recursal/Fanatic-Fandom huggingface dataset:
Operative

**NAME**: The Operative
**TYPE**: Operative of the Parliament
**SPECIES**: Human
**HEIGHT** : 1.778 (5' 10")
**WEIGHT**: 72kg
**GENDER**: Male

**DEXTERITY**: 4D

* Archaic Guns: 6D
* Blaster: 6D
* Brawling Parry: 6D
* Dodge: 7D+1
* Firearms: 6D
* Firearms (S) Pistols: 6D+2
* Firearms (S) Sniper Rifles: 6D+2
* Melee Combat: 6D
* Melee Combat (S) Swords: 10D
* Melee Parry: 6D
* Melee Parry(S) Swords: 10D
* Pick Pocket: 6D
* Running: 6D

**KNOWLEDGE**: 3D+1

* Bureaucracy: 5D+1
* Business: 5D+1
* Cultures: 5D+1
* Intimidation: 5D+1
* Intimidation (S) Interrogation: 7D+1
* Law Enforcement: 5D+1
* Scholar: 4D+1
* Streetwise: 6D
* Tactics: 5D+1
* Value: 4D+1
* Willpower: 6D+2

**MECHANICAL**: 3D+1

**PERCEPTION**: 3D+1

* Bargain: 5D+1
* Command: 5D+1
* Forgery: 4D+1
* Gambling: 5D+1
* Hide: 6D+2
* Investigation: 5D+1
* Persuasion: 5D+1
* Persuasion: (S) Intuition: 6D
* Search: 5D+1
* Search: (S) Surveillance: 6D
* Search (S) Tracking: 6D+2
* Sneak: 6D+2

**STRENGTH**: 3D+1

* Brawling: 5D+1
* Climbing / Jumping: 5D+1
* Climbing / Jumping:(S) Climbing: 6D
* Lifting: 5D+1
* Stamina: 5D+1
* Swimming: 5D+1

**TECHNICAL**: 2D+2

* Security: 5D+1

**MOVE**: 10
**FORCE SENSITIVE**: NO
**FORCE POINTS**: 7+
**DARK SIDE POINTS**: 3++
**CHARACTER POINTS**: 22

**GEAR**

* Varies depending on his mission, but typically he carried a sword (STR+2D) and wears full body armor (STR+2D physical, STR+1D energy)

**Description**: Known only as the Operative, he is obsessed with his mission. He does the work of the Parliament, though he no name, rank, or title. The public knows nothing of his existence. He receives government funding, and has high-level security clearance. He is granted anything he wants or needs in order to fulfill his assignment.

He is thoroughly convinced that the ends justify the means. He believes that he is working to bring about a better future for humanity. He has a certain amount of regret for the terrible acts he commits, but he is able to justify them by the belief that even though he is forced to commit monstrous acts to gain his goal, the end result will be a better world.

His favored weapon is a sword that he uses for ritualistic, ceremonial killings. A death for his cause is a “good death,” particularly one that is met bravely at the end of his sword. He sometimes admires his victims for their work or resourcefulness, but he does not waver in his belief.

**Source**:

* Serenity Role Playing Game (page 188)
* thedemonapostle
Mass Effect Starship: Kowloon Class Freighter

**Name**: Kowloon
**Craft**: Kowloon Class Freighter
**Type**: Freighter
**Scale**: Capital
**Length**: 150 meters
**Skill**: Capital Ship Pilot
**Crew**: 2 - 4 (depending on configuration)
**Passengers**: 24
**Cargo Capacity**: 3,000 metric tons
**Consumables**: 1 year
**Cost**: 1,000,000 credits
**FTL Drive**: x56,750
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 4
**Atmosphere**: 280; 800 km/h
**Hull**: 3D+1
**Shields**: 1D+2
**Sensors**

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

**Weapons**: None

**Description**: Kowloon Class vessels are basic freighter starships originally designed (and mostly used) by humans. Each ship is built on a standard design, likely for easy mass production. They generally carry a large cargo bay with smaller compartments for additional passenger haulage, but their design means these compartments can be swapped or exchanged to customize the ship. For example, the MSV Fedele exchanged passenger compartments for specialist biological research modules.

Kowloon-class ships are hardy but carry no armaments and only a standard engine core. Unfortunately this makes them easy prey for privateers or mercenary bands looking for a quick score. Most are given the prefix 'MSV', likely for 'merchant space vehicle'.

**Source**:

* Mass Effect Wiki: Kowloon Class
* Mass Effect: The Unofficial Role Playing Game 2.35 (page 92)
* thedemonapostle
Narn Regime Th'Nor Class Cruiser

**Name**: Th'Nor
**Craft**: Narn Regime Th'Nor Class Torpedo Cruiser
**Type**: cruiser
**Scale**: capital
**Length**: 1,023 x 598 x 159 meters
**Skill**: capital ship pilot
**Crew**: 39; Skeleton: 5/+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**: none
**Cargo Capacity**: 530 kg
**Consumables**: 4 months
**Hyperdrive**: x20
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 1
**Hull**: 3D+2
**Sensors**

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

**Weapons**

* **5 Twin-Linked Ion Torpedo Launchers**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-6/15/31
Damage: 10D
* **2 Ion Torpedo Launchers**

Fire Arc: 1 port, 1 starboard
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-6/15/31
Damage: 9D
* **2 Heavy Laser Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-9/23/45
Damage: 6D
* **8 Light Pulse Cannons**

Fire Arc: 2 forward, 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: 39

* Officers: 3
* Pilots: 6
* Sensor Operators: 10
* Crewmen: 20

* Average Crew Experience Level: Narn Line
* Stealth: 7 (Base Difficulty to Detect Ship)
* Fusion Engine
* Jump Point

**Ship Complement**:

* Heavy Shuttles: 2

**Description**: Upon seeing the devastating usefulness of the ion torpedo when launched in salvos from the Dag’Kar, the Kha’Ri ordered the design and creation of a larger vessel capable of withstanding return fire long enough to unleash salvo after salvo of ion torpedo fire. The result was the Th’Nor – a flat vessel similar in aesthetics to the Ka’Toc, but brimming with a dozen ion torpedo launchers. It hosts a handful of lesser point defense weapons in order to keep fighters from harassing it too badly, but relies primarily on its ingenious use of twin-linking ion torpedo launchers to great effect.

There were only a few of these made before the end of the Narn-Centauri War, but they performed well enough until the tide of the war was changed by outside forces that construction orders to build more were among the first ten things the reinstated Kha’Ri did afterwards. The Th’Nor is a deadly tool in the hands of the right tactician, forcing an enemy to fall into its deadly lane of fire just as the ship is being issued the all-launch orders – slamming almost a dozen deadly ionic warheads into the enemy.

**Source**:

* The Babylon 5 Project: Narn Cruiser
* Babylon 5: Ships of the Galaxy (pages 70-71)
* thedemonapostle
Babylon 5 Xaar Patrol Boat

**Name**: Xaar
**Craft**: Vree Conglomerate Xaar Patrol Boat
**Type**: Patrol Boat
**Scale**: Capital
**Length**: 63 meters (estimated)
**Skill**: Space Transports
**Crew**: 10;Skeleton: 1/+10
**Crew Skill**: Astrogation: 4D+1; Capital Ship Gunnery: 3D; Communications: 4D+1; Sensors: 4D+1; Space Transports: 4D+1; Starship Gunnery: 3D
**Passengers**: 5
**Cargo Capacity**: 10 metric tons
**Consumables**: 1 week
**Maneuverability**: 5D
**Space**: 15
**Atmosphere**: 505; 1,450 km/h
**Hull**: 2D+1
**Sensors**

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

**Weapons**

* **2 Antiproton Guns**

Fire Arc: 2 turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+2
Space Range: 1-3/7/13
Atmosphere Range: 10-300/700/1,300m
Damage: 6D+2
* **Antimatter Cannon**

Fire Arc: turret
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-3/8/15
Atmosphere Range: 2-6/16/30km
Damage: 4D
**Miscellaneous**:

* Artificial Gravity: yes
* Crew: 10

* Officers: 1
* Pilots: 3
* Sensor Operators: 1
* Crewmen: 5

* Average Crew Experience Level: Vree Line
* Stealth: 13 (Base Difficulty to detect ship)
* Atmospheric Capable
* Hybrid Engine (Fusion/Gravitic)
* Pivotal Engines

**Description**: Although the smallest capital ship in the Vree fleet, the Xaar exemplifies the philosophy of super-maneuverability and all round firepower akin to what can be found on a ship much larger than itself. The tiny thruster-assisted vessel is used to patrol lightly defended systems and protect allied convoys against the constant threat of Raiders. With its speed and surprising firepower, it also makes for a perfect medium escort for groups of fighters or ships that may not adequately be able to protect themselves.

Not terribly expensive or crew dependant, the Xaar is a good choice for smaller Vree fleets. They can be used as reconnaissance vessels, or as surgical battlefield assets. Unable to withstand much more than a few glancing blows here and there, the trio of pilots inside are rarely willing to go into battle alone. The more Xaars that the fleet can send, the chances of their success as a cutter/destroyer is that much higher.

**Source**:

* Babylon 5: Ships of the Galaxy (page 122)
* thedemonapostle
SDV-class heavy corvette

**Name**: SDV-class heavy corvette
**Craft**: Covenant Empire SDV-class heavy corvette
**Type**: Heavy Corvette
**Scale**: capital
**Length**: 956 x 399 x 115 meters
**Skill**: capital ship pilot
**Crew**: 669; skeleton: 67/+10
**Passengers**: 2,100
**Cargo Capacity**: 23,900 metric tons
**Consumables**: 4 years
**Hyperdrive**: x13
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Hull**: 6D
**Sensors**

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

**Weapons**

* **10 Heavy Plasma Cannons**

Fire Arc: 4 forward, 3 port, 3 starboard
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-15/38/75
Atmosphere Range: 2-30/76/150km
Damage: 4D+2
* **6 Heavy Plasma Torpedo Launchers**

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

Fire Arc: turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 4D+1
**Description**: The SDV-class heavy corvette is a light capital warship classification in the Covenant Navy.

Larger than UNSC Frigates, but relatively weak when compared to most other Covenant ships, Corvettes are usually sent in advance of larger fleets. They are streamlined, with a vaguely oblong hull shape not following the recurring hull design common in all other Covenant Warships (consisting of three or so bulbous sections and a laterally streamlined appearance). Their "double-hull" assembly is unique among Covenant vessels encountered so far. The outer "hull" could possibly house the lateral plasma conduits which supply the ship power and the ammunition for the ship-based weapons systems. The Corvette houses 4 separate engines in the back making for rapid acceleration, and more maneuverability than one would expect for such a vessel.

The interior is also quite small compared to other Covenant ships. There is a large hangar area which can easily fit up to six Phantom dropships and multiple Banshees. There are many entrances to the hangar, most of which lead to other areas of the ship which are currently unknown, although it is known that one door leads to a communications room, directly below the dorsal landing pad. Another doorway from the hangar leads to a fire control room for a battery of plasma cannons. The lowest door in this room leads to a horseshoe-shaped corridor and beyond that, the control room.

The control room is a large room, appearing to be split into two areas, divided by a holographic projector used for the display of tactical and strategic data. The Shipmaster and a bodyguard detail of Spec-ops Sangheili man the bridge along with a number of Ultra Unggoy.

**Source**:

* Halo Wiki: SDV-class heavy corvette
* thedemonapostle
Terran Confederation "Hercules" Marine Shuttle

**Name**: Hercules
**Craft**: Terran Confederation Hercules
**Type**: Marine Shuttle
**Scale**: starfighter
**Length**: 65 meters
**Skill**: space transports
**Crew**: 5; skeleton: 1/+10
**Passengers**: 220 troops & 60 prisoners
**Cargo Capacity**: 63.1 metric tons
**Consumables**: 8 weeks
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 3D+1
**Space**: 7
**Atmosphere**: 350; 1,000 km/h
**Hull**: 2D+1
**Shields**: 6D+1
**Sensors**

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

**Weapons**

* **Dual Civilian Grade Laser Cannon**

Fire Arc: 1 turret
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 2D+2
* **Civilian Grade Laser Cannon**

Fire Arc: forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 1D+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+1
**Description**: Heavy military shuttle

**Source**:

* The Wing Commander Role Playing Game (pages 309-310)
* thedemonapostle
Mass Effect: Powers: Tech Armor

**Name**: Tech Armor
**Sense Difficulty**: Difficult
**Alter Difficulty**: Difficult
**Duration**: Lasts until destroyed
**Cool Down**: 3 rounds

**Effect**: This power creates an energy barrier around the user, enhancing the user's personal shields. If any damage gets through the Tech Armor, the energy armor collapses and sends out a powerful energy pulse wave, damaging everything around the power's user. All caught within this pulse wave take full damage. The shield may be willingly dropped with a Difficult Alter roll. If attempting to drop the shield after the shield has been breached but before the Energy Pulse wave has been created, increase the difficulty by 2 levels.

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

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

**Description**: The power generates an energy armor suit that boosts the user's shields. When the armor is destroyed, it sends out a pulse of energy, damaging nearby enemies and knocking down unprotected targets while staggering most protected targets.

**Source**:

* Mass Effect Wiki: Tech Armor
* thedemonapostle
Klingon Empire K't'inga-Class Battle Cruiser (2267)

**Name**: K't'inga
**Craft**: Klingon Empire K't'inga-Class Battle Cruiser (2267)
**Type**: Cruiser
**Scale**: capital
**Length**: 214.3 x 152.46 x 57.3 meters
**Ship Mass**: 490,350 metric tons
**Starship Size**: 5
**Skill**: capital ship pilot
**Autopilot**: 2D+2
**Crew**: 385; Skeleton: 39/+10
**Passengers**: 150
**Cargo Capacity**: 3,250 metric tons
**Consumables**: 1 year
**Warp Drive**: 6 / 7.5 / 9 (12 Hours)
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 8
**Hull**: 2D+2
**Shields**: 1D
**Sensors**

* Passive: 40 / 1D
* Scan: 120 / 1D+2
* Search: 150 / 2D
* Focus: 5 / 2D+2

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

* **8 Type VI Disruptors**

Fire Arc: 2x 120 degrees forward starboard, 120 degrees forward port, 120 dgrees ventral, 2x 120 degrees ventral, 120 degrees aft port, 120 degrees aft starboard
Location: 2 forward module, 6 main hull
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: 2D+2
* **2 Photon Torpedo Launchers**

Fire Arc: 1 forward, 1 aft; but are self guided
Location: forward ventral, aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-15/50/175
Ammunition: 20 Type II Photon Torpedoes total
Spread: 4
Damage: 4D
* **2 Class Beta Tractor Beams**

Fire Arc: 1 forward, 1 aft
Location: forward ventral, aft ventral
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 0D+2
Space Range: 1-3/5/10
Rate of fire: 1
Strength: 2D+1
* **Class Alpha Tractor Beam**

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

* Crew Quarters:

* Barracks: House 360 crewmembers
* Spartan: 120
* Basic: 5

* Decks: 12
* Escape Pods: 120

* Capacity per Pod: 4

* Year Commissioned: 2267 (Earth Reckoning)

**Transporters**

* Personnel: 3

* Range: 20,000 km
* Capacity: 6 persons

* Emergency: 3

* Range: 8,000 km
* Capacity: 22 persons

* Cargo: 4

* Range: 18,000 km
* Capacity: 200 kg

**Complement**

* Shuttle Craft: 2
* Probes: 20
M274 Mongoose ULATV

## **M274 Ultra-Light All-Terrain Vehicle**

 File:M274 Ultra-Light All-Terrain Vehicle.png
 File:Mongoose.jpg
**Name**: M274 Ultra-Light All-Terrain Vehicle
**Craft**: AMG Transport Dynamics M274 Ultra-Light All-Terrain Vehicle
**Type**: Ultra-Light All-Terrain Vehicle
**Scale**: speeder
**Length**: 3.2 x 1.8 x 1.5 meters
**Skill**: ground vehicle operations
**Crew**: 1
**Passengers**: 1
**Cargo Capacity**: 15kg
**Cover**: none
**Maneuverability**: 3D
**Move**: 35; 100 km/h
**Body Strength**: 2D
**Weapons - None**

**Description**: *“Speed is the only protection this vehicle provides; it is unarmored, noisy, and prone to roll-over. It demands a level of skill from its operator that is impossible to expect…during combat conditions.”*
— Anonymous E2-BAG/1/7 serviceman

The M274 Ultra-Light All-Terrain Vehicle (M274 ULATV), commonly known as the Mongoose, is a United Nations Space Command light ground reconnaissance vehicle designed by AMG Transport Dynamics. The Mongoose lacks weapons, but can carry a driver and a passenger. The passenger can fire their weapons, but they will not be able to zoom in.

The Mongoose ULATV is one of the most maneuverable ground vehicles in the arsenal of the UNSC. It is a highly effective vehicle for reconnaissance and rapid transportation. The Mongoose is a difficult target due to its smaller size, but its high speed and light mass make vulnerable to crashes and flips at high speeds and over unstable terrain. To make matters worse, the design of the vehicle and its lack of armor leave both the driver and passenger completely exposed.

The standard UNSC Marine Corps operating protocol in engagements against Covenant forces is to place a M41 Rocket Launcher-armed Marine in the passenger position to fire rockets against slow-moving hostile vehicles, while the driver uses the Mongoose's superior speed to evade enemy return fire. For quick and practical deployment, the Mongoose can be transported by Pelicans and Elephants.

A modified version of the Mongoose, the M274-M Ultra-Light All-Terrain Vehicle, appears in Halo 2: Anniversary.

**Source**:

* Halo Wiki: M274 Ultra-Light All-Terrain Vehicle
* thedemonapostle

## **M274-M Ultra-Light All-Terrain Vehicle**

 File:M274-M Ultra-Light All-Terrain Vehicle.png
**Name**: M274-M Ultra-Light All-Terrain Vehicle
**Craft**: AMG Transport Dynamics M274-M Ultra-Light All-Terrain Vehicle
**Type**: Ultra-Light All-Terrain Vehicle
**Scale**: speeder
**Length**: 3.2 x 1.8 x 1.5 meters
**Skill**: ground vehicle operations
**Crew**: 1
**Passengers**: 1
**Cargo Capacity**: 15kg
**Cover**: none
**Maneuverability**: 3D
**Move**: 30; 90 km/h
**Body Strength**: 2D
**Weapons**

* **M67 LAW**

Fire Arc: front
Crew: 1
Scale: character
Skill: firearms
Fire Control: 0D
Range: 1-20/50/100m
Damage: 3D+2
**Description**: The M274-M "Gungoose" Ultra-Light All-Terrain Vehicle is a version of the M274 "Mongoose" modified to bear a front-mounted M67 LAW.

**Source**:

* Halo Wiki: M274-M Ultra-Light All-Terrain Vehicle
* thedemonapostle
Narn Regime Bin'Tak Class Dreadnought

**Name**: Bin'Tak
**Craft**: Narn Regime Bin'Tak Class Dreadnought
**Type**: dreadnought
**Scale**: capital
**Length**: 1,900 meters
**Skill**: capital ship pilot
**Crew**: 601; Skeleton: 60/+10
**Crew Skill**: Astrogation: 6D; Capital Ship Gunnery: 5D+2; Capital Ship Piloting: 6D; Communications: 6D; Sensors: 6D; Starship Gunnery: 5D+2
**Passengers**: 3,500
**Cargo Capacity**: 7,000 metric tons
**Consumables**: 65 months
**Hyperdrive**: x22
**Nav Computer**: yes
**Maneuverability**: 0D
**Space**: 1
**Hull**: 9D+2
**Sensors**

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

**Weapons**

* **Mag Gun**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+2
Space Range: 1-15/38/75
Damage: 11D+2
* **5 Heavy Laser Cannons**

Fire Arc: 3 forward, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-9/23/45
Damage: 6D
* **4 Energy Mine Launchers**

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

Fire Arc: 8 forward, 4 port, 4 starboard, 2 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+2
Space Range: 1-2/4/8
Damage: 5D+1
* **12 Light Pulse Cannons**

Fire Arc: 4 forward, 3 port, 3 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: 601

* Officers: 6
* Pilots: 21
* Sensor Operators: 22
* Crewmen: 552

* Average Crew Experience Level: Narn Elite
* Stealth: 3 (Base Difficulty to Detect Ship)
* Fusion Engine
* Jump Point Generator

**Ship Complement**:

* Heavy Shuttles: 2
* Frazi Class Heavy Fighter: 18

**Description**: The truly massive and imposing Bin’Tak is almost always the flagship of any attack fleet it accompanies, and for obvious reasons. Bin’Tak hulls are the largest and most costly in the Regime, representing a huge expenditure in resources and work hours devoted to the creation, manning, arming and deployment of these mobile fortresses. While its armament is formidable, it is slightly vulnerable to a well-planned or massed assault and will never be deployed to a battle without a proper escort. This cannot be mistaken for weakness, however, for the Bin’Tak can single-handedly decimate a small fleet of lesser spacecraft in minutes and is arguably superior in many ways to a Centauri Octurion battleship.

The Bin’Tak is quite literally a flying city devoted to the war effort. There are blocks of barracks-style housing sitting down a corridor from special low-G weapons foundries that use castoff fusion exhaust to help forge weaponry and charge systems. Hundreds of Narn scramble from weapon console to assault shuttles at a moment’s notice – ready to do battle across space, on enemy decks or in fighter cockpits all with the same fervor.

The Bin’Tak is a personification of the Narn mindset – bigger than life, hard to kill, and armed with a hundred ways to deliver defeat to their enemies

**Source**:

* Babylon 5: Ships of the Galaxy (pages 60-62)
* thedemonapostle
Kiowan PRHB "Krell" Heavy Fighter

**Name**: PRHB Krell
**Craft**: Kiowan PRHB Krell Heavy Fighter
**Type**: Heavy Fighter
**Scale**: starfighter
**Length**: 26 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: none
**Consumables**: 14 days
**Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 7
**Atmosphere**: 350; 1,000 km/h
**Hull**: 3D+1
**Shields**: 2D
**Sensors**

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

**Weapons**

* **4 Flux Beams Mk. II** (firelinked)

Fire Arc: Forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1/3/5
Atmosphere Range: 10-100/300/500m
Damage: 5D+2
* **5 Light Ordnance Hardpoints**

Fire Arc: Forward Narrow
Crew: 1
Skill: starship gunnery
* **Snipe Missile**

Scale: capital
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Ammo: 1
Damage: 9D
* **Brute Mk I Missile**

Scale: capital
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 13D
* **Brute Mk II Missile**

Scale: capital
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 16D
* **Python Missile**

Scale: capital
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 20D
* **Disruptor Missile**

Scale: starfighter
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: None; If hit, the targeted craft cannot move for two rounds
* **Stingray Torpedo**

Fire Arc: Forward
Crew: 1
Scale: death star
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 25D+2
* **Hi-Explosive Mine Tube**

Fire Arc: Aft
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 2D
Range: N/A
Ammo: 10
Damage: 18D
* **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
* **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: 10
Effects: Enemy Sensors & Fire Control -1 pip
**Gear**:

* Ejection Seat: This accessory allows the vehicle's crew and passengers to safely disembark while it is still in mid-flight. It can be used as the vehicle is being destroyed.

**Description**: The Krell is the Kiowan pirate clan’s heaviest fighter. While the Krell’s gull wing design is imposing, it is easily the lowest quality pirate heavy fighter in the Tri-System. Facing Ashearers or Tacons, the Krell comes in a distant fourth. Because of this, it is more rarely dispatched on traditional missions than the fighters of the other groups… but it is more common on patrols.

**Source**:

* Wing Commander Encyclopedia: Krell Heavy Fighter PRHb
* The Wing Commander Role Playing Game (page 325)
* thedemonapostle
Mass Effect: Vehicles: A-61 Mantis Gunship

**Name**: A-61 Mantis Gunship
**Craft**: Various Manufacturers A-61 Mantis Gunship
**Type**: Gunship
**Scale**: starfighter
**Length**: 11 meters (estimated)
**Skill**: Repulsorlift Operations
**Crew**: 1
**Passengers**: 0
**Cargo Capacity**: 150 kg
**Cover**: Full
**Cost**: 100,000 credits
**Maneuverability**: 2D
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 3D+2
**Shields**: 1D+2
**Weapons**

* **Type II Mass Accelerator**

Fire Arc: 180 desgrees front
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: 5D+2
* **2 Type I Disruptor Torpedoes**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Damage: 6D+1
**Description**: The Gunship is driven by vectored-thrust engines. First rolled off the assembly lines in 2170, the Mantis remains in service in dozens of armies across the galaxy. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship, a fighter, a high-altitude bomber, or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. The only role the Mantis cannot perform is that of a true deep-space fighter, as it has no FTL drive.

The Mantis houses an element zero core which lightens the engines with a mass effect field, allowing it to take off vertically and hover in place using minimum fuel. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche.

Standard defenses include heavy armor plating and kinetic barriers, though the latter are often removed by mercenary groups. It also houses a thermal decay system and an electronic countermeasures suite which help it to nullify surface-to-air attacks.

**Source**:

* Mass Effect Wiki: A-61 Mantis Gunship
* Mass Effect: The Unofficial Role Playing Game 2.35 (page 89)
* thedemonapostle
Mass Effect: Powers: Carnage

**Name**: Carnage
**Control Difficulty**: Difficult
**Sense Difficulty**: Moderate
**Duration**: 1 Attack
**Cool Down**: 2 rounds

**Effect**: Activation of this power fires a blast of energy at the target causing massive damage. Upon impact the blast explodes causing half damage to everything within its area of effect. First the user rolls their Control and Sense to activate the power. Next they roll their Sense versus the target's Dodge, if the target is not dodging the base difficulty is Moderate.

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

**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**: Rip a target to shreds with this vicious blast. Major collateral damage to enemies nearby. Effective against armor.

**Source**:

* Mass Effect Wiki: Carnage
* thedemonapostle
Shadowrun Projectile and Throwing Weapons

## **Projectile and Throwing Weapons**

These weapons are man-powered, but may use simple mechanical assistance for additional distance or speed.

* **Weapon Range Table**

## **Bows**

A traditional longbow of fiberglass or wood, or a modern compound-and-pulley bow. Reloading the bow takes one “Ready Weapon” Action. Bows have minimum Strength ratings that indicate the minimum Strength a character must have to use that weapon. When attacking with a bow, a character whose Strength is less than the Strength minimum suffers a –2D modifier per "D" below the minimum; this penalty reflects the difficulty they have in pulling the bow and nocking an arrow. The weapon’s minimum Strength rating is also used to determine the weapon’s range and damage. Material science limits high-tech bows to a maximum Strength rating of 6D+2. The maximum Damage Value an arrow fired from the bow can inflict is equal to the bow’s rating x1.5.

* **Injection Arrows**: An injection arrow causes the same damage as a regular arrow/bolt, but an attack that inflicts at least 1 point of damage will also deliver one dose of whatever chemical substance the arrow was loaded with. This counts as an injection attack vector.

## **Crossbows**

Modern crossbows are equipped with automatic reloading devices to allow for faster firing rates (reloading doesn’t require a Ready Weapon action, unless you happen to be using a museum piece). Crossbows also feature internal magazines holding up to 4 bolts. Available in Light, Medium, and Heavy sizes.

* **Injection Bolts**: An injection bolt causes the same damage as a regular arrow/bolt, but an attack that inflicts at least 1 point of damage will also deliver one dose of whatever chemical substance the bolt was loaded with. This counts as an injection attack vector.

## **Throwing knives/shuriken**

A wide variety of shapes and sizes of aerodynamically balanced, specially weighted, muscle-powered throwing weapons are available, from throwing spikes to darts to kunai and shuriken. A character can ready (Dexterity x2/3) of these knives with one Ready Weapon action.

## **Source**

* Shadowrun 5th Edition Core Rulebook (2nd Printing) (pages 423-424)
* thedemonapostle
Narn Regime Dag'Kar Class Frigate

**Name**: Dag'Kar
**Craft**: Narn Regime Dag'Kar Class Missile Frigate
**Type**: frigate
**Scale**: capital
**Length**: 440 meters
**Skill**: capital ship pilot
**Crew**: 104; Skeleton: 12/+10
**Crew Skill**: Astrogation: 4D+1; Capital Ship Gunnery: 3D+1; Capital Ship Piloting: 4D+1; Communications: 4D+1; Sensors: 4D+1
**Passengers**: none
**Cargo Capacity**: 450 kg
**Consumables**: 10 months
**Maneuverability**: 2D
**Space**: 3
**Hull**: 3D
**Sensors**

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

**Weapons**

* **4 Energy Mine Launchers**

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

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-6/15/31
Damage: 9D
**Miscellaneous**:

* Artificial Gravity: No
* Crew: 104

* Officers: 3
* Pilots: 6
* Sensor Operators: 10
* Crewmen: 85

* Average Crew Experience Level: Narn Line
* Stealth: 7 (Base Difficulty to Detect Ship)
* Fusion Engine

**Ship Complement**:

* Heavy Shuttles: 2

**Description**: Even though it is a vehicle with incredible destructive potential, the Dag’Kar rarely returns from large engagements. It is considered the second most expensive vehicle in the Narn Regime to deploy because of its high attrition rate – as a result of its reputation for unequalled long-range saturation firepower. Enemies often open fire on it as soon as they come into range, even in preference over closer or more valuable targets, if only to silence the numerous artillery weapon systems it carries. The Dag’Kar, if given a chance to fire, can launch an incredible number of energy mine ‘missiles’ and faster firing ion torpedoes. Few can withstand a focused barrage from its full battery.

The power of a Dag’Kar’s salvo is so great; no vessel made by any younger race can shrug off its firepower for more than a few minutes. Its lack of secondary weapons and the loading rates of energy mines, however, have proven all too often to be the Dag’Kar’s undoing. It can be quickly overwhelmed by any fleet that survives its initial salvoes, so long as they push forward upon it and devote a concentrated salvo of their own.

Being a crewman on a Dag’Kar is a mixed blessing. Some never see a battle up close, eliminating or crippling enemies long before they close range on the artillery ship. There are also those that are simply caught at the wrong place at a worse time and are destroyed summarily. A great deal depends on tactics, and the placement and function it will adopt when the battle is underway. One bad choice could spell its doom, or earn it the adoration of the entire fleet.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 62-63)
* thedemonapostle
Mako-class corvette

**Name**: Mako-class corvette
**Craft**: UNSC Mako-class corvette
**Type**: light warship
**Scale**: capital
**Length**: 160 meters
**Skill**: capital ship pilot
**Crew**: 20; skeleton: 2/+10
**Passengers**: 20
**Cargo Capacity**: 4,000 metric tons
**Consumables**: 7 months
**Hyperdrive**: x6,160
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 6
**Atmosphere**: 330; 950kmh
**Hull**: 3D
**Sensors**

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

**Weapons**

* **Light MAC**

Fire Arc: forward
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D
Space Range: 2-15/38/75
Atmosphere Range: 4-30/76/150km
Damage: 7D+2
* **2 Archer Missile Pods**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Ammo: 30 per pod
Damage: 4D+2
* **6 M870 Rampart point defense guns**

Fire Arc: 2 forward, 2 port, 2 starboard
Crew: 0; Automated
Scale: starfighter
Skill: Automated: Starship Gunnery: 4D
Fire Control: 1D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 2D+2
**Description**: The Mako-class corvette is a light capital warship classification in the UNSC Navy and a known sub-class of the UNSC corvette.

Several of such corvettes were used by the Eridanus Rebels at their asteroid base of Eridanus secundus, used by the rebels as part of their improvised fleet.

The Corvettes are the smallest class of warship in the UNSC Navy, and do not carry any fighters. Fast-attack corvettes are known to have a modest hangar bay with room for only one SKT-13 Shuttlecraft, basically a larger version of the Bumblebee Lifeboat, used to ferry UNSC material and personnel to and from various locations or ships. The corvettes are also known as being one of the fastest ships in the UNSC Navy. Like most other Slipspace-capable UNSC ships, corvettes possess Cryo-bays.

UNSC corvettes have been in use during both the Insurrection and the Human-Covenant war. Several Mako-class corvettes were used by the Eridanus Rebels as part of their improvised fleet. The UNSC used corvettes in multiple battles of the Human-Covenant War, including the Battle of Reach and the Battle of Earth.

**Source**:

* Halo Wiki: Mako-class corvette
* thedemonapostle
Minbari Federation Shantavi Heavy Battle Frigate

**Name**: Shantavi
**Craft**: Minbari Federation Shantavi Heavy Battle Frigate
**Type**: Heavy Battle Frigate
**Scale**: capital
**Length**: 850 meters
**Skill**: capital ship pilot
**Crew**: 83; Skeleton: 10/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 10 months
**Hyperdrive**: x14
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Hull**: 4D+1
**Sensors**

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

**Weapons**

* **4 Improved Neutron Laser Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+2
Space Range: 1-18/45/90
Damage: 12D
* **4 Molecular Pulsars**

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

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+2
Space Range: 1-3/8/15
Damage: 4D
* **2 Tractor Beams**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+2
Space Range: 1/2/3
Damage: 4D+1
* **Minbari Jamming Suite**

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

* Artificial Gravity: Yes
* Crew: 83

* Officers: 5
* Pilots: 8
* Sensor Operators: 15
* Crewmen: 55

* Average Crew Experience Level: Minbari Warrior Caste Line
* Stealth: 18 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Jump Point Generator
* Minbari Flight Computer

**Ship Complement**:

* Flyer Class Combat Fighter: 1

**Source**:

* The Babylon 5 Project: Minbari cruiser (Shadow War era)
* Babylon 5: Ships of the Galaxy (pages 38-39)
* thedemonapostle
Nephilim "Lamprey" Shield Killer

**Name**: Lamprey
**Craft**: Lamprey Shield Killer
**Type**: Shield Killer
**Scale**: starfighter
**Length**: 20 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: 800 kg
**Consumables**: 16 days
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 5D
**Space**: 19
**Atmosphere**: 575; 1,650 km/h
**Hull**: 3D
**Shields**: 1D+2
**Sensors**

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

**Weapons**

* **Shield Killer Cannon**

Fire Arc: Forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 1D Ionization vs Shields only
* **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
**Description**: The Lamprey is something of an enigma. From all reports, the Lamprey seems to be unarmed, except for what is becoming popularly known as a "Shield Killer Cannon." However, neither Confed Intelligence nor scientists studying the question have been able to pinpoint exactly how this cannon might work, whether it knocks out shields entirely and permanently, or if indeed this cannon exists at all. Studies of trace emissions do not contradict theories of shield disruption, but there is very little evidence to go on.

It seems that whatever the Lamprey's battle role is, it must at least rely on heavily on supporting ships. Its own defenses are mediocre. It has moderate shields which leave it fairly vulnerable to cannon fire, but it tends to rely on evasion as defense. Through an inexplicable trick of Alien technology, the Lamprey seems capable of instantly translating inertia into a more easily managed variety of power which enables it to change directions and speeds with remarkable abruptness. Its non-linear design means it does not have to bank when it changes directions, because all sides are "front." Possibly due to this design, Lampreys seem to find it difficult to pitch or roll, and have been known to react slowly to an attack from behind.

**Source**:

* Wing Commander Encyclopedia: Lamprey
* The Wing Commander Role Playing Game (page 313)
* thedemonapostle
Serenity Starship Bombs

A bomb is a warhead with minimal sensors and nav systems for terminal guidance. Bombs depend on a combination of gravity (falling) and aerodynamics (gliding) to reach their targets. Since they are dropped from a flying ship—which is why they are often called “drops”—bombs are only useful on or near the surface of a world. Bombs are mostly dropped on structures and other stationary targets, since they are cheaper for this role than missiles, and easier to carry. Bombs come with every variety of warhead (although kinetic bombs require high-speed attack runs), and are generally only slightly larger than the warhead itself.

**Source**

* Serenity Role Playing Game (pages 113 & 132)
* thedemonapostle
Minbari Federation Shargoti Heavy Battlecruiser

**Name**: Shargoti Heavy Battlecruiser
**Craft**: Minbari Federation Shargoti Heavy Battlecruiser
**Type**: Heavy Battlecruiser
**Scale**: capital
**Length**: 1,600 meters
**Skill**: capital ship pilot
**Crew**: 446; Skeleton: 45/+10
**Crew Skill**: Astrogation: 8D; Capital Ship Gunnery: 6D+2; Capital Ship Piloting: 8D; Communications: 8D; Sensors: 8D
**Passengers**: 5,400
**Cargo Capacity**: 10,800 metric tons
**Consumables**: 47 months
**Hyperdrive**: x11
**Nav Computer**: yes
**Maneuverability**: 3D+2
**Space**: 9
**Hull**: 10D
**Sensors**

* Passive: 60 / 1D+2
* Scan: 120 / 3D+2
* Search: 180 / 5D+2
* Focus: 6 / 7D+1

**Weapons**

* **18 Neutron Laser Cannons**

Fire Arc: 12 forward, 6 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1-15/38/75
Damage: 10D
* **16 Fusion Cannons**

Fire Arc: 5 forward, 4 port, 4 starboard, 3 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1-3/8/15
Damage: 4D
* **12 Electro-Pulse Guns**

Fire Arc: 4 forward, 3 port, 3 starboard, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1-2/5/9
Damage: Ionizes 1D worth of control systems. This effect is 2D worth on starfighter or lesser scale vessels.
* **16 Tractor Beams**

Fire Arc: 5 forward, 4 port, 4 starboard, 3 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1/2/3
Strength: 10D
* **Minbari Jamming Suite**

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

* Artificial Gravity: Yes
* Crew: 446

* Officers: 8
* Pilots: 16
* Sensor Operators: 22
* Crewmen: 400

* Average Crew Experience Level: Minbari Warrior Caste Elite
* Stealth: 20 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Jump Point Generator
* Minbari Flight Computer

**Ship Complement**:

* Flyer Class Combat Fighter: 4
* Nial Class Heavy Fighter: 24

**Source**:

* The Babylon 5 Project: Sharlin class warcruiser
* Babylon 5: Ships of the Galaxy (page 35)
* thedemonapostle
OddEasy (modified Illiad Class Space Liner)

**Name**: OddEasy
**Craft**: Modified Illiad Class Space Liner
**Type**: Bulk Freighter / Passenger Liner
**Scale**: starfighter
**Length**: 81 meters (estimated)
**Weight**: 8,525 tons
**Skill**: Space Transports
**Crew**: 76; skeleton: 2/+10
**Passenger Capacity**: 20 double cabins, 20 holding cells, 4 VIP suites
**Cargo Capacity**: 400 tons
**Consumables / Fuel Capacity**: 341 tons (1,200 hours)
**Cost**: 100,000
**Maintenance Costs**: 28,800 per year
**Nav Computer**: yes (intra-system only)
**Maneuverability**: 1D+1
**Space**: 3; Hard Burn: 5
**Atmosphere**: 260; 750 kmh; Hard Burn: 295; 850 kmh
**Hull**: 4D
**Sensors**

* Passive: 40 / 0D+2
* Scan: 80 / 1D+1
* Search: 120 / 2D+1
* Focus: 4 / 3D

**Weapons**

* **Short-Range 50-pound Missile Launcher**

Fire Arc: hidden pop-up turret
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: 10
Damage: 2D
**Gear**:

* Crew: 4 officers, 12 spacers, 20 service crew, 20 croupiers, 20 keepers,
* Infirmary
* Casino
* Full Cortex broadcast facilities
* Standard 20 Ton Shuttle: 14

**Description**: The OddEasy hosts the illegal fighting tournament known as the Circuit. It has full broadcast capability, and is fully stocked with comforts for its guests.

**Source**:

* The Firefly and Serenity Database: OddEasy
* Serenity Role Playing Game: Six-Shooters & Spaceships (page 95)
* thedemonapostle
Narn Regime G’Lan Mag Cruiser

**Name**: G'Lan
**Craft**: Narn Regime G’Lan Mag Cruiser
**Type**: Mag Cruiser
**Scale**: capital
**Length**: 1,400 meters
**Skill**: capital ship pilot
**Crew**: 111; Skeleton: 13/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 4D+1; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D; Starship Gunnery: 4D+1
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 10 months
**Hyperdrive**: x16
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 5
**Hull**: 5D+2
**Sensors**

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

**Weapons**

* **Mag Gun**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D
Space Range: 1-15/38/75
Damage: 11D+2
* **2 Heavy Laser Cannons**

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

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

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

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

* Artificial Gravity: No
* Crew: 111

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

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

**Ship Complement**:

* 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
Minbari Federation Sharlin Warcruiser

**Name**: Sharlin Warcruiser
**Craft**: Minbari Federation Sharlin Class Warcruiser
**Type**: Warcruiser
**Scale**: capital
**Length**: 1,600 meters
**Skill**: capital ship pilot
**Crew**: 506; Skeleton: 51/+10
**Crew Skill**: Astrogation: 6D+2; Capital Ship Gunnery: 5D; Capital Ship Piloting: 6D+2; Communications: 6D+2; Sensors: 6D+2
**Passengers**: 5,400
**Cargo Capacity**: 10,800 metric tons
**Consumables**: 47 months
**Hyperdrive**: x14
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 6
**Hull**: 9D+2
**Sensors**

* Passive: 60 / 1D+2
* Scan: 120 / 3D+2
* Search: 180 / 5D+2
* Focus: 6 / 7D+1

**Weapons**

* **6 Neutron Laser Cannons**

Fire Arc: 4 forward, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1-15/38/75
Damage: 10D
* **12 Fusion Cannons**

Fire Arc: 4 forward, 3 port, 3 starboard, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1-3/8/15
Damage: 4D
* **12 Electro-Pulse Guns**

Fire Arc: 4 forward, 3 port, 3 starboard, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1-2/5/9
Damage: Ionizes 1D worth of control systems. This effect is 2D worth on starfighter or lesser scale vessels.
* **12 Tractor Beams**

Fire Arc: 4 forward, 3 port, 3 starboard, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1/2/3
Strength: 9D+2
* **Minbari Jamming Suite**

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

* Artificial Gravity: yes
* Crew: 506

* Officers: 8
* Pilots: 16
* Sensor Operators: 22
* Crewmen: 460

* Average Crew Experience Level: Minbari Warrior Caste Veteran
* Stealth: 20 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Jump Point Generator
* Minbari Flight Computer

**Ship Complement**:

* Flyer Class Combat Fighter: 4
* Nial Class Heavy Fighter: 24

**Source**:

* The Babylon 5 Project: Sharlin class warcruiser
* Babylon 5: Ships of the Galaxy (pages 32-33)
* thedemonapostle