recursal/Fanatic-Fandom huggingface dataset:
Starship Troopers: Kamikaze Rippler Bug

**Name**: Kamikaze Rippler Bug
**Dexterity**: 4D

* Dodge: 6D

**Perception**: 1D+1

* Search: 3D

**Strength**: 3D+1

* Climbing / Jumping: 5D+1

**Orneriness**: 2D

**Move**: 7 Walking; 20 Flying
**Size**: 5 meters tall

**Special Abilities**:

* **Claws**: STR+1D+1
* **Spike Burst**: Damage: 5D+1; Range: 1-10/20/40 meters
* **Natural Armor**: STR+1D+1 to resist damage
* **Blindsight 30 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.
* **Deadly Pass**: Kamikaze rippler bugs can move their full aerial speed and gain a single attack action. To do this, they must fly in a straight line during the round in which they make their deadly pass. The target of this attack is subjected a claw attack, which takes place when the bug sweeps past it on its flight path. This motion does not offer a free attack. If the claw attack hits during a deadly pass, it deals an additional 1D+1 damage.
* **Poison**: Kamikaze ripplers have the ability to poison their barbs before spitting them. This can only be done if the spikes are fired singly; they are just normal spikes if fired as a spike burst. The poison has a Strength Difficulty of 17, initial damage is -1D (rolled) to targets's Dexterity and Strength, and secondary damage of 1D+1 Dexterity. This makes it a very effective immobilizing poison and one of the key ways Arachnids possess for capturing targets.

**Description**: Kamikaze rippler bugs look exactly like a regular rippler, however, these airborne nightmares have a hidden sting. In addition to the rippler bug’s formidable attacks, kamikaze ripplers unleash a barrage of lethal poisoned barbs from their mouths at targets below. As with the rippler bug, this kamikaze rippler cannot use its spike spitting ability and its deadly pass at the same time. Again, as with the rippler bug, this variant is very dangerous and contact with them should be avoided at all costs.

**Source**:

* Starship Troopers RPG Sourcebook (page 213)
* Starship Troopers Wiki: Kamikaze Rippler
* thedemonapostle
Star Trek Starship Tractor Beams

**Tractor Beams**

Starships sometimes have to manipulate large objects (such as other ships or asteroids) at a distance from the ship. Examples include towing a derelict or damaged vessel, stopping an enemy ship from fleeing, and clearing a path through an asteroid belt. To do this, they use tractor beams.

Tractor beams use emitters to project superimposed subspace/graviton force beams onto a target object. This places spatial stress on the target, and manipulation of these stress patterns allows the ship to push the target away, pull it closer, or hold it in place. Main tractor emitters must be mounted directly to a ship's primary structural framework to resist the stress and inertial imbalance created by tractor beam use.

### **Threat Assessment / Tracking / Targeting System**

Known colloquially as the "targeting scanners," the Threat Assessment/Tracking/Targeting System (TA/T/TS) is a ship's tactical sensors and computer package. The tactical officer relies on the TA/T/TS in combat in much the same way as the Flight Control officer uses the navigational computer - it helps him do his job better. Different classes of TA/T/TS are available; the better ones make the Tactical Officer's job easier, but take up more space and require more power to operate. The accompanying table lists types and benefits of different TA/T/TS systems. The listed bonus applies to the Test results of Capital Ship Gunnery Tests made to hit a target with weapons, or to cancel out negative modifiers such as those due to size, Tests made to scan a ship for a particular target, and the like. TA/T/TS systems are not cumulative; a ship can only have one in effect.

In addition to using it to target weapons and assess tactical data, a character may use targeting scanners to obtain a transporter lock on a person or object.

 Beta
 Gamma
 Delta
 Epsilon

* A ship can have multiple Threat Assessment / Tracking / Targeting Systems installed, but only one may be active at any time. The active Threat Assessment / Tracking / Targeting System provides the main Fire Control bonus for Beam Weapons, Missile Weapons, and Tractor Beams.

## **Source**

* Spacedock - Starship and Construction Manual (pages 55-65, 71-72)
* thedemonapostle
Shofixiti Scout

**Name**: Scout
**Craft**: Shofixti Scout
**Type**: Scout Ship
**Scale**: Starfighter
**Length**: 6 meters
**Skill**: starfighter pilot
**Crew**: 6; skeleton: 1/+5
**Cargo Capacity**: 300 kg
**Consumables**: 1 month
**Hyperdrive**: x125
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 1D+1
**Sensors**

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

**Weapons**

* **Mendokusai Energy Dart**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starhip gunnery
Fire Control: 0D+1
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 2D
* **Glory Device**

Fire Arc: all
Crew: 1
Scale: capital
Skill: capital ship pilot
Blast Radius: 0-4 / 8 / 11 / 15
Damage: 11D/7D+1/5D/2D+2
**Description**: The Scout is a small, speedy ship, whose outwardly weak appearance masks a weapon of great and devastating power.

This ship is the workhorse of the Shofixti, though designed with Yehat technologies. It possess a fearsome explosive weapon, the Glory Device, a kamikaze charge with a wide and powerful explosion blast.

**Propulsion**

The Scout is a small, fast, and maneuverable ship with excellent acceleration. Gravity wells do not affect it much, but collisions with asteroids can knock it wildly off-course. It is especially susceptible to the Chmmr Avatar's tractor beam, though using such a device on a Scout is comparable to pulling a time bomb towards your chest.

**Primary Armament**

The Scout is equipped with the Mendōkusai Energy Dart, a weak, forward-firing projectile with a short-to-medium range and a fast firing rate. This is held in check by the puny combat batteries aboard the vessel.

Mendōkusai, rather appropriately, translates to 'annoying' in Japanese.

**Secondary Armament**

When faced with defeat, a Scout vessel can use its ultimate weapon, the Glory device: a powerful bomb capable of inflicting massive damage to an enemy vessel at close range. Unfortunately, detonating the Glory device is fatal to everyone aboard the Scout vessel when the device is activated.

**Source**:

* Ultronomicon: Scout
* thedemonapostle
Narn Regime Sho'Kos Class Cutter

The Sho’Kos is a solid mix of short-ranged weapons and fast engines built on a streamlined frame made for darting in and out of dangerous situations. The small, agile vessel is capable of acting in both a cutter and interceptor role for many systems across the Regime. The Sho’Kos is used heavily in trade areas where it can be called upon to enforce Narn law against raider activity and protects the incoming and outgoing investments of their government in the form of the many merchant vessels that ply the space lanes. It is a rare event to find a Sho’Kos on extended patrol as the vessels are not designed for long-term missions. Some are sometimes pressed into service within large battle fleets when war comes near to their common patrol routes – but even then they tend to need supply ships on a regular basis.

The only attempt to give the Sho’Kos value to battlefront fleets, the Sho’Kov variant usually finds its way instead into more specialized patrol duties where its exceptional firepower can give raiders a very nasty surprise. It replaces both burst beams and the medium pulse cannon of its parent ship with a retrofitted ion torpedo launcher from salvage, meaning that the Sho’Kov can manage to cause capital ships some problems if given the opportunity to do so.

Sho’Kos Patrol Cutter

Sho’Kov Torpedo Cutter

**Source**:

Babylon 5: Ships of the Galaxy (page 69)

thedemonapostle
Nephilim "Orca" Destroyer

**Name**: Orca
**Craft**: Nephilim Orca Destroyer
**Type**: Destroyer
**Scale**: capital
**Length**: 600 meters
**Skill**: capital ship pilot
**Crew**: 2,000; skeleton: 200/+10
**Passengers**: 500 passengers; 48 hospital beds; & 120 prisoners
**Cargo Capacity**: 12,800 metric tons
**Consumables**: 72 months
**Jump Drive**: x1
**Jump Drive Backup**: x10
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 1
**Atmosphere**: 210; 600 km/h
**Hull**: 8D+1
**Shields**: 3D
**Sensors**

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

**Weapons**

* **14 Standard Masers**

Fire Arc: 14 turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 3D+1
* **4 Medusa Image Recognition Missile Banks**

Fire Arc: Starboard x1, Portside x1, Aft x2
Crew: 2
Scale: Starfighter
Skill: capital ship gunnery
Fire Control: 3D+2
Space Range: 1-6/15/30
Atmosphere Range: 2-12/30/60km
Ammo: 25 missiles per bank
Damage: 4D
* **2 Capship Missile Tubes**

Fire Arc: Forward Narrow
Crew: 5
Scale: death star
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 2-150/375/750
Atmosphere Range: 4-300/750/1,500km
Ammo: 10 missiles per tube
Damage: 38D+1
* **Electronic Counter Measure Module**

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

* External Docking Port x2
* Phase Shields: While active the ship becomes immune to all forms of damage provided it is not hit by anything that can bypass its shields (such as Anti-Matter Guns or torpedoes).
* External Docking Port x25 {Escape Pod x25}

**Description**: The Orca destroyer is a staple element in the Alien fleet. It is typically used for general-purpose patrol and scout duty. Its defenses vary somewhat, according to anticipated enemy strength.

An Orca has more substantial anti-fighter defenses than Confed destroyers, with moderately strong shields but only light armor. The destroyer carries four Medusa missiles and two Light Plasma cannon for self defense and moderate offensive actions. It has been known to occasionally employ interceptors for additional defense, due to its sluggish maneuverability.

An Orca is not as fast as a corvette, but it is still a dangerous ship to encounter on a mission. Note that it is not necessarily a threat in its own right to capital ships, but that it and its assosciated fighters can take out a cap ship's defenses, leaving it vulnerable.

**Source**:

* Wing Commander Encyclopedia: Orca-class destroyer
* The Wing Commander Role Playing Game (page 412)
* thedemonapostle
Stargate Desert Eagle

**Name**: Desert Eagle
**Model**: Magnum Research Incorporated Desert Eagle
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Pistol
**Weight**: 1.81 kg
**Ammo**: 7
**Fire Rate**: Semiautomatic
**Range**: 1-14/69/137 m
**Damage**: 4D+2

**Games Notes**:

* **Interchangeable Barrels**: This weapon is capable of changing its caliber with a simple barrel and magazine change from .50 Action Express (A.E.) to .44 Magnum (3D+1 damage, 8 ammo, 1-11/53/107 m range) or .357 Magnum (3D+1, 9 ammo, 1-9/46/91 m range). Barrels and magazines sold separately.

**Description**: The IMI Desert Eagle is a semi-automatic handgun notable for chambering the largest centerfire cartridge of any magazine fed, self-loading pistol. It has a unique design with a triangular barrel and large muzzle. Magnum Research Inc. (MRI) designed and developed the Desert Eagle. The design was refined and the actual pistols were manufactured by Israel Military Industries until 1995, when MRI shifted the manufacturing contract to Saco Defense in Saco, Maine. In 1998, MRI moved manufacturing back to IMI, which later reorganized under the name Israel Weapon Industries. Since 2009, the Desert Eagle Pistol has been produced in the United States at MRI's Pillager, MN facility. Kahr Arms acquired Magnum Research in the middle of 2010. The Desert Eagle has been featured in roughly 500 motion pictures and TV films, along with several video games (especially the Resident Evil series, Counter-Strike series, Grand Theft Auto series, Tomb Raider series, Far Cry series, Left 4 Dead series, and Call Of Duty series), making it well known in popular culture.

Magnum Research has marketed various versions of the short recoil Jericho 941 pistol under the Baby Eagle and Desert Eagle Pistol names; these weapons are not directly related to the Desert Eagle but do share a similar visual design.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 333)
* thedemonapostle
Star Trek Neca

**Name**: Neca
**Model**: Romulan Neca
**Type**: melee weapon
**Scale**: character
**Length**: 15 - 30 cm
**Weight**: 0.2 - 0.4 kg
**Skill**: Melee Combat: Dagger
**Difficulty**: 7
**Damage**: STR+1D+2

**Description**: The dagger form of the Vrelnec, the neca resembles a similar version of the sword (sometimes without the basket hilt).

**Source**:

* Star Trek TNG RPG - The Way of D'era - The Romulan Star Empire (page 64)
* thedemonapostle
Star Trek D'k tagh

**Name**: D'k tahg
**Model**: Klingon D'k tahg
**Type**: melee weapon
**Scale**: character
**Length**: 50 cm
**Weight**: 1 kg
**Skill**: Melee Combat: Knife
**Difficulty**: 8
**Damage**: STR+1D+1

**Game Notes**:

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

**Description**: The d'k tahg (or Daqtagh) was the traditional Klingon warrior's knife. It consisted of a single, straight-edged primary blade and two curved secondary blades, which could be either fixed or hinged. It was commonly used in hand-to-hand combat, and had great ceremonial value in Klingon culture. The handle featured a rounded, spiked pommel and sometimes bore an emblem representing the members of its owner's house near the hilt of the blade. (TNG: "Firstborn")

David Marcus was killed on the Genesis Planet by a Klingon with a d'k tahg in 2285. (Star Trek III: The Search for Spock)

A d'k tahg was part of a Klingon ritual that Worf executed after Marla Aster's death. The ritual included extinguishing a candle with the knife in 2366. (TNG: "The Bonding")

Captain Jean-Luc Picard kept a sheathed d'k tahg in his quarters aboard the USS Enterprise-D. Jono used this dagger to wound the captain in 2367. (TNG: "Suddenly Human")

A d'k tahg was one of the objects that Berlinghoff Rasmussen tried to steal from the crew of the Enterprise-D when he was visiting the ship in 2368. (TNG: "A Matter of Time")

Kang killed the Albino in battle with a d'k tahg on Secarus IV in 2370. (DS9: "Blood Oath")

Stealing a warrior's d'k tahg was considered a grave insult to his honor. Worf took Drex's in 2372 to attract his father Martok's attention. Previously, Martok brought Kaybok's d'k tahg into Sisko's office. Dax explained that Kaybok was killed because of his disobedience. (DS9: "The Way of the Warrior")

Major Kira Nerys was stabbed in her side with a d'k tahg by a Klingon warrior during the battle on board Deep Space 9. (DS9: "The Way of the Warrior")

**Source**:

* Memory Alpha: D'k tahg
* Memory Beta: D'k tahg
* Star Trek DS9 Core Game Book (page 240)
* Star Trek TNG RPG Core Book (page 237)
* thedemonapostle
Star Trek Scorcher

**Name**: Scorcher
**Model**: Various Manufacture Scorcher
**Type**: energy weapon
**Scale**: character
**Length**: 1.68 m
**Weight**: 2.9 kg
**Skill**: Blaster: Scorcher
**Ammo**: 500
**Range**: 5-75/150/300 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.

* **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**: First developed by the Klingons in the mid-23rd century and later passed on to their sometimes allies the Romulans, scorchers eventually reached the black market and can now be found throughout the Alpha and Beta Quadrants. Fearsome rifles employing superheated plasma discharges to burn and melt , targets not killed by a scorcher blast nevertheless suffer painful, debilitating wounds that leave horrid, ugly scars. Many rogues favor the scorcher because of its "intimidation factor."

Scorchers use standard, continuous and wide-beam settings. Compared to most energy rifles they are large and clumsy, requiring a certain amount of training to use properly. In game terms characters who do not know the Blaster: (S) Scorcher skill and Specialization suffer an automatic -1D test result penalty to all tests when firing a scorcher.

**Source**:

* Star Trek DS9 RPG Raiders, Renegades and Rogues (page 79)
* thedemonapostle
Terran Confederation "Venture" Corvette

**Name**: Venture
**Craft**: Terran Confederation Venture Class
**Type**: Corvette
**Scale**: starfighter
**Length**: 80 meters
**Skill**: space transports
**Crew**: 9; skeleton: 1/+10
**Passengers**: 3
**Cargo Capacity**: 163 metric tons
**Consumables**: 24 months
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 4
**Atmosphere**: 280; 800 km/h
**Hull**: 4D
**Shields**: 5D
**Sensors**

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

**Weapons**

* **3 Twin Civilian Grade Laser Cannons**

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

Fire Arc: forward
Crew: 1
Skill: starship gunnery
* **Light Heat Seeker Missiles**

Scale: Walker
Fire Control: 3D
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 2 per tube
Damage: 3D
* **Standard IFF (Friend or Foe) Missile**

Scale: Walker
Fire Control: 3D+1
Space Range: 1-8/20/40
Atmosphere Range: 10-800/2,000/4,000m
Ammo: 1 per tube
Damage: 3D+1
* **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

**NOTES**:

* Ships of this class may be loaded with up to twenty missiles of various types appropriate to its era.
* The Venture-class typically carries a crew of nine. Billets include the Captain, First/Helm Officer, Sentry, Astrogator, Damage Control Officer, three Gunners, and Mechanic.

**Description**: The Venture was a Terran Confederation corvette. It was included in Joan's Fighting Spacecraft Vega Sector Supplement for 2654.092.

Venture corvettes served a large variety of roles, including system patrol, reconnaissance, capital ship escort, and even as a VIP transport. Corvettes are often configured with special cabins for this final role. Those corvettes that serve on border patrols near the edge of Terran star systems can be configured to last two or three years without the need to return to base for resupply. Ventures were among the smallest warships in the Terran fleet, but they served their purpose well and have become a trademark of the Terran Confederation's arsenal.

The Venture typically carried a crew of nine men. These included the Captain, First/Helm Officer, Sentry, Astrogator, Damage Control Officer, three gunners, and a mechanic. The ship can hold a limited number of passengers when fitted for VIP duty.

Ventures are armed with three laser cannons and two missile launchers.

The Venture has seen action in the Epsilon Sector, Vukar Tag, among many other fleet actions. One such vessel the TCS Marciano, was one of the first ships to respond to the attack on Goddard in 2654.

**Source**:

* Wing Commander Encyclopedia: Venture-class corvette
* Wing Commander Information Center: Venture-class corvette
* The Wing Commander Role Playing Game (pages 390-391)
* thedemonapostle
Spectre

**Name**: Type-46 ISV "Spectre"
**Craft**: Assembly Forges Type-46 Infantry Support Vehicle
**Type**: Light anti-air / Anti-infantry / Transport
**Scale**: walker
**Length**: 6.5 x 5.1 x 3.5 meters
**Mass**: 3175.1kg
**Skill**: repulsorlift operation
**Crew**: 1; gunners: 1
**Passengers**: 2
**Cargo Capacity**: 75kg
**Cover**: 3/4
**Maneuverability**: 2D
**Move**: 41; 119 km/h
**Altitude Range**: 1.0 meters
**Body Strength**: 4D+2
**Weapons**

* **Type-46 Energy Weapon**

Fire Arc: turret
Crew: 1
Scale: walker
Skill: vehicle blasters
Fire Control: 1D
Range: 1-200/500/1,000m
Damage: 3D+1
**Description**: The Type-46 Infantry Support Vehicle, more commonly identified as the Spectre by the UNSC, is a Covenant ground assault/transportation vehicle that was first seen by UNSC forces in 2546 during the Covenant invasion of Sargasso.

The Spectre is a multi-sized, multi-troop armored transport vehicle of the Covenant military. The Spectre, like many other Covenant vehicles, has the ability to rapidly increase its speed with the aid of propulsion drive, but at the cost of great maneuverability. It offers two seating positions for additional passengers and thus allows them to add to the vehicle's firepower with their own weaponry. However, these seats are completely exposed and as such the passengers are very vulnerable to small arms fire and splash damage from nearby explosions. A protective metal hull shields the driver’s seat to some extent; the hull leaves the driver's upper body exposed to small arms and explosive fire.

The Spectre features a rear-mounted Plasma Turret as its primary armament which is capable of 360 degree firing arc and rapidly depleting an enemy's energy shield and suppress their advancement due to its high rate of fire. It provides a stable, mobile gun platform for heavy anti-infantry fire and a method of delivering troops into the heart of a battle.

**Source**:

* Halo Wiki: Type-46 Infantry Support Vehicle
* thedemonapostle
Star Trek Ahn-woon

**Name**: Ahn-woon
**Model**: Vulcan Ahn-woon
**Type**: melee weapon
**Scale**: character
**Length**: 182.88 cm
**Skill**: Melee Combat: Ahn-woon
**Difficulty**: 8
**Damage**:

* STR+0D+2 (as whip)
* STR+0D+2 (as flexible club)

**Game Notes**: As a noose, the weapon can strangle someone (1 point of stun damage per round until the victim is unconscious, thereafter 1 point of normal damage per round until the victim dies) or grab a target.

**Description**: The ahn-woon was a traditional Vulcan melee weapon consisting of a strip of leather with metal balls at the ends used as a whip or noose. It was used by combatants in the kal-if-fee, the traditional mating challenge during the pon farr. (TOS: "Amok Time")

**Source**:

* Memory Alpha:Ahn-woon
* Memory Beta:Ahn woon
* Star Trek TNG RPG - The Way of Kolinahr - The Vulcans (page 69)
* thedemonapostle
Star Trek Starship Hulls and Hull Systems

**Hulls and Hull Systems**

Starships have two hulls, an "outer hull and an "inner" hull. Each one provides Resistance, a form of defense which subtracts from any damage which makes it through a ship's shields (such as the effects of attacks which exceed the shields' threshold). Unlike the protection provided by the shields, Hull Resistance does not decrease when it's hit by attacks; it reduces the damage of every attack which hits it. (One exception is ablative armor.) An experienced officer can tell the difference between an attack which hits the hull and one which impacts only the shields. The former is a deeper, more "solid" sensation; it rocks the ship and sometimes drains the Inertial Dampening Field.

To acquire the Ship's total Hull rating, simply add the Base Hull from its Size and the Resistance ratings from the Outer and Inner Hulls together.

Starship Size

Armor Systems

Specialized Hulls

**Source**

Spacedock - Starship and Construction Manual (pages 16-22)
Stargate M60E4 LMG

**Name**: M60E4 LMG
**Model**: Saco Defense / U.S. Ordnance M60E4 LMG
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Machinegun
**Weight**: 10.4 kg
**Ammo**: 100 (belt)
**Fire Rate**: Fully Automatic
**Range**: 1-46/229/457 m
**Damage**: 4D+1

**Description**: The M60 machine gun is a belt-fed general purpose machine gun used by the Stargate Command and the United States military. Col. O'Neill used one during the attempt to capture a Kull warrior on Ramius's Planet. (SG1: "Evolution, Part 1")

A second version—the M60E3—is wielded by the SG-3 Marines and later by Teal'c in the computer simulation designed to evaluate the SGC's defense against Kull Warriors. This version differs from the original version by having a lighter, easier to change barrel and a vertical foregrip. This weapon is typically carried with a padded sling allowing hip firing and a canvas or plastic ammunition holder on the left side of the weapon. (SG1: "The Broca Divide", "Avatar")

**Source**:

* Stargate Wiki: M60 machine gun
* Stargate SG-1 RPG Sourcebook (page 339)
* thedemonapostle
Stargate S&W Model 686

**Name**: 686
**Model**: Smith & Wesson Model 686
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Revolver
**Weight**: 1.25 kg
**Ammo**: 6- or 7-round cylinder
**Range**: 1-9/46/91 m
**Damage**: 3D

**Game Notes**:

* **Dual Ammo Capability**: The Smith & Wesson Model 686 is capable of firing both the .357 Magnum rounds and the .38 Special rounds. The .38 Special does 2D damage and has a range of 1-6/30/60m.

**Description**: The Smith & Wesson Model 686 is a six- or seven-shot double-action revolver manufactured by Smith & Wesson and chambered for the .357 Magnum cartridge. It will chamber and fire .38 Special cartridges, as the .357 Magnum was developed from the .38 Special. The magnum case is slightly longer to prevent magnum rounds from being chambered and fired in handguns chambered for the .38 Special. The 686 has been available with 2-1/2 in. (64 mm); 3 in.(76mm); 4 in. (102 mm); 5 in. (127 mm); 6 in. (153 mm); and 8-3/8 in. (214 mm) barrel lengths as standard models and other barrel lengths either by special order from S&W's Performance Center custom shop, or acquired from or built by after-market gunsmiths. The Performance Center made a limited number of 686 in .38 Super for competitive shooters.

Smith & Wesson introduced the Model 686 in 1980. It is the stainless steel version of the 586, which was a blued steel finish. It was chambered for .357 Magnum and .38 S&W Special +P calibers. They are available ported and unported with a choice of 6 or 7 round cylinders.

The Model 686 is based on S&W's K/L (medium) revolver frame. During the 1980s, Smith & Wesson developed its K/L-Frame line of .357 Magnums: the Model 581, Model 586, Model 681 and Model 686. The Models 581 and 681 have fixed sights, whereas the 586 and 686 use adjustable sights.

**Source**:

* thedemonapostle

**Write-up Note**

* This pistol does not appear in the show but has been included here to provide information for a revolver that fires the ever popular .357 Magnum round.
Star Trek Emplaced Phaser

**Name**: Emplaced Phaser
**Model**: Starfleet Emplaced Phaser
**Type**: Anti-Starship Weapon
**Scale**: capital (due to power output)
**Length**: up to 50 meters
**Skill**: Vehicle Blasters
**Crew**: 0 - 1
**Ammo**: Micro Fusion Generator
**Body**: 2D
**Shields**: varies based on type
**Fire Control**: 3D+1
**Rate of Fire**: 6
**Range**: 1-30/100/300 km
**Damage**: varies based on type

**Game Notes**:

* Automation Skill Ratings range from 1D - 5D.

**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**: Commonly used in automated defense perimeters, for planetary defense against starships, and as protection for crucial ground installations or positions, the emplaced phaser is one of Starfleet's most powerful non-starship-based weapons. It consists of a large base, a tower and a spherical "turret" on top of the tower with a phaser array wrapping all the way around its equator, thus allowing it to bring the beam to bear on a target anywhere around the weapon. An emplaced phaser can Multifire. An onboard microfusion generator powers the weapon (including its shields). Game Masters can use the statistics for this weapon for similar weapons fielded by other governments.

**Source**:

* Star Trek RPG Dominion War Sourcebook (page 84)
* thedemonapostle
Star Trek Emergency Medical Hologram

## **Mark I**

**Character Name**: Doctor
**Type**: Emergency Medical Hologram Mark I
**Gender/Species**: Hologram
**A Quote**: *"Please state the nature of the medical emergency."*

**Dexterity: 3D**
**Knowledge: 2D+1**

* Scholar (S) Life Science: 6D+1
* Scholar (S) Chemistry: 6D+1

**Mechanical: 3D**
**Perception: 2D**
**Strength: 1D+2**
**Technical: 3D**

* Computer Programming / Repair: 7D
* First Aid: 8D
* Medicine: 8D

**Special Abilities**

* Arrogant
* Hippocratic Oath

**Move**: 10
**Size**: 1.8 m

## **Mark II**

**Character Name**: Doctor
**Type**: Emergency Medical Hologram Mark II
**Gender/Species**: Hologram
**A Quote**: *"Please state the nature of the medical emergency."*

**Dexterity: 3D**
**Knowledge: 2D+1**

* Scholar (S) Life Science: 7D+1
* Scholar (S) Chemistry: 7D+1

**Mechanical: 3D**
**Perception: 2D**
**Strength: 1D+2**
**Technical: 3D**

* Computer Programming / Repair: 7D
* First Aid: 9D
* Medicine: 9D

**Special Abilities**

* Arrogant
* Hippocratic Oath

**Move**: 10
**Size**: 1.8 m

## **Mark III - IV**

**Character Name**: Doctor
**Type**: Emergency Medical Hologram Mark III
**Gender/Species**: Hologram
**A Quote**: *"Please state the nature of the medical emergency."*

**Dexterity: 3D**
**Knowledge: 2D+1**

* Scholar (S) Life Science: 8D+1
* Scholar (S) Chemistry: 8D+1

**Mechanical: 3D**
**Perception: 2D**
**Strength: 1D+2**
**Technical: 3D**

* Computer Programming / Repair: 8D
* First Aid: 10D
* Medicine: 10D

**Special Abilities**

* Arrogant
* Hippocratic Oath

**Move**: 10
**Size**: 1.8 m

## **Description**

The Emergency Medical Holographic program (EMH) was a sophisticated hologram developed in the early 2370s by Starfleet and used on most Federation starships in the late 24th century. It was designed to provide short-term advanced assistance during emergencies in sickbay to the extent of literally replacing a starship's medical officer. (DS9: "Doctor Bashir, I Presume"). The formal name of the program was EMH Program AK-1 Diagnostic and Surgical Subroutine Omega-323. As of 2377, there have been four versions of the EMH, called Mark I, II, III, and IV. (VOY: "Projections", "Life Line")

### **Source**

* Spacedock - Starship and Construction Manual (page 30)
Star Trek Khaiya

**Name**: Khaiya
**Model**: Vulcan Khaiya
**Type**: ranged weapon
**Scale**: character
**Length**: 150 cm
**Weight**: 0.9 kg
**Skill**: Bows: Khaiya
**Range**: 1-20/40/100 m
**Damage**: 4D+2

**Description**: The khaiya is a finely made Vulcan longbow. This weapon's asymmetrical staves recall the Japanese longbows developed on Terra. The khaiya is elaborately strung so that it possesses many of the characteristics of an advanced compound bow. Although the bow normally has a 40 kg pull, when drawn. Designed for use by highly trained Vulcans in peak physical form, most humans have difficulty using this weapon (Strength of 2D+1 or better to use at all; Strength 2D+2 to avoid a 2D penalty).

The art of Khaiya-tal has much in common with the discipline of zen archery, where archers attempt to find a mystical unity between themselves, the bow, and the target. Masters of Khaiya-tal learn the art of hitting targets in total darkness, guided only by their keen hearing and a subtle telepathic awareness of the target. Using the the bow in this manner can only be done by individuals with 6D or more in Bows. When used on non-visible targets the archer receives a temporary -1D reduction in skill level.

**Source**:

* Star Trek TNG RPG - The Way of Kolinahr - The Vulcans (page 70)
* thedemonapostle
Strident-class heavy frigate

**Name**: Strident Class Heavy Frigate
**Craft**: UNSC Strident Class Heavy Frigate
**Type**: Heavy Frigate / Escort
**Scale**: capital
**Length**: 575 x 124 x 112.3 meters
**Skill**: capital ship pilot
**Crew**: 190; skeleton: 19/+10
**Passengers**: 750 troops
**Cargo Capacity**: 11,500 tons
**Consumables**: 2 years
**Slip Space Drive**: x6
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 6
**Atmosphere**: 330; 950 kmh
**Hull**: 5D+2
**Shields**: 2D+2
**Sensors**

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

**Weapons**

* **Heavy MAC**

Fire Arc: forward
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D
Space Range: 2-15/38/75
Atmosphere Range: 4-30/76/150km
Damage: 10D+1
* **2 M42 Archer Missile Delivery Systems**

Fire Arc: forward
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Ammo: 24 per launcher
Damage: 5D+1
* **6 M870 Rampart 50mm Point-Defense Guns**

Fire Arc: turrets: 2 forward, 2 port, 2 starboard
Crew: 0
Scale: starfighter
Skill: Automated: Starship Gunnery: 4D
Fire Control: 1D
Space Range: 1-3/8/15
Atmosphere Range: 1-300/800/1,500m
Damage: 2D+2
* **3 Quickshot Mark 55 Castor naval coilguns**

Fire Arc: 1 forward, 1 port, 1 starboard
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D
Space Range: 1-10/25/50
Atmosphere Range: 10-1,000/2,500/5,000m
Damage: 5D+1
* **2 Area Mark 55 Castor naval coilguns**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D
Space Range: 1-10/25/50
Atmosphere Range: 10-1,000/2,500/5,000m
Damage: 5D+1
* **6 Mark 57 Arena point defense guns**

Fire Arc: 2 forward, 2 port, 2 starboard
Crew: 0
Scale: starfighter
Skill: Automated: Starship Gunnery: 4D
Fire Control: 1D
Space Range: 1-3/8/15
Atmosphere Range: 1-300/800/1,500m
Damage: 3D
* **3 M4093 Hyperion Nuclear Delivery Systems**

Fire Arc: forward
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Ammo: 1 missile per launcher
Damage: 6D
**Description**: The Strident-class heavy frigate is a frigate class employed in the Post-War UNSC Navy; utilized primarily for escort of larger capital ships and for rapid offensive engagement. UNSC Infinity carries ten vessels of this class within internal docking bays.

The Strident-class heavy frigate came into service in October 2552. At least one of these vessels, UNSC Eminent Domain, assisted during the Battle of Draetheus V. It destroyed hundreds of Spirits and outmaneuvered the Covenant vessels in an attempt to deploy a unit of Orbital Drop Shock Troopers before it was heavily damaged and crashed into the surface of X50.

During the Second Battle of Requiem, UNSC Infinity deployed her compliment of Strident-class frigates shortly after arriving at the shield world; at least two would survive the initial phase of combat.

**Source**:

* Halo Wiki: Strident-class heavy frigate
* thedemonapostle
Stargate M4A1

**Name**: M4A1
**Model**: Colt M4A1
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Rifle
**Weight**: 3.17 kg
**Ammo**: 30 (magazine)
**Fire Rate**: Semiautomatic & 3 Round Burst
**Range**: 1-30/152/305 m
**Damage**: 4D

**Description**: *"Hold the grip firmly, stock braced against your shoulder. It's got a kick. Keep your finger off the trigger ‘til you're ready to kill whatever it is you're pointing at."*―Ronald Greer

The M16 or M4A1, is an assault rifle used by the SGC and the US Military in general. The M16 is the standard issue rifle for the US military, and is therefore often seen in use by airmen and marines in the Stargate program. It is possible that the reason that it is not usually used by units like SG-1 is that the M16 is a lethal and longer range alternative to the submachine gun. The P90 has a larger magazine but a less deadly and powerful bullet which is better suited for the close range, more diplomatic missions of SG-1. The M16, as with most Tau'ri projectile firearms, are more effective and better constructed than their alien projectile counterparts. (SG1: "Children of the Gods")

The M16 rifle may also be equipped with an Colt M203 grenade launcher under the barrel.It also has a picatinny rail that can mount an extremely wide range of attachments such as scopes, sights, lasers, lights, and shotguns. (SG1: "Orpheus")

There are several variants in the M16 family, many of which have been used by the SGC. The M4A1 Carbine is a Carbine variant of this rifle, with a shorter stock and barrel.

**Source**:

* Stargate Wiki: Colt M16A3 rifle
* Stargate SG-1 RPG Fantastic Frontiers Sourcebook (page 169)
* thedemonapostle
Starship Troopers Pistols

# **Pistols**

## **TW-102-s ‘Peacemaker’ Pistol**

The ‘Peacemaker’ is the culmination of handgun technology dating back to before the long wars and the formation of the Federation. Capable of killing a man in a single shot and seriously injuring a bug, it is a Mobile Infantry trooper’s standard sidearm and arguably their most important possession next to their Morita rifle. There is talk of a TW-102-a with the ability for a controlled three-round burst, but field trials have failed to produced a version stable or dependable enough for general issue.

## **TW-109-e ‘Emancipator’ Heavy Pistol**

The ‘Emancipator’ is the big brother of the ever-popular ‘Peacemaker’ handgun. This weighty addition to the Brunham catalogue chambers the same 7.62mm munitions more commonly linked with the Morita Arms Company’s assault rifles. Despite its active suspensor and recoil suppression systems, the TW-109-e is not recommended for use by anyone not wearing some form of powered suit as the recoil generated by this weapon is capable of shattering bones. Attack roles made with an ‘Emancipator’ suffer a –2D+2 penalty if the user is not wearing either a M-1A4 or M-1C8 power suit.

## **TW-111-p ‘Reaper’ Pistol**

So-called because if it most often seen in the hands of black-clad Military Intelligence officers, the TW-111-p is a deadly handgun designed for armor penetration and concealment. It is generally accepted as fact that a ‘Reaper’ handgun only has eight shots that can be used in combat because Military Intelligence is ordered to save the last round for themselves.

## **Source**

* Starship Troopers RPG Sourcebook (page 86)
* thedemonapostle
Star Trek Earth Federation Plasma Pistol

**Name**: Plasma Pistol
**Model**: Earth Federation EM-33 Pistol
**Type**: energy weapon
**Scale**: character
**Length**: 25 x 5 x 14 cm
**Weight**: 0.8 kg
**Skill**: Blaster: Plasma Pistol
**Ammo**: 50
**Range**: 4-15/40/65 m
**Damage**: 3D+1

**Description**: The EM pistol, also called the EM-33 Plasma Pistol, was the standard issue EM weapon used by Earth's Starfleet officers and the Earth Cargo Service personnel during the mid-22nd century.

While most Starfleet officers had only received training in the use of EM weapons, by 2151, the EM-33 fell out of use aboard Starfleet vessels in favor of the phase-pistol. (ENT: "Broken Bow") One of the disadvantages of the EM-33 was the need to compensate for particle drift, making the transition to the next generation, point-and-shoot phased pulse weapons difficult for some Starfleet personnel. (ENT: "Sleeping Dogs")

The weapon also remained in use aboard Earth Cargo Authority vessels like the ECS Fortunate, as it was seen in the hands of Matthew Ryan. (ENT: "Fortunate Son")

**Source**:

* Memory Alpha: EM pistol
* Enterprise Source Book (pages 28-29)
* thedemonapostle
Star Trek Julasa

**Name**: Julasa
**Model**: Flaxian Julasa
**Type**: melee weapon / thrown weapon
**Scale**: character
**Length**: 7 cm
**Weight**: 0.05 kg
**Skill**: Melee Combat / Thrown Weapons
**Difficulty**: Easy
**Range**: 1-10/20/30 m
**Damage**: STR+0D+2 plus Poison

**Description**: The Julasa is a small, extremely sharp throwing blade developed by the Flaxians. Shaped roughly like a capital H, it causes little damage itself, but usually carried poison.

**Source**:

* Star Trek DS9 RPG Raiders, Renegades and Rogues(page 83)
* thedemonapostle
Stargate CZ Scorpion

**Name**: CZ Scorpion
**Model**: Česká zbrojovka Uherský Brod Škorpion vz. 61
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Submachinegun
**Weight**: 1.36 kg
**Ammo**: 30 (magazine)
**Fire Rate**: Fully Automatic
**Range**: 1-8/38/76 m
**Damage**: 1D+2 (.32 ACP)

**Description**: The Škorpion vz. 61 is a Czechoslovak 7.65 mm machine pistol developed in 1959 by Miroslav Rybář (1924–1970) and produced under the official designation Samopal vzor 61 ("submachine gun model 1961") by the Česká zbrojovka arms factory in Uherský Brod from 1961 to 1979.

Although it was developed for use with security forces and special forces, the weapon was also accepted into service with the Czechoslovak Army, as a personal sidearm for lower-ranking army staff, vehicle drivers, armored vehicle personnel and special forces. Currently the weapon is in use with the armed forces of several countries as a sidearm. The Škorpion was also license-built in Yugoslavia, designated M84. It features a synthetic pistol grip compared to the original version. A civilian, semi-automatic version was also produced, known as the M84A, also available in .380 ACP (9×17mm Short).

**Source**:

* Stargate SG-1 RPG Sourcebook (page 336)
* thedemonapostle
Star Trek Bajoran Phaser Pistol

**Name**: Phaser Pistol
**Model**: Bajoran Phaser Pistol
**Type**: Energy weapon
**Scale**: character
**Length**: 22 cm
**Weight**: 1.0 kg
**Skill**: Blaster: Phaser Pistol
**Ammo**: 400
**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**: The Bajoran phaser was the Bajoran Militia's standard issue phaser sidearm. In the mirror universe it was called a disruptor pistol. The Bajorans produced three types of these weapons, two pistol types, and one rifle. (DS9: "Resurrection", "Who Mourns for Morn?")

In 2369 Major Kira Nerys and two Bajoran security officers were armed with Bajoran phasers when they returned to the moon Jerrado and remove Mullibok, Baltrim, and Keena by force. Mullibok asked Kira if she planned to use this weapon and Kira answered "Protocol". (DS9: "Progress")

The same year Major Kira and two Bajoran officers used Bajoran phasers to take control over ops while all participants were affected by the Saltah'na energy spheres. (DS9: "Dramatis Personae")

These weapons made a distinct sound when used – pinned down in the cargo bay by Jem'Hadar fire while fighting their way toward DS9's main computer, Rom recognized some of the shots they heard as coming from Bajoran phasers, which left Kira mystified. Just as she wondered aloud why Dominion soldiers would use Bajoran phasers, the shooting stopped, and they saw that, with one exception, their users were indeed Bajoran – as the Jem'Hadar had focused on the escaped prisoners, Odo and his security forces had snuck up from behind and picked them off one by one. (DS9: "Sacrifice of Angels")

**Source**:

* Memory Alpha: Bajoran phaser
* Star Trek DS9 Core Game Book (page 237)
* thedemonapostle
Stargate: The Next Generation

**Capital Ships**

BC-303 "Prometheus" Class Battle Cruiser

FFL-303B "Menoetius" Class Patrol Cruiser

SS-303B "Atlas" Class Research Cruiser

BC-304 "Daedalus" Class Battle Cruiser

SV-304 "Polaris" Class Science Vessel

BC-305 "Phoenix" Class Battle Cruiser

LCA-305B "Pegasus" Class Assault Landing Craft

DD-306 "Ares" Class Battle Cruiser

BB-307 "Excalibur" Class Fleet Carrier

CV-307B "Titan" Class Fleet Carrier

K-308 "Protector" Class Fleet Escort

BC-309 "Paladin" Class Battle Cruiser

**Transports**

MC-305 "Wolverine" Class Transport

UV-365 / MV-365 "Grizzly" Class Assault Transport

**Starfighters**

F-302 "King Raven" Class Space Superiority Fighter-Interceptor

EA-302G "Eagle" Class Electronic Warfare Fighter

F/A-305B "Wolverine" Class Heavy Strike Fighter

F-370 "Talon" Class Stealth Aerospace Fighter

AV-380 "Raptor" Class Gunship

**Source Notes**

The original source has moved numerous times. As of the most recent update, 16 December 2016, the original source(s) no long exist. If any are able to find *Stargate: The Next Generation* wiki containing the original information, please contact me, Thedemonapostle, with that information please. Until then I have updated these entries and leave them here as I feel they are work extremely well within any game.