recursal/Fanatic-Fandom huggingface dataset:
Stargate KBP GP-25

**Name**: GP-25
**Model**: Kalashnikov Concern / STC Delta / Arsenal AD / Zastava Arms GP-25
**Type**: Missile Weapon
**Scale**: Character
**Skill**: Missile Weapons: Grenade Launcher
**Weight**: 1.36 kg
**Ammo**: 1 (barrel)
**Fire Rate**: 1
**Range**: 1-12/61/122 m
**Damage**: Varies by Grenade Type

**Description**: The GP-25 Kostyor ('Bonfire'), GP-30 Obuvka ('Shoe') and GP-34 are Russian 40 mm under-barrel grenade launchers (Granatomyot Podstvolnyj) for the AK-series of assault rifle. They were first seen by the west in 1984 during the Soviet Invasion of Afghanistan. The initial version was designated BG-15 Mukha ('Fly'), and was fitted under the barrel of AK-74 assault rifles. The main production version, the GP-25, has a different sighting system. The GP-30 was lightened and the redesigned sighting system was moved to the right.

**Source**:

* Stargate SG-1 RPG Fantastic Frontiers Sourcebook (page 171)
* thedemonapostle
Star Trek Human Command Officer

* ***Type:*** Human Command Officer
* ***Gender/Species:*** Human
* ***Age:***
* ***Height:***
* ***Weight:***
* **A Quote**:
* ***Physical Description:***
* Blasters
* Brawling Parry
* Dodge
* Melee Combat
* Melee Parry
* Running
* Command
* Con
* Persuasion
* Search
 **Knowledge 3D+1**
* Bureaucracy
* Cultures
* Languages
* Law Enforcement
* Scholar
* Streetwise
* Survival
* Tactics
* Willpower
* Brawling
* Climbing/Jumping
* Stamina
* Swimming
 **Mechanical 2D+2**
* 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**
* **THE HUMAN SPIRIT**: To reflect their unique spirit, drive, and versatility, Humans begin the game with +2 Force Points.
* **Force Sensitive?**
* **Force Points**
* **Dark Side Points**
* **Character Points 5**

**Equipment**: Starfleet Command Officer's Uniform, Starfleet Combadge

**Background**:

**Note**: Current Rank: Lieutenant.

**Personality**:

**Objectives**:

**Connection With Characters**:

**Source**: Star Trek The Next Generation Core Rule Book (page 61)
Starship Troopers: Arachnids

A strange race of questionable sentience but unmistakable ferocity, the Arachnids have recently been discovered on the planet Pluto in the Sol system, the primary star system of the United Citizens’ Federation. Insect in origin and possessed of phenomenal strength, Arachnids (or bugs as they are colloquially referred to throughout the Federation) appear to be hostile to all forms of life not their own.

How they could survive on a desolate world with no apparent prey species is unknown, but Federation scientists believe they may be in the active part of a hibernation cycle. If this is true, the alien insects will likely re-enter that state when they discover the utter lack of food that exists on the surface. Since these creatures appear to be very efficient at tunneling through soil and porous rock, they may have a subterranean source of nourishment.

In either case, the discovery of the Arachnids is an exciting time for the United Citizens’ Federation. Long categorized as a lifeless world, Pluto’s current inhabitants indicate that previous beliefs about mankind’s sole existence in the solar system may be false. If life, even brutal life like the bugs, can exist on Pluto and be missed during countless exploration surveys, there may be other creatures to be found closer to home. Sol and its planets, assumed entirely mapped and quantified, may hold secrets undreamed of by past generations.

There is some concern that Arachnids might pose a threat to any mining or colonization of Pluto, but they have so far proven unwilling to make contact or interfere with their human visitors. An official attempt by SICON diplomats to make first contact will be undertaken soon and all of humanity waits to see its outcome.

Blaster Bug

Blister Bug

Brain Bug

Chariot Bug

Cliff Mite

Control Bug

Hopper Bug

Kamikaze Rippler Bug

Plasma Bug

Rippler Bug

Tanker Bug

Warrior Bug

Worker Bug

**Source**

Starship Troopers RPG Sourcebook (pages 204-217)

Starship Troopers Wiki: Arachnid

thedemonapostle
Star Trek Taurhai Unity Firedrake Class

**Name**: Firedrake
**Craft**: Taurhai Unity Firedrake-Class Cruiser
**Type**: Cruiser
**Scale**: capital
**Length**: 325 x 75 x 75 meters
**Ship Mass**: 1,270,000 metric tons
**Starship Size**: 6
**Skill**: capital ship pilot
**Autopilot**: 3D+1
**Crew**: 472; Skeleton: 47/+10
**Passengers**: 310
**Cargo Capacity**: 80,000 metric tons
**Consumables**: 6 years
**Gravity Induction Drive**: x1.25 (0.5 Light years maximum per jump)
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 9
**Hull**: 4D
**Shields**: 2D
**Sensors**

* Passive: 50 / 1D+1
* Scan: 120 / 2D
* Search: 160 / 3D
* Focus: 5 / 3D+2

**Weapons**

* **5 Type Rhu'shai Heavy Graviton Beams**

Fire Arc: 360 degrees forward, 360 degrees dorsal, 360 degrees evntral, 360 degrees starboard, 360 degrees port
Location: forward, dorsal, ventral, starboard, port
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-25/5/15
Firing Modes: Standard, Continuous, Pulse, Wide-Beam
Rate of fire: 5
Damage: 5D+2
* **2 Quantum Torpedo Launchers**

Fire Arc: 1 forward, 1 aft; but are self guided
Location: forward of command hull, aft of segment 8
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-18/75/203
Ammunition: 100 Type II Quantum Torpedoes total
Spread: 8
Damage: 9D
* **2 Class Delta Tractor Beams**

Fire Arc: 1 forward, 1 aft
Location: forward of command hull, aft of ventral segemnt 20
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-3/5/10
Rate of fire: 1
Strength: 4D+2
* **Class Alpha Tractor Beam**

Fire Arc: Shuttlebay
Location: Shuttlebay
Crew: 1
Scale: Starfighter
Skill: capital ship gunnery
Fire Control: 0D+2
Space Range: 1-3/5/10
Rate of fire: 1
Strength: 3D
**Miscellaneous**:

* Crew Quarters:
	+ Spartan: 160
	+ Basic: 350
	+ Expanded: 90
	+ Luxury: 20
	+ Unusual: 2
* Decks: 15
* Escape Pods: 140

* Capacity per Pod: 8

* Year Commissioned: mid 24th century (Earth Reckoning)

**Transporters**

* Personnel: 3

* Range: 5,000,000 km
* Capacity: 8 persons

* Emergency: 3

* Range: 25,000 km
* Capacity: 28 persons

* Cargo: 3

* Range: 5,000,000 km
* Capacity: 800 kg

**Complement**

* Shuttle Craft: 4
* Probes: 60

**Description**: The Firedrake was the Romulan designation for a type of cruiser fielded by the Taurhai Unity during the 24th century. (Ship Recognition Manual, Volume 5: Starships of the Romulan Star Empire)

The Firedrake was similar in design to the larger {Taurhai Star Dragon. It consisted of a 125 m long command hull and eight 25 m segments. The ship was able to separate it command hull and segments into "sub-ships". Unlike the larger vessels, which was more multi-roled the Firedrake was considered a purely military vessel and when not assigned to war fleets it was assigned to patrol duties defending the Unity's territory.

The Firedrake used a gravity induction drive while was capable of half a light year jumps and travelled at the speed of 6 light years per minute.

**Source**:

* Ship Recognition Manual vol 5 (Spacedock) (pages 82-84)
* thedemonapostle
Stargate AK-47

**Name**: AK-47
**Model**: Kalashnikov Concern Avtomat Kalashnikova Model 1947
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Rifle
**Weight**: 4.08 kg
**Ammo**: 30 (magazine)
**Fire Rate**: Semiautomatic & Fully Automatic
**Range**: 1-46/229/457 m
**Damage**: 4D+1

**Description**: *"What kind of weapons? AKs, AKs for days."* ―Burke

The Kalashnikov AK-47 is a Tau'ri-made firearm of the assault rifle pattern, which was designed by Russia in late 1940's. The AK-47 is one of the most copied weapons in the history of assault rifles, with literally hundreds of nations making their own clones of the weapon in the years since its creation, It is known to be used by Raphael's faction in Honduras, the Taliban in Afghanistan, the Cult of Setesh, while the Russian Air Force uses more modern variants.

**Source**:

* Stargate Wiki: Kalashnikov AK-47
* Stargate SG-1 RPG Sourcebook (page 333)
* thedemonapostle
Star Trek Stun Rod

**Name**: Stun Rod
**Model**: Starfleet Stun Rod
**Type**: melee weapon
**Scale**: character
**Length**: 50 x 3 cm
**Weight**: 0.5 kg
**Skill**: Melee Combat: Stun Rod
**Difficulty**: 7
**Ammo**: 200
**Damage**: Varies based on setting

 2
 3

**Description**: A stun baton was a non-lethal weapon that immobilized targets with a powerful electrical shock. During the 22nd century, stun batons were used by Tandaran guards at Detention Complex 26, in attempts to maintain order among Suliban prisoners there. (ENT: "Detained") In the 2150s, stun batons were also frequently used by Military Assault Command Operations (MACO) officers and by Orion workers at an Orion slave market on Verex III. (ENT: "The Xindi", "North Star")

At Detention Complex 26, Major Klev routinely carried a stun baton in regular inspections of the facility's Suliban internees. When a Suliban man accidentally dropped a cup amid one of the inspections, Klev jabbed the male prisoner with the stun baton. On another inspection, Klev used the handle of his stun baton to painlessly nudge a Suliban boy into line and to subsequently separate Travis Mayweather from Jonathan Archer, as Colonel Grat had asked to speak to the latter Starfleet officer alone. Klev later used his stun baton to painfully prod Malcolm Reed, while Reed was disguised as a Suliban and was being shepherded – along with Mayweather – out of a cell by Klev, as both Reed and Mayweather were late for an inspection. Klev had his stun baton with him when he died in an explosion, moments later. (ENT: "Detained")

During a rescue operation conducted by Major J. Hayes in a trellium-D mine, S. Money was able to use her stun baton to defend herself against an enemy. (ENT: "The Xindi")

A Xindi-Reptilian was stunned by a MACO using a stun baton. The Reptilian committed suicide. (ENT: "Rajiin")

Private F. Hawkins was using his stun baton aboard the Vulcan D'Kyr-type combat cruiser Seleya in 2153 against the crewmembers after one of them disarmed him when he was using his particle rifle. (ENT: "Impulse")

In 2154, one of the Orion slavers at the Verex III slave processing station struck his baton against a holding pen containing T'Pol, to put an abrupt end to a discussion between her and Jonathan Archer, who was outside the pen, along with the Orion slavers. After Archer and Doctor Arik Soong enabled the slaves there to escape, the Orion slavers attempted to control the escaped slaves by striking them with the batons. Conversely, Soong, who Archer had been keeping in handcuffs, managed to escape by electrocuting Archer with one of the batons. Soong then used his baton to administer an electric shock to his own neck, where a Starfleet transponder had been implanted. He was thereby able to deactivate the transponder. (ENT: "Borderland")

**Source**:

* Memory Alpha: Stun baton
* Star Trek DS9 Core Game Book (page 241)
* Star Trek TNG RPG Core Book (page 238)
* thedemonapostle
Stargate S&W Model 10

**Name**: Model 10
**Model**: Smith & Wesson Model 10
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Revolver
**Weight**: 0.9 kg
**Ammo**: 6 (cylinder)
**Range**: 1-6/30/61 m
**Damage**: 2D

**Description**: The Smith & Wesson Model 10, previously known as the Smith & Wesson .38 Hand Ejector Model of 1899, the Smith & Wesson Military & Police or the Smith & Wesson Victory Model, is a revolver of worldwide popularity. It was the successor to the Smith & Wesson .32 Hand Ejector Model of 1896 and was the first Smith & Wesson revolver to feature a cylinder release latch on the left side of the frame like the Colt M1889. In production since 1899, it is a six-shot double-action revolver with fixed sights. Over its long production run it has been available with barrel lengths of 2 in (51 mm), 3 in (76 mm), 4 in (100 mm), 5 in (130 mm), and 6 in (150 mm). Barrels of 2.5 inches (64 mm) are also known to have been made for special contracts. Some 6,000,000 of the type have been produced over the years, making it the most popular centerfire revolver of the 20th century.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 333)
* thedemonapostle
Star Trek Stunner

**Name**: Stunner
**Model**: Various Manufacture Stunner
**Type**: energy weapon
**Scale**: character
**Length**: 17 cm
**Weight**: 0.4 kg
**Skill**: Blaster: Stunner
**Ammo**: 50
**Range**: 5-15/30/80 m
**Damage**: 3D (Stun)

**Game Notes**:

* If the shooter wishes to conserve the pistol's energy, he can reduce the charge cost by up to 3 (to a minimum of 2), but each -1 reduces the damage done by that shot by 1.

**Description**: Although it's possible to set most phaser and disruptor weapons to "stun" a target, it's also possible to cause injury accidentally with such weapons-by missetting the device or shooting someone at too close a range, for example. Also, they're not always dependable; some species, such as Klingons, have greater resistance to such attacks than others.
Rogue seeking a way around these problems - soft-hearted thieves and gamblers who, while more than willing to lie, cheat, and steal, have no desire to kill-often use a weapon known as a stunner. A stunner affects the neurophysical processes of most humanoids, instantly rendering them unconscious (typically for at least ten minutes, and often for hours).

**Source**:

* Star Trek DS9 RPG Raiders, Renegades and Rogues (pages 79-80)
* thedemonapostle
Star Trek Starship Armor Systems

#### **Ablative Armor**

Starships designed and built from the late 2360s onward can take advantage of new defensive technology called ablative armor. When an incoming beam or missile strikes the hull of a ship, the ablative armor first distributes the energy of the attack around the hull via its initial radiative/conducting components. Then, when the energy rate exceeds the armor's conductive capacity, the excess begins to boil the armor off, thus dissipating the force of the attack and preventing it from reaching the interior of the ship. In the case of beam weapons, the high-density particulate cloud also interacts with the relatively low-density energy of the beam to carry off some of its destructive force.

In game terms, ablative armor acts like extra Hull Resistance, but only provides protection until it is destroyed. Each ten points of damage done to ablative armor reduces its effectiveness by one pip, round up; when all of its protection is gone, the armor has been completely destroyed. Thereafter the ship only has its normal Hull Resistance to protect it. Apply damage to any existing ablative armor before applying it to normal Hull Resistance. Ablative armor offers no protection against the effects to which a ship's ordinary Hull Resistance does not apply, such as gravimetric shear.

**Example**: *The U.S.S.* Indomitable *has 3D of ablative armor. It's hit by an attack which, after shields are applied causes it 23 points of damage. This damage hits the ablative armor, which stops 11 points' worth of it, boiling away under force of the attack as it does so. The remaining damage is then affected by the ship's Hull. Because it resisted 11 damage, its further resistance is reduce by 2 pips. If the* Indomitable *is hit by a second blast, its ablative armor only has 2D+1.*

A ship of Size 4 (149 meters) or smaller may only have up to 1D+1 of ablative armor for capital scale vessels and 3D+2 for starfighter scale vessels. A ship of Size 5 (150 meters) or greater may have up to 3D points of ablative armor for capital scale vessels and 7D+1 for starfighter scale vessels. Rebuilding or replacing ablative armor requires the facilities of a starbase, space station, or similar installation.

#### **Source**

* Spacedock: The Advanced Starship and Construction Manual (page 20)
* thedemonapostle
Starship Troopers Other Weapons

# **Other Weapons**

## **TW-121-f ‘Tinderbox’ Flamer**

A powerful if short ranged weapon, the TW-121-f ‘Tinderbox’ flamer is used to clear away dense formations of enemies or burn down fortifications and terrain. An area 5 meters by 5 meters is filled with fire every time the user fires this weapon. Targets in this area must make a Dodge check (Difficulty 18) or take the listed fire damage. Any target affected by this attack will suffer another 2D fire damage for the next 1-4 rounds as it continues to burn. Living or mobile targets can spend an entire round putting out the flames to prevent this additional damage.

## **SW-226-f ‘Hel’ Heavy Flamer**

A deadly upgrade in size, fuel capacity and range on the TW-121-f flamer, the ‘Hel’ flamer is a heavy weapon carried by special troopers trained to use its ‘swath of death’ to great effect. The Hel flamer fills an area 9 meters-by-9 meters with fire. Alternatively, a wall of fire 3 meters thick and 14 meters wide can be fired anywhere in conjunction with the operator so long as he is adjacent to the center of the wall on its long side. Targets in this area must make a Dodge check (Difficulty 20) or take the listed fire damage. Any target affected by this attack will suffer another 3D fire damage for the next 1-4 rounds as it continues to burn. Living or mobile targets can spend an entire round putting out the flames to prevent this additional damage.

## **CC-176-ER Combat Prod**

The CC-176-ER electrokinetic prod, colloquially known as the shock stick, is a herding weapon used during capture or containment missions. Fully capable frying targets with high amperages of electricity, the shock stick is more often used on a nonlethal setting. Any target hit with a shock stick set to incapacitate must make a Strength check (Difficulty 10 plus the damage done) or be struck unconscious and immobile for 5D rounds.

Because the tip of a shock stick is somewhat fragile, all of its damage is done by its electrical charge; Strength damage cannot be applied without immediately breaking the electrical discharge head of the weapon thereafter. A broken or unpowered shock stick can be used as a staff in close combat; it does STR+1D+1 damage.

## **Source**

* Starship Troopers RPG Sourcebook (pages 89, 91)
* thedemonapostle
Star Trek Intelligence Tricorder

**Name**: Intelligence Tricorder
**Model**: Starfleet Intelligence Tricorder
**Type**: intelligence gathering / sensory device
**Scale**: character
**Size**: Variable; the tricorder is often a box 9 x 6.5 x 2 cm, the detachable sensor is 3 x 1.5 x 1.5 cm and can be built into a large ring
**Weight**: 0.2 kg
**Skill**: Sensors: Tricorder
**Duration**: 1,000 hours + induction recharging
**Range**: (See Federation Tricorder)
**Intelligence Sensor Ranges**:

* Tracking Sensors: 25 meters
* Remote Sensor: 10 meters
* Emotional Sensors: 5 meters

**Game Notes**:

* (See Federation Tricorder)
* Computer Programming: +2D
* Security: +2D

**Description**: This device, commonly known as a "spycorder," is a specialized tricorder designed for intelligence applications. The unit possesses all the capabilities of an ordinary tricorder. It also contains several specialized features useful for intelligence work.

Intelligence tricorders can identify and track individuals using their unique biochemical signature. These sensors operate at a range of 25 meters. Individuals can be tracked as long as their trail is no more than several hours old. Intelligence tricorders also employ specialized software to help agents bypass most common computer authorization codes. The unit provides a +2D Test Result bonus for all attempts to "hack" into an unauthorized computer. This same software also gives a +2D Test Result bonus for all attempts to control or deactivate electronic locks and other security systems.

This tricorder has a small detachable sensor unit similar to the ones found on medical and engineering tricorders. This sensor can detect alterations in a subject's biochemistry produced by drugs or injury. The unit can analyze the biochemical traces left behind by someone to determine whether they were injured or subjected to specific drugs. If the subject is physically present, the sensor can detect the minute changes different emotions produce in his biochemistry. An operative can detect the general emotional state of anyone within 5 meters, using the tricorder as a lie detector. This is best done in isolated areas; the more people nearby, the less-accurate the emotional reading becomes. The detachable sensor unit functions normally as long as it is within 10 meters of the main unit.

These tricorders are significantly reduced in size and can easily fir into a pocket. They are often disguised as other objects: items of clothing, personal belongings, even official looking PADDs. The detachable sensor unit is often disguised as a ring or some similar small item.

When the detachable sensor is being used purely as a lie detector, it can vibrate or flash a concealed light to indicate if the subject is lying. For more detailed information the user must access the main unit

**Source**:

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

**Name**: Trillpa
**Model**: Vulcan Trillpa
**Type**: melee weapon
**Scale**: character
**Length**: 120 cm long with an extremely thin 2 cm-wide blade
**Weight**: 1.1 kg
**Skill**: Melee Combat: Trillpa
**Difficulty**: 8
**Damage**:

* One-handed: STR+1D+2
* Two-handed: STR+2D

**Game Notes**:

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

**Description**: The trillpa is the standard Vulcan sword. Its design has remained almost unchanged for thousands of years. It consists of a long, straight, double-edged blade and a hilt with a single-edged crescent-shaped blade for a guard. This scythe0guard helps make the trillpa a superb parrying and blocking weapon. The finest modern trillpa are hand-made using highly advanced metallurgical techniques. Today most trillpa are made of a laminated composite of duranium and tritanium. A trillpa can be used as either a one- or a two-handed weapon and is extremely lightweight. Trillpa fighting involves many elegant, circular movements, using a mixture of slashes and thrusts which is both beautiful and deadly.

**Source**:

* Star Trek TNG RPG - The Way of Kolinahr - The Vulcans (page 69)
* thedemonapostle
Starship Troopers: Cliff Mite

**Name**: Cliff Mite
**Dexterity**: 4D+2
**Perception**: 3D

* Con: 4D+2
* Hide: 6D
* Sneak: 6D

**Strength**: 1D+1
**Orneriness**: 0D

**Move**: 7; Burrow: 7
**Size**: ~0.8 meters long

**Special Abilities**:

* **Bite**: STR+0D+1
* **Natural Armor**: STR+0D+2 to resist damage
* **Blindsight 10 meters**: Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing or echo-location, a creature with Blindsight maneuvers and fights as efficiently as a sighted creature. Darkness and most kinds of concealment are irrelevant, though the creature must have line of ‘sight’ to a creature or object to discern it. The creature usually does not need to make checks to notice creatures within range of its Blindsight ability. Unless noted otherwise, Blindsight is continuous and the creature need do nothing to use it. Stealth checks made to evade a creature with Blindsight suffer a –1D+1 penalty.
* **Dexterous Attack**: Due to their nimble nature, cliff mites are able to use their Dexterity rather than their Strength to attack.
* **Wall Crawler**: A cliff mite can climb and travel on vertical surfaces or even traverse ceilings as well as a Terran spider can. While the cliff mite is doing so it may continue to travel at its base speed and need not make checks to climb a vertical or horizontal surface, even if doing so upside down. A cliff mite cannot travel any faster than its base speed while climbing.

**Description**: Cliff mites are often used as sentries and advance scouts due to their small size. These insects are somewhat crab-like in appearance and posses a vicious pair of mandibles capable of slicing through even hardened steel. When a cliff mite attacks an inanimate object as a full-round action it ignores half of the objects hardness.

**Source**:

* Starship Troopers RPG Sourcebook (page 211)
* Starship Troopers Wiki: Cliff Mite
* thedemonapostle
Stargate Remington M24

**Name**: M24
**Model**: Remington Arms Model 24
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Rifle
**Weight**: 5.9 kg
**Ammo**: 5 (internal magazine)
**Fire Rate**: bolt action
**Range**: 1-76/381/762 m
**Damage**: 5D

**Description**: The M24 Sniper Weapon System (SWS) is the military and police version of the Remington Model 700 rifle, M24 being the model name assigned by the United States Army after adoption as their standard sniper rifle in 1988. The M24 is referred to as a "weapon system" because it consists of not only a rifle, but also a detachable telescopic sight and other accessories.

The M24 SWS has the "long action" bolt version of the Remington 700 receiver but is chambered for the 7.62×51mm NATO "short action" cartridge that has an overall length of 2.750 inches (69.85 mm). The "long action" allows the rifle to be re-configured for dimensionally larger cartridges up to 3.340 inches (84.84 mm) in overall length.

The M24 originally came tapped for the Leupold Ultra M3A 10×42mm fixed-power scope, which came with a circle-shaped mil-dot glass-etched reticle. This was later replaced in 1998 by the cheaper Leupold Mk 4 LR/T M1 10×40mm fixed-power scope with an elongated-shaped mil-dot wire reticle.

The first number is the scope's magnification (10) and the second number in millimeters (40mm) is the diameter of the objective lens. A fixed power scope has only one magnification (e.g., 10×) and a variable power scope can be adjusted to focus between a range of magnifications (e.g., 3–9× is adjustable from a minimum power of 3× to a maximum power of 9×). The rifle itself comes with a detachable Harris 9-13" 1A2-LM or Harris 9-13" 1A2-L bipod unit.

The M24 SWS was to be replaced with the M110 Semi-Automatic Sniper System, a contract awarded to Knight's Armament Company. However, the Army still continued to acquire M24s from Remington until February 2010 and upgraded to the A2 and M24E1 standard in many cases, continuing to serve. The Army chose to upgrade its entire M24 rifle fleet to the M2010 Enhanced Sniper Rifle, with the final M24 being converted in April 2014.

**Source**:

* Stargate SG-1 RPG Fantastic Frontiers Sourcebook (page 170)
* thedemonapostle
Star Trek Planet Killer

**Name**: Doomsday Machine
**Craft**: Planet Killer
**Type**: Automated Weapon
**Scale**: death star
**Length**: 3,000 x 437.32 x 437.32 meters
**Ship Mass**: 50,000,000 metric tons
**Starship Size**: 14
**Skill**: capital ship pilot
**Autopilot**: 2D+2
**Crew**: 0; Automated
**Nav Computer**: yes
**Maneuverability**: -1D+2
**Space**: 8.5
**Hull**: 12D+2
**Sensors**

* Passive: 50 / 2D
* Scan: 120 / 2D+2
* Search: 160 / 3D+2
* Focus: 5 / 4D+1

**Weapons**

* **Antiproton Beam**

Fire Arc: 120 degrees forward
Location: forward
Crew: 0; Automated
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-3/13/38
Firing Modes: Standard
Rate of fire: 1
Damage: 6D
* **Class Delta Tractor Beam**

Fire Arc: forward
Location: forward
Crew: 0; Automated
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-3/5/10
Rate of fire: 1
Strength: 4D+2
**Description**: *"They say there's no devil, Jim, but there is. Right out of hell, I saw it!"*
– Commodore Matt Decker, 2267 ("The Doomsday Machine")

The "planet killer" was an automated, self-propelled doomsday machine capable of destroying entire planets. This robot was encountered in 2267 by the Federation starships USS Constellation and USS Enterprise. Its origins were unknown, but based on its apparent trajectory, it was believed to have come from a galaxy other the Milky Way.

**Source**:

* Memory Alpha: Planet killer
* Memory Beta: Doomsday machine
* Ship Recognition Manual vol 4 (Spacedock) (pages 109-110)
* thedemonapostle
Stealth Cruiser

**Name**: UNSC stealth cruiser
**Craft**: UNSC stealth cruiser
**Type**: Stealth Infiltration
**Scale**: capital
**Length**: 485 meters
**Skill**: capital ship pilot
**Crew**: 90; skeleton: 43/+10
**Passengers**: 20
**Cargo Capacity**: 2,000 metric tons
**Consumables**: 2 years
**Slip Space Drive**: x6,160
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 3D+2
**Sensors**

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

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

**Description**: The UNSC stealth cruiser is a class of United Nations Space Command starship classification.

The UNSC Point of No Return was constructed in parts and then assembled in deep space. It was completely radar-invisible and when the baffled engines ran below 30%, the craft was dark as interstellar space. This ship was the wartime field command and control platform for the UNSC Naval Intelligence units, specifically ONI Section-3. Very few people have ever seen the ship and even fewer have actually been aboard this vessel.

**Structure**

The inside of the ship was just as mysterious, with stainless-steel walls brushed to a white reflective shield, as was most of the ship's insides. The floors oddly enough weren't the same white color as the walls, being described as metal grates. It also contained a conference room that acted as a Faraday cage, completely sealed off from the rest of the ship, known as "The Cage" or "Odin's Eye; where meetings of an extremely classified nature could be conducted in absolute secrecy.

**Development history**

Stealth cruisers are the largest prowler-class vessels built, the length of a UNSC destroyer. There has been only one known ship of the class in active service, the UNSC Point of No Return, due primarily to the sheer expense of manufacturing and maintaining the stealth ablative coating that rendered it invisible from radar, other sensors, and limited visual camouflage.

However, while the Point of No Return was in service, Kurt-051 along with two of his fellow Spartan-II's saw the construction cradle that was being used to construct a second stealth cruiser at Station Delphi.

**Stealth systems**

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

**Source**:

* Halo Wiki: UNSC stealth cruiser
* thedemonapostle
Stargate Franchi SPAS-15

**Name**: SPAS-15
**Model**: Luigi Franchi S.P.A. SPAS-15
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Shotgun
**Weight**: 4.08 kg
**Ammo**: 6 (magazine)
**Fire Rate**: Semiautomatic & Pump Action
**Range**: 1-9/46/91 m
**Damage**: 6D (slug)

**Description**: The SPAS-15 is a dual-mode 12 gauge combat shotgun manufactured by the Italian company Luigi Franchi S.P.A..

**Source**:

* Stargate SG-1 RPG Sourcebook (page 335)
* thedemonapostle
Star Trek Federation Type III Phaser Rifle

**Name**: Type III
**Model**: Starfleet Type III Phaser
**Type**: Energy Weapon
**Scale**: character
**Length**: 55 cm
**Weight**: 1.1 kg
**Skill**: Blaster: Phaser Rifle
**Ammo**: 1,500
**Range**: 5-40/80/150 m
**Damage**: Varies base 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**: A type-3 phaser is the Federation's classification for the type of phaser weapon that is usually considered a rifle. This standard for phaser rifles refers to those weapons used by the Federation in the 23rd and 24th centuries. (TNG reference: Star Trek: The Next Generation Technical Manual)

**Source**:

* Memory Alpha: Type 3 phaser
* Memory Beta: Type-3 phaser
* Star Trek DS9 Core Game Book (page 237)
* Star Trek TNG RPG Core Book (page 236)
* thedemonapostle
Tel'tak

**Name**: Tel'tak
**Craft**: Goa'uld Ptah Tel'tak Transport Ship
**Type**: Transport
**Scale**: Starfighter
**Length**: 15 x 10 x 6.5 meters
**Skill**: Space Transports
**Crew**: 2; Skeleton: 1/+5
**Passengers**: 25 troops
**Cargo Capacity**: 35 metric tons
**Consumables**: 1 month
**Hyperdrive**: x140
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 2D+1
**Shields**: 2D
**Sensors**

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

**Weapons**

* **Optional Type III Plasma Cannon**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 4D+2
**Miscellaneous**

* Cloaking Device: +15 Difficulty to detect ship
* Transportation rings
* Escape pods

**Description**: Tel'taks are small transport ships used by the Goa'uld, the Jaffa, the Tok'ra and the Lucian Alliance. The Tau'ri also, briefly, used Tel'taks until they aquired hyperspace-capable ships of their own. (SG1: "Fail Safe")

A tel'tak is a cargo ship, sometimes referred to as a scout ship, often used by the Goa'uld, the Jaffa, the Tok'ra and, occasionally, by the Tau'ri to transport goods and passengers. Capable of traveling in hyperspace, most are equipped with cloaking technology, transport rings, and descent pods (at least, those of the Tok'ra are).

Tel'taks are maneuverable because of their size, however they are not armed with weapons since they are used primarily as transport vessels, but at least one tel'tak has been modified to carry staff cannons. They possess 4 escape pods, which are located in the piloting sections. Additionally, the tel'tak also possess a Self destruct mechanism. The tel'tak of the bounty hunter Aris Boch could be voice-activated with the command, "Barokna." The tel'tak is slower than ha'taks and al'kesh, but are capable of docking aboard the former. (SG1: "Deadman Switch", "Jolinar's Memories", "Enemies", "Bounty")

The configuration of the ship changes when in flight. The ship is divided into two major sections -- the flight deck, onto which the main entrance opens, and a cargo section in the back with a ring transporter. They are separated by a bulkhead, which is removable to allow for more space during flight. (SG1: "The Devil You Know")

Tel'taks do not usually possess shields, however, cargo ships are able to be modified to be equipped with shields(1D+1, or 1 pip per fire arc). These shields, however, appear to be quite weak, since only a few shots from another modified tel'tak, owned by the bounty hunter Odai Ventrell, were able to take them down. (SG1: "Bounty")

**Source**:

* Stargate Wiki: Tel'tak
* Stargate SG-1 Sourcebook (page 163)
* thedemonapostle
Starship Troopers: Slingshot Drop Ship

**Name**: Slingshot Drop Ship
**Craft**: Slingshot Drop Ship
**Type**: Drop Ship
**Scale**: Starfighter
**Length**: 9 meters (estimated)
**Skill**: Space Transports
**Crew**: 1; Gunners: 1
**Passengers**: 10 troops
**Cargo Capacity**: 4.54 metric tons
**Maneuverability**: 2D
**Space**: 4
**Atmosphere**: 280; 800 km/h
**Hull**: 4D
**Sensors**

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

**Weapons**

* **Twin Rotary Cannons**

Fire Arc: forward
Crew: 1
Scale: Walker
Skill: Starship gunnery
Fire Control: 1D
Range: 1-180/450/900m
Damage: 4D
* **2 MW-5050 autocannons**

Fire Arc: 1 port, 1 starboard
Crew: 1
Scale: Speeder
Skill: Starship gunnery
Fire Control: 1D
Range: 1-92/230/460m
Damage: 4D
**Description**: Regularly used to drop Mobile Infantry troopers into combat zones where capsule drops are not advisable, these workhorses of the Fleet are fast, durable and more than able to defend themselves. Capable of delivering a platoon of Mobile Infantry troopers and their equipment by direct landing or orbital drop, the Slingshot was developed as a response to the increasing loss of Fleet assets as they delivered their trooper complements. Many pilots prefer a Slingshot to a fighter craft or a starship; the former are too specialized and the latter rarely see any action.

The Slingshot requires a crew of two pilots. It is incredibly robust for its size and can happily shrug off small arms and light support weapon fire, however, it remains vulnerable to heavier weapons fire.

**Source**:

* Starship Troopers RPG Sourcebook (page 195)
* thedemonapostle
Terran Confederation "Concordia" Fleet Carrier

**Name**: Concordia Class Fleet Carrier
**Craft**: Terran Confederation Concordia Class Fleet Carrier
**Type**: Fleet Carrier
**Scale**: capital
**Length**: 800 meters
**Skill**: capital ship pilot
**Crew**: 4,420; skeleton: 442/+10
**Passengers**: 100 passengers; 48 Hospital patients; & 120 prisoners
**Cargo Capacity**: 10,240 metric tons
**Consumables**: 17 months
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 2D+1; 4D vs energy weapons
**Shields**: 6D
**Sensors**

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

**Weapons**

* **11 Dual Offensive Lasers**

Fire Arc: 11 turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 5D+1
Space Range: 1-3/8/15
Damage: 4D
* **6 Missile Launcher Tubes**

Fire Arc: forward
Crew: 5
Scale: death star
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 2-150/375/750
Ammo: 6 ASM-436A Cruise Missiles per launcher
Damage: 19D
* **Electronic Counter Measure (ECM) Module**

Fire Arc: all
Crew: 1
Skill: sensors
Fire Control: 2D
Space Range: 1-5/13/25
Effect: Fire Control & Sensors -1D

**Notes/Gear**

* **Escape Pod**: 26

**Ship Complement**

* F-27/L Arrow Light Fighter: 18
* F-103 Excalibur Space Superiority Fighters: 18
* F-42 Hellcat-V Space Superiority Interceptors: 18
* HF-66 Thunderbolt-VII Heavy Fighter/Bombers: 18
* F/A-76 Longbow Heavy Bombers: 18
* Shuttles: 6

**Description**: Confederation Fleet carrier class. Concordias saw extensive service and faithfully served humanity during the Terran-Kilrathi War.

TCS Lexington fought in the defense of Earth in 2668. During the battle, Lexington was gutted by internal explosions, having taken the vanguard of the defending fleet.

Concordias remained in active service following the end of the Kilrathi War in 2669. At least two Concordias, the TCS Lexington and the TCS Princeton saw action against the breakaway Union of Border Worlds during the conspiracy of the Black Lance in 2673. Both vessels were commandeered by the Black Lance for their campaign and subsequently neutralized by Border Worlds forces.

**Source**:

* Wing Commander Encyclopedia: Concordia-class fleet carrier
* Wing Commander Information Center: Concordia-class Fleet Carrier
* The Wing Commander Role Playing Game (pages 407-408)
* thedemonapostle
Star Trek Cardassian Phaser Pistol

**Name**: Phaser Pistol
**Model**: Cardassian Phaser Pistol
**Type**: energy weapon
**Scale**: character
**Length**: 23 cm
**Weight**: 0.5 kg
**Skill**: Blaster: Phaser Pistol
**Ammo**: 800
**Range**: 5-20/50/100 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 Kevlar BDU

**Name**: Kevlar BDU
**Model**: Various Military Contractors Kevlar BDU
**Type**: Combat Armor
**Scale**: Character
**Weight**: 6.8 kg
**Coverage**: Neck, Torso, Upper Arms, Upper Legs

**Game Notes**:

* **Physical Protection**: STR+1D+2
* **Energy Protection**: STR+0D+2
* **Dexterity and related skills Penalty**: N/A

**Description**: An upgraded and expanded version of the Kevlar Vest.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 321)
* thedemonapostle
Starship Troopers: Blaster Bug

**Name**: Blaster Bug
**Dexterity**: 3D+1

* Dodge: 5D+1
* Running: 5D+1

**Perception**: 1D+1

* Hide: 3D+1
* Search: 3D
* Sneak: 3D+1

**Strength**: 3D+2

* Climbing / Jumping: 7D

**Orneriness**: 2D

**Move**: 17
**Size**: 4.25 meters length x 2.9 meters height

**Special Abilities**:

* **Claws**: STR+1D+1
* **Natural Armor**: STR+1D+1 to resist damage
* **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.
* **Fiery Blast**: These bugs are capable of generating a stream of fire 5 meters wide and 13 meters long. All creatures in that area must make a Dodge Difficulty 16 check or suffer 5D+1 fire damage immediately. For 1-4 rounds thereafter, victims of the Fiery Blast that suffered its initial damage suffer an additional 2D+1 points of fire damage each round unless they take a full round to smother the flames.

**Description**: Blaster bugs are almost a specialist form of the blister bug and likely come from the same hive or one very similar because its external appearance is quite similar. These terrifying bugs can spew streams of extremely volatile chemicals that ignite in contact with the air to create sweeping sheets of torrential flame. This chemical reaction renders the blaster bugs useless for fire support outside of an oxygen-rich atmosphere, but the hive has other breed-forms for such instances. The blaster bugs are extremely difficult to generate as eggs and most brain bugs conserve their numbers whenever possible.

**Source**:

* Starship Troopers RPG Sourcebook (page 209)
* Starship Troopers Wiki: Blaster Bug
* thedemonapostle
Star Trek Centauran Ship's Counselor

* ***Type:*** Centauran Ship's Counselor
* ***Gender/Species:*** Centauran
* ***Age:***
* ***Height:***
* ***Weight:***
* **A Quote**:
* ***Physical Description:***
* Blasters
* Dodge
* Running
* Command
* Con
* Persuasion
 **Knowledge 2D+2**
* Bureaucracy
* Cultures
* Languages
* Law Enforcement
* Scholar
* Survival
* Climbing/Jumping
* Stamina
* Swimming
 **Mechanical 2D+2**
* 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
* First Aid
* Space Transports Repair
* Starship Weapon Repair
 **Special Abilities**
* **Sexy**: Centaurans are extremely personable and receive a +1D when making Social skill tests on members of the opposite sex.
* **Force Sensitive?**
* **Force Points**
* **Dark Side Points**
* **Character Points 5**

**Equipment**: Starfleet Counselor's Uniform, Starfleet Combadge

**Background**: Current Rank: Lieutenant.

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

**Personality**:

**Objectives**:

**Connection With Characters**:

**Source**: Star Trek The Next Generation Core Rule Book (page 62)
Star Trek Tellerite Engineer

* ***Type:*** Tellarite Engineer
* ***Gender/Species:*** Tellarite
* ***Age:***
* ***Height:***
* ***Weight:***
* **A Quote**:
* ***Physical Description:***
* Blaster
* Dodge
* Running
* Bargain
* Con
 **Knowledge 2D+2**
* Cultures
* Languages
* Law Enforcement
* Scholar
* Survival
* Climbing/Jumping
* Lifting
* Stamina
* Swimming
 **Mechanical 3D+1**
* Astrogation
* Capital Ship Gunnery
* Capital Ship Piloting
* Capital Ship Shields
* Communications
* Ground Vehicle Operation
* Sensors
* Space Transports
* Starship Gunnery
* Starship shields
* Blaster Repair
* Capital Ship Repair
* Capital Ship Weapon Repair
* Computer Programming / Repair
* Ground Vehicle Repair
* Space Transports Repair
* Starship Weapon Repair
 **Special Abilities**
* **Argumentative**: Tellarites constantly play "devil's advocate" and rejoice when the chance for debate arises-they argue even when they agree with their adversary. The argument becomes a game, a strategic contest of wills. Tellarites must spend a Character Point or engage in argument for its own sake. GM's may force Tellarites to subtract one die from tests made to influence others. Tellarite do not see this ability as a flaw but as a virtue.
* **Infrared Vision**: Tellarites can see in the infrared spectrum, giving them the ability to see in complete darkness, provided there are heat sources to navigate by.
* **Force Sensitive?**
* **Force Points**
* **Dark Side Points**
* **Character Points**

**Equipment**: Engineering Tricorder, Starfleet Engineer Uniform, Starfleet Combadge

**Background**:

**Note**: Current Rank: Lieutenant.

**Personality**:

**Objectives**:

**Connection With Characters**:

**Source**: Star Trek The Next Generation Core Rule Book (page 60)