600 kg
**Consumables**: 6 months
**Hyperdrive**: x10
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 10
**Atmosphere**: 415; 1,200 km/h
**Hull**: 3D
**Sensors**

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

**Weapons**

* **Glob Weapon**

Fire Arc: forward
Crew: 1
Scale: starship
Skill: starship gunnery
Fire Control: 1D+2
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Damage: 4D + 4D per round for 2D rounds
**Description**: The Supox Blade is defined by, more than anything else, its versatility. It is a fast ship to be sure, but it lacks the sheer blinding speed demonstrated by a few of the other known spacecraft. Nevertheless, the Blade's unique propulsion system does allow it to outmaneuver adversaries in a more subtle, elegant fashion. The ship's narrow outline makes it somewhat difficult to hit from the front. Its repeating mid-range weapon is moderately effective against almost any space borne threat. The durability of this ship is below average, much the same as most other spacecraft that depend upon superior mobility to carry the day. This lack of durability led to high Supox casualties during the Supox and Utwig offensive against the Kohr-Ah, in which the Supox later saw limited success through joint operations with the Utwig.

**Propulsion**

The Blade is fast and agile, though not to an extreme. Its secondary function allows the ship to perform unusual maneuvers.

**Primary Armament**

The Blade's only form of attack consists of a corrosive glob which inflicts a slight amount of damage per round. This is compensated for by a high rate of fire. Furthermore, the glob weapon's rate of fire will continue at a decent (although diminished) clip even after the ship's battery has been depleted. This weapon has roughly medium range and high velocity, allowing the Blade to maintain some distance between itself and its opponent while attacking.

**Secondary Armament**

The Blade is outfitted with an advanced maneuvering system that enables it to accelerate sideways or in reverse. Lateral thrust and reverse thrust are not a burden on the ship's battery. This is possibly because they both use the same power source as the ship's standard propulsion. Despite the absence of battery drain, this system can be somewhat unintuitive. Practice is recommended for any aspiring Blade pilot.

**Source**:

* Ultronomicon: Blade
* thedemonapostle
Siege Bike

File:Siege Bike.png
**Name**: Siege Bike
**Craft**: ONI REAP-X Siege Bike
**Type**: Siege Bike
**Scale**: speeder
**Length**: 3 meters (estimated)
**Skill**: ground vehicle operations
**Crew**: 1
**Passengers**: 0
**Cargo Capacity**: 15kg
**Cover**:1/4
**Maneuverability**: 2D
**Move**: 50; 145 km/h
**Body Strength**: 2D
**Weapons**

* **M268 Heavy Machine Gun**

Fire Arc: front
Crew: 1
Scale: character
Skill: firearms
Fire Control: 1D
Range: 1-120/300/600m
Damage: 4D+1
**Description**: The Siege Bike is a UNSC rapid assault vehicle manufactured by ONI REAP-X. It currently does not appear in any books or games, only being made by Mega Bloks, but is confirmed to be canon.

**Design**: The Siege Bike is designed as the counterpart to Covenant single-manned rapid assault vehicles, like the Ghost or Brute Chopper. Positioned on a heavy-grade, all-terrain single traction tread, the Siege Bike can easily traverse challenging environments, reaching speeds of over 145kph (90 mph) while maintaining incredible control and field dexterity. The forward-facing armor plate protects the operator while displaying Intel for tactical information, as well as firing system controls.

The Siege Bike’s armament is a side-mounted heavy machine gun (M268 HMG) with spectrum-enhanced visual tracking functionality, designed specifically to target well-fortified enemy strongholds and barricades. The goal of the UNSC Siege Bike is simple yet brutal: through the deployment of multiple, heavily armed and swift Siege Bikes, offensive assaults can form an unstoppable wall of firepower, quickly tearing through enemy defenses.

**Source**:

* Halo Wiki: Siege Bike
* thedemonapostle
Springhill-class mining vessel

**Name**: Springhill-class mining vessel
**Craft**: Terran Springhill-class mining vessel
**Type**: Civilian gas-mining plant, ordnance transport
**Scale**: capital
**Length**: 1,614 meters
**Skill**: capital ship pilot
**Crew**: 1,614; skeleton: 161/+10
**Passengers**: 100
**Cargo Capacity**: 403,500 metric tons
**Consumables**: 6 years
**Slip Space Drive**: x6,160
**Nav Computer**: yes
**Maneuverability**: 1D
**Space**: 4
**Hull**: 4D
**Sensors**

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

**Weapons - None**

**Description**: The Springhill-class mining vessel is a human mining vessel.

**Source**:

* Halo Wiki: Springhill-class mining vessel
* thedemonapostle
Sharquoi

**Name**: Sharquoi
**Dice**: 10D
**Dexterity**: 1D / 2D+1
**Knowledge**: 1D / 3D
**Mechanical**: 1D / 2D
**Perception**: 1D / 2D+2
**Strength**: 1D+2 / 7D
**Technical**: 1D / 3D

**Move**: 14 / 18
**Size**: 5 meters
**Weight**: Heavy (Presumably)

**Special Abilities**:

* **Boney Spikes**: STR+2D damage
* **Echolocation**: Instead of an eye, they possess a fleshy patch on their foreheads, which emits a "thrumming" sound that allows them to map out their surroundings through echolocation. Search +4D, reduce the difficulties to find Hidden objects by 2 levels.
* Sharquoi are also immune to Flood infection.

**Description**: *“I suspect we are forcing them into a tighter arena than they care to fight in. Soon we may be able to use the Sharquoi...”*
— A Sangheili.

The Sharquoi, previously known as Drinol, are a rarely encountered Covenant species. They are huge beasts that are kept contained and completely segregated from the other forces, suggesting lack of intelligence. They possess phenomenal strength and are often used simply for their brute force.

Although they do not appear in any released Halo material, Sharquoi do exist in the Halo universe.

**Source**:

* Halo Wiki: Sharquoi
* thedemonapostle
Terran Confederation "Drayman" Transport

**Name**: Drayman
**Craft**: Terran Confederation Drayman Class
**Type**: Transport
**Scale**: starfighter
**Length**: 96 meters
**Skill**: space transports
**Crew**: 16; skeleton: 2/+10
**Passengers**: None
**Cargo Capacity**: 1,450 metric tons
**Consumables**: 24 weeks
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 2
**Atmosphere**: 225; 650 km/h
**Hull**: 3D+1
**Shields**: 4D+1
**Sensors**: None
**Weapons**

* **5 Dual Civilian Grade Laser Cannons**

Fire Arc: 5 turrets
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 1D+2
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 2D+2
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/10/20
Atmosphere Range: 10-500/1,000/2,000m
Effects: Enemy Sensors and Fire Control -1 pip
**Gear**:

* External Docking Port x2
* Escape Pods: 1

**Optional Pods** (The Drayman-class transport can only mount ONE optional pod at a time)

* Large Cargo Container Pod: Adds 5,000 metric tons worth of cargo capacity.
* Habitation Pod: Cost: Provides Space for 100 troops
* Mission Module Pod: Standard Configuration as a Hospital.

**Description**: The Drayman-class transport is one of the true workhorses of the human sphere of influence since at least 2649. Their modular design and simple construction allow for easy conversion for use in a number of valuable roles:

* **Freighter/Tanker**: The standard Drayman transports carries a crew of sixteen, and are used to carry personnel and equipment throughout the Confederation.

* **Courier**: The Terran Confederation uses fast, lightened Draymans to carry battle plans back and forth from the front lines. This proved almost disastrous during Operation Thor's Hammer, when the Kilrathi captured the TCS Falstaff on the ground at Goddard. Pilots from the TCS Tiger's Claw managed to intercept and destroy the courier before it could be returned to Kilrah.

* **Troopship**: The Terran Confederation Marine Corps often uses Drayman transports rather than more valuable assault transports. The troopships carry one hundred marines and a crew of twenty-five. Noted Drayman troopships include the TCS General Powell, which participated in the attack on the Sivar-Eshrad ceremony at Firekka. Ten Drayman troopships escaped the G'wriss System carrying 1,000 marines during Custer's Carnival.

* **Hospital Ship**: Draymans converted to hospital ships served during the 2654 outbreak of Watson's Disease in the Dakota System, carrying patients out-system for treatment.

Draymans are also available to the civilian market. Carrying a crew of twenty, they are generally considered a step up from privately owned four-man Galaxy merchantmen. Companies and individuals make use of lightly-defended Draymans throughout undisputed space. There is also a less popular Diligent version which is used by Confederation forces.

**Source**:

* Wing Commander Encyclopedia: Drayman-class transport
* Wing Commander Information Center: Drayman-class transport
* The Wing Commander Role Playing Game (page 390)
* thedemonapostle
Farscape: Leviathan

**Name**: Leviathan
**Craft**: Builders Leviathan
**Type**: Transport, freighter
**Scale**: Capital
**Length**: 1,000 x 250 x 200 meters
**Skill**: Capital Ship Pilot
**Crew**: 10; Skeleton: 1/+10 (See Notes)
**Passengers**: 250
**Cargo Capacity**: 2,000 tons
**Consumables**: 26 months
**Hyperdrive**: x6
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 7
**Atmosphere**: 350; 1,000 km/h
**Hull**: 4D+1
**Sensors**

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

**Weapons** - None

**Notes**: A standard crew of 10 is required to pilot a Leviathan in place of a single Pilot.

**Description**: Leviathans were regarded as amazing and wonderful creatures, in that they were bio-mechanoid ships that could move freely among the stars. They shared much of the same attributes as artificially constructed starships, including internal atmospheres, command centers, living quarters, workshops, and hangar decks. However, no two Leviathans were completely the same. As they grew, their internal facilities developed to suit the needs of their crew.

**Source**:

* Farscape Wiki: Leviathan
* Farscape Role Playing Sourcebook (pages 271-273)
* thedemonapostle
Star Trek Vrelnec

**Name**: Vrelnec
**Model**: Romulan Vrelnec
**Type**: melee weapon
**Scale**: character
**Length**: 110 - 120 cm
**Weight**: 2.2 kg
**Skill**: Melee Combat: Vrelnec
**Difficulty**: 7
**Damage**: STR+2D

**Description**: The vrelnec is the traditional Romulan sword. The traditional art of "fencing" with one of these swords is usually known as vrenecrek.

**Source**:

* Star Trek TNG RPG - The Way of D'era - The Romulan Star Empire (page 64)
* thedemonapostle
Starship Troopers: Skyhook Retrieval Boat

**Name**: Skyhook Retrieval Boat
**Craft**: DR-8 Skyhook Retrieval Boat
**Type**: Drop Ship
**Scale**: Starfighter
**Length**: 7.2 meters (estimated)
**Skill**: Space Transports
**Crew**: 1; Gunners: 1
**Passengers**: 10 troops
**Cargo Capacity**: 4.54 metric tons
**Maneuverability**: 1D
**Space**: 2
**Atmosphere**: 225; 650 km/h
**Hull**: 3D+1
**Sensors**

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

**Weapons**

* **2 MW-5050 autocannons**

Fire Arc: forward
Crew: 1
Scale: Speeder
Skill: Starship gunnery
Fire Control: 1D
Range: 1-92/230/460m
Damage: 4D
**Description**: The Skyhook is a smaller and faster cousin to the Viking. Its lighter armor is designed only to withstand light weapons fire and is in no way capable of surviving the same degree of punishment as a Viking.

The troop compartment aboard a retrieval boat can carry a fully combat-equipped squad of troopers safely, though it has been known for many more troopers to be crammed into the hold of one of these craft in an emergency. While commonly found in a troop transport capacity, many decommissioned Skyhooks have found a new lease of life as armored cargo runners or as personal shuttles for high ranking officials, while others are converted for other operations including search and rescue, salvage and exploration.

One such variant is the Heavenly Mercy rescue tender, equipped to drop first response medical and rescue personnel into disaster areas, before landing to provide a field hospital or emergency control center. Originally developed for nonmilitary relief operations, the Heavenly Mercy variant has now been adopted by SICON, where it is commonly used to provide a mobile trauma-aid center in theatres of war.

**Source**:

* Starship Troopers Wiki: DR-8 Skyhook
* Starship Troopers RPG Sourcebook (page 194)
* thedemonapostle
Star Trek Kazon

**Name**: Kazon
**Dice**: 12D
**Dexterity**: 1D / 4D
**Knowledge**: 1D / 3D+2
**Mechanical**: 1D / 3D+2
**Perception**: 1D / 3D+2
**Strength**: 1D+2 / 4D+1
**Technical**: 1D / 3D+2

**Move**: 10 / 12
**Size**: 1.5 - 2.0
**Weight**: 60 - 70 kg

**Special Abilities**:

* **High Pain Threshold**: Kazon can tolerate high levels of pain; reduce all injury penalties by 1D.
* **Toughness**: Kazon are extremely hardy and resilient. For purposes of withstanding damage, Kazon are considered to have a +1D to their Strength rolls.

**Description**: The Kazon are a violent warrior species native to the Delta Quadrant. They had at least two racial variants, one with brown skin and one with more common copper-colored skin. The foreheads of all Kazon featured distinctive ridges and their black or brown hair grows in large chunks rather than individual strands. Kazon society is divided into a number of sects that fight each other over territory and resources. As of 2372, there were 18 different sects in the Kazon Collective.

According to Seven of Nine, the Kazon were deemed unworthy of assimilation by the Borg. (VOY episode: "Mortal Coil")

**History**

Until 2346, the Kazon were a subject race to the Trabe. The Trabe treated their Kazon subjects brutally, and kept them in line by constantly turning the sects against each other and encouraging in-fighting. However, Jal Sankur convinced the various sects to join together and revolt against their Trabe oppressors. They were successful and rid the homeworld of the Trabe, while obtaining many Trabe vessels and a lot of technology. (VOY episode: "Alliances")

Using the Trabe ships and technology they began to spread out across a sizable portion of the Delta Quadrant. However, the Kazon sects soon turned towards fighting each other again, so technological development was no longer a primary concern. While they had developed plasma weapons and deflector shields, they had not developed transporter or replicator technology. (VOY episodes: "State of Flux", "Maneuvers")

In 2371, the Caretaker pulled the Federation starship USS Voyager 70,000 light years across the galaxy. The Kazon - specifically the Ogla sect - was one of the first species the Voyager crew encountered in the Delta Quadrant. (VOY episode: "Caretaker")

For the next three years the crew of the Voyager had to contend with the threat of the Kazon - who wanted to capture the ship, which was filled with advanced Starfleet technology. In 2373 the Kazon-Nistrim succeeded in briefly capturing Voyager, but Tom Paris, the Doctor, and Lon Suder were able to retake the ship. (VOY episodes: "Basics, Part I", "Basics, Part II")

**Source**:

* Memory Alpha: Kazon
* Memory Beta: Kazon
* Voyager Core Game Book (pages 40-41)
* thedemonapostle
Terran Confederation "Clydesdale" Transport

**Name**: Clydesdale
**Craft**: Terran Confederation Clydesdale Class
**Type**: Transport
**Scale**: starfighter
**Length**: 73.3 meters
**Skill**: space transports
**Crew**: 6; skeleton: 1/+10
**Passengers**: 9
**Cargo Capacity**: 716 metric tons
**Consumables**: 14 weeks
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 4D+2
**Shields**: 10D
**Sensors**

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

**Weapons**

* **6 Dual Flak Cannons**

Fire Arc: 6 turrets
Crew: 1
Scale: speeder
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500
Damage: 2D+1
* **Electronic Counter Measure Module**

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

* External Docking Port: 2
* Escape Pods: 1

**Description**: The Clydesdale-class Transport was a class of transport in the service of the Terran Confederation during the Kilrathi War.

Clydesdale-class Transports were military transports that have served in the Terran Space Navy since at least the 2660s. Like all transports, they were in charge of ferrying troops and supplies to the frontlines of the Kilrathi War. However, they were better armored and were supplied with better armaments than several other transports in the service of Confed. Some of these ships even served as prison vessels when necessary. Theses transports played an active role in various campaigns, notably the Enigma Campaign that lasted from 2656 to 2667.

Among some of the Clydesdales' most notable missions include providing supplementary assistance to the T.C.S. Concordia during the assault on the Heaven's Gate System and the prisoner transfer of Terran traitor Zachary Colson. Unfortunately, Colson escaped from the authorities while en route to Earth for his execution following an attack by the Society of the Mandarins.

Clydesdales saw service with Confed at least until 2669.

**Source**:

* Wing Commander Encyclopedia: Clydesdale-class transport
* Wing Commander Information Center: Clydesdale-class transport
* The Wing Commander Role Playing Game (page 394)
* thedemonapostle
Star Trek Varon-T Disruptor

**Name**: Varon-T Disruptor
**Model**: Private Manufacture Varon-T Disruptor
**Type**: energy weapon
**Scale**: character
**Length**: 15 cm
**Weight**: 0.3 kg
**Skill**: Blaster: Disruptor Pistol
**Ammo**: 10
**Availability**: 6; X
**Range**: 5-15/30/75 m
**Damage**: 6D+2

**Game Notes**: Only five were known to have been produced. Only four were recovered. Several months later an unknown person or persons broke into the storage locker where they were kept and stole them. Since then they have presumably fetched a king's ransom on the black market, though no security force has received word of them. The whereabouts of the fifth weapon have never been determined.

**Description**: The Varon-T disruptor was a hand-held directed-energy weapon banned in the Federation due to its vicious nature: the disruptor literally tore the body apart at the molecular level from the inside out, resulting in a relatively slow and excruciating death by disintegration compared to most phasers and disruptors. Only five were ever produced; four of them were owned by Zibalian trader Kivas Fajo and he slept with one of them under his pillow. Fajo used a Varon-T disruptor to kill Varria when she and Data attempted to escape his ship. (TNG: "The Most Toys")

**Source**:

* Memory Alpha: Varon-T disruptor
* memory Beta: Varon-T disruptor
* Star Trek DS9 RPG Raiders, Renegades and Rogues (page 80)
* thedemonapostle
Star Trek Starship Tactical Systems

**Tactical Systems**
Even though Starfleet is not a military organization, there come times when it has to fight back against aggressor, tyrants, and other threats to the security of the Federation and other peoples. When push comes to shove, or environmental dangers threaten, Starfleet vessels are equipped with powerful tactical systems to protect themselves and strike back at the enemy.

Beam Weapons

Missile Weapons

Deflector Shields

**Source**

Spacedock - Starship and Construction Manual (pages 65-75; 138-147)
Star Trek Xindi Reptilians

**Name**: Xindi Reptilians
**Dice**: 12D
**Dexterity**: 1D+1 / 4D
**Knowledge**: 1D / 3D+2
**Mechanical**: 1D / 4D
**Perception**: 1D / 3D+2
**Strength**: 1D+1 / 4D
**Technical**: 1D / 4D

**Move**: 11 / 13
**Size**: 1.6 - 2.1 meters
**Weight**: 75 - 100 kg

**Special Abilities**:

* **Toughness**: Xindi Reptilians are extremely hardy and resilient. For purposes of withstanding damage, Xindi Reptilians are considered to have a +1D to their Strength rolls.
* **Intolerant: All except Xindi**: Xindi Reptilians dislike all species except themselves. Whenever they encounter a species of a non-Reptilians, they must make a Difficult Willpower skill check. Success indicates they are able to control the urge to destroy the alien. Failure indicates thay will attempt to immediately destroy the alien by any means possible.

**Description**: The Xindi-Reptilians were a species of Xindi. They were the most aggressive species of the Xindi.

**History**

The Reptilians, like the other Xindi species, evolved on the planet Xindus in the Delphic Expanse. In the the 2030s, during their civil war, the Reptilians then made an alliance with the Insectoids. In one of their last desperate actions during their Civil War, the Reptilians and Insectoids planted explosives under Xindus's eight largest seismic fissures. This had the unintentional result of destroying Xindus due to its high geological instability. They like the other species, except the Avians, went into space as part of the "Great Diaspora".(ENT episodes: "The Xindi", "The Shipment"; ST reference: Federation: The First 150 Years)

**Physiology**

The Reptilians, like earth reptiles, were scaly and highly textured, including many small wrinkles and ridges. The Reptilians had yellow to brown-colored scales with multiple spikes coming out of their heads and little tusks, one on either side of the face, around their mouth. They had yellow eyes with slitted vertical pupils, and were cold blooded. Like other Xindi, they had a characteristic facial feature, involving a small indentation and a series of little bumps on their cheek bones. They also had greater strength and stamina than Humans. Some Reptilian soldiers were also given a suicide gland. (ENT episode & novelization: The Expanse; ENT episode: "Rajiin")

**Technology**

Reptilian weapons used eel-like power cells. Their biorifles worked on a rotating modulation that self-destructed when accessed by other species. They also used a type of ray gun. (ENT episodes: "The Shipment", "Carpenter Street").

The Reptilians also used thermal chambers on board their ships, due to their cold-blooded metabolisms. (ENT episode: "The Council")

**Source**:

* Memory Alpha: Xindi-Reptilian
* Memory Beta: Xindi-Reptilian
* Star Trek RPG Enterprise Season II - III Sourcebook (LUG) (page )
* thedemonapostle
Terran Confederation "Lexington" Strike Carrier

**Name**: Lexington Class Strike Carrier
**Craft**: Terran Confederation CVL-133B Lexington Class Strike Carrier
**Type**: Heavy Carrier
**Scale**: capital
**Length**: 725 meters
**Skill**: capital ship pilot
**Crew**: 124; skeleton: 12/+10
**Passengers**: 28 passengers; 48 Hospital patients
**Cargo Capacity**: 605,120 metric tons
**Consumables**: 70 months
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 1D
**Space**: 1
**Atmosphere**: 210; 600 km/h
**Hull**: 4D+2
**Shields**: 6D+1
**Sensors**

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

**Weapons**

* **10 Heavy Flak Cannons**

Fire Arc: 3 forward, 3 port, 3 starboard, 1 turret
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 5D+1
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 2D+1
* **Electronic Counter Measure Module**

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

* External Docking Port: 2
* Escape Pods: 19

**Ship Complement**

* F-27/J Arrow Light Fighters: 20
* F-98 Phantom Medium Fighters: 20
* F-97 Wraith Medium Fighters: 20
* A-15/C Gladius Fighter/Bombers: 20
* A-20 Banshee Fighter/Bombers: 20

**Description**: The Lexington-class heavy carrier entered service in the last year of the Terran-Kilrathi War. The class takes its name from a previous TCS Lexington (CV-44), crippled at the Battle of Earth. This ship was later returned to service.

The first ship, TCS Lexington (133B), was assigned to the Terran Intelligence Agency as part of a long-duration mission behind enemy lines. For her mission the Lexington was modified at Goddard Transfer Station with oxygen planetariums, water-producing modules, greenhouse gardens, recycling systems and mining apparatuses. She also carried a 62-person Special Operations team. Lexington left Goddard on 2669.018, crossed the border and then fought a series of running battles with the KIS Shiraak across the Jakal, Teragon and Evian systems. The carrier failed to return after its planned six month assignment and is still missing in action.

**Source**:

* Wing Commander Encyclopedia: Lexington-class heavy carrier
* Wing Commander Information Center: Lexington-class Heavy Carrier
* The Wing Commander Role Playing Game (page 399)
* thedemonapostle
Star Trek Ships

Borg Collective Starships

Breen Confederacy Starships

Cardassian Union Starships

Dominion Starships

Ferengi Alliance Starships

Gorn Hegemony Starships

Klingon Empire Starships

Romulan Star Empire Starships

Species 8472 Starships

Taurhai Unity

United Earth Starships

United Federation of Planets Starships

Alternate Reality Starships

Other Ships
Star Trek Breen CRM 114 Energy Rifle

**Name**: CRM 114
**Model**: Breen CRM 114 Rifle
**Type**: anti-vehicle energy weapon
**Scale**: Character
**Length**: 127 cm
**Weight**: 12.36 kg
**Skill**: Blaster: Repeating Blaster Rifle
**Ammo**: 3,200 charges; consumes 16 charges per shot
**Fire Control**: 1D
**Fire Rate**: max 3 per round
**Range**: 10-60/120/250 m
**Damage**: 7D+1

**Firing Modes**

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

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

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

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

 Pulse Beam
 Continuous Beam
 Wide-Beam

**Description**: The CRM 114 was an energy weapon used by the Breen.

In 2373, Quark had a customer of Hagath and Gaila use a CRM 114 in a demonstration of the weapon in a holosuite aboard Deep Space 9. Quark pointed out that the CRM 114 could be used against moving vessels or surface emplacements and that it could cut through six to fifteen centimeters of reactive armor and penetrate shields up to 4.6 gigajoules. Quark's customer, who was impressed by how light the CRM 114 was, requested two thousand of them. (DS9 episode: "Business as Usual")

In 2386, David Webb of Section 31 used a CRM 114. (ST - Section 31 novel: Disavowed)

**Source**:

* Memory Alpha: CRM 114
* Memory Beta: CRM 114
* Star Trek RPG Dominion War Sourcebook (page 83)
* thedemonapostle
Stargate Benelli M1 Super 90

**Name**: Benelli M1 Super 90
**Model**: Benelli Armi S.P.A. M1 Super 90
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Shotgun
**Weight**: 3.17 kg
**Ammo**: 7 (magazine tube)
**Fire Rate**: semiautomatic
**Range**: 1-6/30/61 m
**Damage**: 4D+1 (slug)

**Description**: The Benelli M1 (Super 90) is a semi-automatic shotgun manufactured by Benelli Armi S.P.A.. It is available in several versions for civilian, law enforcement and military use. It features the proprietary Benelli recoil system, known for its reliability and easy maintenance. The standard model features an aluminum alloy receiver and tubular magazine, and is available with a standard or pistol grip stocks. The M1 Super 90 can be fitted with traditional iron sights, or ghost ring diopter sights. Mounts are available for laser pointers and tactical flashlights. Due to the inertia recoil system, the M1 should use heavier loads to cycle properly but because the action is inertia driven vs. the traditional gas cycling operation it can fire and reliably cycle lighter loads.

The M1 was succeeded by the Benelli M2, Benelli M3 and Benelli M4 models.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 335)
* thedemonapostle
Starship Troopers: Equipment

**Equipment**
A highly trained trooper is just one part of the equation which has led to the success of the Mobile Infantry. Added to this is the equipment he carries. Standard issue equipment for the Mobile Infantry, unlike other human armies of the past, is the very best that Earth can provide. Even so, it is sometimes barely enough.

**Weapons of the Federation**
Armor of the Federation
Weapons of the Federation
**Skinny Equipment**
Skinny Armor
Skinny Weapons
Stargate Winchester 1300

**Name**: Winchester 1300
**Model**: Winchester Model 1300
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Shotgun
**Weight**: 3.17 kg
**Ammo**: 7 (magazine tube)
**Fire Rate**: Pump Action
**Range**: 1-9/46/91 m
**Damage**: 6D (slug)

**Description**: The Model 1200 and Model 1300 were two American pump-action shotguns that were manufactured by the Winchester-Western Division of Olin Corporation. It was produced in 12-, 16- and 20-gauge. The military version of the 1200 has the ability to have a bayonet fixed on the end of the barrel to be used in close quarter combat. It is a takedown type shotgun which means it has the capability of being taken apart for easy transportation and storage.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 335)
* thedemonapostle