recursal/Fanatic-Fandom huggingface dataset:
M290 Mongoose ATV

## **M290 All-Terrain Vehicle**

 File:M290 All-Terrain Vehicle.png
**Name**: M290 All-Terrain Vehicle
**Craft**: AMG Transport Dynamics M290 All-Terrain Vehicle
**Type**: ATV
**Scale**: speeder
**Length**: 3.5 x 2.0 meters
**Skill**: ground vehicle operations
**Crew**: 1
**Passengers**: 1
**Cargo Capacity**: 15kg
**Cover**: 1/4
**Maneuverability**: 3D
**Move**: 35; 100 km/h
**Body Strength**: 2D
**Weapons - None**

**Description**: *“Lovingly dubbed the “mothergoose” by frontline infantry men and women due to its increased size over the M274, this particular variant shown is Liang Dortmund's heavy-duty modification of the standard M290 ATV. The result is a nimble but rugged Mongoose with extra armor.”*
— Official description, Canon Fodder

The M290 All-Terrain Vehicle, also known as the Mongoose, is a UNSC light ground reconnaissance vehicle, introduced in the post-war era as a replacement to the outdated M274 Mongoose. It goes by the colloquial names of 'Mongoose' or 'Mothergoose'. In addition to the standard variant, a variant with twin mounted driver-controlled grenade launchers exists, called the Gungoose.

**Source**:

* Halo Wiki: M290 All-Terrain Vehicle
* thedemonapostle

## **M290-M All-Terrain Vehicle**

 File:M290-M All-Terrain Vehicle.png
**Name**: M290-M All-Terrain Vehicle
**Craft**: AMG Transport Dynamics M290-M All-Terrain Vehicle
**Type**: ATV
**Scale**: speeder
**Length**: 3.5 x 2.0 meters
**Skill**: ground vehicle operations
**Crew**: 1
**Passengers**: 1
**Cargo Capacity**: 15kg
**Cover**: 1/4
**Maneuverability**: 3D
**Move**: 30; 90 km/h
**Body Strength**: 2D
**Weapons**

* **Twin Grenade Launchers**

Fire Arc: front
Crew: 1
Scale: character
Skill: missile weapons
Fire Control: 0D
Range: 15-100/250/500m
Damage: 5D
**Description**: *“The new “Gungoose” is the result of an M290 Mongoose quad bike fitted with twin grenade launchers. A passenger can be accommodated on the rear-facing seat, providing ample offense on this snake-killer’s nose and tail.”*
— Official description, Canon Fodder

The M290-M All-Terrain Vehicle, also known as the Gungoose, is UNSC vehicle, which serves as a post-war replacement for the outdated M274-M Gungoose. It is essentially an M290 Mongoose but with twin grenade launchers fitted to the front.

**Source**:

* Halo Wiki: M290-M All-Terrain Vehicle
* thedemonapostle
Mass Effect: Powers: Adrenaline Rush

**Name**: Adrenaline Rush
**Control Difficulty**: Moderate
**Duration**: 1 Attack or 1 round, whichever is shorter
**Cool Down**: 2 rounds

**Effect**: The user adds the appropriate bonus based on how successful their roll was to a single ranged weapon attack roll. If the user fails to use the bonus within 1 round, the bonus expires and the power cannot be used for 2 rounds.

 14 - 25
 26 +

**Jedi Complications**: A Jedi may learn this power but, any Jedi that uses this power against a living target receives a Dark Side point.

**Description**: For a brief moment it slows down time around the player, giving a small window to line up the perfect head-shot with the sniper rifle or other weapons, as well as increasing the damage dealt, including melee damage.

**Source**:

* Mass Effect Wiki: Adrenaline Rush
* thedemonapostle
Narn Regime Frazi Class Heavy Fighter

**Name**: Frazi
**Craft**: Narn Regime Frazi Class Heavy Fighter
**Type**: heavy fighter
**Scale**: starfighter
**Length**: 17.53 meters
**Skill**: starfighter pilot
**Crew**: 1
**Crew Skill**: Astrogation: 4D+1; Communications: 4D+1; Sensors: 4D+1; Starship Gunnery: 3D+1; Starfighter Pilot: 4D+1
**Passengers**: 2
**Cargo Capacity**: 4 metric tons
**Consumables**: 1 week
**Maneuverability**: 3D
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 2D+2
**Sensors**

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

**Weapons**

* **2 Particle Guns** (firelinked)

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

* Artificial Gravity: No
* Crew: 1 Pilot
* Average Crew Experience Level: Narn Line
* Stealth: 9 (Base Difficulty to Detect Ship)
* Atmospheric Capable
* Fusion Engine

**Description**: The Frazi is undoubtedly the most common fighter fielded by the Narns, and – like its pilots – is capable of suffering an incredible amount of damage before it breaks under the pressure. Deadly efficient, though it lacks raw maneuverability, the Frazi is too large and relies a great deal on the skill of the pilot to make it through most combat situations. Only armed with ‘low tech’ particle guns, Narn research scientists have had years to upgrade and wrench every ounce of potential from them, greatly increasing their raw power. A Frazi is capable of dealing considerable damage to even capital-class vessels when firing in groups, but tend to be overwhelmed easily by faster or more maneuverable dog fighting craft.

**Source**:

* The Babylon 5 Project: Frazi class heavy fighter
* Babylon 5: Ships of the Galaxy (pages 72-73)
* thedemonapostle
Narn Regime G’Tal Command Cruiser

**Name**: G'Tal
**Craft**: Narn Regime G’Tal Command Cruiser
**Type**: Command Cruiser
**Scale**: capital
**Length**: 1,400 meters
**Skill**: capital ship pilot
**Crew**: 111; Skeleton: 13/+10
**Crew Skill**: Astrogation: 6D; Capital Ship Gunnery: 5D+2; Capital Ship Piloting: 6D; Communications: 6D; Sensors: 6D; Starship Gunnery: 5D+2
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 10 months
**Hyperdrive**: x19
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 2
**Hull**: 6D
**Sensors**

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

**Weapons**

* **3 Heavy Laser Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-9/23/45
Damage: 6D
* **4 Twin-Linked Medium Particle Cannons**

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

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

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

* Artificial Gravity: No
* Crew: 111

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

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

**Ship Complement**:

* Frazi Class Heavy Fighter: 6

**Source**:

* The Babylon 5 Project: G'Quan class heavy cruiser
* Babylon 5: Ships of the Galaxy (pages 64-65)
* thedemonapostle
Narn Regime T'Loth Class Cruiser

The T’Loth is an assault group all by itself. Designed to bring a host of powerful weapons and a full assault company into the fray, it fulfills the Narn’s wish for a frontline assaulter. Built to both support and spearhead an attack, depending on the needs of its accompanying vessels, a T’Loth can perform nearly as well as any vessel in the Regime navy. There have been variants of the T’Loth that use it exclusively for specialized purposes, but aging designs and less advanced technology compared to the mainstay flagships like the G’Quan keep it from being widely accepted by most war leader fleet commanders.

A desperate effort to patch a hole in Narn vessel listings, it is said that the Narn have no real carriers and, even after the design of specialized T’Rann, this may remain true. Aging T’Loth hulls are frequently converted into little more than floating hangars with upgraded weaponry, but they lack the quick launch and recovery system components that any dedicated carrier must contain. Even taking this into consideration, the presence of a single T’Rann in an assault fleet can offer the other Narn ships in the fleet some much needed and requested fighter protection.

T’Loth Assault Cruiser

T’Rann Heavy Carrier

**Source**

The Babylon 5 Project: Narn heavy cruiser

Babylon 5: Ships of the Galaxy (pages 71-72)

thedemonapostle
Nephilim "Moray" Medium Fighter

**Name**: Moray
**Craft**: Nephilim Moray Medium Fighter
**Type**: Fighter
**Scale**: starfighter
**Length**: 16 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: 400 kg
**Consumables**: 14 days
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 3D+1
**Space**: 10
**Atmosphere**: 415; 1,200 km/h
**Hull**: 4D+1
**Shields**: 2D
**Sensors**

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

**Weapons**

* **2 Heavy Masers** (firelinked)

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

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

Fire Arc: Forward
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 4D
Space Range: 1-9/23/45
Atmosphere Range: 10-900/2,300/4,500m
Ammo: 3
Damage: 2D+2
* **Electronic Counter Measure Module**

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

Fire Arc: aft
Crew: 1
Scale: starfighter
Skill: sensors
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Ammo: 5
Effects: Enemy Sensors & Fire Control -1D
**Description**: Every fleet has its all-purpose ship, and the Moray is the jack-of-all-trades for the Aliens. They employ this ship in a variety of roles, but the most common is as an anti-fighter.

Similar to the Confed Tigershark, the Kilrathi Dralthi, or the last generation of Hellcats, this is conceivably the most used fighter in the Alien fleet. It is a swift fighter, maneuverable enough to get and hold a lock on a target. The Moray's most notable feature is its maneuverability. It has a relatively high yaw rate, and it tends tooward turning maneuvers, turn-and-burns, sit-and-spins, and slides.

The Moray is also deadly enough to hold its own in a pitched dogfight, and durable enouogh to take a few hits without popping. Its shields and armor have been somewhat pared back to make it more maneuverable, so it tends to rely on turns and slides to break enemy locks, and also fly in "teams." These teams are not "swarm"- or "cluster"-based, however, and share no integral power systems or strategy.

**Source**:

* Wing Commander Encyclopedia: Moray
* The Wing Commander Role Playing Game (page 313)
* thedemonapostle
Mass Effect: Powers: Reave

**Name**: Reave
**Control Difficulty**: Easy
**Sense Difficulty**: Easy, Modified by proximity

 In Line of Sight
 Out of Sight, 100 Meters
 Up to 10 km away
 Up to 1,000 km away
 Same Planet, over 1,000 km
 Same Star System, Different Planet
 Not in the Same Star System

**Alter Difficulty**: Easy
**Duration**: 1 round
**Cool Down**: 2 rounds

**Effect**: Drains health from one to heal the power's user. For every 5 points over the Sense difficulty, the user is healed 1 point of damage while the victim suffers 1 point of unresisted damage.

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

**Jedi Complications**: A Jedi may learn this power but, any use of this power by a Jedi will cause them to automatically receive 2 Dark Side Points.

**Description**: Drain target's health.

**Source**:

* Mass Effect Wiki: Reave
* thedemonapostle
Civilian CR3A "Ilia-II" Transport

**Name**: CR3A Ilia-class, Mk-II
**Craft**: Civilian CR3A Ilia-class Transport, Mk-II
**Type**: Transport
**Scale**: capital
**Length**: 160 meters (estimated)
**Skill**: capital ship pilot
**Crew**: 80; skeleton: 8/+10
**Passengers**: 20
**Cargo Capacity**: 750 metric tons
**Consumables**: 84 months
**Primary Jump Drive**: x1
**Secondary Jump Drive**: x10
**Tertiary Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 4
**Atmosphere**: 280; 800 km/h
**Hull**: 4D
**Shields**: 4D
**Sensors**

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

**Weapons**

* **2 Dual Turret A's**

Fire Arc: Turret x2
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1/3/5
Atmosphere Range: 10-100/300/500m
Damage: 3D
* **Electronic Counter Measure Module**

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

* External Docking Port x2
* Escape Pod x1 (100 capacity per pod)

**Description**: The Ilia MK II is an improved variant of the Ilia heavy freighter. Ilia MK II are available for hire on the civilian market in the Tri-System.

A notable Ilia MK II is E247\_135D, a Universal Freight transport which was suspended from its normal Hom-Irrulan route for six months in 2760 due to traffic by-law infractions. Another was, of course, the Canera (M835\_235M), which crash landed on Crius following a Kindred attack. 1,347 people were killed in the disaster.

**Source**:

* Wing Commander Encyclopedia: Ilia Mk II Cargo Carrier CR3a
* The Wing Commander Role Playing Game (page 420)
* thedemonapostle
Mass Effect: Powers: Energy Drain

**Name**: Energy Drain
**Control Difficulty**: Easy
**Sense Difficulty**: Easy
**Alter Difficulty**: Easy
**Duration**: Instant
**Cool Down**: 2 rounds

**Effect**: This power blasts the target with an energy pulse that drains the target's energy and recharges the power user's barriers and shields. For the average of every 5 points of over the difficulties, the blast does 0D+2 damage, drains the targets shields or barriers by that same amount and restores the power user's own shields or barriers by the same amount. Energy Drain can do more damage and drain energy that can be recharged. The user's shields and barriers cannot exceed their originally activated amount.

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

**Jedi Complications**: A Jedi may learn this power. A Jedi that uses this power to harm any living creature gains a Dark Side point.

**Description**: Hit an enemy with this energy pulse to inflict damage and to steal barrier and shield power.

**Source**:

* Mass Effect Wiki: Energy Drain
* thedemonapostle
Serenity Starship Missiles

Missiles (high-thrust chemical rockets with autonav, sensors, and a lethal payload) are the main offensive military weapons. Missiles come in many sizes, from 50-pound “come-hithers” carried by gunships on enforcement patrol, to multi-ton battleship-killers. Missiles carry every kind of warhead, and can be mounted in simple tube or box launchers (disposable, often packaged with the missile) or on external rails. Target information is provided from the firing vessel, however, missiles can be ordered to operate in either command-guided (to ensure positive control) or fire-and-forget mode. Because of the guidance linkages, missiles are more vulnerable to counter-measures than other weapons systems.

 Medium Range Missile
 Long Range Missile

**Source**

* Serenity Role Playing Game (pages 113 & 132)
* thedemonapostle
Farscape: Tavlek Gauntlet

**Name**: Tavlek gauntlet
**Model**: Tavlek gauntlet
**Type**: Offensive / Defensive Device
**Scale**: Character
**Skill**: Blaster
**Cost**: 500 for the Guantlet; 50 per Drug pack (75 for the enhanced Drug pack)
**Weight**: 1.5 kg
**Range**: 1-20/50/100 m
**Effects**:

* **Non-Tavlek**: Energy Blast: 4D+1 damage; Melee: STR+1D+1 stun; Defense: STR+1D+1 damage resist, Dodge +2 pips
* **Tavlek**: Energy Blast: 6D; Melee: STR+1D+1 stun; Defense: STR+2D+1 damage resist, Dodge +1D

**Description**: These devices are an incredible feat, and the cornerstone of Tavlek society (such as it is). Gauntlets allow the wearer to shoot energy blasts from the wrist, and also provide the wearer with an energy shield that protects against attacks. In addition, each Gauntlet injects a powerful stimulant into the wearer that heightens aggressive tendencies and releases extra adrenaline into the bloodstream. The wearer gains +1D+1 vs. poisons, while the force field grants half cover (+1D+1 damage resist, Dodge +2 pips). The energy blasts deal 5D+1 damage. Gauntlets can also be used as brawling weapons dealing STR+1D+1 bludgeoning stun damage with ma Difficulty of 12 to resist the stun effects. The wearer’s speed in boosted by 25%. A Tavlek wearing a Gauntlet deals 7D on an energy blast and gains one-half cover (+2D+1 damage resist, Dodge +1D).

Gauntlets are powered by a drug that is injected into the wearer, which allows the Gauntlet to draw off the wearer’s bioelectricity. Some variants of this drug are designed specifically for Tavlek physiology, and will kill other species. The drug is also addictive. Those who use it must make a Stamina roll, Difficulty 5 to avoid addiction. Each consecutive use raises the Difficulty by 5. When an addict is deprived of the drug for more than one hour, the withdrawal symptoms begin. The target must make a Willpower check, Difficulty 25, or suffer a -10 penalty to all rolls. This check must be made every day; the penalties are not cumulative. After one week, the Difficulty is reduced by 5 for every other day, until the character has successfully cleaned their system. For Tavleks, this process takes longer, the Difficulty reduction takes place every three days instead of every other day.

Non-Tavleks must often pay double or even triple the prices.

**Source**

* Farscape Role Playing Game Sourcebook (page 218)
* Farscape Wiki: Tavlek gauntlet
* thedemonapostle
Shadowrun Earware

## **Earware**

Like eyeware, earware can be installed within a complete cyberear replacement (costing Capacity) or as an inner ear modification (costing Essence). Upgrades usually involve both ears, so the user’s hearing is not unbalanced.

* **Cyberears**: These implants usually just replace the inner ear(though sometimes the auricle as well, if the user desires), and offer perfect hearing within normal ranges. They include a sound link and an ear recording unit (at no extra cost), as well as capacity for various enhancement systems.
* **Audio Enhancement**: An implanted version of audio enhancement. (See Audio Sensors & Enhancers)
* **Balance Augmenter**: The balance augmenter enhances the inner ear’s natural balance mechanism. The user receives one bonus die on all tests involving balance, such as climbing, walking across a narrow platform, landing after a jump, and so on.
* **Damper**: This implant protects the user from sudden increases in sound as well as damaging sound levels. The damper adds a +2D modifier to resisting sonic attacks.
* **Select Sound Filter**: An implanted version of the select sound filter audio enhancement. (See Audio Sensors & Enhancers)
* **Sound Link**: The sound link plays audio (recordings, movie soundtracks, music, etc. ) from linked sources (PAN, datajack, etc.) directly into the user’s (cyber)ears. Commonly used for AR sound.
* **Spatial Recognizer**: An implanted version of the spatial recognizer enhancement. (See Audio Sensors & Enhancers)

## **Source**

* Shadowrun 5th Edition Core Rulebook (2nd Printing) (pages 453-454)
* thedemonapostle
Minbari Federation Flyer Class Combat Fighter

The most common Minbari spacecraft seen outside of heavily traveled space lanes, the combat flyer is a small but extremely potent vessel. Like a fighter craft, it is armed with a fusion cannon system for defense. In the hands of a skilled pilot, the flyer can easily be a match for many of the frontline fighters used by other races. It is designed primarily to ensure the safe passage of individuals through space and its highly intelligent computer system allows a completely unskilled passenger to simply inform the flyer of the destination and all navigational, docking procedures and even combat maneuvers – if desired – are performed for them.

For those that do not expect to face combat, or simply wish to move larger numbers of passengers from ship to ship or planet to orbit, the older and more luxurious Halan’vir passenger flyer is better suited. Designed for up to a few dozen passengers and piloted either manually or by computer, it is rarely seen outside of Minbari space – as it would be easily destroyed by the simplest of fighters.

Combat Flyer

Halan’vir Passenger Flyer

**Source**

The Babylon 5 Project: Minbari flyer

Babylon 5: Ships of the Galaxy (pages 40-41)

thedemonapostle
Nephilim "Hyrda" Cruiser

**Name**: Hydra
**Craft**: Nephilim Hydra Cruiser
**Type**: Cruiser
**Scale**: capital
**Length**: 750 meters
**Skill**: capital ship pilot
**Crew**: 5,600; skeleton: 560/+10
**Passengers**: 1,400 passengers; 52 hospital beds; & 130 prisoners
**Cargo Capacity**: 51,200 metric tons
**Consumables**: 60 months
**Jump Drive**: x1
**Jump Drive Backup**: x10
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 1
**Atmosphere**: 210; 600 km/h
**Hull**: 9D+2
**Shields**: 3D
**Sensors**

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

**Weapons**

* **10 Standard Masers**

Fire Arc: 10 turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D+2
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 3D+1
* **4 Medusa Image Recognition Missile Bays**

Fire Arc: Aft x2, Starboard x1, Portside x1
Crew: 2
Scale: Starfighter
Skill: capital ship gunnery
Fire Control: 4D+2
Space Range: 1-6/15/30
Atmosphere Range: 2-12/30/60km
Ammo: 50 missiles per bay
Damage: 4D
* **2 Capship Missile Tubes**

Fire Arc: Forward Narrow
Crew: 5
Scale: death star
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 2-150/375/750
Atmosphere Range: 4-300/750/1,500km
Ammo: 25 missiles per tube
Damage: 38D+1
* **Electronic Counter Measure Module**

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

* External Docking Port x2
* Phase Shields: While active the ship becomes immune to all forms of damage provided it is not hit by anything that can bypass its shields (such as Anti-Matter Guns or torpedoes).
* Escape Pod x70

**Description**: This Alien ship is a bit larger than a Confed cruiser, although size is not necessarily an indication of quality. More to the point is that the Hydra's anti-ship armament is also superior. It carries numerous Maser turrets and a hefty supply of missiles. Its shields and armor are of moderate strength.

There are shield emitters for the engines and bridge.

**Source**:

* Wing Commander Encyclopedia: Hydra-class cruiser
* The Wing Commander Role Playing Game (pages 412-413)
* thedemonapostle
Minbari Federation Va’Nial Fast Fighter

**Name**: Va’Nial
**Craft**: Minbari Federation Va'Nial Fast Fighter
**Type**: Fast Fighter
**Scale**: starfighter
**Length**: 22.23 meters
**Skill**: starfighter pilot
**Crew**: 1
**Crew Skill**: Astrogation: 5D; Communications: 5D; Sensors: 5D; Starfighter Pilot: 5D; Starship Gunnery: 3D+2
**Passengers**: none
**Cargo Capacity**: 60 kg
**Consumables**: 6 days
**Maneuverability**: 5D+2
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 4D
**Sensors**

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

**Weapons**

* **2 Light Fusion Cannons** (firelinked)

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 4D+2
Space Range: 1-3/7/13
Atmosphere Range: 10-300/700/1,300m
Damage: 6D
* **Minbari Jamming Suite**

Fire Arc: all
Crew: 1
Skill: sensors
Effect: Enemy Fire Control and Sensors -4D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 1 Pilot
* Average Crew Experience Level: Anla’Shok Line
* Stealth: 25 (Base Difficulty to Detect Ship)
* Afterburners
* Atmospheric Capable
* Gravitic Engine
* Minbari Flight Computer

**Source**:

* The Babylon 5 Project: Nial class fighter
* Babylon 5: Ships of the Galaxy (page 43)
* thedemonapostle
Klingon Empire K't'inga-Class Battle Cruiser (2350)

**Name**: K't'inga
**Craft**: Klingon Empire K't'inga-Class Battle Cruiser (2350)
**Type**: Cruiser
**Scale**: capital
**Length**: 349.54 x 251.76 x 98.41 meters
**Ship Mass**: 760,000 metric tons
**Starship Size**: 7
**Skill**: capital ship pilot
**Autopilot**: 3D
**Crew**: 347; Skeleton: 35/+10
**Passengers**: 800
**Cargo Capacity**: 50,000 metric tons
**Consumables**: 2 years
**Warp Drive**: 6 / 9 / 9.6 (9 Hours)
**Nav Computer**: yes
**Maneuverability**: 0D+2
**Space**: 8.5
**Hull**: 3D+2
**Shields**: 2D
**Sensors**

* Passive: 35 / 1D+1
* Scan: 100 / 1D+2
* Search: 140 / 2D+1
* Focus: 5 / 3D

Cloaking Device: while cloaked, +2D Difficulty to detect ship
**Weapons**

* **Type XI Disruptor Cannon**

Fire Arc: 360 degrees forward
Location: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-2/5/15
Firing Modes: Standard, Pulse
Rate of fire: 5
Damage: 4D+2
* **5 Type IX Disruptor Arrays**

Fire Arc: 2x 360 degrees dorsal, 2x 360 degrees ventral, 1x 360 degrees aft
Location: 2 starboard "wing," 2 port "wing," aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-2/5/15
Firing Modes: Standard, Pulse
Rate of fire: 3
Damage: 4D
* **2 Photon Torpedo Launchers**

Fire Arc: 1 forward, 1 aft; but are self guided
Location: forward, aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-15/50/175
Ammunition: 100 Type II Photon Torpedoes total
Spread: 6
Damage: 4D
* **2 Class Gamma Tractor Beams**

Fire Arc: 1 forward, 1 aft
Location: forward, aft evntral
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-3/5/10
Rate of fire: 1
Strength: 3D+2
* **2 Class Alpha Tractor Beams**

Fire Arc: auxiliary craft bays x2
Location: auxiliary craft bays
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:

* Barracks: House 840 crewmembers
* Spartan: 120
* Basic: 75
* Expanded: 30
* Luxury: 8
* Unusual: 5

* Decks: 20
* Escape Pods: 160

* Capacity per Pod: 8

* Year Commissioned: 2350s (Earth Reckoning)

**Transporters**

* Personnel: 3

* Range: 40,000 km
* Capacity: 6 persons

* Emergency: 3

* Range: 15,000 km
* Capacity: 16 persons

* Cargo: 2

* Range: 40,000 km
* Capacity: 400 kg

**Complement**

* Shuttle Craft: 10
* Probes: 30
Centauri Republic Darkner Class Frigate

Larger than a Corvan, the Darkner serves well as a swift escort and attack craft with considerable speed and agility to accomplish a great deal even in the thick of a full-scale space battle. The weapon allocations of a Darkner are impressive but not overwhelming, so they usually fight in pairs or trios to cover each other and amass concentrated fire against larger or more important foes. A squadron focusing its many battle lasers upon a single target is something to be feared and respected, even by G’Quan or Omega captains.

There was at one time a precedent to try and make new varieties of every ship in the Republic armada. One such variant that emerged after the tragedies of the Earth-Minbari War was the ‘fast carrier’ version of the Darkner called the Amar. Losing the punch of its parent ship, the Amar was best served being used as a commercial escort or reconnaissance carrier.

Darkner Fast Attack Frigate

Amar Fast Carrier

**Source**

Babylon 5: Ships of the Galaxy (pages 48-49)

thedemonapostle
Nephilim Skate-T Interceptor

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

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

**Weapons**

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

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

Fire Arc: Aft Turret
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 3D+1
* **Poseidon Torpedo**

Fire Arc: Forward
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Ammo: 1
Damage: 9D
* **Electronic Counter Measure Module**

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

Fire Arc: aft
Crew: 1
Scale: starfighter
Skill: sensors
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Ammo: 3
Effects: Enemy Sensors & Fire Control -1D
**Gear**:

* External Docking Port x2

**Notes**

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

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

**Source**

* Wing Commander Encyclopedia: Skate
* The Wing Commander Role Playing Game (page 311)
* thedemonapostle
Farscape: Characters: Non-Player Characters: DRDs

**Name**: DRD
**Type**: Droid
**Species**: Diagnostic Repair Drone

**Dexterity**: 2D

* Blaster: 2D+1

**Knowledge**: 1D

**Mechanical**: 1D

* Communications: 4D+1
* Sensors: 4D+1

**Perception**: 1D+1

* Hide: 4D+1
* Search: 3D+2

**Strength**: 1D

**Technical**: 1D

* Capital Ship Repair: 6D
* Computer Programming/Repair: 4D
* Droid Programming: 4D
* Droid Repair: 6D
* Security: 5D+2

**Move**: 30
**Force Sensitive**: no
**Force Points**: 1
**Dark Side Points**: 0
**Character Points**: 5

**Special Abilities**:

* Adhesion: DRDs can move across the walls and ceiling of a Leviathan as easily as the floor.
* Tech Mind: DRDs gain a +1D bonus to new Technical skills.

**Equipment**: Small Pulse Blaster (2D), Grappling Claw (STR+1D)

**Description**: Diagnostic Repair Drones or DRDs are small robots that move around Leviathans. They are built by the Leviathan as it grows. The DRDs are extensions of the Leviathans consciousness when the Pilot is not in control of them. Because of this, DRDs can be used by crew members to communicate directly with a Leviathan, should the Pilot be incapacitated. The DRDs perform various functions including ship repairs, searching for lost items, and defensive combat using built-in lasers.

**Source**:

* Wiki: Diagnostic Repair Drone
* Farscape RPG Sourcebook (page 273)
* thedemonapostle
Nephilim "Ray" Interceptor

**Name**: Ray
**Craft**: Nephilim Ray Interceptor Cluster Node
**Type**: Interceptor
**Scale**: starfighter
**Length**: 28 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 3; skeleton: 1/+10
**Passengers**: 0
**Cargo Capacity**: 12.5 metric tons
**Consumables**: 20 days
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 3D+2
**Space**: 10
**Atmosphere**: 415; 1,200 km/h
**Hull**: 7D
**Shields**: 8D+1
**Sensors**

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

**Weapons**

* **2 Heavy Masers** (firelinked)

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

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

Fire Arc: Forward
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 2D
Range: 0
Ammo: 5
Damage: 5D
* **Electronic Counter Measure Module**

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

Fire Arc: aft
Crew: 1
Scale: starfighter
Skill: sensors
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Ammo: 24
Effects: Enemy Sensors & Fire Control -1D
**Gear**:

* External Docking Port

**Complement**

* Remora Interceptor Cluster Remote-Guided Turret: 7

**Notes**:

* **Clustered Fighter**: Rays are always accompanied by seven Remoras which act as free-floating turrets (360°). The Remoras may not be targeted or act independently until after the Ray has been destroyed.

**Description**: The Remora/Ray Node Cluster is an entirely different type of Alien swarm ship. A Ray Node ship is surrounded by up to seven unpiloted Remora drones.

Each tiny Remora carries one Light Burst Maser and provides additional firepower for the Ray Node that supplies its power. Power is transferred remotely, with no need for physical contact. Think of the Remoras as free-flying turrets.

You cannot target the individual Remoras while the Ray Node is alive. However, once you've killed the node ship, the individual Remoras will attack you in a swarm. You will then be able to target htem individually and pick them off one by one.

**Source**:

* Wing Commander Encyclopedia: Remora/Ray Node Cluster
* The Wing Commander Role Playing Game (page 312)
* thedemonapostle
Narn Regime G’Karith Patrol Cruiser

**Name**: G’Karith
**Craft**: Narn Regime G'Karith Class Patrol Cruiser
**Type**: Patrol Cruiser
**Scale**: capital
**Length**: 990 meters
**Skill**: capital ship pilot
**Crew**: 102; Skeleton: 11/+10
**Crew Skill**: Astrogation: 4D+1; Capital Ship Gunnery: 3D+1; Capital Ship Piloting: 4D+1; Communications: 4D+1; Sensors: 4D+1; Starship Gunnery: 3D+1
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 11 months
**Hyperdrive**: x11
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 9
**Hull**: 4D+1
**Sensors**

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

**Weapons**

* **2 Pulsar Mine Launchers**

Fire Arc: 1 forward, 1 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+2
Space Range: 1-6/15/30
Damage: 5D+2
* **4 Twin-Linked Medium Pulse Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+2
Space Range: 1-3/7/13
Damage: 5D+1
* **6 Light Pulse Cannons**

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

* Artificial Gravity: No
* Crew: 102

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

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

**Ship Complement**:

* Frazi Class Heavy Fighter: 6

**Source**:

* Babylon 5: Ships of the Galaxy (pages 63-64)
* thedemonapostle
Minbari Federation Tigara Class Cruiser

A non-scout use of the formidable Leshath hull, the Tigara is a focused vessel intended to achieve space superiority in situations that do not call for a larger flagship. Tigara cruisers are quite capable of maintaining control over an area of space with their assortment of advanced weaponry, supplementing its role as a mobile command by carrying its own screen of fighters for defense against a wide variety of possible enemies.

Though few races would seriously consider open warfare with the Minbari, there are many who repeatedly try to gain access to their technologies forcefully. The Federation covers a great deal of space and they have to be inventive to keep their possible enemies on their toes. The Teshlan variant of the Tigara is often used as a long-ranged patrol vessel, where its combination of high speed and aggressive firepower can prove to be a deterrent to any sane enemy. With more traditional weapon technology than that of the standard ship, the Teshlan also proves popular with fleet commanders who prefer a more standardized armament to their ships.

Tigara Attack Cruiser

Teshlan Fast Cruiser

**Source**

Babylon 5: Ships of the Galaxy (pages 35-36)

thedemonapostle
Interstellar Alliance Liandra Battle Frigate

**Name**: Liandra
**Craft**: Interstellar Alliance Liandra Battle Frigate
**Type**: Battle Frigate
**Scale**: capital
**Length**: 160 meters
**Skill**: capital ship pilot
**Crew**: 13; Skeleton: 2/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D
**Passengers**: 100
**Cargo Capacity**: 100 metric tons
**Consumables**: 6 weeks
**Hyperdrive**: x14
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 4D
**Sensors**

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

**Weapons**

* **Heavy Laser Cannon**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+2
Space Range: 1-9/23/45
Damage: 6D
* **2 Twin-Linked Fusion Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+2
Space Range: 1-3/8/15
Damage: 5D
* **2 Advanced Neutrino Blasters**

Fire Arc: 2 turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+2
Space Range: 1-15/38/75
Damage: 10D
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 13

* Officers: 1
* Pilots: 2
* Sensor Operators: 1
* Crewmen: 9

* Average Crew Experience Level: Anla’shok Line
* Stealth: 11 (Base Difficulty to Detect Ship)
* Atmospheric Capable
* Gravitic Engine
* Jump Point Generator
* Minbari Flight Computer
* Virtual Reality Targeting (See Notes)

**Ship Complement**:

* Fan'ir Class Ranger Flyer: 3

**Notes**:

* **Virtual Reality Targeting**: The VR Targeting matrix allows the specific crewman placed in command of the weapons systems to use their Brawling Skill rating as the Fire Control bonus instead of the weapon's Fire Control rating.

**Source**:

* The Babylon 5 Project: Ranger vessel (New Earth Era)
* Babylon 5: Ships of the Galaxy (pages 74-75)
* thedemonapostle
Minbari Federation Halan’vir Passenger Flyer

**Name**: Halan’vir
**Craft**: Minbari Federation Halan’vir Passenger Flyer
**Type**: Passenger Flyer
**Scale**: starfighter
**Length**: 29.1 meters
**Skill**: space transports
**Crew**: 1
**Crew Skill**: Astrogation: 4D; Communications: 4D; Sensors: 4D; Space Transports: 4D
**Passengers**: 30
**Cargo Capacity**: 10 metric tons
**Consumables**: 1 week
**Maneuverability**: 5D+2
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 3D+1
**Sensors**

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

**Weapons**

* **Minbari Jamming Suite**

Fire Arc: all
Crew: 1
Skill: sensors
Range: 1-3/12/25
Effect: Enemy Fire Control and Sensors -4D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 1
	+ Pilots: 1
* Average Crew Experience Level: Minbari Civilian Line
* Stealth: 16 ((Base Difficulty to Detect Ship)
* Atmospheric Capable
* Gravitic Engine
* Minbari Flight Computer

**Source**:

* The Babylon 5 Project: Minbari flyer
* Babylon 5: Ships of the Galaxy (page 41)
* thedemonapostle
Mass Effect: Vehicles: UT-47 Kodiak Drop Shuttle

**Name**: UT-47 Kodiak Drop Shuttle
**Craft**: Systems Alliance UT-47 Kodiak Drop Shuttle
**Type**: Drop Ship
**Scale**: Starfighter
**Length**: 11 meters
**Skill**: Starfighter Pilot
**Crew**: 1; 2 can coordinate
**Passengers**: 12
**Cargo Capacity**: 2 metric tons
**Consumables**: 4 days
**Cost**: 300,000 credits
**Hyperdrive**: x56,750
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 3D
**Shields**: 1D+1
**Sensors**

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

**Weapons** (UT-47A only)

* **Type III Mass Accelerator**

Fire Arc: partial turret: forward/port
Crew: 1
Scale: starfighter
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1-10/25/50
Atmosphere Range: 10-1,000/2,500/5,000m
Damage: 6D
**Description**: Nicknamed the "Combat Cockroach" by Alliance marines due to its durability and looks, the Kodiak drop shuttle is an interplanetary vehicle operated by a pilot and a co-pilot. It can carry up to 14 people, including the pilots, with a total of 12 in a cramped cargo space with full complement, as well as a VI. A true contragravitic vehicle, the Kodiak's substantial element zero core allows flight by entirely countering the vehicle's mass. Its small thrusters are for directional control only, so if the mass effect field fails, the vehicle becomes a proverbial "three-million-credit coffin". The unarmed shuttle forgoes weaponry-space for active masking, electronic countermeasures, and a robust kinetic barrier system.

The Kodiak was extensively tested in the sulfuric acid and extreme temperatures of Venus, and can land in hard vacuum, high pressure, and temperatures from near-absolute zero to over 900 degrees Celsius.

The larger mass of the Normandy SR-2—nearly twice the mass of the original—meant that it could not land on the surfaces of most planets with ease and had to be provided with one of these shuttles for ease of travel.

**Source**:

* Mass Effect Wiki: UT-47 Kodiak Drop Shuttle
* Mass Effect: The Unofficial Role Playing Game 2.35 (page 90)
* thedemonapostle
Narn Regime Arcismus Class Supply Ship

**Name**: Arcismus
**Craft**: Narn Regime Arcismus Class Supply Ship
**Type**: supply ship
**Scale**: capital
**Length**: 553 meters
**Skill**: capital ship pilot
**Crew**: 34; Skeleton: 5/+10
**Crew Skill**: Astrogation: 4D+1; Capital Ship Piloting: 4D+1; Communications: 4D+1; Sensors: 4D+1; Starship Gunnery: 3D+1
**Passengers**: 140
**Cargo Capacity**: 300 metric tons
**Consumables**: 6 months
**Maneuverability**: 2D+1
**Space**: 6
**Hull**: 3D
**Sensors**

* Passive: 4 / 0D
* Scan: 8 / 0D+1
* Search: 12 / 0D+1
* Focus: 1 / 0D+1

**Weapons**

* **Burst Beam**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D
Space Range: 1-2/4/8
Damage: 5D & Ionizes 1D worth of control systems.
* **2 Twin-Linked Light Pulse Cannons**

Fire Arc: 1 forward, 1 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 0D
Space Range: 1/3/6
Damage: 5D+2
**Miscellaneous**:

* Artificial Gravity: No
* Crew: 34

* Officers: 2
* Pilots: 5
* Sensor Operators: 4
* Crewmen: 23

* Average Crew Experience Level: Narn Line
* Stealth: 4 (Base Difficulty to Detect Ship)
* Fusion Engine

**Ship Complement**:

* Cargo Shuttles: 4

**Description**: The Narn have a constant need to rearm and re-supply on the fronts of the battles they wage, as their ships are generally too slow and dedicated to the war effort to turn back for a supply run. By the time they would reach a supply point and get back, they would likely need to re-supply again! The Kha’Ri funded the creation of the Arcismus from captured and scrapped Lias supply ships from Centauri shipyards they had sacked. The new vessel would be perfect for running supplies back and forth from the fleet gatherings without losing a potent warship to do so.

The ship is not very well armed, but can hold its own against extremely small numbers or raider fighter groups. Its sole purpose is to deliver, so its weapons are not designed to do much damage. In fact, it carries one of the semi-experimental burst beams, which allows it to disable enemies long enough to make use of its powerful engines and escape without risking its precious cargo. This is not always possible, which is why so many supply runs still keep a few extra flights of fighters in escort…just in case.

**Source**:

* Babylon 5: Ships of the Galaxy (page 60)
* thedemonapostle
Mass Effect: Powers: Shockwave

**Name**: Shockwave
**Alter Difficulty**: Difficult
**Duration**: 1 round
**Cool Down**: 2 rounds

**Effect**: The power sends out a wave of force. Targets that fail a Moderate Dexterity check are knocked 1 - 3 meters (1D/2) into the air. The wave causes Half damage versus any shielded target. Also, shielded targets lose half their Shields dice for 1 round following the impact of the shockwave.

The shockwave's range is 20 meters.

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

**Jedi Complications**: A Jedi may learn this power but if used against any living creature, they automatically receive a Dark Side point.

**Description**: When used, the power sends out a series of explosive biotic impacts in front of the user ignoring any obstacles. It can be unleashed along the ground to launch all enemies in its path into the air, or used against airborne targets. It is worth noting that when Shockwave hits a shielded target it will be stunned for a brief moment, losing a bit of shield depending on your skill's impact force, but won't be thrown into the air. This can be useful in stopping advancing enemies and allowing you to focus fire on this target with your team.

**Source**:

* Mass Effect Wiki: Shockwave
* thedemonapostle
Mass Effect: Powers: Proximity Mine

**Name**: Proximity Mine
**Alter Difficulty**: Difficult
**Duration**: Special
**Cool Down**: 2 rounds

**Effect**: The user creates a mine with their Omni-tool. The mine will detonate if anything comes within 0.5 meters of it. When fired, the user of this power must make an attack roll versus the target's dodge. If the target is not dodging, the attack difficulty is Easy.

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

**Jedi Complications**: A Jedi may learn this power but, use of this power gives the Jedi a Dark Side Point.

**Description**: Fire this sticky mine into traffic. It will detonate when an enemy steps within range.

**Source**:

* Mass Effect Wiki: Proximity Mine
* thedemonapostle
Serenity

Take my love, take my land

Take me where I cannot stand

I don't care, I'm still free

You can't take the sky from me.

Take me out to the black
Tell them I ain't comin' back

Burn the land and boil the sea

You can't take the sky from me.

Leave the men where they lay

They'll never see another day

Lost my soul, lost my dream

You can't take the sky from me.

I feel the black reaching out

I hear its song without a doubt

I still hear and I still see

That you can't take the sky from me.

Lost my love, lost my land

Lost the last place I could stand

There's no place I can be

Since I've found Serenity

And you can't take the sky from me.

Characters

Equipment

Starships