recursal/Fanatic-Fandom huggingface dataset:
Shadowrun Street Samurai

**Type**: Street Samurai
**Species**: Ork

He’s where he began: out on the streets and alleys. Growing
up looking for an edge, he found a job, and then he found another. And he made every credit stretch. Then, piece by piece, he put in new implants until he reached his goal: street samurai. Not just any razor guy, but something more. Not some wise guy, or augmented thug or merc. He earned his honor by his work and learned from generations of noble warriors of old, giving him a soul, the spirit of bushido. Now he runs shadows with his team.

**Dexterity**: 3D+2

* Brawling Parry: 5D
* Dodge: 7D
* Firearms: 5D
* Melee Combat: 5D+1
* Melee Parry: 5D+1

**Knowledge**: 1D+2

* Languages: (S) Japanese: 3D
* Law Enforcement: 3D
* Scholar: (S) Safe Houses: 3D+2

**Mechanical**: 2D+2

* Ground Vehicle Operations: 3D+2

**Perception**: 1D+2

* Hide: 3D
* Poetry: 2D+1
* Sneak: 3D

**Strength**: 4D

* Brawling: 5D+1
* Lifting: 7D+1
* Stamina: 8D+2

**Technical**: 1D+2

**Move**: 10
**Force Sensitive**: No
**Force Points**: 1
**Dark Side Points**: 0
**Character Points**: 5
**Essence**: 0.88 / 6

**Total Resistances**:

* Physical Resistance: 8D+1
* Energy Resistance: 6D+2
* Armor Dexterity and related Skills Penalty: -1D+1

**Augmentations**:

* Cybereyes [Rating 3, flare compensation, low-light, smartlink, thermographic, vision enhancement 2, vision magnification]; dermal plating 2 (alphaware) [Damage Resistance +1D+1]; cyberarm [right, obvious, Strength 6D, Dexterity 4D+2, cyber sub-machine gun w/ external clip port]; cyberarm [left, obvious, Strength 6D, Dexterity 4D+2, Armor 1D+1, cyber spur, cyberarm slide]; enhanced articulation [Dexterity and Strength skills +2 pips on skills rolls]; platelet factories; reflex recorder [Blades, Longarms, Sneaking, Unarmed Combat]; synaptic booster 2 [Dexterity +1D+1; Initiative +1D+1]; synthcardium 1

**Gear**:

* Earbuds [audio enhancement (Rating 1), 4 fake SINs [Rating 4, each with fake licenses (Rating 4, concealed carry, possession of firearms, possession of augmentations)], spatial recognizer], Hermes Ikon commlink (Rating 5), jammer (area, Rating 4), lined coat [chemical protection 3, fire resistance 3, non-conductivity 3], medkit (Rating 3), medkit (Rating 6), micro-transceiver, Middle Lifestyle (3 months), 5 stim patches (Rating 6), 2 trauma patches, white noise generator (Rating 6)

**Weapons**:

* Katana; Sword; Ares Light Fire 75(c) [w/ 3 spare magazines, 100 rounds regular ammo]; Ares Predator V [APDS ammo (100 rounds) , 3 spare magazines]; HK-227 [w/ 3 spare magazines, 100 rounds explosive ammo]; FN HAR [w/intergral smartlink, 3 spare magazines, 100 rounds APDS ammo]; Enfield AS-7 [w/ internal smartlink, 3 spare magazines, 100 rounds flechette ammo]; Ingram Valiant [w/ integral smartlink, 3 spare magazines, 100 rounds explosive ammo]; 3 high explosive grenades; Spurs

**Credits**: 2,555 + (4D x 100)
Terran Confederation "Ella" Super Base

**Name**: Ella Super Base
**Craft**: Terran Confederation Ella Super Base
**Type**: Super Base
**Scale**: capital
**Length**: 2,500+ meters (estimated)
**Skill**: space station operations
**Crew**: 25,000; skeleton: 2,500/+10
**Passengers**: 6,209 passengers; 272 hospital patients; & 680 prisoners
**Cargo Capacity**: 2,621,440 metric tons
**Consumables**: 34 months
**Jump Drive**: x1
**Nav Computer**: yes
**Space**: maneuvering thrusters only
**Hull**: 3D+2
**Shields**: 12D
**Sensors**

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

**Weapons**

* **Electronic Counter Measure Module**

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

* External Docking Port: 4
* Escape Pods: 103

**Ship Complement**

* F-27/L Arrow Light Fighter: 864
* F-103 Excalibur Space Superiority Fighters: 864
* F-42 Hellcat-V Space Superiority Interceptors: 864
* HF-66 Thunderbolt-VII Heavy Fighter/Bombers: 864
* F/A-76 Longbow Heavy Bombers: 864
* F-104 Bearcat Heavy Fighters: 864

**Description**: The Ella Superbase is a massive space station located in the Ella System in the Sol Sector. It is a major installation of the Terran Confederation and houses thousands of Confederation citizens. Ella is a civilian installation and therefore largely unarmed. It relies on Confederation security forces to ensure its defense in times of war.

The Ella Superbase was targeted by the BWS Intrepid in 2673 when Union of Border Worlds forces were rushing to Earth to prevent Admiral Geoffrey Tolwyn and his illegal Black Lance forces from securing a declaration of war against the Border Worlds with manufactured evidence. They pursued Tolwyn on his flagship, the TCS Vesuvius, and the chase eventually led them to the Ella System. Unfortunately, the Ella Superbase was in their path, threatening the secrecy of their presence in the system. Border Worlds Colonel Jacob Manley argued that they needed to destroy the superbase, but Colonel Tamara Farnsworth suggested bypassing it, stating the wilful inflicting of civilian casualties as being morally wrong. Intrepid commander Colonel Christopher Blair concurred, and ultimately decided that it would be most appropriate to bypass the base altogether.

The Ella Superbase was ultimately spared from Border World attack, although it further alerted Admiral Tolwyn to the Border Worlds forces' presence in the system.

**Source**:

* Wing Commander Encyclopedia: Ella Superbase
* The Wing Commander Role Playing Game (page 408)
* thedemonapostle
Starship Troopers: Viking Landing Boat

**Name**: Viking Landing Boat
**Craft**: DR-4 Viking Landing Boat
**Type**: Drop Ship
**Scale**: Starfighter
**Length**: 15 meters (estimated)
**Mass**: 110 tons
**Skill**: Space Transports
**Crew**: 1; Gunners: 1
**Passengers**: 40 troops
**Cargo Capacity**: 9.07 metric tons
**Maneuverability**: 0D
**Atmosphere**: 115; 330 km/h (capable of orbit and re-entry)
**Hull**: 6D+2
**Sensors**

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

**Weapons**

* **4 MW-5050 autocannons**

Fire Arc: 2 forward, 1 port, 1 starboard
Crew: 1
Scale: Speeder
Skill: Starship gunnery
Fire Control: 1D
Range: 1-92/230/460m
Damage: 4D
**Description**: The heavily armored ‘shed on jets’ is commonly used to transport troops from orbiting carriers to a planetary drop zone. These landing boats, unlike drop boats, do not have the capability to drop cap troopers, and instead deliver their complement of troops by affecting a direct landing. The standard Viking landing boat requires a crew of two pilots and can deliver a whole platoon of troopers, their equipment and supplies, to a planet’s surface.

Landing boats are extremely robust, if rather slow. Their lack of speed is not so much of a problem on planetary approaches, since gravity-assisted descents are, by definition, rapid. However, since their ability to climb to higher altitudes is so slow, lighter, faster and more maneuverable craft are favored for high-speed extractions.

**Source**:

* Starship Troopers Wiki: DR-4 Viking
* Starship Troopers RPG Sourcebook (page 194)
* thedemonapostle
Shadows Shuttle Class

**Craft**: Shadows Shuttle
**Type**: shuttle
**Scale**: starfighter
**Length**: 25 meters
**Skill**: space transports
**Crew**: 1
**Crew Skill**: Astrogation: 3D+1; Communications: 3D+1; Sensors: 3D+1; Space Transports: 3D+1; Starship Gunnery: 3D
**Passengers**: 10
**Cargo Capacity**: 4 metric tons
**Consumables**: 3 weeks
**Hyperdrive**: x14
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 3D+1
**Sensors**

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

**Weapons**

* **2 Light Particle Guns**

Fire Arc: forward
Crew: 1
Scale: Walker
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-2/4/8
Atmosphere Range: 10-200/400/800m
Damage: 3D
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 1 Pilot
* Average Crew Experience Level: Shadow Servant Pilot
* Stealth: 7 (Base Difficulty to Detect Ship)
* Artificial Gravity
* Atmospheric Capable

**Description**: Rarely used, the Shadow shuttle is a partially modified personnel transport that can be launched from and docked within a Shadow cruiser. It has been manipulated with Shadow tech in order to sustain life and energy within the dark mass of its carrier, but also to be far less vulnerable than a common shuttle. They are only ever used in circumstances that require an important Shadow servant – and no doubt his unseen bodyguards – to travel to populated areas.

Augmented slightly, the shuttle is armed with commonplace particle guns and made from common materials to the younger races in order to keep the real unique technologies from falling into others’ hands unplanned. It is more resilient and is thickened with bio-mass bulkheads, but little else of Shadow technology.

**Source**:

* The Babylon 5 Project: Shadow Transport
* Babylon 5: Ships of the Galaxy (page 86)
* thedemonapostle
Stargate "Tac"

**Name**: "Tac"
**Model**: Goa'uld Tacluchnatagamuntoron
**Type**: Remote Defgensive Energy Weapon
**Scale**: Character
**Skill**: Blaster
**Weight**: 2.72 kg
**Ammo**: 100
**Range**: 1-6/30/61 m
**Damage**: 6D

**Game Notes**:

* Three rounds after activation, a "Tac" begins scanning its surroundings within 30 meters for heat signatures. If a "Tac" finds a target within 30 meters, it begins firing. If there are multiple targets, all at equal distance from the "Tac," it will fire on one of them randomly. The device has a Search: 6D; Blaster 3D+2; Strength: 1D+1; Initiative: 3D+2; and makes 2 standard attacks each round.

**Description**:

*"So Teal'c, how does one Goa'uld fire weapons from several directions?"
"Tacs."
"Tac'nik'tels?"*
―Jonathan J. O'Neill and Teal'c

A Tacluchnatagamuntoron, also spelled Tac'unitagamunition and Takunitagaminituron or simply Tac/Tak for short, is a small Goa'uld device, rather similar in appearance to a Goa'uld shock grenade. It is remotely activated, and fires small bursts of energy at warm objects, such as warm-blooded beings and flares. (SG1: "Deadman Switch")

**Source**:

* Stargate Wiki: Tacluchnatagamuntoron
* Stargate SG-1 RPG Sourcebook (page 348)
* thedemonapostle
Star Trek Romulan Disruptor Rifle

**Name**: Disruptor Rifle
**Model**: Romulan Disruptor Rifle
**Type**: energy weapon
**Scale**: character
**Length**: 30 cm
**Weight**: 1.2 kg
**Skill**: Blaster: Disruptor Rifle
**Ammo**: 2,250
**Range**: 5-50/100/200m
**Damage**: Varies based on setting

**Firing Modes**

* **Standard** mode is the one typically used. It does the weapon's basic damage.

* **Pulse** mode involves increasing the damage the weapon does by firing a series of rapid pulses of energy. You can simulate this by increasing the weapon's damage with extra power, or as a form of single-weapon multifire. Pulse phasers cannot use this rule; they are already optimized for this type of fire only (which is why they do much more damage than normal phasers of the same type).

* **Continuous** fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This provides +1D to roll when making an attack Test to hit the target. Pulse phasers cannot fire in continuous mode.

* **Wide Beam** mode allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 10 meters for every 1D of damage sacrificed. In combat, for every 1D (1D = 3 pips) of damage sacrificed to widen the beam, the user receives a +1D bonus to hit the target. Out of combat, a sufficiently wide beam on low power settings has many uses as a tool.

 Pulse Beam
 Continuous Beam
 Wide-Beam

**Description**: Romulan disruptors were a type of hand-held disruptor weapon used by Romulan officers or as mounted weapons utilized on board starships serving the Romulan Empire. They were first seen in the 23rd century when the USS Enterprise entered the Romulan Neutral Zone to steal a cloaking device. (TOS: "The Enterprise Incident")

During the 24th century, the Romulans were using a sleeker designed disruptors that featured various power settings as well as an overload setting. (TNG: "The Next Phase", "Face of the Enemy"; DS9: "The Search, Part I")

The Romulans also had two larger versions referred to as disruptor rifles. These versions were capable of firing a more powerful beam than their smaller counterparts. (TNG: "Unification I", "Unification II"; DS9: "Improbable Cause")

In 2369, Doctor Beverly Crusher was shot from a close distance with a Romulan disruptor but was frozen in time due to several temporal fragments. When the away team, including Captain Picard, Data, Geordi La Forge, and Deanna Troi, was able to return the normal timeline, Troi saved Crusher by pushing her out of the way. The Romulan officer was surprised, but wouldn't shoot at Crusher. He tried to shoot at a female alien who had been posing as a Romulan. (TNG: "Timescape")

**Source**:

* Memory Alpha: Romulan disruptor
* Star Trek TNG RPG - The Way of D'era - The Romulan Star Empire (pages 63-64)
* thedemonapostle
Terran Confederation "Caernavon" Frigate

**Name**: Caernaven Class Frigate
**Craft**: Terran Confederation Caernaven Class Frigate
**Type**: Frigate
**Scale**: capital
**Length**: 620 meters
**Skill**: capital ship pilot
**Crew**: 217; skeleton: 22/+10
**Passengers**: 53 passengers; 92 Hospital patients; & 230 prisoners
**Cargo Capacity**: 6,400 metric tons
**Consumables**: 24 months
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 4D+2
**Shields**: 7D+2
**Sensors**

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

**Weapons**

* **2 Dual Offensive Lasers**

Fire Arc: 2 turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D+2
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 4D
* **2 Missile Banks**

Fire Arc: 2 Turrets
Crew: 1
Scale: Starfighter
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-8/20/40
Atmosphere Range: 10-800/2,000/4,000m
Ammo: 12 Standard Image Recognition (IR) Missiles per bank
Damage: 2D+1
* **Electronic Counter Measure Module**

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

* External Docking Port: 2
* Escape Pods: 18

**Description**: The Caernaven-class frigate is a class of capital ship in the service of the Terran Confederation. However, it has also seen extensive usage among numerous other Terran factions.

The Caernaven is an older Terran design that has served numerous roles on the frontlines. They have served as fleet escorts, system patrol craft, and evacuation vessels. They act as very large gunships and normally are equipped with several laser turrets and missile launchers.

The Caernaven has proven itself to be a reasonably popular capital ship, and has served extensively with the navies of both Confed and the Union of Border Worlds. It has also found itself in the hands of Terran pirate forces.

Caernavens have served for much of the duration of the Terran-Kilrathi War.

In 2673, the Border Worlds Conflict took place between the Union of Border Worlds and the Terran Confederation. Both sides employed Caernavens in their skirmishes against each other. They were also used by the Black Lance in their efforts to instigate war between the two factions.

During the Circean Civil War, several Border Worlds Caernavens participated in the evacuation of Circe VII, where they collected refugees from an island continent that had been victimized by a Black Lance chemical strike.

Caernavens became less common by 2681, during which the Confederation introduced a much more modern postwar fleet

**Source**:

* Wing Commander Encyclopedia: Caernaven-class frigate
* Wing Commander Information Center: Caernaven-class frigate
* The Wing Commander Role Playing Game (page 402)
* thedemonapostle
Terran Confederation "Exeter" Destroyer

**Name**: Exeter
**Craft**: Terran Confederation Exeter Class
**Type**: Destroyer
**Scale**: capital
**Length**: 360 meters
**Skill**: capital ship pilot
**Crew**: 500; skeleton: 50/+10
**Passengers**: 50 passengers; 42 hospital patients; & 105 prisoners
**Cargo Capacity**: 1,600 metric tons
**Consumables**: 14 months
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 4D
**Shields**: 5D
**Sensors**

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

**Weapons**

* **3 Anti-Matter Guns** (firelinked)

Fire Arc: 1 turret
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-8/20/40
Atmosphere Range: 2-16/40/80km
Damage: 7D+2 Ignores Shields
* **8 Dual Civilian Grade Laser Cannons**

Fire Arc: 8 dual turrets
Crew: 1
Scale: walker
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 2D+2
* **Light Missile Tube**

Fire Arc: forward
Crew: 1
Scale: Walker
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 10 Civilian Grade Image Recognition (IR) Missiles
Damage: 3D+1
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/10/20
Atmosphere Range: 2-10/20/40km
Effects: Enemy Sensors and Fire Control -1D
**Gear**:

* External Docking Port: 2
* Escape Pod: 63

**Ship Complement**

* F-36 Hornet Light Fighter: 6
* CF-105 Scimitar Medium Fighter: 6
* A-14 Raptor Heavy Fighter: 6
* F-44/A Rapier-II Medium Fighters: 6 (Gettysburg-Exeter variant only)

**Description**: The Exeter-class destroyer was the primary Terran Confederation 'battleship' of the Vega Campaign, replacing the larger warships of the previous era. Exeters served in major sieges and amphibious assaults. They also serve as armored transports for dignitaries. The TCS Perez de Cuellar and TCS U Thant ferried diplomats to Firekka. The TCS Tiger's Claw's battle group Delta included an Exeter.

The destroyers carry a single squadron of eighteen light and medium fighters, often including Hornets and Rapier IIs. Other notable Exeters include the TCS Formidable, where Christopher Blair served his cadet cruise, and the TCS Gwenhyvar, which was captured by the Kilrathi and used to ambush other Confederation ships in 2655.

**Source**:

* Wing Commander Encyclopedia: Exeter-class destroyer
* Wing Commander Information Center: Exeter-class destroyer
* The Wing Commander Role Playing Game (page 391)
* thedemonapostle
Stargate M203

**Name**: M203
**Model**: Colt M203 grenade launcher
**Type**: Missile Weapon
**Scale**: Character
**Skill**: Missile Weapons: Grenade Launcher
**Weight**: 1.81 kg
**Ammo**: 1 (barrel)
**Fire Rate**: 1
**Range**: 1-15/76/152 m
**Damage**: Varies by Grenade type

**Description**: The Colt M203 grenade launcher is a single shot 40mm grenade launcher able to be attached to most Colt M16A3 rifle variants or to a stand alone stock. (SG1: "The Fifth Man")

Col. Jack O'Neill has been known to carry the stand-alone version and several grenades on occasion, using one to shoot down a Death glider. Colonel David Dixon employed an M203 attached to a carbine to drop a wall on a Goa'uld reconnaissance probe, destroying it. (SG1: "The Fifth Man", "Heroes, Part 1")

**Source**:

* Stargate Wiki: Colt M203 grenade launcher
* Stargate SG-1 RPG Sourcebook (page 339)
* thedemonapostle
Standard Escape Pod

**Name**: Escape Pod
**Craft**: Standard Escape Pod
**Type**: emergency escape pod
**Scale**: starfighter
**Length**: 2.4 x 1.2 x 1.2 meters
**Passengers**: 1
**Cargo Capacity**: 0
**Consumables**: 120 hours
**Cost**: 100 credits
**Maneuverability**: 1D+1
**Space**: 0
**Atmosphere**: 0
**Hull**: 1D+1
**Sensors**

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

**Description**: Escape pods using high-thrust chemical rockets carry survivors away from the site of a disaster in space. Once away, the pod’s computer takes over. If there is a world within range, the computer heads for it, picks out a likely landing spot, and makes the best entry possible, using the ablative hull of the pod for a heat shield and aerobrake. If a world cannot be found, pods will swarm together to wait for rescue. The pod carries life support for five days, but living in a space the size of a coffin for that long is not particularly comfortable. It is possible that a skilled pilot could override the computer, take control of an escape pod, and guide it in for a landing. Only pilots familiar with the pod’s system would know the proper codes, etc.

Well-equipped spaceships (Alliance vessels and high-end passenger liners) provide escape pods for 150% of the crew and passenger complement.

**Source**:

* thedemonapostle
* Serenity RPG (pg 117)
Stargate Chain Shirt

**Name**: Chain Shirt
**Model**: Various Manufacture Chain Shirt
**Type**: Combat Armor
**Scale**: Character
**Weight**: 11.34 kg
**Coverage**: Arms & Torso

**Game Notes**:

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

**Description**: A medieval style metallic armor composed of interlocking rings.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 321)
* thedemonapostle
Stargate M2HB

**Name**: M2HB
**Model**: Browning M2HB
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Machinegun
**Weight**: 38.1 kg
**Ammo**: 50 (belt)
**Fire Rate**: Single Shot & Fully Automatic
**Range**: 1-91/457/914 m
**Damage**: 6D+1

**Description**: The M2 Browning is a heavy machine gun used by Stargate Command. Two of these guns are stationed on each side of the ramp in the Embarkation room. (SG1: "Children of the Gods")

An M2 Browning has also been mounted on a Mobile Analytic Laboratory Probe for use offworld. (SG1: "Forever in a Day")

**Source**:

* Stargate Wiki: M2 Browning
* Stargate SG-1 RPG Fantastic Frontiers Sourcebook (page 171)
* thedemonapostle
Terran Confederation "Pelican" Transport

**Name**: Pelican Class Transport
**Craft**: Terran Confederation Pelican Class Transport
**Type**: Transport
**Scale**: starfighter
**Length**: 390 meters
**Skill**: capital ship pilot
**Crew**: 20; skeleton: 2/+10
**Passengers**: 5
**Cargo Capacity**: 324,100 metric tons
**Consumables**: 22 months
**Primary Jump Drive**: x1
**Secondary Jump Drive** : x10
**Tertiary Jump Drive** : x100
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 1
**Atmosphere**: 210; 600 km/h
**Hull**: 4D
**Shields**: 8D
**Sensors**

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

**Weapons**

* **5 Dual Long Range Lasers**

Fire Arc: 5 turrets
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 1D+1
Space Range: 1-8/20/40
Atmosphere Range: 10-800/2,000/4,000m
Damage: 4D+2
* **Electronic Counter Measure Module**

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

* External Docking Port: 2
* Phase Shields: While active the ship becomes immune to all forms of damage provided it is not hit by anything that can bypass its shields (such as Anti-Matter Guns or torpedoes).
* Escape Pods: 1

**Description**: Terran Confederation transport.

**Source**:

* The Wing Commander Role Playing Game (page 409)
* thedemonapostle
Star Trek Lirpa

**Name**: Lirpa
**Model**: Vulcan Lirpa
**Type**: melee weapon
**Scale**: character
**Length**: 160 x 30 x 20 cm
**Weight**: 5.6 kg
**Skill**: Melee Combat: Vulcan Lirpa
**Difficulty**: 9
**Damage**: STR+1D+2

**Game Notes**:

* When used to parry or block, the user gains a +1D+2 to their rolls.

**Description**: The lirpa was a traditional Vulcan melee weapon, consisting of a metal staff with a fan-shaped blade on one end and a club on the other. The haft below the shaped blade had some Vulcan lettering on it.

In 2154, the Vulcan commandos sent by the Vulcan High Command after Jonathan Archer and T'Pol wielded lirpas, since energy weapons were useless in Vulcan's Forge. Archer disarmed one of them and was very familiar with the use of this weapon because of his mind meld with Syrran. (ENT: "Kir'Shara")

It was used by combatants in the kal-if-fee, the traditional mating challenge during the pon farr. (TOS: "Amok Time")

**Source**:

* Memory Alpha: Lirpa
* Star Trek DS9 Core Game Book (page 240)
* Star Trek TNG RPG Core Book (page 238)
* thedemonapostle
Stargate S&W Model 29

**Name**: Model 29
**Model**: Smith & Wesson Model 29
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Revolver
**Weight**: 1.8 kg
**Ammo**: 6
**Range**: 1-11/53/107 m
**Damage**: 3D+1

**Game Notes**:

* **Dual Ammo Capability**: The Smith & Wesson Model 29 is capable of firing both the .44 Magnum rounds and the .44 Special rounds. The .44 Special does 3D+1 damage and has a range of 1-8/38/76 m.

**Description**: The Smith & Wesson Model 29 is a six-shot, double-action revolver chambered for the .44 Magnum cartridge and manufactured by the U.S. company Smith & Wesson. It was made famous by (and is still most often associated with) the fictional character "Dirty Harry" Callahan from the Dirty Harry series of films starring Clint Eastwood.

The Model 29 was offered with 3", 4", 5", 6", 6½", 8⅜" and, later, 10⅝" barrel lengths as standard models. Other barrel lengths were available either by special order from Smith & Wesson's Custom Shop or custom built by gunsmiths. The 5" barreled variant had a full length underlug. Finish options available included a highly polished blued or nickel-plated surface.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 333)
* thedemonapostle
Star Trek Federation Type III-A Phaser Rifle

**Name**: Type III-A
**Model**: Starfleet Type III-A Phaser
**Type**: Energy Weapon
**Scale**: character
**Length**: 62 cm
**Weight**: 1.4 kg
**Skill**: Blaster: Phaser Rifle
**Ammo**: 1,500
**Fire Control**: 1D
**Range**: 5-45/85/160 m
**Damage**: Varies base on Setting

**Game Notes**:

* Requires Command Level authorization for settings 11 through 16.

**Firing Modes**

* **Standard** mode is the one typically used. It does the weapon's basic damage.

* **Pulse** mode involves increasing the damage the weapon does by firing a series of rapid pulses of energy. You can simulate this by increasing the weapon's damage with extra power, or as a form of single-weapon multifire. Pulse phasers cannot use this rule; they are already optimized for this type of fire only (which is why they do much more damage than normal phasers of the same type).

* **Continuous** fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This provides +1D to roll when making an attack Test to hit the target. Pulse phasers cannot fire in continuous mode.

* **Wide Beam** mode allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 10 meters for every 1D of damage sacrificed. In combat, for every 1D (1D = 3 pips) of damage sacrificed to widen the beam, the user receives a +1D bonus to hit the target. Out of combat, a sufficiently wide beam on low power settings has many uses as a tool.

 Pulse Beam
 Continuous Beam
 Wide-Beam

**Description**: A type-3 phaser is the Federation's classification for the type of phaser weapon that is usually considered a rifle. This standard for phaser rifles refers to those weapons used by the Federation in the 23rd and 24th centuries. (TNG reference: Star Trek: The Next Generation Technical Manual)

**Source**:

* Memory Alpha: Type 3 phaser
* Memory Beta: Type-3 phaser
* Star Trek DS9 Core Game Book (page 237)
* Star Trek TNG RPG Core Book (page 236)
* thedemonapostle
Star Trek Kar'takin

**Name**: Kar'takin
**Model**: Jem'Hadar Kar'takin
**Type**: melee weapon
**Scale**: character
**Length**: 110 cm
**Weight**: 4.5 kg
**Skill**: Melee Combat: Kar'takin
**Difficulty**: 8
**Damage**: STR+1D+2

**Game Notes**:

* When used to parry or block, the user gains a +1D to their rolls.

**Description**: The kar'takin was a short polearm with a straight-edged blade and a stabbing point, favored by the Jem'Hadar for hand-to-hand combat.

They were used by Dominion and Starfleet forces in the assault on Vandros IV in 2372. (DS9: "To the Death")

During the Dominion War, captured kar'takins were kept aboard Klingon ships for training purposes. (DS9: "Sons and Daughters")

**Source**:

* Memory Alpha: Kar'takin
* Memory Beta: Kar'takin
* Star Trek DS9 Core Game Book (page 240)
* thedemonapostle
Star Trek Jem'Hadar Rifle

**Name**: Rifle
**Model**: Jem'Hadar Rifle
**Type**: energy weapon
**Scale**: character
**Length**: 60 cm
**Weight**: 1.1 kg
**Skill**: Blaster: Plasma Rifle
**Ammo**: 1,750 charges; consumes 25 charges per shot
**Fire Rate**: Semiautomatic, Fully Automatic
**Range**: 5-40/80/150 m
**Damage**: 6D+2

**Game Notes**:

* **Chemical Enhancements**: The shooter can add chemical enhancements (such as nerve gases or osteosolvents) to the energy stream to further disable the target.

**Description**: Jem'Hadar Rifles fire a phased polaron beam.

**Source**:

* Memory Alpha: Jem'Hadar plasma rifle
* Star Trek DS9 Core Game Book (page 238)
* thedemonapostle
Star Trek Energy Knife

**Name**: Energy Knife
**Model**: Starfleet Energy Knife
**Type**: powered melee weapon
**Scale**: character
**Length**: The energy blade's length can be varied from 10-50 cm
**Weight**: 0.3 kg
**Skill**: Melee Combat: Energy Blade
**Difficulty**: Moderate
**Ammo**: Varies (See Chart)
**Damage**: varies based on setting

 Medium
 High

**Description**: Because phaser and disruptor discharges are easily detectable by all sensors, Starfleet technicians have developed a powerful melee weapon based on phaser technology. The energy knife uses a compact force field to contain a phaser-like beam. The force field's frequency is tuned so it holds the beam's energy while allowing normal matter to pass through the field without interference. This weapon is capable of cutting through almost any normal material. The force field also masks the beam's energy signature from detection. Sensors notice the force field, but not the energy beam, so the alarms triggered by weapon discharge in any starship or security installation do not sound. This weapon has variable power settings. The length of the field containing the beam can also be altered.

**Source**:

* Star Trek TNG RPG - The First Line - Starfleet Intelligence Handbook (page 42)
* thedemonapostle
Star Trek Xindi Insectoid

**Name**: Xindi Insectoid
**Dice**: 12D
**Dexterity**: 1D / 4D
**Knowledge**: 1D / 4D
**Mechanical**: 1D / 4D
**Perception**: 1D / 4D
**Strength**: 1D / 4D
**Technical**: 1D / 4D

**Move**: 10 / 12
**Size**: 1.6 - 2.1 meters
**Weight**: 50 - 80 kg

**Special Abilities**:

* **Chitin Armor**: The Xindi Insectoids have a chitin armor that provides them with a physical protection of 1D.
* **Impulsive**: Xindi Insectoids suffer a -1D to their Willpower skill rolls due to their impulsiveness.

**Description**: The Xindi-Insectoids were a species of Xindi, and were native to the planet Xindus.

**Physiology**

The Xindi-Insectoids were insectoid like as their name suggests. As all of the other six Xindi species, the Insectoids also had distinctive ridges on their cheek bones. The lifespan an Insectoid was approximately twelve years. Their reproduction was performed asexually.

Because of their short lifespan, the Insectoids were strongly concerned about their offspring's' survival. The Insectoid eggs were protected by the adults on hatchery brigs attached to their ships and if threatened, the Insectoids would protect their sons even with the cost of their lives. (ENT episode: "Hatchery")

**Language**

The Xindi-Insectoids had 67 different dialects. Their language was a clicking dialog, one of the most complex of all Xindi languages. They considered raised voices as a sign of hostility. As they grew, their names grew longer and more difficult to pronounce. (ENT episode: "The Council")

**History**

Like the other Xindi species, the Insectoids evolved on the planet Xindus. During the Xindi Civil War, they were allies with the Xindi-Reptilians and were ultimately responsible for the planet's destruction, when in an act of desperation, the two races detonated several explosives over the eight largest seismic fissures of the planet. Another effect from the planet's destruction was the annihilation of the Xindi-Avians, which went extinct after the planet's evacuation. (ENT episode: "The Shipment")

**Source**:

* Memory Alpha: Xindi-Insectoid
* Memory Beta: Xindi-Insectoid
* Star Trek RPG Enterprise Season II - III Sourcebook (LUG) (pages 19-20)
* thedemonapostle
Terran Confederation "Diligent" Transport

**Name**: Diligent
**Craft**: Proxima Spaceworks Diligent-class
**Type**: transport
**Scale**: starfighter
**Length**: 96 meters
**Skill**: space transports
**Crew**: 16; skeleton; 2/+10
**Passengers**: None
**Cargo Capacity**: 4,263 metric tons
**Consumables**: 24 weeks
**Jump Drive**: x1
**Back-up Jump Drive**: x10
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 3D+1
**Shields**: 4D+1
**Sensors**: None
**Weapons**

* **4 Dual Civilian Grade Laser Cannons**

Fire Arc: 4 turrets
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 1D+2
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 2D+2
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/10/20
Atmosphere Range: 10-500/1,000/2,000m
Effects: Enemy Sensors and Fire Control -1 pip
**Gear**

* External Docking Port x2
* Escape Pods: 1

**Description**: The Diligent is a significantly less common variation on the Drayman-class transport design.

The TCS Hickok, a Diligent-class transport, was among the first to respond to the 2654 Proton Accelerator Gun attack on the Goddard Colony. Another Diligent accompanied Task Force Delta during Operation Thor's Hammer, carrying much needed provisions to resupply the TCS Tiger's Claw and her escorts during the several months behind enemy lines.

**Source**:

* Wing Commander Encyclopedia: Diligent-class transport
* Wing Commander Information Center: Diligent
* The Wing Commander Role Playing Game (page 390)
* thedemonapostle
Star Trek Kailune

**Name**: Kailune
**Model**: Romulan Kailune
**Type**: thrown weapon
**Scale**: character
**Length**: 12.5 x 7 x 1 cm
**Weight**: 0.25 kg (at most)
**Skill**: Thrown Weapon: Kailune
**Range**: 1-10/20/35 m
**Damage**: STR+0D+2

**Description**: Resembling to human eyes something like a small metal profile of a bat in flight, the kailune is a throwing blade which Romulans once used to hunt for food or sport. It is sharp on all edges, the better to increase the chance of inflicting a wound on a target.

Although it it generally not powerful enough to kill an adult Romulan, some masters have demonstrated a lethal pinpoint accuracy with it. On rare occasions a kailune's ability to kill will be increased by coating it with poison.

**Source**:

* Star Trek TNG RPG - The Way of D'era - The Romulan Star Empire (page 65)
* thedemonapostle
Starship Troopers: Chariot Bug

**Name**: Chariot Bug
**Dexterity**: 2D+2

* Dodge: 5D+2
* Running: 5D+2

**Perception**: 1D+1

* Hide: 2D+2
* Search: 2D+1
* Sneak: 2D+2

**Strength**: 4D+1

* Climbing / Jumping: 7D+1
* Lifting: 7D+1

**Orneriness**: 2D

**Move**: 20; 13 while carrying a brain bug.
**Size**: ~1.3 meters long

**Special Abilities**:

* **Natural Armor**: STR+1D+2 to resist damage
* **Blindsight 20 meters**: Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing or echo-location, a creature with Blindsight maneuvers and fights as efficiently as a sighted creature. Darkness and most kinds of concealment are irrelevant, though the creature must have line of ‘sight’ to a creature or object to discern it. The creature usually does not need to make checks to notice creatures within range of its Blindsight ability. Unless noted otherwise, Blindsight is continuous and the creature need do nothing to use it. Stealth checks made to evade a creature with Blindsight suffer a –1D+1 penalty.
* **Conveyance**: Chariot bugs are designed specifically to transport large, less mobile Arachnids, such as brain bugs. This role defines their wide, fl at shape and their relatively high speed. They also have the added benefit of being able apply their speed to any Arachnid they carry. While riding a chariot bug an Arachnid may also act on their chariot bug’s Initiative score rather than their own if they wish.

**Description**: These over-sized shield bugs serve to illustrate a hypothesis many scientists have been pondering since the discovery of the Arachnids – they seem quite capable of breeding important needs and abilities directly into their populace. This concerns SICON because of the short time the bugs seem to need to adapt to anything it can throw at the alien menace. While chariot bugs are not dangerous in their own right, what they suggest is very disconcerting indeed.

**Source**:

* Starship Troopers RPG Sourcebook (pages 210-211)
* Starship Troopers Wiki: Chariot Bug
* thedemonapostle
Star Trek Romulan Disruptor Pistol

**Name**: Disruptor Pistol
**Model**: Romulan Disruptor Pistol
**Type**: energy weapon
**Scale**: character
**Length**: 20 cm
**Weight**: 0.6 kg
**Skill**: Blaster: Disruptor Pistol
**Ammo**: 1,500
**Range**: 5-20/50/100 m
**Damage**: Varies based on setting

**Firing Modes**

* **Standard** mode is the one typically used. It does the weapon's basic damage.

* **Pulse** mode involves increasing the damage the weapon does by firing a series of rapid pulses of energy. You can simulate this by increasing the weapon's damage with extra power, or as a form of single-weapon multifire. Pulse phasers cannot use this rule; they are already optimized for this type of fire only (which is why they do much more damage than normal phasers of the same type).

* **Continuous** fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This provides +1D to roll when making an attack Test to hit the target. Pulse phasers cannot fire in continuous mode.

* **Wide Beam** mode allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 10 meters for every 1D of damage sacrificed. In combat, for every 1D (1D = 3 pips) of damage sacrificed to widen the beam, the user receives a +1D bonus to hit the target. Out of combat, a sufficiently wide beam on low power settings has many uses as a tool.

 Pulse Beam
 Continuous Beam
 Wide-Beam

**Description**: Romulan disruptors were a type of hand-held disruptor weapon used by Romulan officers or as mounted weapons utilized on board starships serving the Romulan Empire. They were first seen in the 23rd century when the USS Enterprise entered the Romulan Neutral Zone to steal a cloaking device. (TOS: "The Enterprise Incident")

During the 24th century, the Romulans were using a sleeker designed disruptors that featured various power settings as well as an overload setting. (TNG: "The Next Phase", "Face of the Enemy"; DS9: "The Search, Part I")

The Romulans also had two larger versions referred to as disruptor rifles. These versions were capable of firing a more powerful beam than their smaller counterparts. (TNG: "Unification I", "Unification II"; DS9: "Improbable Cause")

In 2369, Doctor Beverly Crusher was shot from a close distance with a Romulan disruptor but was frozen in time due to several temporal fragments. When the away team, including Captain Picard, Data, Geordi La Forge, and Deanna Troi, was able to return the normal timeline, Troi saved Crusher by pushing her out of the way. The Romulan officer was surprised, but wouldn't shoot at Crusher. He tried to shoot at a female alien who had been posing as a Romulan. (TNG: "Timescape")

**Source**:

* Memory Alpha: Romulan disruptor
* Star Trek TNG RPG - The Way of D'era - The Romulan Star Empire (pages 63-64)
* thedemonapostle
Quirks

Quirks are powers that (almost) every player has. Quirks have 6 levels of rarity. Common, Uncommon, Rare, Legendary, Super Duper Rare No One Can Have, and Unobtainable. Unobtainable Quirks are Quirks that can not be granted via the spinner. They must be given directly to you by a staff member, NPC, or owned via Custom.

There are currently 11 Quirks in the game usable by the public:

* One-For-All
* Explosion
* Half-Cold-Half-Hot
* Dark-Shadow
* Creation
* Electrification
* Engine
* Navel-Laser
* Pop-Off
* Warp
* Zoom

There are currently 6 Custom Quirks in the game. Customs can only be used by their granted user, and are therefore unobtainable. The current customs in the game are:

* All Might One-For-All
* All-For-One
* Cryoflame
* Zip-Zap
* Exey's Unnamed custom
* Ryūjin
* Bench[1]

### Quirkless

If a player does not possess any quirk, they are Quirkless. Being quirkless a user has no means of using power.

[1] - This is a bench that no one can have except block. He's nothing but the simple man, he only wishes to sit

Mainpage
Starship Troopers: Characters: Private James "Mule" Richards

* **Callsign**: 'Mule'
* **Rank**: Private
* **Unit**: Raynes Raptors
* **Type**: Mobile Infantry Trooper
* **Gender/Species**: Human
* **Age**: 21
* **Height**: 1.905 m
* **Weight:** 109.3 kg
* **Physical Description**: Tall and broad, Private James Richards has become known as somewhat of a friendly giant. Warm features and a gentle nature combine to make a well-liked member of the Raptors.
* Brawling Parry: 3D+2
* Dodge: 3D+2
* Firearms: 4D+1
* Melee Combat: 4D+1
* Melee Parry: 3D+2
* Running: 3D+2
* Thrown Weapon: 3D+2
* Hide: 3D
* Search: 3D
 * **Knowledge**: 2D
* Alien Species: 2D+2
* Tactics: 2D+1
* Willpower: 2D+2
* Brawling: 3D
* Climbing / Jumping: 4D+2
 * **Mechanical**: 2D+1
* Communications: 3D+1
* Ground Vehicle Operations: 2D+2
* Powersuit Operations: 3D
* Sensors: 3D+1
* Armor Repair: 2D
* Firearms Repair: 2D
* Computer Programming / Repair: 2D+2
* Ground Vehicle Repair: 2D
 * **Special Abilities**: None
* **Force Sensitive?** No
* **Force Points:** 2
* **Dark Side Points**:
* **Character Points**: 10

**Equipment**: TW-203-a Assault Rifle, TW-102-s ‘Peacemaker’ Pistol, Combat Knife, Ammunition Bandoleer, Canteen, Combat Belt, Field Rations, Lizard Line, M-1A4 Power Suit

**Background**: Private James Richards was hit particularly hard by the loss of 'Doc' during the final stages of Oeration Pest Control. The fallen comrade had become something of a mentor for the then green trooper and, despite pressure from the upper echelons of Mobile Infantry Command, Sergeant Raynes refused to "Section Eight" the young recruit. Since then Mule has gone from strength to strength, both physically and emotionally, throwing himself and all of his energy totally into the squad.

**Source**:

* Starship Troopers RPG Sourcebook (pages 284-285)
* thedemonapostle
Stargate M249 SAW

**Name**: M249 SAW
**Model**: Fabrique Nationale de Herstal M249 Squad Automatic Weapon
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Machinegun
**Weight**: 6.8 kg
**Ammo**: 100 (belt)
**Fire Rate**: Fully Automatic
**Range**: 1-30/152/305 m
**Damage**: 4D

**Description**: The M249 Squad Automatic Weapon is a belt-fed light machine gun used by the SGC and the Atlantis expedition. Major Charles Kawalsky carried one on the first excursion to Chulak and put it to good use against Apophis' troops pursuing SG-1 back to the Stargate. (SG1: " Children of the Gods, Part 2")

Major John Sheppard also used one to take down a Wraith Dart. (SGA: "Rising")

**Source**:

* Stargate Wiki: M249 Squad Automatic Weapon
* Stargate SG-1 RPG Fantastic Frontiers Sourcebook (page 171)
* thedemonapostle
Stargate Flak Vest

**Name**: Flak Vest
**Model**: Tau'ri Flak Vest
**Type**: Combat Armor
**Scale**: Character
**Weight**: 15.87 kg
**Coverage**: Torso

**Game Notes**:

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

**Description**: A Kevlar Vest with Ballistic Plate Inserts.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 321)
* thedemonapostle
Warp

Warp is a Rare quirk in BNHA:R.

Using this Quirk, you can create and manipulate a dark fog that acts as a portal. When the user produces a mass of the dark fog, it transports anything it comes in contact with to a nearby location. You can even shroud yourself with the black mist to hide your true body and personally transport anything out of yourself. Should a warp gate close while someone is stuck half-way through, the person will be snapped in half.

**Tip:** No need to invest a big amount Into any category, you have freedom and versatility with this quirk.
Dark-Shadow

Dark-Shadow is a Rare quirk in BNHA:R.

Dark Shadow grants you a shadowy, monster-like being within your body that you can materialize and de-materialize at any moment. Dark Shadow appears to possess the ability to change shape to some extent, as it can apparently extend the length of its arms and neck if so desired. It's apparently made of "darkness energy", despite being a solid entity that can interact with the material world.

Z - **Dark Shadow** -

X - **Shadow Slash** -

C - **Shadow Lunge** -

**Tip:**

Back to Quirk page
Stargate M9 Pistol

**Name**: M9
**Model**: Beretta M9
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Pistol
**Weight**: 0.9 kg
**Ammo**: 15 (magazine)
**Fire Rate**: Semiautomatic
**Range**: 1-8/38/76 m
**Damage**: 2D+2

**Description**: The M9 pistol is a 9mm semi-automatic handgun produced on Earth used by the armed forces of several nations and the teams of Stargate Command.

The weapon has been used by various teams as a side arm on 'normal' missions where the need for defense is greater than the need for capture. Curiously, while teams operating out of Stargate Command are seen sometimes armed with a Zat'nik'tel instead of the Beretta due to its versatility and nearly unlimited ammo; the teams in Atlantis, use the handgun more frequently with Dr. Meredith Rodney McKay, the Expedition's Chief Science Officer and member of the First Atlantis Reconnaissance Team or AR-1 often being seen using the weapon whenever he is in the field.

The reason for this is unknown, considering the limited resources of the Atlantis base, the limit of ammunition, and the fact that the enemy that Atlantis reconnaissance teams are most likely to face, the Wraith, have healing abilities that take a considerable amount of damage before succumbing to their wounds.

In one instance, it took Sheppard two magazines just to kill one Wraith, although he did so in a slow manner, giving the prisoner a limited amount of time to heal from his wounds before his death.

Regardless, other than the weapon's effectiveness in the Milky Way, the mystery of why the Atlantis expedition mostly uses the Beretta, despite its ineffectiveness, is unknown

**Source**:

* Stargate Wiki: M9 pistol
* Stargate SG-1 RPG Sourcebook (page 332)
* thedemonapstle
Star Trek Pirate Disruptor Pistol

**Name**: Disruptor Pistol
**Model**: Pirate Disruptor Pistol
**Type**: energy weapon
**Scale**: character
**Length**: 22 - 35 cm
**Weight**: 0.7 - 1.3 kg
**Skill**: Blaster: Disruptor Pistol
**Ammo**: 1,000
**Range**: 5-15/40/80 m
**Damage**: Varies based on setting

 2
 3
 4

**Firing Modes**

* **Standard** mode is the one typically used. It does the weapon's basic damage.

* **Continuous** fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This provides +1D to roll when making an attack Test to hit the target. Pulse phasers cannot fire in continuous mode.

 Continuous Beam

**Description**: "Pirate disruptor" is a slang term referring to the cobbled-together weapons used by many raiders, especially out on the fringes where more technologically advanced weapons, and the parts to repair them, may not always be available. Thus, pirate crews work with what's available, jury-rigging parts from Klingon disruptors, Federation phasers, Romulan disruptors, and other weapons to create functioning, if inefficient and odd-looking, energy pistols. Pirate disruptors tend to be larger, but also more powerful-piracy is not, after all, a profession that relies on subtlety.

Pirate disruptors can fire in continuous-beam mode but not in pulse-fire or wide-beam modes.

**Source**:

* Star Trek DS9 RPG Raiders, Renegades and Rogues(page 78)
* thedemonapostle