recursal/Fanatic-Fandom huggingface dataset:
Babylon 5 Drakh Entire Scout

**Name**: Scout
**Craft**: Drakh Entire Scout
**Type**: Scout
**Scale**: starfighter
**Length**: 45 meters (estimated)
**Skill**: space transports
**Crew**: 7; Skeleton: 1/+10
**Crew Skill**: Astrogation: 6D+2; Communications: 6D+2; Sensors: 6D+2; Space Transports: 6D+2; Starship Gunnery: 5D; Starship Shields: 6D+2
**Passengers**: none
**Cargo Capacity**: 70 kg
**Consumables**: 2 weeks
**Maneuverability**: 4D
**Space**: 12
**Hull**: 3D
**Shields**: 5D
**Sensors**

* Passive: 40 / 1D+1
* Scan: 80 / 2D+1
* Search: 120 / 3D+2
* Focus: 4 / 5D

**Weapons**

* **Pulse Cannon**

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

* Artificial Gravity: Yes
* Crew: 7

* Officers / Pilots: 1
* Sensor Operators: 4
* Crewmen: 2

* Average Crew Experience Level: Drakh Veteran
* Stealth: 15 (Base Difficulty to Detect Ship)
* Drakh Flight Computer
* Drakh Gravitic Energy Grid: 3D
* Gravitic Engine

**Description**: Kama’re, ‘Walking Eye’
The smallest Drakh capital ship, scouts are used to watch the enemies of the Drakh from the furthest reaches of hostile systems, quietly slipping away before patrols can track down their exact location. Their stealth capabilities match those of many Minbari vessels and even if one is cornered by an enemy squadron, the presence of a gravitic energy grid in so small a ship often comes as a surprise. The one weakness of the scout is its lack of jump engines, making it reliant on other Drakh vessels to either carry it within their hulls or else form a jump point. This means the crew of a scout are often forced to become self-reliant when on extended missions, dropping into a hostile system and then avoiding its defences for days or even weeks as they collate important information for other Drakh.

**Source**:

* Babylon 5: The Drakh (page 63)
* thedemonapostle
Babylon 5 Haltona Frigate

**Name**: Haltona
**Craft**: Brakiri Syndicracy Haltona Frigate
**Type**: Frigate
**Scale**: Capital
**Length**: 600 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 79; Skeleton: 8/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+1; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D; Starship Gunnery: 3D+1
**Passengers**: 500
**Cargo Capacity**: 1,000 metric tons
**Consumables**: 8 months
**Maneuverability**: 2D+1
**Space**: 9
**Hull**: 4D
**Sensors**

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

**Weapons**

* **3 Graviton Beams**

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

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

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

* Artificial Gravity: yes
* Crew: 79

* Officers: 5
* Pilots: 6
* Sensor Operators: 8
* Crewmen: 60

* Average Crew Experience Level: Brakiri Line
* Stealth: 5 (Base Difficulty to detect ship)
* Gravitic Engine

**Complement**:

* Light Shuttles: 2

**Description**: Used as a trade escort for both military and merchant shipping lanes, the Halik is a formidable mobile defender. Able to tackle fighters and similar-sized escorts with ease, intelligent Halik captains will leave larger craft to the military vessels, knowing they cannot afford to pit their significant-but-not-overwhelming firepower with that of frontline warships. It is very capable, but has its limitations.

It was these limitations that brought about a significantly different variant that tried to bring a bit more punch to the vessel. The Haltona was fitted with some longer ranged firepower, allowing it to attack enemy fleets alongside traditional vessels such as the Avioki, giving the fleet more time to move along or jump to safety. While it tends to be successful in this aspect, its lack of overlapping firing lanes no longer completely fulfills the task for which it was first designed. Which variety gets deployed often comes down to the choice of fighting style.

**Source**:

* Babylon 5: Ships of the Galaxy (page 102)
* thedemonapostle
Babylon 5 Minbari Battle Armor

**Name**: Battle Armor
**Model**: Minbari Federation Battle Armor
**Type**: Personal Combat Armor
**Scale**: Character
**Weight**: 5.44 kg
**Cost**: 3,750 credits
**Availability**: R
**Coverage**: Torso, Arms, Legs

**Game Notes**:

* **Physical Protection**: +1D+2
* **Energy Protection**: +0D+2
* **Dexterity and related skills Penalty**: -0D+2

**Description**: Utilizing highly advanced polymers and energy reflection materials, it is generally agreed that the battle armor usually seen worn by members of the Minbari warrior caste is the best personal protection credits can buy. Light and yet extremely durable, this armor is coveted by many agents throughout the galaxy but the dishonor it brings to the warrior caste to have an alien wear their prized possession is usually enough to convince others not to buy the rare few examples that surface on the black market. Any non-Minbari wearing a suit of this armor will suffer an Dexterity and related skills penalty greater than normal (–1D+1 rather than –1D), as it will not be ideally suited to their physiology.

**Source**:

* Babylon 5 2nd Edition Sourcebook (page 140)
* thedemonapostle
AvP: M6B

**Name**: M6B Rocket Launcher
**Model**: USCMC M6B Rocket Launcher
**Type**: Rocket Launcher
**Scale**: Speeder
**Skill**: Missile Weapons
**Ammo**: 3
**Fire Control**: 2D (requires tracking capable rockets)
**Range**: 25-200/500/1,000m
**Blast Radius**: 0-6/13/19/25m
**Damage**: 5D/3D+2/2D+1/1D+1

**Description**: The M6B Rocket Launcher is an anti-vehicular weapon with a tube capacity of three rockets, and can fire unguided or tracking rockets, the latter of which require a short period of time to acquire a target. With a blast radius big enough to eliminate an entire platoon of bunched enemies, the M-6B is one of the USCM's most powerful single-shot weapons in their arsenal. It's a specialized long-range weapon, not one to use in tight places. At middle range, it was recommended to use direct-fire rockets. At long range, it was recommended to switch to tracking rockets as the more tome self-propelled rockets have to home in on their target, the more accurate.

**Source**

* Xenopedia: M6B Rocket Launcher
* thedemonapostle
Alliance Patrol Boat

**Name**: Patrol Boat
**Craft**: Alliance Patrol Boat
**Type**: System Patrol Craft
**Scale**: Capital
**Length**: 103.6 x 47.2 x 13.7 meters
**Weight**: 3,955 tons
**Skill**: Capital Ship Pilot
**Crew**: 16; skeleton: 2/+10
**Passenger Capacity**: 12
**Cargo Capacity**: 20 tons
**Consumables / Fuel Capacity**: 200 tons (1,200 hours).
**Cost**: 140,000, plus ammunition
**Maintenance Costs**: 10,560 a year
**Nav Computer**: yes (intra-system only)
**Maneuverability**: 2D
**Space**: 5; Hard Burn: 7
**Atmosphere**: 295; 850 kmh; Hard Burn: 350; 1,000 kmh
**Hull**: 2D
**Sensors**

* Passive: 10 / 0D+2
* Scan: 20 / 1D+1
* Search: 30 / 2D+1
* Focus: 1 / 3D

**Weapons**

* **8x 100-pound Short Range Missile Launchers**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-2/5/9
Atmosphere Range: 10-2,000/5,000/9,000m
Ammunition: 500 pounds each
Damage: 3D
* **10x 10-pound Short Range Missile Launchers**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/5/9
Atmosphere Range: 10-2,000/5,000/9,000m
Ammunition: 50 pounds each
Damage: 6D (Decoy or Jammer Warheads)
* **20-pound Cannon**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/6/12
Atmosphere Range: 10-2,400/6,000/12,000m
Ammunition: 160
Damage: 7D
* **2x 1-pound Autocannons**

Fire Arc: turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1/2/3
Atmosphere Range: 10-600/1,600/3,200m
Ammunition: 1,000
Damage: 3D
**Complement**:

* ASREV: 2
* Short Range Shuttle: 2
* Escape Pods: 250

**Description**: The work horse of the Alliance enforcement arm, patrol boats can be encountered anywhere in the ‘Verse (though they are mainly found concentrated around the Core planets). Patrol boats perform customs duty, search and rescue, anti-smuggling patrols, and maintain general control of the space lanes.

Patrol boats saw service on both sides during the war, being one of the few classes the Independent worlds had on hand at its outbreak. Those that were captured intact have been returned to Alliance service (or at least that’s what was supposed to happen!).

**Source**:

* The Firefly and Serenity Database: Alliance Patrol Boat
* Serenity Role Playing Game (page 125)
* thedemonapostle
Alliance Patrol & Enforcement Cutter

**Name**: APEC
**Craft**: Alliance Patrol & Enforcement Cutter
**Type**: Gunship
**Scale**: Starfighter
**Length**: 20 meters (estimate)
**Weight**: 390 tons
**Skill**: Space Transports
**Crew**: 2
**Passenger Capacity**: 2 prisoners
**Cargo Capacity**: 50 tons
**Consumables / Fuel Capacity**: 8 tons (600 hours)
**Cost**: 40,000
**Maintenance Costs**: 1,248 per year
**Nav Computer**: yes (intra-system only)
**Maneuverability**: 3D+1
**Space**: 6; Hard Burn: 10
**Atmosphere**: 330; 1,000 kmh; Hard Burn: 415; 1,200 kmh
**Hull**: 5D+1
**Sensors**

* Passive: 40 / 0D+1
* Scan: 80 / 1D
* Search: 120 / 1D+1
* Focus: 4 / 2D

**Weapons**

* **0.2-pound Autocannon**

Fire Arc: nosegun
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 1D+1
Space Range: 1/1/2
Atmosphere Range: 10-300/800/1,600m
Ammunition: 2,000
Damage: 3D
* **Missile Launcher**

Fire Arc: forward
Crew: 1
Skill: starship gunnery
Fire Control: 1D+1
Ammunition: 20 tons (40,000 pounds) worth (Mission Specific)
Damage: varies by Missile
**Description**: Despite the friendly sounding moniker of “Cutter,” the APEC is in fact a gunship. It’s a fast patrol vessel, with enough cargo capacity to confiscate illegal goods. Fast, heavily armed and armored, and near always dispatched in groups of two or three—any smart smuggler’ll heave to and fix to be boarded in the presence of these craft. Like the ASREV, the APEC is capable of longer missions but its small crew space makes that somewhat uncomfortable. Instead, it is most often based off of an Alliance cruiser or carrier.

**Source**:

* The Firefly and Serenity Database: Alliance Patrol and Enforcement Cutter
* Serenity Role Playing Game: Six-Shooters & Spaceships (page 58)
* thedemonapostle
AvP: Medicomp

**Name**: Medicomp
**Model**: Yautja Medicomp
**Type**: Portable Racial Specific Medkit
**Skill**: First Aid
**Effects**: When used to treat injuries, it provides a +2D to First Aid rolls when used on Yautja. when used on any other race, it only provides a +1D to First Aid rolls.

**Description**: The Medicomp, also known as the MediKit, is a powerful and versatile first aid kit used by the Yautja to treat wounds while on a Hunt. The Medicomp contains various serums and surgical tools that can be used to treat a wide range of injuries quickly and effectively.

In Predator, the Jungle Hunter uses his Medicomp to heal a bullet wound after being been shot in its leg by Mac, and the visible contents are powder, a shrapnel extractor, two wound clamps, a stimulant shot, and a tube of antiseptic. In Predator 2, the City Hunter uses his kit to heal a wound where his arm was cut off, and to heal bullet wounds on his body, where it has surgical blades, a shrapnel extractor, wound clamps, a spatula, a burner for melting medicine, a needle full of medicine, two reloads for the needle, a container full of a blue solvent, and an emergency breathing mask. When the Predator uses the burner, he crushed pieces of plaster and the mirror, and then he adds the blue solvent, formed a gel, and cauterized the wound.

While the Medicomp is an important instrument in healing the Predator, it appears that the tools and methods used to heal are quite painful; the Predator roars in pain when using the Medicomp to heal himself, as shown in many films and video games.

**Source**:

* Xenopedia: Medicomp
* thedemonapostle
Babylon 5 Harrier Medium Gunboat

**Name**: Harrier
**Craft**: Belt Alliance Harrier Medium Gunboat
**Type**: Medium Gunboat
**Scale**: Capital
**Length**: 650 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 22; Skeleton: 2/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+2; Communications: 4D+2; Sensors: 4D+2; Starship Gunnery: 3D
**Passengers**: 1,000
**Cargo Capacity**: 2,000 metric tons
**Consumables**: 5 months
**Maneuverability**: 2D+2
**Space**: 12
**Hull**: 4D+1
**Sensors**

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

**Weapons**

* **Medium Blast Cannon**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-8/19/38
Damage: 10D
* **2 Light Blast Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D
Space Range: 1-4/9/19
Damage: 6D+2
* **2 Particle Beams**

Fire Arc: 1 port, 1 starboard
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/4/8
Damage: 3D
* **2 Mk I Interceptors**

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

**Miscellaneous**:

* Artificial Gravity: no
* Crew: 22

* Officers: 2
* Pilots: 3
* Sensor Operators: 3
* Crewmen: 14

* Average Crew Experience Level: Belt Alliance Line
* Stealth: 6 (Base Difficulty to detect ship)
* Fusion Engine

**Complement**:

* Light Shuttle: 1

**Description**: Once considered to be the largest warship in the Belt Alliance, the Harrier is a formidable patroller and defense craft. Designed to work excellently alongside patrol cutters and other picket ships, it uses short-ranged modified versions of matter technology called ‘blast cannons’ that launch volleys of solid pellets. Thick hulled and resilient for an oversized line defender, it always performed well against raiders and lesser alien invaders.

Since the addition of the Vindicator and later Earth Alliance support the Harrier has fallen to the wayside as an actual fleet asset. Now they are relegated primarily to colonial support and the occasional private ‘military’ function.

**Source**:

* Babylon 5: Ships of the Galaxy (page 135)
* thedemonapostle
Babylon 5 Huntsman Bounty Frigate

**Name**: Huntsman
**Craft**: Brakiri Syndicracy and the Hyach Gerontocracy Huntsman Bounty Frigate
**Type**: Frigate
**Scale**: Capital
**Length**: 285 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 31; Skeleton: 3/+10
**Crew Skill**: Astrogation: 5D+2; Capital Ship Gunnery: 4D; Capital Ship Piloting: 5D+2; Capital Ship Shields: 5D+2; Communications: 5D+2; Sensors: 5D+2
**Passengers**: 20 Passengers/Prisoners
**Cargo Capacity**: 80 metric tons
**Consumables**: 4 months
**Hyperdrive**: x14
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 6
**Hull**: 3D
**Shields**: 1D
**Sensors**

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

**Weapons**

* **2 Medium Harmonic Lasers**

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

Fire Arc: 3 forward, 1 port, 1 starboard, 2 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+2
Space Range: 1-2/6/11
Damage: 7D+1
* **Gravitic Bolt**

Fire Arc: turret
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-5/12/23
Damage: 6D
* **6 Grapples**

Fire Arc: 6 turrets
Crew:1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Range: 50 meters
Strength: 3D
**Miscellaneous**:

* Artificial Gravity: yes
* Crew: 31

* Officers: 1
* Pilots: 6
* Sensor Operators: 4
* Crewmen: 20

* Average Crew Experience Level: Trade Marshal Mercenary
* Stealth: 7 (Base Difficulty to detect ship)
* Gravitic Engine
* Gravitic Shield Generator

**Complement**:

* Light Shuttle: 5
* Armed Shuttle: 3

**Description**: Designed in a joint effort between the Brakiri Syndicracy and the Hyach Gerontocracy, the Huntsman is a slightly advanced hybridised craft that joins the gravitic technology of the Brakiri and the harmonic technology of the Hyach together in a fearsome fast attack ship for their trade marshals. Created solely for the licensed commercial bounty hunters, the ship is unsubtle and direct – much to the chagrin of the enemies of League-space fair trade.

Built along a modifi ed Brakiri frame with a powerful gravitic engine, jump drive, multiple grapple systems and an array of deadly harmonic and gravitic weaponry; the Huntsman can tear smaller ships apart with ease. Raiders that spend any amount of time in League spacelanes mark these ships well for avoidance, as very few Trade Marshals who have been given access to them take any prisoners.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 135-136)
* thedemonapostle
AvP: Speargun

**Name**: Speargun
**Model**: Yautja Speargun
**Type**: Projectile weapon
**Scale**: character
**Skill**: missile weapons
**Range**: 1-10/25/50m
**Damage**: 5D

**Description**: The Speargun is a Yautja projectile weapon that launches a spike of razor-sharp metal at a target. These projectiles are fast-moving, and are often launched with enough force to shatter stone.

Unlike many Yautja weapons, which typically adhere to a single design with little variation beyond personal tastes, many different models of Speargun have been seen. These range from Gauntlet-mounted devices to handheld, pistol-like weapons to full size rifles.

Regardless of the exact form of the weapon, all Spearguns serve as projectile weapons firing metal spears. How these projectiles are fired is not clear, as the weapon produces no discernible muzzle flash and often little noise, yet fires spears with tremendous velocity and accuracy. Regardless of physical appearance, the Speargun is long-ranged and very powerful, capable of pinning victims to solid surfaces like a nail gun. Some have been seen with integrated computerized scopes further increasing their range. A common tactic, particularly with young and inexperienced hunters, is to use the Netgun to immobilize prey before finishing it off with the Speargun.

Despite the weapon's name, the projectiles fired by the Speargun are not typically spear-shaped; the most common form seems to be a U-shaped projectile with a weighted tail and two serrated prongs pointing forwards. They are made from an unknown metal that is incredibly lightweight yet able to cut like hardened steel. The spears often have a blood groove down the middle, designed to cause a target to bleed out if they become stuck in the flesh. Occasionally the projectiles themselves are also equipped with their own Cloak.

**Other Variants**

* **Bleeder Speargun**
Used by the Stalker in Aliens versus Predator: Extinction, this modified version of the Speargun fires spears that cause the target to, as the name implies, bleed internally. This causes humans to become increasingly slow and ineffective in combat. However, this doesn't apply to Xenomorphs, who seem to have greater resistance to its effects.
The Bleeder Speargun is much like a harpoon gun, rifle and bazooka mixed together. It fires a large number of small spear tip darts.

* **Speargun Rifle variant**
Although still named the speargun in game, the rifle variant is used in Aliens versus Predator and Aliens versus Predator 2. This powerful speargun can fire a sharp spear at velocity so extreme that it can decapitate a human. The spear rifle has a telescopic scope attached to the top rail of the weapon and is used like a sniper rifle by the Yautja. The weapon can also retract and extend to decrease dimension so it can be carried easily by the shooter.

**Source**:

* Xenopedia: Speargun
* thedemonapostle
Andromeda: Nietzschean Destroyer

**Name**: Destroyer
**Craft**: Nietzschean Destroyer
**Type**: Destroyer
**Scale**: Capital
**Length**: 380 x 290 x 125 meters
**Skill**: Capital Ship Pilot
**Crew**: 1,000; Skeleton: 100/+10
**Passengers**: 500
**Cargo Capacity**: 13,000 metric tons
**Consumables**: 2 years
**Slipstream Drive**: x0.04
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 5D
**Sensors**

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

**Weapons**

* **2 Type XIII Antiproton Cannons**  (firelinked)

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+1
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Damage: 8D+1
* **6 Type X Antiproton Cannons**

Fire Arc: 6 turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+1
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Damage: 6D
* **6 Electromagnetic Launch System Tubes**

Fire Arc: forward, but are self guided
Crew: 1
Skill: capital ship gunnery
* **Defensive Kinetic Kill Missiles**

Scale: capital
Fire Control: 3D+1
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100km
Damage: 3D
* **Offensive Kinetic Kill Missiles**

Scale: capital
Fire Control: 2D+1
Space Range: 1-15/38/75
Atmosphere Range: 2-30/76/150km
Damage: 9D
* **Smart Anti-Ship Missiles**

Scale: capital
Fire Control: 4D+1
Space Range: 1-14/35/70
Atmosphere Range: 2-28/70/140km
Damage: 8D
* **Extended Range Smart Anti-Ship Missiles**

Scale: capital
Fire Control: 4D+1
Space Range: 1-40/100/200
Atmosphere Range: 2-80/200/400km
Damage: 7D
* **Multiple Warhead Missiles**

Scale: capital
Fire Control: 4D+1
Space Range: 1-14/35/70
Atmosphere Range: 2-28/70/140km
Damage: 8D; See Weapon Description
* **6 Bucky Cables**

Fire Arc: 4 aft, 2 forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-2/5/10
Atmosphere Range: 1-4/10/20km
Strength: 4D
**Complement**:

* Garuda class Fighter: 10

**Description**: Forming the backbone of the Nietzschean military, the Nietzschean Battlecruisers are the primary capital ships behind their war efforts. Though the exact dimensions are unknown, it is clear that ships of this design are considerably smaller than Glorious Heritage Class warships, or any High Guard warship for that matter. To counter the effects of the vessel's shortcomings, they are often employed as part of a large taskforce, using superior numbers to overwhelm enemy targets. In addition, the average Nietzschean battlecruiser has squadrons of Garuda class heavy fighters under its command.

**Source**:

* The Andromeda Wiki: Battlecruiser
* thedemonapostle
Babylon 5 Drakh Entire Heavy Scout

**Name**: Heavy Scout
**Craft**: Drakh Entire Heavy Scout
**Type**: Scout
**Scale**: Starfighter
**Length**: 76.2 meters
**Skill**: Space Transports
**Crew**: 13; Skeleton: 2/+10
**Crew Skill**: Astrogation: 6D+2; Communications: 6D+2; Sensors: 6D+2; Space Transports: 6D+2; Starship Gunnery: 5D; Starship Shields: 6D+2
**Passengers**: 15
**Cargo Capacity**: 30 metric tons
**Consumables**: 2 weeks
**Hyperdrive**: x11
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 6D+1
**Shields**: 5D
**Sensors**

* Passive: 48 / 1D+1
* Scan: 96 / 3D
* Search: 144 / 4D+1
* Focus: 5 / 6D

**Weapons**

* **Medium Pulse Cannon**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-3/7/13
Atmosphere Range: 10-300/700/1,300m
Damage: 4D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 13

* Officers / Pilots: 1
* Sensor Operators: 4
* Crewmen: 8

* Average Crew Experience Level: Drakh Veteran
* Stealth: 15 (Base Difficulty to Detect Ship)
* Atmosphere Capable
* Drakh Gravitic Energy Grid: 3D
* Gravitic Engine

**Description**: Kama’re Sas, ‘Great Walking Eye’
The Heavy Scout is a new Drakh design, one that incorporates lessons learned in recent years. The Drakh have always relied on their capital ships for jump travel, using the space saved for more weapons and shields. However, in the rapidly changing galaxy of this age of vengeance, the hunted Drakh cannot always rely on having a carrier or cruiser available. The Drakh were severely outmanoeuvred in their first encounter with the White Star fleet, for example, because they assumed the small White Stars could not jump, even though the Minbari have been putting jump engines in even smaller vessels for centuries.

The Heavy Scout is a refit of the hull used for the Heavy Raider. The hull has been reinforced with spars to allow it to enter an atmosphere and land, while a miniaturised jump engine frees it from dependence on carriers. The ship has also been equipped with an improved sensor suite, while its gravitic shields have been modulated to reduce emissions, increasing its stealth capacity. All this comes at the cost of firepower, of course, but the scout’s pulse cannon gives it enough punch to fend off attackers as it flees.

Currently, only the kala and kyne have these ships but the design has been transmitted through the Entire to the other Drakh.

**Source**:

* Babylon 5: The Drakh (page 64)
* thedemonapostle
AvP: M240

**Name**: M240 Incinerator Unit
**Model**: USCMC M240 Incinerator Unit
**Type**: Flame Thrower
**Scale**: Character
**Skill**: Flame Thrower
**Ammo**: 10
**Range**: 1-10/25/50m
**Damage**: 4D+1; plus 1D+1 per round until extinguished

**Description**: The M240A1 is a lightweight, carbine-format flamethrower designed for use in close combat.

Once the target is hit, fuel droplets from the flamethrower stick and continue to burn, inflicting 1D+1 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full round action.

**Source**

* Aliens: Game Over v0.8 (page 30)
* Xenopedia: M240 Incinerator Unit
* thedemonapostle
AC-220 Gunship

File:AC-220 Heavy Gunship.png
**Name**: AC-220 Vulture Gunship
**Craft**: Ushuaia Armory AC-220 Heavy Gunship
**Type**: Ground Attack Aircraft
**Scale**: starfighter
**Length**: 35.1 x 21.1 meters
**Skill**: Repulsorlift Operations
**Crew**: 6 (2 pilots, 4 crew chiefs)
**Cargo Capacity**: 500kg
**Consumables**: 1 week rations
**Maneuverability**: 1D+1
**Move**: 210; 600kmh
**Hull**: 6D
**Sensors**

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

**Weapons**

* **2 Twin GUA-23/AW/Linkless Feed Autocannons**

Fire Arc: forward
Crew: 1
Scale: walker
Skill: vehicle blasters
Fire Control: 1D
Range: 10-300/800/1,500m
Damage: 5D+1
* **(4 to 6) A-74 Sylver Vertical Missile Launchers**

Fire Arc: vertical
Crew: 1
Scale: walker
Skill: missile weapons
Fire Control: 2D
Range: 10-600/1,500/3,000m
Ammo: 6 per launcher
Damage: 5D+1
* **16 Argent V Missile Launchers**

Fire Arc: 2 top turrets (8 launchers per turret)
Crew: 1
Scale: speeder
Skill: vehicle weapons
Fire Control: 2D
Range: 10-600/1,500/3,000m
Ammo: 20 per launcher
Damage: 5D+1
**Description**: *"Unleashing Hell."*
— Vulture Pilot

The AC-220 Gunship, more commonly known as the Vulture, is a heavy gunship used by the United Nations Space Command during the early years of the Human-Covenant war. The premier aerial combat vehicle for extended air-to-ground battles, it is a successor of the older AC-47, AC-119, AC-130, and AC-163 gunships.

The largest ground-based aircraft fielded by the UNSC, the Vulture was originally produced to combat the rebel threat during the early years of the Insurrection, though its use during this conflict was viewed as unethical due to craft's immense firepower. It is suspended by a series of directed-thrust jets on the craft's underside and, while its large size makes the Vulture slow, it can sustain incredible amounts of damage before final destruction. The Vulture's armaments mean even a handful of these aircraft can level an enemy stronghold or an entire city. Two pairs of GUA-23/AW/Linkless Feed Autocannons are used for targeting individual ground units, while two Argent V Missile Launchers mounted in the rear give it anti-aircraft firepower. A twin A-74 Sylver Vertical Missile Launcher allows the Vulture to launch devastating rocket barrages which blanket a wide area.

Effective use of the Vulture requires highly trained UNSC pilots and gunners, which makes them expensive to use. This, coupled with the amount of time it takes to build one, means that the Vulture is usually only reserved for difficult and lengthy battle situations.

**Source**:

* Halo Wiki: AC-220 Gunship
* thedemonapostle
AvP: M56 Combat Harness

**Name**: M56 combat harness
**Model**: United States Colonial Marine Corps M56 combat harness
**Type**: Combat Harness / Combat Armor
**Scale**: Character
**Coverage**: Chest and Back only

**Game Notes**:

* **Physical Protection**: +1D
* **Energy Protection**: +2 pips
* **Dexterity and Related Skills Penalties**: -1D

**Description**: The M56 combat harness was the harness worn by the operator of an M56 Smartgun. Made from composite micromesh ballistic armor, the articulation arm attached to Smartgun was attached to a mount on the harness. The harness also contained various systems to allow the Smartgun to function.

The M56 combat harness was one of the 4 major components of the M56 Smartgun, the others being the Head Mounted Sight, the stabilized articulation arm and the gun itself. The harness was constructed from composite micromesh ballistic armor and was heavily padded to ease chafing at the shoulders and hips. The armored breastplate held the PRC 489/4 communications receiver/transmitter and the tracking and targeting processor. Opening a backplate in the armor gave access to the processor, a sealed "black box" line replacement unit (LRU), which could be easily unplugged and replaced in the field should it fail. The harness' shoulder pieces were attached to the breastplate via quick release fasteners.

To prepare the M56 Smartgun for combat, operators first had to don the harness. The Smartgun's stabilized articulation arm was attached to the left hip mounting and plugged in via coaxial cable to the processor and power outlets in the breastplate. The operator plugged the Smartgun's Head Mounted Sight into the tracking and comms system in the armor, while the Smartgun's tracker was jacked into the processor by a universal connector.

The M56 combat harness additionally was capable of mounting a TNR Shoulder Lamp on a plate that extended from its left shoulder.

**Source**:

* Xenopedia: M56 combat harness
* thedemonapostle
Babylon 5 Civilians, Raiders & Miscellaneous Starships

**Civilians, Raiders & Miscellaneous Starships**

In service all over the galaxy are hundreds of different versions of ships, some old and some new, that just as many different races design, build, use and sell on a daily basis. There are many varieties that appear in the corporate fleets of dozens of races, some even designed and built specifically for commercial sale to anyone with the right number of credits.

There are also extremely rare ships that do not belong to any navy or government large enough to support a full armada, but are still seen from time to time along the countless spacelanes that weave their way throughout the galaxy. From the bulbous Hurr gunships to the elusive and rarely encountered Techno-Mage Pinnace, there are numerous ships that one might only ever see once in a lifetime; depending on what circles someone might travel within.

The following section is a collection of civilian vessels, raider craft, alien ships and any spacecraft that, simply put, do not fit in with the larger associations covered elsewhere in this book. It does not mean that they are necessarily impossible to locate or purchase, merely that they somehow fall into their own pattern of galactic presence instead of the governmental territory aspect of many other fleets.

The rarity of these vessels depends greatly on the area of a space. There is a happenstance chance that a traveler could come in contact with any of these ships at visited transfer points, stations in-between trips, or possibly in passing. Obviously, if spending a great deal of time traveling through the Ipsha Baronies, one has a much better – almost sure – likelihood of running into a War Globe; unlike those chance say, around Thenothk colony. The final say is obviously up to the Games Master, who may wish to invest time into a plot revolving around the rarest of vessels…or fleets of commonplace ones.

**Capital Classed Vessels**

Battlewagon

Ayl-Wutai Liner

Callos Wartime Freighter

Cargo Loader

Civilian Trader

Deep Space Exploratory Craft

C-13 Corporate Escort

Corporate Freighter

Corporate Tanker

Defender Close Escort

Harrier Medium Gunboat

Huntsman Bounty Frigate

Hurr Gunship

Ipsha War Globe

Arbiter IPX Research Craft

Kestral Patrol Boat

Liberator Light Gunboat

EA Lifeboat

Livestock/Slaver Transport Barge

Long Range Survey Ship

Lumati Transport

Mediator Escort Carrier

Noloshan Trade Frigate

Orinthar Commercial Transport

Patrol Boat

Penguin Refrigerated Freighter

Protector Carrier

Psi Corps Fighter Carrier

Psi Corps Mothership

Psi Corps Shadowcloak Escort

Raider Freighters

Salvager Tender

Space Liner

Shorab Heavy Transport

Shyairel Outpost Lander

Soul Hunter Transport

Streib Collector Ship

Raider Strike Carrier

Techno-Mage Pinnace

Vindicator Heavy Gunboat

**Light Classed Vessels**

Breaching Pod

Delta-V Fighters

Imphili Fighter

Maintenance Bot

Maintenance Pod

Minbari Passenger Liner

Redhelm Fighter

Starfox Fighter
Asgard Science Vessel

**Name**: Science Vessel
**Craft**: Asgard Science Vessel
**Type**: Scientific Research Ship
**Scale**: Capital
**Length**: 1,000 x 800 meters
**Skill**: Capital Ship Pilot
**Crew**: 1
**Passengers**: 2,000
**Cargo Capacity**: 25,000 metric tons
**Consumables**: (infinite)
**Hyperdrive**: x0.001
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 10
**Atmosphere**: 415; 1,200 km/h
**Hull**: 5D+2
**Shields**: 8D
**Sensors**

* Passive: 70 / 1D+2
* Scan: 140 / 3D+1
* Search: 210 / 5D+1
* Focus: 7 / 7D

**Weapons**

* **6 Type VIII Ion Guns**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D
Space Range: 1-15/38/75
Atmosphere Range: 2-30/76/150km
Damage: 9D+1
* **4 Tractor Beams** (number estimated)

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D
Space Range: 1-6/15/30
Atmosphere Range: 2-12/30/60 km
Strength: 9D+1
**Miscellaneous**

* Asgard database
* Cloaking Device: +40 Difficulty to detect ship
* Holographic communicator
* Stasis pod
* Transporter arrays

**Description**: The Asgard science vessel was a class of ship in the Asgard fleet. Like most Asgard ships, it was capable of being operated by a single individual. While being noticeably smaller than the Bilskirnir and O'Neill class of vessels, it boasted much of the same technology.

Loki had such a vessel, which he used to abduct Colonel Jack O'Neill in 2003. Thor's ship, the Daniel Jackson, was used to monitor the Replicators on Hala in 2004 and was later destroyed by the Replicators. These ships are approximate in size to a Goa'uld Ha'tak vessel. (SG1: "Fragile Balance", "New Order, Part 2", "Reckoning, Part 1")

**Source**:

* Stargate Wiki: Asgard science vessel
* thedemonapostle
Babylon 5 Minbari Flight Computer

**Minbari Flight Computer**

**Cost**: 106,000 credits

**Effects**: Provides 4D to Spacecraft Operations skills (Astrogation, Piloting, Shields, Communications, & Sensors) and 3D+2 to Spacecraft Combat skills (Gunnery)

**Description**: The computer systems built into most Minbari spacecraft are incredibly advanced, to the point where an authorized passenger simply need state where he wants to go and the vessel will simply take him there by the most expedient route, avoiding any dangers and hazards automatically. It is extremely intuitive and often programmed with safety checks and security programs. The Minbari do not part with their technology lightly and only a few of these super intelligent software kits have ever been found on the black market.
AvP: Smart Disc

**Name**: Smart Disc
**Model**:Yautja Smart Disc
**Type**: Homing cutting discus
**Scale**: character
**Skill**: melee combat / thrown weapons
**Range**: 1-15/38/75m
**Damage**: 5D

**Description**: The Smart Disc, also known as the Smart Weapon, Cutting Disk or simply the Disc, is a primarily thrown Yautja weapon. It is an extremely sharp circular cutting device that is typically thrown like a discus and yet returns to the user like a boomerang. It also features a hand grip for use as a melee slashing weapon.

Computer-controlled gyros guarantee that the Smart Disc returns to its wielder when thrown and also give the weapon a degree of auto-guidance, allowing it to alter its course in mid-air and follow a moving target if necessary. However, the means by which the disc maintains its altitude during these maneuvers is not understood, and clearly involves technologies far in advance of anything possessed by mankind. Smart Discs are capable of automatically tracking a target using their body heat signature, although some can alternately be manually directed in flight using the targeting laser built into the Predator's Bio-Mask. The weapon is capable of tracking multiple targets with one throw, giving it capabilities against large groups of enemies that most other Yautja weapons do not possess. Its devastating razor edges are capable of cutting through most substances with ease — a Smart Disc has been seen to cut through half a dozen cattle carcasses and a man in quick succession without any effort. However, in the event that the Disc becomes embedded in a solid material, it can be returned to the thrower with the push of a button on the Predator's Wrist Gauntlet.

Some Smart Discs shrink in size (usually by telescoping shut in one direction) when not in use, for ease of storage about a Predator's person; this telescoping action also apparently activates and deactivates the Disc's systems. Others have been seen to have teeth-like serrations around their circumference.

Some Yautja, known as Disc Masters, and known to have a degree of mental control over the Smart Disc and are able to redirect it simply using their mind, although such a skill takes years to hone. Discs may also be upgraded with a nanovibronic edge, in essence a high speed molecular chainsaw around their circumference that can tear through even hardened composite armors. Furthermore, it is possible for a Predator to embed a nanovibronic Smart Disc within an opponent and then activate the weapon's "haywire mode". Needless to say, few enemies fare well with berserk ripping machines embedded in their internals.

**Source**:

* Predator: Cazador de Trofoes (page 16)
* Xenopedia: Smart Disc
* thedemonapostle
AvP: Wristblades

**Name**: Wristblades
**Model**: Yautja Wristblades
**Type**: Cutting blades
**Scale**: character
**Skill**: melee combat / melee parry
**Damage**: Str+3D (Max: 8D)

**Description**: Wristblades, also known as Gauntlet Knives, are the most basic of Yautja weapons and arguably the species' signature armament. The blades take the form of retractable, serrated blades between six and eighteen inches in length and two to eight inches wide that extend over the back of the hand from a gauntlet worn on the Predator's wrist. Generally, Yautja wear a single gauntlet on one wrist fitted with a pair of parallel blades, but there are a number of stylistic variations to this basic arrangement.

Despite their relative simplicity, Wristblades are the weapon of choice for most Predators. The deadly blades are sharp enough to cut through bone and are intended for use against unarmored combatants or those who have been disarmed. As a last resort, they can sometimes be fired as a projectile from their gauntlet.

Wristblades, owing to their exclusively close-range nature, are considered among the most honorable weapons a Predator can use when killing prey. As a point of pride, the Brawlers arm themselves exclusively with these melee weapons, inflicting a crippling amount of damage without using ranged weapons.

Wristblades are not without drawbacks. For one, some longer blades are not covered by a hunter's Cloak and even when they are, they will sometimes be visible through the cloak if covered in large amounts of blood or gore. Not all Wristblades are resistant to the acidic effects of Xenomorph blood and will consequently melt during combat with Xenomorphs, though this problem seems to apply only to Young Bloods, possibly to encourage them to use their more acid resistant weapons, as the Yautja evidently possess the means to forge metals that are immune to Xenomorph acid.

On BG-386, Dark was able to open doors in ancient Yautja ruins by inserting his Wristblades into specific slots, indicating they have been in use for centuries and also carry non-combat uses, at least in ceremonial temples.

**Variants**

Several variations of the standard Wrist Blade design have been seen.

* The Jungle Hunter had slightly prehensile Wristblades that could extend outwards away from each other to pin prey between the blades without damaging them.

* Unblooded Predators are often armed with far smaller Wristblades that barely extend past the wearer's fingers. Scarface was forced to use such Wristblades as a form of punishment after being dishonored in New Way City.

* Dark, Spartan, Wolf (BG-386), Claw and many Predators of the Elite Clan carried Wristblades on both of their arms.

* Celtic possessed Wristblades that could reverse direction.

* Stone Heart possessed Wristblades with triple blades. A Predator encountered in Cambodia in 2000 BC wore a similar triple Wrist Blade.

* The Super Predators used a singular Wrist Blade design that featured only one, extended blade.

**Source**:

* Predator: Cazador de Trofoes (pages 17-18)
* Xenopedia: Wristblades
* thedemonapostle
Babylon 5 Mediator Escort Carrier

**Name**: Mediator
**Craft**: Belt Alliance Mediator Escort Carrier
**Type**: Escort Carrier
**Scale**: Capital
**Length**: 800 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 73; Skeleton: 7/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+2; Communications: 4D+2; Sensors: 4D+2; Starship Gunnery: 3D
**Passengers**: 500 & 250 Troops
**Cargo Capacity**: 1,000 metric tons
**Consumables**: 35 months
**Maneuverability**: 1D+2
**Space**: 3
**Hull**: 5D
**Sensors**

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

**Weapons**

* **2 Medium Blast Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+1
Space Range: 1-8/19/38
Damage: 10D
* **4 Particle Beams**

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

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

**Miscellaneous**:

* Artificial Gravity: no
* Crew: 73

* Officers: 3
* Pilots: 36
* Sensor Operators: 3
* Crewmen: 31

* Average Crew Experience Level: Belt Alliance Line
* Stealth: 5 (Base Difficulty to detect ship)
* External Docking Ring (12 fighters)
* Fusion Engine

**Complement**:

* 2 Light Shuttles
* 12 Delta-V Fighters or 12 Starfox Fighter (external docking)
* 12 Medium/Light Fighters or Assault Shuttles (internal docking)

**Description**: The most common carrier in Belt Alliance combats, the Mediator was used as a delivery method of any form of auxiliary craft the BA could build. Using dangerous and somewhat susceptible external hangar accesses, the Mediator was always quick to launch its compliment of fighters and shuttles as soon as it could – if only to keep the ship itself from being targeted time and time again to destroy fighters. It was a weakness that was commonly exploited by Earth Alliance fleets, and often kept Mediators in the rear sections of a battle.

Armed adequately for a carrier, the Mediator was also fitted with assault shuttles from time to time. Using its gunnery potential to open a clear path to a target ship or colony, it could then drop several units of GROPOS troops with a moderate rate of survival to both the ship and the landing craft. Its greatest weak point (that EA pilots were quick to exploit) was its slow launch rate from internal bays once the externals were depleted, making it easy prey to fighters.

**Source**:

* Babylon 5: Ships of the Galaxy (page 142)
* thedemonapostle
Babylon 5 Hurr Gunship

**Name**: Gunship
**Craft**: Hurr Gunship
**Type**: Gunship
**Scale**: Capital
**Length**: 866 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 45; Skeleton: 5/+10
**Crew Skill**: Astrogation: 3D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 3D; Communications: 3D; Sensors: 3D; Starship Gunnery: 3D+2
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 7 months
**Maneuverability**: 2D+2
**Space**: 12
**Hull**: 5D+2
**Sensors**

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

**Weapons**

* **9 Heavy Ballistic Arrays**

Fire Arc: 3 forward, 2 port, 2 starboard, 2 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: (-1)
Space Range: 1-2/5/10
Damage: 7D+1
* **7 Ballistic Cannons**

Fire Arc: 4 forward, 1 port, 1 starboard,1 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D
Space Range: 1-6/15/30
Damage: 4D
* **7 Flak Cannons**

Fire Arc: 2 forward, 1 port, 1 starboard,1 aft, 2 turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+2
Space Range: 1-2/4/8
Damage:
* Offensive: 2D
* Intercept: 3D+1

**Miscellaneous**:

* Artificial Gravity: no
* Crew: 45

* Officers: 3
* Pilots: 4
* Sensor Operators: 4
* Crewmen: 34

* Average Crew Experience Level: Hurr Line
* Stealth: 6 (Base Difficulty to detect ship)
* Fusion Engine

**Complement**:

* Light Shuttle: 1

**Notes**:

* Ballistic Cannons: The inherent inaccuracy of these weapon systems has already been fatcored into the Fire Control bonus.
* Hurr Gunships vary greatly from one another, this is merely a good example of a primary model.

**Description**: Another class of ship that varies from vessel to vessel, the Hurr are not restricted to hull chassis designs when they decide to build their naval warships. From jagged edged corvette-esque runners to cylindrical horrors that sail through the Republic’s small borders, the term ‘gunship’ is the only thing appropriate to title them all. Bristling with ammunition-wasting ballistic cannons, the Hurr are happy to live uncomfortably and dangerously within these ships if it means they can put just a few more guns in the finished product.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 136-137)
* thedemonapostle