recursal/Fanatic-Fandom huggingface dataset:
Ptah class Ha'tak

**Name**: Ha'tak
**Craft**: Goa'uld Ptah class Ha'tak Attack Ship
**Type**: Multipurpose Warship
**Scale**: Capital
**Length**: 700 x 650 x 315 meters
**Skill**: Capital Ship pilot
**Crew**: 12; Skeleton: 1/+10
**Passengers**: 2,000+ troops
**Cargo Capacity**: 700,000 tons
**Consumables**: 1 month
**Hyperdrive**: x140
**Nav Computer**: yes
**Maneuverability**: 1D
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 4D+2
**Shields**: 2D+2
**Sensors**

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

**Weapons**

* **60 Type VIII Plasma Cannons**

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100km
Damage: 5D+1
* **10 Type II Naquadah Bomb Launchers**

Fire Arc: ventral
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 0D
Space Range: 1-2/5/10
Atmosphere Range: 2-4/10/20km
Damage: 5D+1
**Ship Complement:**

* Death Glider: 720
* Tel'tak: 360
* Al'kesh: 180

**Miscellaneous**

* 15 Transportation rings (5 primary, 10 secondary)

**Description**: Ha'tak's contained a navigational computer that was able to map the stars in order to better facilitate movement in known space. This allowed it to note whether the ship was present within the Milky Way galaxy or not.  In addition, it had sensors capable of detecting approaching ships. However, the sensors were rendered blind if the vessel was in the corona of a blue star and were incapable of detecting ships in such conditions.

The hull of the vessel was strong enough to allow crew of the ship to survive for an hour when in the corona of a blue star.

**Source**:

* Stargate Wiki: Ha'tak
* Stargate SG-1 Sourcebook (page 163)
* thedemonapostle
Mass Effect: Powers: Tactical Cloak

**Name**: Tactical Cloak
**Sense Difficulty**: Easy
**Alter Difficulty**: Special
**Duration**: 2+ rounds
**Cool Down**: 2 rounds

**Effect**: The tech specialist uses their Omni-tool to become invisible. This provides a bonus to the specialists Hide skill rolls. The bonus provided is +1D for every 10 points of their Alter roll to a maximum of +5D.

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

**Jedi Complications**: A Jedi may learn this power.

**Description**: Become invisible.

**Source**:

* Mass Effect Wiki: Tactical Cloak
* thedemonapostle
Mass Effect: Powers: Flare

**Name**: Flare
**Control Difficulty**: Difficult
**Alter Difficulty**: Difficult
**Duration**: Instant
**Cool Down**: 6 rounds

**Effect**: Upon both successful dice rolls, a 360 degree explosion radiating from the user blasts outward for several meters. Damage is equal to the user's Alter dice. Reducing the damage by 1D for every 1 meter away from the power's user.

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

**Jedi Complications**: A Jedi may learn this power but any Jedi using this power gains two Dark Side points

**Description**: Focus and expend all biotic energy to unleash a huge flare that throws enemies within its range, causing massive damage.

**Source**:

* Mass Effect Wiki: Flare
* thedemonapostle
Pirate Starships

**Wing Commander IV**
**Pirate Ships**
**Starfighters**
"Martina Nostra Razor" Light Fighter
F-107 "Dragon / Lance" Heavy Attack Fighter

**Privateer 2: The Darkening**
**Jincilla Pirate Clan**
**Capital Ships**
CR2B Cruiser

**Transports**
SH2A Shuttle

**Starfighters**
"Skull" Light Fighter
ML05 "Veldor" Medium Fighter
PRHA "Tacon" Heavy Fighter

**Kiowan Pirate Clan**
**Capital Ships**
PR6B Cruiser

**Transports**
SH1A Shuttle

**Starfighters**
PLM2 "Vector" Light Fighter
MLA5 "Leighat" Medium Fighter
PRHB "Krell" Heavy Fighter

**Chirichan Pirate Clan**
**Capital Ships**
CR2A Cruiser

**Transports**
SH1B Shuttle

**Starfighters**
PLM3 "Demon" Light Fighter
ML04 "Heron" Medium Fighter
PL2A "Testmos" Heavy Fighter

**Papogod Pirate Clan**
**Capital Ships**
PR06 Cruiser

**Transports**
SH2B Shuttle

**Starfighters**
PLM4 "Tembler" Light Fighter
PR2B "Ecantona" Medium Fighter
ML4B "Ashearer" Heavy Fighter

**Kindred Pirate Clan**
**Capital Ships**
"Krono" Flagship

**Starfighters**
KN1B "Vendetta" Light Fighter
PL4B "Blade" Heavy Fighter
Mass Effect: Powers: Combat Drone

**Name**: Combat Drone
**Control Difficulty**: Difficult
**Sense Difficulty**: Difficult
**Duration**: Special
**Cool Down**: 2 rounds

**Effect**: This power uses an Omni-tool to create a small, temporary, autonomous drone. The drone uses the creator's Sense for dodging and attacking. The user rolls their Control and Sense, if the rolls are successful, the Omni-tool creates the drone. Its abilities are based off the average of the Control and Sense rolls. The drone remains for a number of rounds equal to the creator's Control dice.

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

 6 - 10
 11 - 15
 16 - 20
 21 - 25
 26 +

**Drone Level Information**

* **Level 1 Drone**

Body Strength: 1D
Shields: 1D
Speed: 3; 10 km/h
* Stun Blaster

Rate of Fire: 1/rnd
Range: 1-3/15/30m
Damage: 2D Stun
* **Level 2 Drone**

Body Strength: 1D
Shields: 1D+2
Speed: 4; 13 km/h
* Stun Blaster

Rate of Fire: 2/rnd
Range: 1-3/15/30m
Damage: 2D+2 Stun
* **Level 3 Drone**

Body Strength: 1D
Shields: 2D+1
Speed: 4; 13 km/h
* Stun Blaster

Rate of Fire: 2/rnd
Range: 1-3/15/30m
Damage: 3D+1 Stun
* **Level 4 Drone**

Body Strength: 1D
Shields: 3D
Speed: 4; 13 km/h
* Stun Blaster

Rate of Fire: 2/rnd
Range: 1-3/15/30m
Damage: 4D Stun
* Self Destruct

Rate of Fire: once
Blast Radius: -1D/meter
Damage: 5D
* **Level 5 Drone**

Body Strength: 1D
Shields: 3D+2
Speed: 4; 13 km/h
* Shock Blast

Rate of Fire: 2/rnd
Range: 1-3/15/30m
Blast Radius: -2D+1/meter
Damage: 4D+2 Stun
* Self Destruct

Rate of Fire: once
Blast Radius: -1D/meter
Damage: 5D
* **Level 6 Drone**

Body Strength: 1D
Shields: 4D+1
Speed: 4; 13 km/h
* Chain Lightning

Rate of Fire: 1/rnd
Range: 1-3/15/30m
Area of Effect: Arcs up to the 3 closest targets within 30 meters, excluding the drone.
Damage: 5D+1 Stun
* Energy Rockets

Rate of Fire:
Range: 1-5/25/50m
Blast Radius: -3D/meter
Damage: 6D
* Self Destruct

Rate of Fire: once
Blast Radius: -1D/meter
Damage: 5D
**Jedi Complications**: A Jedi cannot learn this power.

**Description**: The power spawns a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. Only one drone per character can be active at a time.

**Source**:

* Mass Effect Wiki: Combat Drone
* thedemonapostle
Pirate "Martina Nostra Razor" Light Fighter

**Name**: Razor
**Craft**: Martina Nostra Razor Light Fighter
**Type**: Light Fighter
**Scale**: walker
**Length**: 12 meters
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: None
**Consumables**: 7 days
**Maneuverability**: 3D+2
**Space**: 10
**Atmosphere**: 415; 1,200 km/h
**Hull**: 2D+1
**Shields**: 5D+2
**Sensors**

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

**Weapons**

* **2 Civilian Grade Laser Cannons** (firelinked)

Fire Arc: Forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 3D+2
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 2D+2
* **2 Enhanced Ion Cannons** (firelinked)

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

Fire Arc: Forward
Crew: 1
Skill: starship gunnery
* **Standard Heat Seeker (HS) Missile**

Scale: capital
Fire Control: 3D+2
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 2 missiles
Damage: 8D
* **Enhanced Image Recognition Missile**

Scale: capital
Fire Control: 3D
Space Range: 1-8/20/40
Atmosphere Range: 10-800/2,000/4,000m
Ammo: 2 missiles
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 -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: 16
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 Razor is a light fighter designed by the Martina Nostra.

**Overview**

The Razor is a cheap, light fighter of an unimpressive design. It was observed most commonly amongst the various pirate factions operating across Terran territories. Having only a modest armament and light shielding, it was considerably weak compared to the light fighters actively serving in the war against the Kilrathi.

**History**

The Razor was a popular vehicle among pirates during the 2670s. Colonel Christopher Blair and Major Todd Marshall encountered Razors in the Nephele System during Blair's recall to active-duty service.

**Source**:

* Wing Commander Encyclopedia: Razor
* Wing Commander Information Center: Razor Light Fighter
* The Wing Commander Role Playing Game (page 304)
* thedemonapostle
Narn Regime Ka’Tan Escort Destroyer

**Name**: Ka’Tan
**Craft**: Narn Regime Ka’Tan Escort Destroyer
**Type**: Escort Destroyer
**Scale**: capital
**Length**: 520 meters
**Skill**: capital ship pilot
**Crew**: 34; 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**: 450 kg
**Consumables**: 5 months
**Maneuverability**: 1D+2
**Space**: 1
**Hull**: 3D
**Sensors**

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

**Weapons**

* **Heavy Laser Cannon**

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

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-5/13/26
Damage: 8D+1
* **16 Light Pulse Cannons**

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

* Artificial Gravity: No
* Crew: 34

* Officers: 3
* Pilots: 6
* Sensor Operators: 10
* Crewmen: 15

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

**Ship Complement**:

* Frazi Class Heavy Fighter: 6

**Source**:

* Babylon 5: Ships of the Galaxy (pages 66-67)
* thedemonapostle
Mass Effect: Powers: Stasis

**Name**: Stasis
**Alter Difficulty**: Moderate
**Duration**: Varies
**Cool Down**: 2 rounds

**Effect**: The Biotic uses this power to encase the target in an impenetrable field for several moments. The target may resist with a Willpower or Alter roll.

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

 14 - 25
 26 +

**Jedi Complications**: A Jedi may leanr this power.

**Description**: Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in place and making them unable to attack. Enemies in Stasis also become impervious to damage.

**Source**:

* Mass Effect Wiki: Stasis
* thedemonapostle
Serenity Starship Energy Weapons

# **Energy Weapons**

Due to their energy requirements, a ship can’t mount an energy weapon (or weapons) with a combined die rating that exceeds its Hull. For example, a ship with Hull 3D could have a 2D EMP cannon and a 1D plasma cutter, but no other energy weapons. All energy weapons have a Rate of Fire 1.

## **EMP Cannon**

The electromagnetic pulse cannon does Ionization damage only.

## **Lasers**

Capital-Scale lasers are feasible, but not truly practical due to cost. Targets suffer a –2D when dodging, and the range penalty is reduced by one bracket (e.g., firing at long range only incurs penalties as if firing at medium range). Lasers do not need ammunition.

## **Plasma Cutters**

Used by boarding parties to quickly penetrate another ship’s hull or by scrappers to dismantle old hulks. Plasma cutters ignore a ship’s Armor Rating. If a plasma cutter causes more than 4 damage, it has breached the ship.

## **Plasma Packet**

Plasma packet weapons have no need for ammunition.

## **Source**

* Serenity Role Playing Game: Six-Shooters & Spaceships (pages 109-110)
* thedemonapostle
Minbari Federation Veshatan Fast Gunship

**Name**: Veshatan Fast Gunship
**Craft**: Minbari Federation Veshatan Fast Gunship
**Type**: Fast Gunship
**Scale**: capital
**Length**: 1,100 meters
**Skill**: capital ship pilot
**Crew**: 166; Skeleton: 17/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D
**Passengers**: 3,000
**Cargo Capacity**: 6,000 mertic tons
**Consumables**: 15 months
**Hyperdrive**: x8
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 12
**Hull**: 5D+2
**Sensors**

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

**Weapons**

* **4 Neutron Laser Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1-15/38/75
Damage: 10D
* **9 Fusion Cannons**

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

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

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

* Artificial Gravity: Yes
* Crew: 166

* Officers: 6
* Pilots: 18
* Sensor Operators: 12
* Crewmen: 130

* Average Crew Experience Level: Minbari Warrior Caste Line
* Stealth: 17 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Jump Point Generator
* Minbari Flight Computer

**Ship Complement**:

* Flyer Class Combat Fighter: 2

**Source**:

* Babylon 5: Ships of the Galaxy (pages 32)
* thedemonapostle
Minbari Federation Tishat Class Medium Fighter

**Name**: Tishat
**Craft**: Minbari Federation Tishat Class Medium Fighter
**Type**: medium fighter
**Scale**: walker
**Length**: 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**: 4D
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 3D
**Sensors**

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

**Weapons**

* **Light Fusion Cannon**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-3/7/13
Atmosphere Range: 10-300/700/1,300m
Damage: 5D
* **Minbari Jamming Suite**

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

* Artificial Gravity: Yes
* Crew: 1 Pilots
* Average Crew Experience Level: Minbari Warrior Caste Line
* Stealth: 25 (Base Difficulty to Detect Ship)
* Atmospheric Capable
* Gravitic Engine
* Minbari Flight Computer

**Description**: Created in an attempt to better the Nial’s dogfighting capabilities, the Tishat uses the same hull as the original fighter but lacks the hard punch of its peer’s triple fusion cannon, making it the less common choice for Minbari Alyts. It has gained favor among some clans of the warrior caste where its extreme agility is appreciated – like the Star Riders. Even the slightly more modified Va’Nial fighter has a difficult time matching the agility of the Tishat – even if it lacks the armament to back it up.

**Source**:

* Babylon 5: Ships of the Galaxy (page 43)
* thedemonapostle
Mass Effect: Powers: Defense Matrix

**Name**: Defense Matrix
**Sense Difficulty**: Moderate
**Alter Difficulty**: Difficult
**Duration**: This power may be kept up
**Cool Down**: 2 rounds

**Effect**: The specialist uses their Omni-tool to reinforce their own armor. This provides them with an additional +1D of Physical Protection. For every 15 points they beat the Alter difficulty, they gain an additional +1D of Physical Protection. The power may optionally be used to increase the user's shields, if any. If this is done, this will increase the user's shields by 2 pips and an additional 2 pips for every 15 points they beat the Alter difficulty. If the user wishes to increase both physical armor and shields, reduce the bonus of each by 1 pip equating to 2 pips of physical protection and 1 pip of shields and increased by the same amount for every 15 points they beat the Alter difficulty.

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

**Jedi Complications**: A Jedi may learn this power.

**Description**: Reinforce armor with protective Foucault currents.

**Source**:

* Mass Effect Wiki: Defense Matrix
* thedemonapostle
Serenity Weapons

**Availability**

You can’t find everything everywhere. Your average General Store on Whitefall stocks only the basic necessities of life. For pieces of pretty, you have to go to the fancy jewelry store on Persephone. You might find a gun dealer both places, but likely not sellin’ the same quality weapon. Plain common sense should speak to most things like that. You can’t just stop at one bitty little mart (or even a major triplex) and find everything you want.

Unfortunately, things get even less smooth when you have a whole ‘Verse of planets and moons to shop on. The Core worlds manufacture pretty much everything you could want, but shopping on the Core has its own associated problems (see Credits and Coinage). Most of what you find out on the Rim is secondhand, a little worn, or flat-out feh wu. Wherever the crew goes, the GM will need to know what can and can’t be found for credit, cash, or barter. To help the GM make those decisions, all of the equipment listed here has an “Availability” rating of Everywhere (E), Core Worlds (C), Rim Worlds (R), Alliance (A) or Illegal (I). Whether or not a given item is actually available where these ratings suggest it is (or where it shouldn’t be) is still up to the GM. So no hasslin’ him when he tells you the gun shop is fresh
out of Iskellian sniper rifles.

Explosives

Ranged Weapons

Personal Weapons

**The Black Market**

Availability ratings of Everywhere, Core Worlds, and Rim Worlds are fairly self-explanatory, and it shouldn’t take no genius to find most of these things—GM willing, that is. Illegal items, now, can be a mite trickier. Sometimes dealers sell these items under the counter, but just as often not, it may be near impossible to find some of them (unless a body has contacts of a less than reputable nature). Of course, when it comes to guns and the like, some types of weapons may well be illegal just because the Alliance wants to keep them out of the hands of the general populace. That kind of illegal may be overlooked if the perp is sufficiently generous (the “10-60%-over-the-normal-price” kind of generous), dohn ma?

Frequently, you can find things on the black market that you can’t find elsewhere. ‘Course, such things can get you dead by a variety of unpleasant means. Contacts can be made for some of the cheaper wants, but the more expensive your tastes run, the more likely a major boss—maybe from one of the tongs or the Syndicate—will have his hand in the acquisition. So . . . buyer beware . . .
M9 Wolverine MAAT

**Name**: M9 Main Anti-Aircraft Tank
**Craft**: Ushuaia Armory MAAT-9
**Type**: Anti-Air Vehicle
**Scale**: speeder
**Length**: 7.9 x 4.4 meters
**Skill**: ground vehicle operations
**Crew**: 1; Gunners: 2
**Cargo Capacity**: 225kg
**Cover**: full
**Maneuverability**: 1D
**Move**: 30; 90 km/h
**Body Strength**: 4D+2
**Weapons**

* **M260 Multiple Launch Rocket System**

Fire Arc: Turret
Crew: 1
Scale: walker
Skill: missile weapons
Fire Control: 2D
Range: 10-600/1,500/3,000m
Damage: 3D+2
* **XM511 Heavy Grenade Launcher**

Fire Arc: turret
Crew: 1
Scale: speeder
Skill: missile weapons
Fire Control: 0D
Range: 15-100/250/500m
Damage: 4D+2
**Description**: *“This new UNSC vehicle has a specialized role: anti-aircraft.The Wolverine's surface-to-air missiles enemy aircraft and buildings, but its virtually defenseless against powerful enemy ground units, so you'll have to protect it. A potent counter-punch to enemy Banshees.”*
— GamePro, July Edition

The M9 Main Anti-Aircraft Tank, commonly referred to as the Wolverine, is a self-propelled United Nations Space Command anti-aircraft artillery half-track which has proven itself against both air and ground targets.

The Wolverine featured prominently during the Human-Covenant war on Harvest, Arcadia, Dwarka, Miridem, Troy and Jericho VII.

The factory that produced the Wolverine design and parts was located on Mars, and was bombed in 2535 (presumably by Insurrectionists), at least temporarily halting further production of the unit,

However, either reserves were dug out or production somehow resumed as it was used to an extent during the Battle of Draetheus V.

As the name suggests, the M9 Main Anti-Aircraft Tank is designed for anti-air combat. In its arsenal consists of a M260 Multiple Launch Rocket System which fire Argent V Missiles specialized to target and deliver their warhead to an aircraft with great speed and maneuverability. The missile pods are quite large and can be reloaded via a mechanical system in the Wolverine, which stores a small supply of missiles on board.

The laser tracking targeting systems and anti-air capabilities of the Wolverine are second to none, but it can also angle its missile pods to launch missiles at ground targets, preferably stationary targets or structures. Although air vehicles generally know to steer clear, the Wolverine is quite vulnerable to anti-armor attacks both from vehicles or heavily armed infantry, possessing only light armor. However, it is a versatile unit for rough terrain operations.

The driver has the use of a pivoting XM511 Heavy Grenade Launcher for defense from ground attacks, which can potentially wreck soft targets, but this support vehicle relies on heavier units to defend it from a determined attack.

**Source**:

* Halo Wiki: M9 Main Anti-Aircraft Tank
* thedemonapostle
Serenity Starship Space Mines

Space mines are small robotic spaceships launched from a larger vessel. They are instructed in what ships to attack and when. Their range is kept short on purpose, to prevent them from becoming a hazard to ships other than their intended targets, and thus they rely on proper placement to catch their prey. Due to their programming and the intentional lack of outside contact they are very hard to spoof or shut down remotely.

**Source**

* Serenity Role Playing Game (pages 113 & 132)
* thedemonapostle
Sangheili Point Defense Gauntlet

**Name**: Point Defense Gauntlet
**Model**: Sangheili point defense gauntlet
**Type**: Personal energy shield
**Scale**: character
**Skill**: Melee Parry: Sangheili point defense gauntlet

**Game Notes**:

* This personal energy shield is held and wielded much like a normal shield. The user makes a melee parry skill roll to deflect incoming attacks, be they from melee weapons or blasters. Success indicates that the shield takes the damage. The shield has a Strength of 4D. If the damage roll is greater than the shield’s Strength roll, excess damage affects the shield bearer. Every time the shield is compromised, the energy shield collapses. An Easy Melee Parry roll will reactivate the shield.

**Description**: A Sangheili Point Defense Gauntlet is a protection orientated device carried by the Sangheili of the Covenant and, later, the Separatists. These shields are very similar to the Kig-Yar point defense gauntlet in usage, but differ in appearance. Whereas the Kig-Yar variant produces round and deep shields, the Sangheili variant is flat and less practical in combat.

**Operational Use**

While the Point Defense Gauntlet has never been encountered by UNSC forces, it was used by Special Operations Commander Rtas 'Vadumee during the infiltration and then destruction of the Infinite Succor. Instead of the triple-layered shield seen in Halo: Combat Evolved 's early development stage, this was a diamond-shaped shield with only one layer; it was also seen to be able to absorb attacks, making the shield highly resilient.

**Source**:

* Halo Wiki: Sangheili point defense gauntlet
* thedemonapostle
Shadowrun Elf

**Name**: Elf (Homo sapiens nobilis)
**Attribute Dice**: 12D
**Dexterity**: 1D / 4D+1
**Knowledge**: 1D / 4D
**Mechanical**: 1D / 4D
**Perception**: 1D / 4D+1
**Strength**: 1D / 4D
**Technical**: 1D / 4D

**Move**: 12 / 14
**Size**: 1.7 - 2.1 m
**Weight**: 60 - 90 kg
**Life Span**: Estimated at 200+

**Special Abilities**:

* Low Light Vision

**Description**: Elves are taller and slimmer than the average human, though their bone structure and musculature are no weaker than a human’s. Their ears are distinctly pointed, and many elves wear their hair—which is normally very fi ne—long, so they can cover their ears in some social situations. Elven body hair is sparse to non-existent, and their eyes are highly capable in dim light. Elves have the longest gestation period of the metatypes, at just under a year.

Elves hold a position in pop culture unchallenged by any other metatype, partly due to their exotic looks, striking features, and the adoption of Sperethiel, their own “ancient” language (a claim disputed by some). Many media icons—from models to singers to politicians to porn stars to high-profile lawyers—are elves. Unlike dwarfs, orks, and trolls, who are discriminated against on the basis of being “different and ugly,” elves are oft en looked down upon by the other metatypes due to being “different and beautiful.” According to stereotype, elves are either poncy faux-aristocrats, homosexual, or back to nature “dandelion eaters” (though in fact a majority of elves is vegetarian). This intolerance is fostered by the common perception that there is an “elven conspiracy” set to take over the world (a belief that is not entirely without credible support, as illustrated by the foundation of the “elven” nations of Tir Tairngire and Tir na nOg).

A new generation of elves is attempting to dispel these myths and unfair media portrayal, though some reckless youth are going out of their way to paint themselves as rebellious street toughs, swelling the ranks of gangs like the Ancients.

**Source**:

* Shadowrun 5th ed. Core Rulebook (page 66)
* thedemonapostle
Mass Effect: Vehicles: M35 Mako

**Name**: M35 Mako
**Craft**: Systems Alliance M35 Mako IFV
**Type**: Infantry Fighting Vehicle
**Scale**: Walker
**Length**: 9 meters
**Skill**: Ground Vehicle Operations
**Crew**: 1
**Passengers**: 5
**Cargo Capacity**: 200 kg
**Cover**: Full
**Maneuverability**: 1D+2
**Move**: 50; 145 km/h
**Hull Strength**: 3D+2
**Shields**: 1D+2
**Sensors**

* Passive: 4km / 1D

**Weapons**

* **Type I Mass Accelerator**

Fire Arc: Turret
Crew: 1
Scale: starfighter
Skill: Missile Weapons
Fire Control: 0D
Range: 10-1,000/2,500/5,000m
Damage: 5D+1
* **Coaxial-Mounted Machine Gun**

Fire Arc: front
Crew: 1
Scale: character
Skill: Firearms
Fire Control: 0D
Range: 1-30/75/150m
Damage: 3D+2
**Description**: The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. It is designed to fulfill the role of rapid deployment that its predecessor, the M29 Grizzly, fell short of accomplishing. Though the interior is cramped, an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world.

**Specifications**

With its turreted 155mm mass accelerator cannon and coaxial-mounted machine gun, the Mako can provide a fire team with weapon support as well as mobility. Since Alliance marines may be required to fight on any world in a variety of planetary environments, the Mako is environmentally sealed and powered by a hydrogen-oxygen fuel cell.

The vehicle's armor is tough enough to withstand high drops, extreme heat and cold and rough terrain. The Mako's suspension and propulsion system allow the vehicle to adapt to various terrain, as well as enabling the vehicle to change direction quickly via independently reversible wheels (similar to a tank).

For deployment on low-gravity planetoids, it is equipped with micro-thrusters and a small element zero core, which can be used to increase mass and provide greater traction. While not large enough to nullify the vehicle's mass, the core can reduce it enough to be safely air-dropped (a maneuver normally requiring a minimum of 100m of open terrain). This allows frigates to deploy their shore parties while limiting the ship's exposure to defensive anti-aircraft artillery. When used in conjunction with thrusters, it also allows the Mako to extricate itself from difficult terrain.

The Mako's hull is covered with laser detection arrays, which forewarn the crew of enemy laser-guided ordnance. Ground-penetrating radar allows detection of anti-vehicle mines and other subsurface anomalies. These will be brought to the attention of the crew by the vehicle's micro-frame computer system.

Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. These include a recon drone controller, a mobile air defense platform, and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Shipboard Marines exclusively use the tactically flexible and heavily armed base model.

**Source**:

* Mass Effect Wiki: M35 Mako
* Mass Effect: The Unofficial Role Playing Game 2.35 (pages 88-89)
* thedemonapostle
Mass Effect: Vehicles: M-44 Hammerhead

**Name**: M-44 Hammerhead
**Craft**: Various Manufacture M-44 Hammerhead IFV
**Type**: Infantry Fighting Vehicle
**Scale**: walker
**Length**: 10 Meters
**Skill**: Repulsorlift Operations
**Crew**: 1; Gunners: 1
**Passengers**: 4
**Cargo Capacity**: 150 kg
**Cover**: Full
**Cost**: 250,000 credits
**Maneuverability**: 1D+1
**Move**: 42; 120 km/h
**Altitude Range**: 50 meters
**Hull Strength**: 3D+2
**Weapons**

* **Type I Mass Accelerator**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: vehicle blasters
Fire Control: 1D
Range: 10-1,000/2,500/5,000m
Damage: 5D+1
* **Type I Disruptor Torpedo Launcher**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: missile weapons
Fire Control: 2D
Range: 10-600/1,500/3,000m
Ammo: 6
Damage: 6D+1
**Description**: The Hammerhead can seat at least three crew members at a time. It incorporates an onboard VI system that monitors the environment for dangers and alerts the crew. An integrated mineral collection system allows the Hammerhead to retrieve any resources it finds during a mission. Like the Mako, it is capable of being air-dropped from a frigate and of propelling itself vertically to scale obstacles by means of hoverjets. But continuous exertion of the Hammerhead's hoverjets will overheat them, rendering them useful only for short hops. The Hammerhead also incorporates a boost feature that allows the vehicle to move quickly across the battlefield. If the boost and hoverjets are used simultaneously, the hoverjets will overheat quicker and not cool until the boost is released.

The Hammerhead is armed with a single gun which can only swivel vertically, but it compensates for this by boasting a fairly high rate of fire and a guided missile system that ensures accuracy even during aggressive maneuvering. Despite its formidable weaponry and design, the vehicle lacks onboard kinetic barriers, making it vulnerable to sustained enemy fire. This problem is somewhat mitigated by the Hammerhead's sophisticated repair system which automatically restores the vehicle's integrity (health) if no damage is taken for a brief period of time. Nevertheless, the Hammerhead's vulnerability forces its driver to maneuver constantly out of the line of fire in order to prevent major damage.

**Source**:

* Mass Effect Wiki: M-44 Hammerhead
* Mass Effect: The Unofficial Role Playing Game 2.35 (page 87)
* thedemonapostle
Minbari Federation Sharlin Class Cruiser

Haunting the nightmares of veterans who had to face them in the Earth-Minbari War, the Sharlin warcruiser is a breathtaking sight with a blue graceful hull that radiates pure menacing power. This has been the primary frontline spacecraft of the Minbari Federation for many decades and it is generally agreed that they are the most powerful vessels ever designed by the younger races. Carrying two full flights of Nial heavy fighters and possessing powerful sensor-jamming systems, a Sharlin is fully capable of defeating an entire fleet of ships from any other race without worrying about taking much return damage.

With its array of neutron lasers and fusion cannons, it would be hard to say that any improvements could be made to the Sharlin. The warrior caste remained vigilant, however, and several versions of the terrifying hull have been reported battling the enemies of the Federation for quite some time. The deadly Sharoos, with its ‘all-arcs covered’ aspect of neutron laser firepower is a surprise to those enemies who believe that the deadliest weapons a Minbari ship has to offer are to its fore. The strange weapons layout of the Sharlan with its fusion cannons and antimatter converters makes it a deadly line fighter, but not at extreme ranges. There have also been sightings of the remarkably potent Shargoti – a commanding variant that sways the tide of any battle it is in. Also, after the advent of the White Star, some warrior caste clan fleets have been reported as having some strange, new ‘advanced’ version of the Sharlin called a Sharkaan.

The Sharlin family of warcruisers are the collective flagships of the Minbari Federation, and once they have committed to a battle there is little that can be done to stop them.

Sharlin Warcruiser

Sharkaan Advanced Warcruiser

Sharoos Heavy Warcruiser

Sharlan Line Cruiser

Shargoti Heavy Battlecruiser

**Source**:

The Babylon 5 Project: Sharlin class warcruiser

Babylon 5: Ships of the Galaxy (pages 32-35)

thedemonapostle
Serenity (modified Firefly Class Midbulk Transport)

**Name**: Serenity
**Craft**: Firefly Class Midbulk Transport
**Type**: Medium Freighter
**Scale**: Starfighter
**Length**: 58.2 x 39 x 16.1 meters
**Weight**: 2,400 tons
**Skill**: Space Transports
**Crew**: 7; skeleton: 1/+10
**Passenger Capacity**:
**Cargo Capacity**: 460 tons in hold #1.
**Consumables / Fuel Capacity**: 60 tons (600 hours)
**Cost**: Unknown, but probably no more than 2,500 credits.
**Maintenance Costs**: 3,872 credits a year.
**Nav Computer**: yes (intra-system only)
**Maneuverability**: 2D+2
**Space**: 4; Hard Burn: 6
**Atmosphere**: 280; 800 kmh; Hard Burn: 330; 950 kmh
**Hull**: 4D
**Sensors**

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

**Weapons**

* **50-pound short range decoy missiles**

Fire Arc: ventral
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 0D+2
Space Range: 1-2/5/9
Atmosphere Range: 10-2,000/5,000/9,000m
Ammunition: 6+
Damage: 2D (decoy)
**Complement**:

* 20 Ton Shuttle: 2

**Description**: This 03-model Firefly may have started out life as a standard version, but she has been converted and reconfigured several times over her working life. At least one security-minded previous owner added a number of hidey-holes for high value cargo. Her final conversion was as a medship for the war, and she served in that capacity until Armistice. With the war ended, she was decommissioned and sold to a scrap yard on Boros, where she remained until purchased by her current owner, Malcolm Reynolds. A Quirk-level problem with the ship’s heat management wiring led to the installation of aftermarket radiator panels at several points around the hull.

**Source**:

* The Firefly and Serenity Database: Serenity
* Serenity Role Playing Game (page 124)
* thedemonapostle
Mass Effect: Powers: Cryo Blast

**Name**: Cryo Blast
**Alter Difficulty**: Difficult
**Duration**: Varies
**Cool Down**: 1 round

**Effect**: The omni-tool launches its frozen projectile at a target. When the projectile impacts, its explodes, freezing all within its area of effect. Due to the extreme cold of the projectile, everything within it area of effect takes X damage for X rounds, as determined by the chart below. Armor is only half effective.

**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**: When activated, the user's omni-tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius.

**Source**:

* Mass Effect Wiki: Cryo Blast
* thedemonapostle
Minbari Federation Tinashi Class Warship

The Tinashi was once the Federation’s standard heavy warship, and the forerunner of the Sharlin. It is a powerful vessel with speed; armor and striking power that makes it the equal or superior to nearly any other craft its size. When constructing fleets for missions that might be variable in nature, the Tinashi has been a natural choice for centuries and many Alyts default to them when looking for a vessel capable of accomplishing any mission objective. Its powerful weaponry and extremely adaptable battle strategy makes it absolutely the most numerous ship in their fleet – in one form or another.

With so much focus on the ship, it is natural for the Minbari to expound upon its usefulness. They created several more specialized versions of the Tinashi – making newer vessels, but eliminating the average usefulness of the hull by doing so. Thought to be a test-bed for the technologies finally used in the White Star, the Shantavi includes the latest weaponry the warrior caste could call upon. Dreamed up by a warrior caste eager for any technological innovation, the Esharan is perhaps the biggest threat to any fighter pilot of any fleet though as a frontline warship – though its over-specialization can prove its downfall. Trading long-ranged firepower for close-in defense, the Ashinta is a superb escort vessel and can often be found wherever blockades must be reinforced. This variant is favored by the Religious Caste due to its more defensive purpose but the network of deadly fusion cannons proves lethal enough for most Warrior Caste captains. There are many more ideas on the Warrior and Worker Castes’ drawing boards dealing with specialization of the ‘common’ Tinashi – the only real flaw in most Minbari thinking.

Tinashi Warship

Ashinta Heavy Escort

Esharan Anti-Fighter Frigate

Shantavi Heavy Battle Frigate

**Source**

The Babylon 5 Project: Minbari cruiser (Shadow War era)

Babylon 5: Ships of the Galaxy (pages 36-39)

thedemonapostle
Minbari Federation Nial Heavy Fighter

**Name**: Nial Heavy Fighter
**Craft**: Minbari Federation Nial Class Heavy Fighter
**Type**: heavy 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**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 4D
**Sensors**

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

**Weapons**

* **3 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+2
* **Minbari Jamming Suite**

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

* Artificial Gravity: Yes
* Crew: 1
	+ Pilots: 1
* Average Crew Experience Level: Minbari Warrior Caste Line
* Stealth: 19 (Base Difficulty to Detect Ship)
* Atmospheric Capable
* Gravitic Engine
* Minbari Flight Computer

**Source**:

* The Babylon 5 Project: Nial class fighter
* Babylon 5: Ships of the Galaxy (pages 42-43)
* thedemonapostle
Shadowrun Cyber Melee Weapons

## **Cyberguns**

Cyberguns are usually installed into cyberarms, though there have been reports of cyberleg-mounted versions, and in rare occasions they are implanted directly into a natural limb. Depending on the size of the gun, it can take up part of the user’s forearm or replace it altogether, with the functional parts of the arm built around it. The guns fire either through a hidden port in the palm, or by folding back the user’s hand at the wrist. To meet their stealth requirements, most of their parts are built from non-metallic compounds, while the remaining metallic parts are incorporated into the (cyber) arm’s structure. Each limb can only hold one cybergun.
All cyberguns have internal magazines and can be equipped with a hidden external ammo port, though once the magazine is attached the cybergun’s presence becomes quite obvious. All cyberguns are pre-equipped with smartgun systems. Laser sights, silencers, and sound suppressors are also available; other weapon accessories (like gas-vent systems) cannot be installed.

* **Weapon Range Table**
* **Mode**: A firearm’s firing mode indicates the rate of fire it is capable of. Some weapons have more than one mode available, so characters may switch between them. The firing modes are: SS (single-shot), SA (semi-automatic), BF (burst fire), and FA (full auto).
* **Recoil Compensation (RC)**: This lists the amount of recoil compensation a firearm has to offer, reducing the modifiers from a weapon’s recoil. Numbers in parentheses refer to full recoil compensation that applies only when all integral accessories are used (folding or detachable stocks and so forth).
* **Ammo**: Refers to the amount of ammunition a ranged weapon can hold, followed by the method of reloading in parentheses: (b) means break action, (c) means detachable magazine, (d) means drum, (ml) means muzzle-loader, (m) means internal magazine, (cy) means cylinder, and (belt) means belt feed. The first number is the internal magazine capacity. The second number is for the External Magazine Port.

## **Cyber Melee Weapons**

Cyber melee weapons are the classic toys of razorboys and gillettes. They are available as cyberlimb upgrades, but are also in heavy use as standalone systems implanted into the user’s natural hands.

* **Hand razors** are 2.5-centimeter, chromed steel or carbon fiber blades that replace the user’s fingernails or slide out from beneath synthetic nail replacements.
* **Hand blades** slip out of the side of the hand opposite the thumb, parallel to the hand.
* **Spurs** consist of a variable number of blades protruding from the user’s wrist or knuckles.
* The **shock hand** features shock pads built into the knuckles or palm of the hand—these inflict a nasty shock to anything they are in contact with when activated. Shock hands deal Electricity damage and have 10 charges (each); when plugged in they recharge at a rate of one charge per 10 seconds.

## **Source**

* Shadowrun 5th Edition Core Rulebook (2nd Printing) (page 458)
* thedemonapostle
Nephilim Stingray Cluster Interceptor

**Name**: Stingray Cluster
**Craft**: Stingray, Cap Ship Interdictor Configuration
**Type**: Interceptor/Cap Ship Interdiction
**Scale**: starfighter
**Length**: 15 meters (estimated) (three individual Stingray Interceptors)
**Skill**: starfighter pilot
**Crew**: 1
**Passengers**: 2
**Cargo Capacity**: 2,400 kg
**Consumables**: 14 days
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 3D+1
**Space**: 11
**Atmosphere**: 435; 1,250 km/h
**Hull**: 2D+2
**Shields**: 1D+2
**Sensors**

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

**Weapons**

* **Nephilim Heavy Plasma Cannon**

Fire Arc: Forward
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 2D+2
Space Range: 1-8/20/40
Atmosphere Range: 10-800/2,000/4,000m
Damage: 4D
* **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

**Notes**

* **Clustered Fighter**: This craft is formed from three individual Stingray 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 Stingray 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 Stingray 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 Stingrays either when any one of them is destroyed or when the GM decides to have them undock.

**Description**: The Stingrays have the same flight statistics when clustered. They will always cluster in groups of three. When you target them, you can target only a single ship, but when you destroy that ship the other two will uncluster.

When clustered, the six Light Plasma guns of the three fighters form a single Heavy Plasma gun.

**Source**

* Wing Commander Encyclopedia: Stingray Interceptor/Cap Ship Interdictor
* The Wing Commander Role Playing Game (page 310)
* thedemonapostle
Mass Effect: Powers: Sabotage

**Name**: Sabotage
**Control Difficulty**: Difficult
**Alter Difficulty**: Difficult
**Duration**: 3 rounds
**Cool Down**: 2 rounds

**Effect**: This power causes the target's weapon to have a critical misfire, causing the weapon to damage its user. Roll the weapon's damage against its wielder. This power only works on Firearms and Energy based weapons. The weapon will continue to critically misfire for 3 rounds following the activation of this power.

If used against a Droid/Synthetic, the damage sustained is equal to their Strength. When used against a Droid or Synthetic, the duration is instant.

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

**Jedi Complications**: A Jedi may learn this power.

**Description**: Sabotage weapons and hack synthetics.

**Source**:

* Mass Effect Wiki: Sabotage
* thedemonapostle
Merchant Scout "Tarsus"

**Name**: Tarsus
**Craft**: Civilian Tarsus-class Merchant Scout
**Type**: Scout
**Scale**: starfighter
**Length**: 32.5 meters (estimated)
**Skill**: space transports
**Crew**: 1
**Passengers**: 1
**Cargo Capacity**: 100 metric tons
**Consumables**: 28 weeks
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 2D+1
**Shields**: 2D+1
**Sensors**

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

**Weapons**

* **2 Civilian Grade Mass Driver Cannons** (firelinked)

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: 3D+2
* **2 Light Dumb-Fire (DF) Missile Tubes**

Fire Arc: Forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Ammo: 3 per tube
Damage: 6D+1
* **Electronic Counter Measure Module**

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

* External Docking Port
* 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 mainstay of the Exploratory Services fleet just a few years ago, these steady craft are now a familiar part of private enterprise. The Tarsus has been discontinued. We list it here because of its popularity and general availability in the used markets.

**Source**:

* Wing Commander Encyclopedia: Tarsus
* The Wing Commander Role Playing Game (pages 294-295)
* thedemonapostle