recursal/Fanatic-Fandom huggingface dataset:
AvP: USCMC Rockets

* **Rocket, HEAP (M18)**: The M18 is an incendiary warhead intended for target marking and for use against buildings and light fortifications.
* **Rocket, HEF (M451)**: The M451 is a 36 kg high explosive, blast fragmentation warhead with a smart fuse for use against a wide variety of targets.
* **Rocket, WPI (M587)**: The M587 is a multi-dart warhead containing 17 incendiary flechettes designed to penetrate tank armor, field defenses, and bunkers – and then set fire within them.
* **Rocket, Fragmentation (M598)**: The M598 is a beehive round for use against battlefield targets such as exposed personnel, soft vehicles, helicopters, and VTOL platforms.
* **Rocket, 70mm (Mk. 10 Zeus)**: This small, spin-stabilized rocket is a 70 mm unguided weapon with a smart fused antipersonnel fragmenting warhead. Alternately, it can carry a smoke warhead for laying particulate smoke screens (as a White Phosphorous Incendiary Grenade).
* **Rocket, 120mm (Mk. 88 SGW)**: The Mk.88 is a 120mm, short-ranged weapon designed as a low-cost alternative to the Hellhound against light armor and prepared positions. Guidance is by an imaging infrared seeker in the nose and a 2.2 kg shaped-charge warhead is positioned just behind it.
* **Rocket, 250mm (M201)**: These rockets are usually mounted on a M201 MLRS. The rockets are loaded with submunitions and mines and can deliver accurate and devastating firepower up to 120 km away.

**Source**

* Aliens: Game Over v0.8 (pages 35-36)
* Xenopedia: Rockets/Missiles
* thedemonapostle
Babylon 5 Callos Wartime Freighter

**Name**: Callos
**Craft**: Callos Wartime Freighter
**Type**: Wartime Freighter
**Scale**: Capital
**Length**: 300 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 22; Skeleton: 2/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+2; Communications: 4D+2; Sensors: 4D+2; Starship Gunnery: 3D
**Passengers**: 150
**Cargo Capacity**: 300 metric tons
**Consumables**: 4 months
**Maneuverability**: 2D+1
**Space**: 6
**Hull**: 3D+2
**Sensors**

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

**Weapons**

* **3 Particle Arrays**

Fire Arc: 2 forward, 1 turret
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-2/4/8
Damage: 5D+1
* **4 Guardian Arrays**

Fire Arc: 4 turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+1
Space Range: 1-2/6/11
Damage: 6D
* **Grapple**

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

* Artificial Gravity: yes
* Crew: 22

* Officers: 1
* Pilots: 3
* Sensor Operators: 2
* Crewmen: 16

* Average Crew Experience Level: Centauri Line
* Stealth: 7 (Base Difficulty to detect ship)
* Gravitic Engine

**Complement**:

* Shuttle: 1

**Description**: The best-armed commercial freighter in the Centauri Republic, the Callos was named unsurprisingly after the House Callo – which controls much of the mercantile assets of the Republic. It is similar in look to many of the Republic’s military vessels like the Vorchan or Demos, designed to hopefully blend in with escort ships as it moves through hostile zones. If the enemy is not aware that it could be loaded with sensitive supplies or resources needed on the war front, it has a much higher chance of slipping through unmolested.

If it does get targeted by enemy craft or raiders, the Callos has more than enough punch to fight back properly. Using impressive guardian arrays and twin arrays to thwart enemy fighters or ships looking to board the freighter, the addition of turreted firing solutions can confuse and foil anyone trying to abuse the well-known aft deficiencies of the Vorchan-family of vessels. The Callos has been known to specifically fly and fight as if it were a Vorchan, luring fighters or boarding shuttles into its rear arc – then opening up and turning them to scrap in an instant!

**Source**:

* Babylon 5: Ships of the Galaxy (page 130)
* thedemonapostle
BC-304 (Asgard Refit)

**Name**: BC-304
**Craft**: Tau'ri BC-304 Daedalus-class warship
**Type**: Battle Cruiser / Deep Space Carrier / Warship
**Scale**: Capital
**Length**: 225 x 95 x 75 meters
**Skill**: Capital Ship Pilot
**Crew**: 200; Skeleton: 4/+10
**Passengers**: 500 troops
**Cargo Capacity**: 5,625 metric tons
**Consumables**: (infinite)
**Hyperdrive**: x0.01
**Hyperdrive Backup**: x140
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 5D+1
**Shields**: 10D
**Sensors**

* Passive: 80 / 2D
* Scan: 160 / 4D
* Search: 240 / 6D
* Focus: 8 / 8D

**Weapons**

* **4 Type V Plasma Beam Weapons**

Fire Arc: Turrets
Crew: 1
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-5/13/25
Atmosphere Range: 2-10/26/50km
Damage: 14D
* **16 VLS Missile Tubes**

Fire Arc: Dorsal; but are self guided
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Ammo: 8 Type X Missiles per launcher
Damage: 6D+2
* **32 Type V Railguns**

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

* F-302: 16

**Miscellaneous**:

* Asgard transporters
* Long-range transmitter
* Transportation rings
* Zero Point Module
* Asgard power core
* Asgard computer core

**Description**: In 2007, when faced with the extinction of their race, the Asgard gave the Tau'ri their complete knowledge base in the form of the Asgard computer core. They also gave the Tau'ri vessel, Odyssey, a mass-upgrade. Since that historic event all Daedalus-class warships have been outfitted with Asgard advancements, including Asgard plasma beam weapons.

**Source**:

* Stargate Wiki: BC-304
* thedemonapostle
Babylon 5 Drakh Entire Cargo Hauler

**Name**: Cargo Hauler
**Craft**: Drakh Entire Cargo Hauler
**Type**: freighter
**Scale**: capital
**Length**: 69.24 meters
**Skill**: Space Transports
**Crew**: 1
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Communications: 5D; Sensors: 5D; Space Transports: 5D; Capital Ship Shields: 5D
**Passengers**: 3
**Cargo Capacity**: 60 metric tons
**Consumables**: 2 weeks
**Maneuverability**: 2D+1
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 2D
**Shields**: 4D
**Sensors**

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

**Weapons**

* **Pulse Cannon**

Fire Arc: turret
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+2
Space Range: 1-8/19/38
Atmosphere Range: 2-16/38/76km
Damage: 6D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 1

* Pilots: 1

* Average Crew Experience Level: Drakh Line
* Stealth: 8 (Base Difficulty to Detect Ship)
* Atmosphere Capable
* Fusion/Gravitic Hybrid Engine
* Drakh Gravitic Energy Grid: 6D

**Description**: The Drakh purchased a large number of cargo transports (see Babylon 5 2nd Edition, page 217, ‘Civilian Trader’) through Jensen Biogenetics (see page 80) in 2258. Human trade vessels can be found anywhere in known space, and these sturdy workhorses provided excellent cover for the Drakh’s secret activities. Cargo haulers brought the first visitors to Thenothk and carried the frozen telepaths for use as control components in the growing Shadow fleet.

Since acquiring the ships, the Drakh have refitted some of them with advanced technology. The ships look unchanged from the outside, but are filled with nasty surprises for any pirate or ISA security patrol who tries to intercept them.

**Source**:

* Babylon 5: The Drakh (page 65)
* thedemonapostle
Andromeda: Bucky Cable

**Name**: Bucky Cable
**Type**: Intelligent Harpoon
**Scale**: Starfighter
**Skill**: Starship Gunnery
**Space Range**: 1-2/5/10
**Atmosphere Range**: 10-200/500/1,000m
**Strength**: 4D

**Name**: Bucky Cable
**Type**: Intelligent Harpoon
**Scale**: Capital
**Skill**: Capital Ship Gunnery
**Space Range**: 1-2/5/10
**Atmosphere Range**: 1-4/10/20km
**Strength**: 4D

**Description**: A Bucky cable is an intelligent harpoon, which tracks its targets by the instructions of the computer on board of the firing ship. It is primarily used to recover any kind of salvage or to haul damaged ships. It is also used for many other applications, and is renowned for its high tensile strength and endurance. It is used in orbital elevators because of its strength and is also used in spaceships as internal wiring because of its conductivity. Also, heavy military assets of the Systems Commonwealth use it to string between Battle Blades to help catch missiles.

The Eureka Maru and also the Andromeda Ascendant have such cables installed.

**Notes**: This weapon is used in exactly the same manner as a Tractor Beam.

**Source**

* The Andromeda Wiki: Bucky cable
* thedemonapostle
Babylon 5 Corumai Dreadnought

**Name** Corumai
**Craft**: Brakiri Syndicracy Corumai Dreadnought
**Type**: Dreadnought
**Scale**: Capital
**Length**: 1,800+ meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 189; Skeleton: 19/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+1; Capital Ship Piloting: 5D; Capital Ship Shields: 5D; Communications: 5D; Sensors: 5D; Starship Gunnery: 3D+1
**Passengers**: 37,500
**Cargo Capacity**: 75,000 metric tons
**Consumables**: 35 months
**Hyperdrive**: x14
**Nav Computer**: yes
**Maneuverability**: -1 pip
**Space**: 6
**Hull**: 9D+2
**Shields**: 4D
**Sensors**

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

**Weapons**

* **9 Graviton Beams**

Fire Arc: 6 forward, 1 port, 1 starboard, 1 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-9/23/45
Atmosphere Range: 2-18/46/90km
Damage: 6D
* **5 Graviton Pulsars**

Fire Arc: 3 forward, 1 port, 1 starboard
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-2/6/11
Atmosphere Range: 10-200/600/1,100m
Damage: 7D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 189

* Officers: 9
* Pilots: 30
* Sensor Operators: 30
* Crewmen: 120

* Average Crew Experience Level: Brakiri Line
* Stealth: 2 (Base Difficulty to detect ship)
* Gravitic Engine

**Complement**:

* Light Shuttle: 3

**Description**: The largest ship in the Brakiri fleet by far, the Corumai is a rare and intimidating sight to see in orbit anywhere in Syndicracy space. Under strict legislation never to leave Brakiri territory without consent from at least three major power conglomerates,
the Corumai represents the overwhelming power of the Brakiri navy. Not having to rely on new technology that might fail in the moment it is needed most, the Corumai instead uses old, reliable weaponry to deal massive amounts of damage to any enemy foolish enough to try and take it on.

Using additional gravitic engine drives to fuel its terrible banks of graviton beams, the Corumai can summon staggering recycling rates from otherwise slow-firing weapons. If the banks of deadly beams do not dissuade an enemy from drawing near, the rows of supercharged graviton pulsars will. Little can withstand the focused fire of a Corumai, and if the first volley does not finish them, the second will.

Fighters are the only real weakness of the Corumai. When word of this returned to the Brakiri, they rose to the occasion and made a version of the Corumai that would utterly surprise any foe trying to use that weakness against it. The Lykorai, a supercarrier capable of disgorging 30 fighters in seconds using gravitic-enhanced launching tubes, may not have the firepower of its older brother but it makes up for it in a sheer avalanche of heavy fighters and assault shuttles.

**Source**:

* Babylon 5: Ships of the Galaxy (page 106)
* thedemonapostle
AvP: M42C

**Name**: M42C Scoped Rifle
**Model**: Armat Battlefield Systems M42C Scoped Rifle
**Type**: Sniper rifle
**Scale**: Character
**Skill**: Firearms
**Ammo**: 6-round detachable box magazine
**Range**: 1-200/500/1,000 meters
**Damage**: 6D

**Special**:

* **Scope**: Attacks +1D, 100 meter minimum range.

**Description**: The M42C Scoped Rifle is a piece of non-standard USCM equipment, issued only in special circumstances. It has almost twice the range of standard USCM small arms. It also has the power to penetrate even armored vehicles; it can put a three inch hole in APC armor from several miles away. Unsurprisingly, there are no Yautja or Xenomorphs with armor sufficient to stop this weapon's rounds. With this power comes a price, however – the weapon has a poor rate of fire and is almost useless in close combat situations.

The M42C usually mounts the updated Multiple Spectrum Sight (MSS), an electronic scope that sees in the televisual, infra-red and electromagnetic spectrums. The MSS allows the operator to see targets through cover (using their body-heat signature) or detect cloaked Yautja (using their electromagnetic aura).

**Source**

* Xenopedia: M42C Scoped Rifle
* thedemonapostle
Babylon 5 Drakh Entire Light Cruiser

**Name**: Light Cruiser
**Craft**: Drakh Entire Light Cruiser
**Type**: Light Cruiser
**Scale**: capital
**Length**: 1,350 meters (estimated)
**Skill**: capital ship pilot
**Crew**: 95; Skeleton: 10/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Capital Ship Shields: 5D; Communications: 5D; Sensors: 5D
**Passengers**: 1,000
**Cargo Capacity**: 2,000 metric tons
**Consumables**: 10 months
**Maneuverability**: 1D
**Space**: 6
**Hull**: 5D+1
**Shields**: 4D
**Sensors**

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

**Weapons**

* **Medium Neutron Cannon**

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

Fire Arc: 1 forward, 1 port, 1 starboard, 1 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-8/19/38
Damage: 6D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 96

* Officers / Pilots: 4
* Sensor Operators: 12
* Crewmen: 80

* Average Crew Experience Level: Drakh Line
* Stealth: 9 (Base Difficulty to Detect Ship)
* Drakh Gravitic Energy Grid: 4D
* Gravitic Engine

**Ship Complement**:

* Shuttle: 2

**Description**: Sa’dravash, ‘Lesser Instrument’
The Light Cruiser design was first created by the ifrit clan, during the long peregrination following the war of ten thousand years ago. Z’ha’dum had been attacked by a coalition of the other First Ones, the Vorlons and their allies, and the Drakh were driven away. The ifrit headed along the Rim and failed to find any solar systems suitable for harvesting. With their resources running low, the ifrit switched to building smaller versions of the common Battle Cruiser. The main gun was reduced in power and the hull was commensurately sized down.

The other clans went through a phase of building their own Light Cruisers as escort ships for the Clanfleets but the development of the faster and more efficient Raider series means that the Light Cruiser has been out-evolved. The Drakh still have hundreds of such ships but they are unlikely to build more in future, preferring to focus on the Battle Cruisers and Raiders. As a result, the Light Cruisers are given crew that have fallen out of favour with the Entire, or are used on less important missions like escorting mining carriers or point defence for the Clanfleets.

Perhaps the most telling part of the Light Cruiser’s fall from grace is that it is no longer required to carry a Priest.

**Source**:

* Babylon 5: The Drakh (page 62)
* thedemonapostle
Babylon 5 Ipsha War Globe

**Name**: War Globe
**Craft**: Ipsha Barony War Globe
**Type**: Warship
**Scale**: Capital
**Length**: 185 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 30; Skeleton: 3/+10
**Crew Skill**: Astrogation: 4D+1; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+1; Communications: 4D+1; Sensors: 4D+1
**Passengers**: 20
**Cargo Capacity**: 40 metric tons
**Consumables**: 3 months
**Hyperdrive**: x5
**Nav Computer**: yes
**Maneuverability**: 3D+2
**Space**: 15
**Hull**: 3D+2
**Sensors**

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

**Weapons**

* **3 Twin-Linked Focuser Cannons**

Fire Arc: 2 forward, 1 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-18/45/90
Damage: 12D
* **12 Energic Blasters**

Fire Arc: 12 turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-5/12/23
Damage: 6D
**Miscellaneous**:

* Artificial Gravity: yes
* Crew: 30

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

* Average Crew Experience Level: Ipsha Line
* Stealth: 7 (Base Difficulty to detect ship)
* Hybrid Engine (Gravitic/Magnetic)
* Saucer Drive

**Complement**:

* Light Shuttle: 1

**Description**: Arguably the strangest looking warship ever produced by any race within the galaxy, the Ipsha War Globe is a metal ring of magnetic gyroscopics used to contain a powerful energic anomaly within it. All Ipsha technology is based on the magnetic containment of these swirling green masses of unstable energy, using them to fuel their machines, arm their weapons, and essentially drive their technology en masse. Having created a powerful atomic reaction inside of the magnetic/gravitic coil of their vessels, there is an unbelievable amount of energy at the ship’s disposal.

Fueling every system of the ‘globe’, the energic mass is an utter mystery to every other race. No Ipsha has ever allowed the secret to escape their lips, and no alien has the right body structure to survive in the alkaline waters of their vessels. How exactly the cephalopod-esque Ipsha came up with the science to harness what equates to a tiny sun in each of their ships will remain an enigma – no matter how many aliens wish they could duplicate it.

The War Globe is the most recognizable of their warships, having been outside of Barony space many times to aid their Gaim and Hyach allies. Their superior maneuverability and potent energic weaponry was especially useful in the latter days of the Shadow War, as at least one Ipsha War Globe was present at Coriana VI to help defend the system from the First Ones.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 137-138)
* thedemonapostle
Babylon 5 Earth Alliance Starships

**Earth Alliance Starships**

Being among the youngest of the spacefaring races in the galaxy has its drawbacks and privileges. The vessels of the Earth Alliance have always been unlike any others found elsewhere in the galaxy. They are bulky, utilitarian and generally slow, the ships of other races seem flashy and extravagant in comparison.

Built like the naval boats and destroyers of their earlier ages, the humans rarely leave a firing arc empty and have no small budget for the copious amounts of ammunition they tend to go through during an engagement. Huge believers in the effectiveness of the broadside volley, they are often packed with more weapon systems than they will likely ever need. Unlike many other races, which discovered energy-weapon technology early on, the humans had never strayed away from munitions based warfare until they found the efficiency of other varieties later on.

Relying on missile launchers and railgun technology for many years has set their versions of such systems ahead of others like them in the galaxy. In later years, once they had access to newer laser and pulse technologies, many of their baseline vessels received retrofits and the research scientists went to work to perfect them. There have been some advances in Earth’s ship technologies, but most have been on the heels of other galactic governments.

The EarthForce navy is numerous and stalwart; ready to act quickly even if their ships may not.

**Space Stations**

Babylon 5 Space Station

**Capital Ships**

Apollo Class Cruiser

Avenger Class Carrier

Artemis Class Frigate

Chronos Class Frigate

Cotten Class Fleet Tender

Delphi Class Scout

EarthForce One

Explorer Class Exploration Vessel

Hermes Class Transport

Hyperion Class Cruiser

Ministry Class Frigate

Myrmidon Class LCV

Nova Class Dreadnought

Olympus Class Corvette

Omega Class Destroyer

Oracle Class Scout

Orestes Class System Monitor

Poseidon Class Carrier

Sagittarius Class Cruiser

Tethys Class Cutter

Warlock Class Destroyer

**Transports**

Condor Class Transport

Hades Class Assault Shuttle

Light Shuttle

Lightning Class Shuttle/Fighter

Valkyrie Class Ground Assault Shuttle

Shuttle

**Starfighters**

SA-23E Aurora Starfury Class Heavy Fighter

SA-23F Muskrat Heavy Starfury Class Heavy Fighter

SA-25A Badger Starfury Class Heavy Fighter

SA-32A Thunderbolt Starfury Class Attack Fighter
AvP: Plasma Pistol

**Name**: Plasma Pistol
**Model**: Yautja Plasma Pistol
**Type**: Directed energy weapon
**Scale**: character
**Skill**: blaster
**Ammo**: 20
**Range**: 1-24/60/120m
**Damage**: 5D

**Description**: The Plasma Pistol, also known as the Plasma Handgun, is a handheld version of the Yautja Plasmacaster. While purpose-built examples are known to exist, the weapon can also be assembled in the field from a normal Plasmacaster. Typically, the former are more powerful and versatile than the latter, which would presumably only be used in situations where the donor Plasmacaster has been damaged in some way and will therefore no longer function as intended.

The bolts fired by Plasma Pistols are for all intents and purposes identical to those launched by Plasmacasters. The major differences come in the operation of the weapon itself; being handheld, it lacks any form of automated target tracking and must be aimed manually. Coupled with the lack of an form of laser sight, this makes the weapon suitable at only short range. Some versions also fire their plasma bolts in an arc-like trajectory, further limiting their range.

Purpose-built examples tend to be more versatile, some featuring alternate fire modes capable of firing multiple plasma bolts simultaneously. Versions assembled in the field, meanwhile, tend to have several drawbacks as a result of their custom-built nature. For example, the Plasma Pistol used by Wolf in Gunnison, Colorado necessitated a brief recharge time after every shot, making it somewhat inappropriate for fast-paced, close-quarters combat.

During Wolf's hunt at Gunnison, Colorado, one of the Plasmacasters that he was using to clean up the Xenomorph infestation was damaged when he was attacked from above in the gun store where Dallas, Ricky, and the others were taking refuge. After a brief scuffle, and after blasting a Xenomorph out through the front window, the humans escaped while Wolf made adjustments to his Plasmacaster, and fashioned both of them into an extremely powerful (but slow to use) pistol-like weapon. The main body of one Plasmacaster set as the body for the pistol, and a handle fashioned likely from the mounting device of the other Plasmacaster.

In the hands of a hunter, it is a dangerous and effective tool for close, mid-range, and possibly even long-range combat, in the hands of a human (Dallas) it became a tool for survival, and aided substantially in their escape. It is unknown as to whether or not other Yautja have used Plasma Pistols, because it also seems that Wolf was the pioneer of the concept. Seemingly, since Wolf created such an advanced and devastating weapon in such a short amount of time, surely it is only another testament to his ultimate hunting skills as an Enforcer of the Yautja species. At the end of the film when the helicopter that Kelly piloted away from Gunnison crashes, the Plasma Pistol was confiscated by military soldiers, and it's entirely possible that the humans used this technology to advance their own over the hundreds of years leading up to the events in the Alien series.

**Source**:

* Xenopedia: Plasma Pistol
* thedemonapostle
Babylon 5 Jump Point Disruptor

**Jump Point Disruptor**

**Dominant Faction**: Shadows

**Scale**: Death Star

**Weight**: 15,225 metric tons

**Description**: A devious instrument the Shadows devised once they had achieved true hyperspace mastery, the disruptor fires a molecular pulse into the heart of an opening jump point – making it violently unstable and prone to collapse. If timed correctly the Shadows can even use the collapsing portal to crush their enemies between dimensions; a fitting end to cowards who would run from conflict.

**Skill Check**: Capital Ship Gunnery Difficulty 17

**Success**: The craft fires its jump point disruptor at an opening jump point.

If successful, the jump point has a 50% chance of collapsing immediately. If it does not collapse immediately, it has a 50% chance of collapsing whenever a craft attempts to use the jump point. Ships caught in a collapsing jump point suffer a barrage with a Total Offense of 1D times 2D+1 and will not leave their current dimension.

**Failure**: Due to a mistiming of the response order, the disruptor is fired too soon or too late and has only a partial effect on the developing jump point. The percentile chances for the jump point to collapse are reduced to 10%.

**Source**

* Babylon 5: Ship Builder's Manual (page 80)
* thedemonapostle
Babylon 5 Marata Diplomatic Transport

**Name**: Marata
**Craft**: Abbai Matriarchate Marata Diplomatic Transport
**Type**: Diplomatic Transport
**Scale**: Capital
**Length**: 760 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 89; Skeleton: 9/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+2; Capital Ship Shields: 4D+2; Communications: 4D+2; Sensors: 4D+2
**Passengers**: 500
**Cargo Capacity**: 1,000 metric tons
**Consumables**: 9 months
**Maneuverability**: 2D
**Space**: 6
**Hull**: 5D+2
**Shields**: 3D
**Sensors**

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

**Weapons**

* **5 Laser/Pulse Arrays**

Fire Arc: 1 forward, 2 port, 2 starboard
Crew: 1
Scale: capital
Skill: capital ship gunnery
* **Laser**

Fire Control: 2D+2
Space Range: 1-6/15/30
Damage: 4D
* **Pulse**

Fire Control: 0D+1
Space Range: 1-6/15/30
Damage: 6D+1
* **2 Particle Impeders**

Fire Arc: 1 forward, 1 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-2/4/8
Atmosphere Range: 2-4/8/16km
Damage:
* Offensive: N/A
* Intercept: 2D

**Miscellaneous**:

* Artificial Gravity: yes
* Crew: 89

* Officers: 5
* Pilots: 12
* Sensor Operators: 12
* Crewmen: 60

* Average Crew Experience Level: Abbai Line
* Stealth: 9 (Base Difficulty to detect ship)
* Hybrid Engine (Gravitic/Fusion)
* MedLab (x2)

**Complement**:

* Rescue Shuttle: 2
* Kotha Medium Fighter: 12

**Description**: Designed to carry and disgorge the Kotha fighter, the Milani is the common method the Abbai use for transporting large numbers of fighters to a war zone. It is a competent vessel armed with powerful laser cannon, but the Milani’s smaller size and the inadequacies of the Kotha often leave it at a disadvantage in any frontline engagement. It is nearly always accompanied by another, more reliable ship, like the Bimith or Tiraca. These other vessels give the Milani the additional stopping power and protection to put the numerous Kothas inside of it to good use.

The Abbai are known for their peace talks and traveling negotiators. As the galaxy became larger and larger, so did the need for a good way to send emissaries to the far reaches of space. The large hangars of the Milani made the hull perfect for conversion into the needed luxurious diplomatic transport. Increasing its already admirable armor and defenses, the Marata is a good way to ferry important peoples across the stars without too much worry that they will not come back again.

**Source**:

* Babylon 5: Ships of the Galaxy (page 96)
* thedemonapostle
Babylon 5 Defense Grids

## **Defence Grids**

The simplest form of defensive measure is that of the point defense grid, or just defense grid for short. These swiveled turrets are attached to extremely intelligent computing software designed to predict the incoming path of enemy fire and fire salvos. The resulting impact is supposed to stop the shots, or at least redirect them enough away from their intended target, and cause less damage.

A ship’s defense grid is also useful to a certain degree to dissuade enemy fighter and assault craft from nearing the vessel. Defense grid emplacements rarely cause significant damage to a target but are enough to deter fighter craft from moving too close.

* **Offensive**: This lists the damage if the device is used offensively. For example, if one were to use a Flak Cannon against a starfighter, the device would do 1D+1.
* **Intercept**: To use, the gunner makes an opposing gunnery + fire control roll against the incoming attack roll. If the roll is equal to or greater than the incoming attack roll, the incoming attack's damage is reduced by the Intercept's value. If the incoming attack is a missile/torpedo, and the Intercept roll succeeds, the missile/torpedo is destroyed. If the intercept roll is less than the incoming attack roll, the attack succeeds normally, unless the target dodges it...

#### **Point Defense Gun**

The most basic form of defensive turret is the point defense gun. A single turreted barrel that sends charged particles directly at any incoming fire, it is rather inadequate by current standards. Even so, it is inexpensive and takes up very little space.

#### **Flak Cannon**

When one thinks of ‘defensive’ the Hurr are rarely that springs to mind. Even so, in the early design of their fast firing ballistic arrays they came up with a rather ingenious little device they have called the flak cannon. The first prototype ballistic arrays fired too fast and would repeatedly strike their own shells in mid-flight making clouds of shrapnel that were good for little else but getting in the way. It was when a Hurr gunner noticed an enemy missile detonate early due to the cloud of shrapnel that the flak cannon found its true role.

#### **Interceptors**

The first advance in point defense, the interceptor array is a multi-barrelled particle gun that fires streams of charged particles at incoming fire much in the way its predecessor – the point defense gun – does, except better. It has more advanced computing software, a faster firing rate and adjustable recoil to catch shots faster.

While the original Mk I Interceptor has become widespread in the galaxy, there have been some internal advances of the device in the research labs of the Earth Alliance. They have made bigger and better versions of the old standby, some of which are equally as powerful against fighters as they are against incoming ordinance. Getting through a newer model of Earth Force cruiser’s interceptor energy web is difficult and rumor says they are still in development of bigger, better and more efficient versions.

#### **Source**

* Babylon 5: Ship Builder's Manual (pages 66-67)
* thedemonapostle
Babylon 5 Corporate Tanker

**Name**: Tanker
**Craft**: Corporate Tanker
**Type**: Freighter
**Scale**: Capital
**Length**: 260 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 7; Skeleton: 1/+10
**Crew Skill**: Astrogation: 3D+1; Capital Ship Piloting: 3D+1; Communications: 3D+1; Sensors: 3D+1; Starship Gunnery: 2D+1
**Passengers**: 250
**Cargo Capacity**: 500 metric tons
**Consumables**: 42 days
**Maneuverability**: 2D
**Space**: 3
**Hull**: 3D
**Sensors**

* Passive: 8 / 0D+1
* Scan: 16 / 0D+1
* Search: 24 / 0D+2
* Focus: 1 / 1D

**Weapons**

* **2 Particle Beams**

Fire Arc: 2 turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+2
Space Range: 1-2/4/8
Damage: 3D
**Miscellaneous**:

* Artificial Gravity: no
* Crew: 7
	+ Pilots: 1
	+ Sensor Operators: 1
	+ Crewmen: 5
* Average Crew Experience Level: Civilian
* Stealth: 5 (Base Difficulty to detect ship)
* Fusion Engine

**Complement**:

* Light Shuttle: 1

**Description**: Similar in construction to the corporate freighter and civilian trader, the tanker replaces the reinforced cargo pod hangers with attachment points for vast tanks capable of carrying a variety of different gases or liquids – many of which are the sole reason certain companies exist at all. Such vessels are the lifeline to many desolate worlds with few resources of their own, transporting important fuels, resources and even necessary substances to sustain life in their armored tanks. Although slightly more protected than a common freighter, there is a great deal of risk carrying fuel oils or pressurized foodstuffs through the void of space.

Tanker pilots generally make a higher wage than common cargo runners, as there is a definite risk involved in being strapped to a tanker’s cargo. Any attackers who do not have the best control of their weapons could puncture a filled tank, causing either a catastrophic explosion or a massive depressurization that would crush the rest of the ship like a tin can, which in turn would cause a fusion reactor meltdown – and the aforementioned catastrophic explosion.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 133-134)
* thedemonapostle
B-65 Shortsword-class Bomber

File:UNSC B-65 Shortsword.png
**Name**: B-65 Suborbital Long-Range Bomber
**Craft**: Misriah Armory B-65 Suborbital Long Range Fighter
**Type**: Low-altitude bomber
**Scale**: starfighter
**Length**: 27.3 x 35.3 meters
**Skill**: starfighter pilot
**Crew**: 3; skeleton: 1/+10
**Cargo Capacity**: 250kg
**Consumables**: 1 week
**Maneuverability**: 2D+2
**Move**: 365; 1,050kmh
**Hull**: 5D
**Sensors**

* Passive: 25km / 0D+2
* Scan: 50km / 1D
* Search: 75km / 1D+2
* Focus: 3km / 2D+1

**Weapons**

* **M995 ASW/AC 30mm MLA**

Fire Arc: forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 1D
Range: 10-300/800/1,500m
Ammo: 1,500
Damage: 4D+1
* **Maastricht/Raleigh Ordinance Delivery-Application System**

Fire Arc: forward
Crew: 1
Skill: staship gunnery
Fire Control: 2D
Ammo: 6 bombs total
* Mark 208 Bomb

Scale: starfighter
Range: free fall
Damage: 7D
* GBU-1105 Cryo Bomb

Scale: starfighter
Range: free fall
Damage: 5D (freezing damage)
* XGBU-302 Disruption Bomb

Scale: starfighter
Range: free fall
Damage: 5D (Ionization)
**Description**

The B-65 Suborbital Long-Range Bomber, more commonly known as the Shortsword, is a UNSC atmospheric strategic bomber.

The Shortsword shares a similar design to the GA-TL1 Longsword interceptor, though it is less angular than the latter. It features elongated primary wings as well as smaller wings attached to a large boom apparatus at the rear of the fuselage. A large air intake is mounted on the dorsal surface of each wing; pronged structures, possibly ailerons, are located at the rear tip of each wing. Though the B-65 is designed to provide suborbital air support, it is capable of at least rudimentary space flight; Shortswords are often deployed from parent vessels in low orbit.

The Shortsword is typically armed with conventional bombs for performing carpet bombing runs. When releasing its payload, the Shortsword "punches" its munitions into the ground; the munitions then explode a short time later. As the bombs detonate in the order in which they are dropped, carpet bombing runs carried out by the Shortsword resemble twentieth-century napalm strikes. Bombers equipped with the M/RODAS delivery system can carry less conventional payloads such as the XGBU-302 disruption bomb or the GBU-1105 "cryo" bomb.

**Source**:

* Halo Wiki: B-65 Suborbital Long-Range Bomber
* thedemonapostle
Andromeda: Type 2 Arc Light Slipfighter

**Name**: Type 2 Arc Light Slipfighter
**Craft**: Systems Commonwealth Type 2 Arc Light Slipfighter Deep Strike Operation Slipfighter
**Type**: First Strike Fighter
**Scale**: starfighter
**Length**: 20 x 9 x 6 meters
**Skill**: starfighter pilot
**Crew**: 1
**Passengers**: 0
**Cargo Capacity**: 200kg
**Consumables**: 1 week
**Slipstream Drive**: x0.04
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 4D+2
**Sensors**

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

**Weapons**

* **2 Type V Laser Cannons (firelinked)**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Damage: 4D+1
* **Electromagnetic Launch System Tube**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 4D+1
Space Range: 1-40/100/200
Atmosphere Range: 2-80/200/400km
Ammo: 1 Nova Bomb
Damage: (See Notes)
**Notes**:

* When used against a Star, it causes the star to go nova destroying everything within the system. If a Nova Bomb is used against a ship or planet, its effects are: Damage: 20D/15D/10D/5D Capital Scale; Blast Radius: 0-3/5/8/10 Space Units.

**Description**: The Type 2 Arc Light Slipfighter was a class of long range strike fighter used by the High Guard of the Systems Commonwealth. At least 22 of these ships were stored at High Guard Station GS-92196, and were made accessible to the child descendants of the former High Guard crew after Captain Dylan Hunt used his password to gain entry to the station's hangar bay.

The Arc Light has several hardpoints that can be used for launching Nova bombs. High Guard Station GS-92196 had over 1,000 Type 2's stationed there before the Fall of the Systems Commonwealth.

**Source**:

* The Andromeda Wiki: Type 2 Arc Light Slipfighter
* thedemonapostle
Andromeda Capital Ships

**Systems Commonwealth**

Eternal Vigilance Class

To Seek, To Find Class

Pride of Kaldera Class

Righteous Fist of Heaven Class

Siege Perilous Class

Victory's Crucible Class

Atmospheric Attack Craft Carrier

Triumvirate Heavy Cruiser

Glorious Heritage Class

**Pyrian**

Torchship

**Nietzschean**

Battlecruiser

Destroyer
Arrowhead Class Courier

**Name**: Arrowhead
**Craft**: Arrowhead Class Courier
**Type**: Courier
**Scale**: Starfighter
**Length**: 36.6 meters (estimated)
**Weight**: 400 tons
**Skill**: Space Transports
**Crew**: 2; skeleton: 1/+5
**Passenger Capacity**: 2 second class
**Cargo Capacity**: 70 tons
**Consumables / Fuel Capacity**: 7.5 tons (600 hours)
**Cost**: 12,600
**Maintenance Costs**: 360 per year
**Nav Computer**: yes (intra-system only)
**Maneuverability**: 2D+2
**Space**: 7; Hard Burn: 9
**Atmosphere**: 350; 1,000 kmh; Hard Burn: 400; 1,150 kmh
**Hull**: 2D+2
**Sensors**

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

**Weapons** - None

**Ship Complement:**

* Escape Pods: 6

**Description**: This older model courier can often be found for sale used. It was favored among independent forces during the unification war for its ease in conversion into gunship.

**Source**:

* The Firefly and Serenity Database: Arrowhead Class
* Serenity Role Playing Game: Six-Shooters & Spaceships (page 67)
* thedemonapostle
AvP: Combistick

**Name**: Combistick
**Model**:Yautja Combistick
**Type**: glaive
**Scale**: character
**Skill**: melee combat /melee parry / thrown weapons
**Range**: 1-30/75/150m
**Damage**: Str+2D (max 7D)

**Description**: The Combistick, also known as the Telescoping Spear, is a spear-like Yautja weapon. The Combistick is telescopic, making it relatively small and easy to store when not in use but extending to its full length when required in combat. It is made of incredibly light, sharp, thin but strong material. It can be used both as a close-quarters hand-to-hand weapon and thrown like a spear.

A Yautja receives a Combistick when they have finished all of their training, and have shown themselves ready to begin their first Hunt. Yautja have been known to decorate their Combistick over time with skulls and mementos of different Hunts and moments in their long life, making the staff its prized possession. When a Predator dies an honorable death, they are buried with their spear.

The spear's advantage is that it is extremely fast, well balanced and extremely strong, while also offering greatly increased range in hand-to-hand combat over common Wristblades. It can also parry melee attacks, deflecting claws, teeth, bullets and blades as if they were hardly relevant. The weapon is also light and balanced, making it easy to throw over considerable distances with great force.

Yautja Spear Masters tend to train solely in the use of these weapons and have displayed their mastery in combat by holding back hordes of enemies. They also teach young predators in the art of wielding the powerful weapon. A Spear Master is the second highest rank next to Elder.

An ornate Combistick was given to Lex Woods by an Ancient Yautja as a Trophy for defeating a Xenomorph Queen. It can be assumed that this was given to her as a sign that she had gone above and beyond the requirement for possessing one as she killed not only multiple Xenomorphs, but a Xenomorph Queen, something only few Yautja can ever accomplish during a Xenomorph Hunt.

**Source**:

* Predator: Cazador de Trofoes (page 17)
* Xenopedia: Combistick
* thedemonapostle
AvP: Caterpillar P-5000

**Name**: Powerloader
**Model**: Caterpillar P-5000 Powerloader
**Type**: Power Armor
**Scale**: Character
**Weight**: 272 kg
**Coverage**: Half

**Game Notes**:

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

**Description**: The Powerloader is the primary loader used for logistic and support operations. Its anthropomorphic exoskeletal frame allows for great flexibility handling ordinance and cargo and can be used for heavy maintenance when away from fixed workshops.

The Powerloader is designed to exactly mimic the movements of the operator. Leg and arm motions are controlled through linear motors slaved to the operator's movements. The manipulators are controlled by a handgrip/joystick combination on the inside of each limb and points for various maintenance tools are attached at the ends.

Powerloaders offer an effective Strength of 6D+2. There is an internal power supply, which will operate the powerloader for up to 12 hours.

**Source**:

* Xenopedia: P-5000 Powered Work Loader
* Aliens: Game Over v0.8 (page 27)
* thedemonapostle
Babylon 5 Hyperspace Jump Drive

**Hyperspace Jump Drive**
**Cost**: 200,000 credits
**Effect**: Provides a Hyperdrive Multiplier. To determine the multiplier: 20 - (1 1/3 x Space move) = Hyperdrive Multiplier. For example: if a ship with a Space of 6 has a Hyperspace Jump Drive installed, its Hyperdrive Multiplier would be 20 - (1 1/3 x 6 = 8) = x12 Hyperdrive Multiplier.
**Description**: Only the very largest and most sophisticated spacecraft are capable of creating their own jump points into hyperspace. Most have to rely on jump gates and so are forced to use regular trade routes. Those that create their own entry into or out of hyperspace are far more flexible. Creating jump points puts a spacecraft’s power plant under tremendous strain and few can make multiple jumps quickly and easily. A spacecraft that has created a jump point may not create another for a period of one minute. Failure to wait the allotted time could result in the catastrophic malfunction of the drive, possibly stranding the ship or ripping it apart.
Babylon 5 Avioki Class Heavy Cruisers

**Avioki Class Heavy Cruisers**

Outside of Syndicracy territory, the Avioki is easily the most commonly encountered Brakiri warship. Its strange and looming outline can be seen traveling in large groups throughout heavy traffi c trade routes or sent directly into conflicts all over the galaxy where the Brakiri have something at stake. They are capable machines of destruction that are almost single-handedly responsible for making a name for Brakiri war effectiveness.

Featuring slow-firing graviton beams in its primary armament, there have been a few newer versions of the vessel fitted by the different power families over the years. Where the common Avioki uses graviton beams and pulsars, the reincarnation of an old chassis – the Batrado – is a cheaper version that uses the smaller weaponry solely; used on the knowledge that the sight of the familiar hull is enough to ward off most raiders. The newest of the Avioki family, the Kaliva, uses powerful new hull punching weapons called gravitic lances to rip enormous gouts off a target in a single concentrated burst, making it a deadly counterpart to shorter ranged vessels and a surprise to fleets that often out-range the Brakiri.

Whatever the brand name or version, the Avioki is the image that comes to mind whenever the Brakiri war fleet is brought up in conversation, and probably will be for a long time to come.

Avioki Heavy Cruiser

Batrado Armed Transport

Kaliva Lance Cruiser

**Source**

Babylon 5: Ships of the Galaxy (pages 99-101)

The Babylon Project: Brakiri cruiser

thedemonapostle
Andromeda: Perseid

**Name**: Perseid
**Dice**: 12D
**Dexterity**: 1D / 4D
**Knowledge**: 1D / 4D+1
**Mechanical**: 1D / 4D+1
**Perception**: 1D / 4D
**Strength**: 1D / 4D
**Technical**: 1D / 4D+1

**Move**: 10 / 12
**Size**: 1.5 - 2.0 m
**Weight**: 45 - 150 kg

**Special Abilities**:

* None

**Description**: The Perseids are a highly advanced species, who thrived under the Commonwealth and whose members were indispensable to the efficient function of its institutions. The Perseids were hit particularly hard by the civil war and subsequent collapse. Accustomed to relying on the High Guard for defense and without strong martial traditions of their own, the Perseids became easy pickings for Magog swarm raids, Nietzschean bandits, and other opportunists. The result was a massive reverse exodus as Perseids from throughout the Known Worlds retreated to their ancestral homeworld of Ugroth. The "Great Ingathering," as it became known, bought temporary safety for the Perseids, but in a devastating blow to galactic civilization, countless worlds suddenly found themselves without their most capable administrators, scientists, and teachers. Indeed, many historians regard the Ingathering as one of the most important precipitating factors in the fall of the Long Night. So while a few Perseid settlements survive and even thrive on planets such as Xinti, Hamsa, and Sparborth, the vast majority of the Perseid people live on their once-scorned homeworld. Ugroth, once nearly abandoned as the Perseids spread out among the stars, is now home to nearly 150 billion Perseids, making it the most densely populated world in known space.

**Source**:

* The Andromeda Wiki: Perseid
* thedemonapostle
Andromeda: Nietzschean Garuda class Fighter

**Name**: Garuda Class
**Craft**: Nietzschean Garuda Class Multi-Purpose Fighter/Patrol Craft
**Type**: Patrol Fighter
**Scale**: Starfighter
**Length**: 34 x 12 meters
**Skill**: Starfighter Pilot
**Crew**: 3; Skeleton: 1/+10
**Passengers**: 4
**Cargo Capacity**: 3.4 metric tons
**Consumables**: 1 week
**Slipstream Drive**: x0.04
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 4D+2
**Sensors**

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

**Weapons**

* **2 Type VIII Laser Cannons (firelinked)**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Damage: 5D+1
* **6 Electromagnetic Launch System Tubes**

Fire Arc: 4 forward, 2 aft; but are self guided
Crew: 1
Skill: starship gunnery
Ammo: 6 missiles per tube, Specific missile quantity varies
* **Defensive Kinetic Kill Missiles**

Scale: starfighter
Fire Control: 3D+1
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 3D
* **Offensive Kinetic Kill Missiles**

Scale: starfighter
Fire Control: 2D+1
Space Range: 1-8/20/40
Atmosphere Range: 10-800/2,000/4,000m
Damage: 9D
* **Smart Anti-Ship Missiles**

Scale: starfighter
Fire Control: 4D+1
Space Range: 1-7/18/35
Atmosphere Range: 10-700/1,800/3,500m
Damage: 8D
**Description**: The Garuda class is a long range patrol and assault starfighter craft that was popular among Home Guard units, especially Nietzscheans, prior to the fall of the Commonwealth. Garuda class vessels, while normally dependent on their carrier capital ships in the pre-fall eras have usually been subject to modifications after the fall of the Systems Commonwealth. In the post-fall era, Garuda class ships are still a Nietzschean favorite, though generally better suited for more independent operations than their pre-fall counterparts, including a small axial-mounted slipstream drive, some form of particle or plasma weaponry arrays, more efficient power generators and life support systems. Ammunition bays and weapon hardpoints are typically external and modular, with reloading and weapon exchanges performed by automated machinery.

**Source**:

* The Andromeda Wiki: Garuda class
* thedemonapostle