recursal/Fanatic-Fandom huggingface dataset:
Shadowrun Dwarf

**Name**: Dwarf (Homo sapiens pumillonis)
**Attribute Dice**: 12D
**Dexterity**: 1D / 3D+2
**Knowledge**: 1D / 4D
**Mechanical**: 1D / 3D+2
**Perception**: 1D / 4D
**Strength**: 1D+1 / 5D+1
**Technical**: 1D / 4D

**Move**: 10 / 12
**Size**: 1.0 - 1.4 m
**Weight**: 50 - 60 kg
**Life Span**: Estimated at 100+ years

**Special Abilities**:

* Infrared Vision
* Poison and Disease resistance +1D+1

**Description**: Short, stocky, and barrel-chested, a dwarf typically has shorter legs than other metatypes. Dwarfs have natural thermographic vision (which helps fuel the stories that they prefer living underground—a stereotype that is only partially true as the 21st century marches on). They also have a hardy immune system and rarely get sick, even when exposed to toxins. They normally live in small family groups, sometimes isolating themselves from the rest of society.

In folklore, dwarfs are depicted as hard workers, taking on physical labor that no others would do. This holds true in the Sixth World, as dwarfs are known both for their strong work ethic and for an incredible ability to adapt to new technology and processes. When it comes time for megacorps to recognize the true brains behind many innovations, it’s oft en a dwarf—to the surprise of many. Most dwarfs are quiet and unassuming about their abilities; as illustrated by noted programmer Frank “Friz” Baylor’s live Matrixcast upon receiving the 2069 Innovative IC award: “I’m sorry I could not attend the awards in person, but I didn’t want to take the evening off work—talk to you next year, when I repeat!”

Of all the metatypes, dwarfs tend to be the most assimilated into mainstream society. Dwarfs encounter less prejudice as they are not feared like orks and trolls or seen as glamorous or conspiratorial like elves, but they do oft en encounter paternalistic attitudes from those that equate short with child-like. Dwarfs must also struggle living in a world built for taller beings, as well as being literally overlooked when it comes to equal opportunities.

**Source**:

* Shadowrun 5th ed. Core Rulebook (page 66)
* thedemonapostle
Serenity Starship Grapplers

Grapplers have a slow as molasses Rate of Fire, so once an attack is made with one it may be several turns before another attack can be made. Because of this, EMP webs and magnetic grapplers don’t count against a ship’s allotment of energy weapons for power usage.

* **EMP Web**: New versions do Ionization damage only. Older versions do Normal damage. Both types also physically stop vessels. The EMP web’s rating is not only the damage but the maximum Strength of a ship they can capture. Ships or stations can only install webs of Strength equal to their own Hull –1D. So, a Hull: 6D station could install at best a 5D EMP web.

* **Cranes**: Like hardpoint grapplers, these devices can move large masses. Unlike grapplers, they can’t take shock loads. Cranes can move items within point-blank range.

* **Hardpoint Grappler**: This is a physical line connecting to another vessel. It conforms to the description of the magnetic grappler in all ways except it may only be used at point-blank range. It can handle shock loads equal to its Strength +1D.

* **Magnetic Grappler**: Magnetic grapplers allow you to affect other objects at up to short range. The grappler’s rating is the maximum Strength of an object you can affect (meaning, a 2D grappler can affect up to a 1,000 ton object). Ships and stations can only mount grapplers with a rating equal to their own Hull, but in no case can they move an object larger than their cargo capacity. In the event that you attempt this, your ship is moved, not the object you are trying to grapple.

**Source**

* Serenity Role Playing Game: Six-Shooters & Spaceships (pages 109-110)
* thedemonapostle
Shadowrun Audio Sensors & Enhancers

## **Audio Sensors & Enhancers**

There are several common types of audio devices. Each device has a Capacity that allows you to add audio enhancements.

* **Directional microphone**: This lets you listen in on distant conversations. Solid objects or loud sounds along the line of eavesdropping interfere, of course. It’s as if you’re up to one hundred meters closer to whatever you’re pointing the mic at.

* **Ear buds**: These ergonomic ear plugs are hard to spot and harder still to differentiate from the standard kind that comes with every music player and commlink.

* **Headphones**: A full headset with an adjustable headband strap, or attached to a headphone. Earbuds are harder to spot, but headphones pack more capacity.

* **Laser microphone**: This sophisticated sensor bounces a laser beam against a solid object like a windowpane, reads the vibrations on the surface, and translates them into the sounds that are occurring on the other side of the surface. Maximum range is 100 meters. A laser microphone cannot fit the spatial recognizer audio enhancement.

* **Omni-directional microphone**: A standard omnidirectional audio pickup and recorder. Usually incorporated into, connected to, or wirelessly linked with a commlink or other recording device. Micro versions have a Maximum Range of only 5 meters.

## **Audio Enhancements**

Audio enhancements are commonly available as installable upgrades to any of the audio sensors listed above. Each will play audio input from AR or other sources. Each enhancement has an associated capacity cost.

 Select sound filter
 Spatial recognizer

* **Audio enhancement**: Audio enhancement allows the user to hear a broader spectrum of audio frequencies, including high and low frequencies outside the normal metahuman audible spectrum. The user also experiences fine discrimination of nuances and can block out distracting background noise. Audio enhancement adds its Rating  x 2 pips (3 pips = 1D) to your in audio Search Tests.

* **Select sound filter**: This lets you block out background noise and focus on specific sounds or patterns of sounds. It even includes speech, word, and sound pattern recognition. Each Rating point lets you select a single sound group (such as the footsteps of a patrolling guard or the rotors of a distant helicopter) and focus on it. You only actively listen to one group at a time, but you can record the others for later playback or set them to triggered monitoring (such as sounding an alert if a conversation brings up a certain topic, or if there’s a variation in the breathing pattern of a guard dog).

* **Spatial recognizer**: This hearing accessory pinpoints the source of a sound. You get a +1D+1 bonus on your Search Tests to find the source of a specific sound.

## **Source**

* Shadowrun 5th Edition Core Rulebook (2nd Printing) (page 445)
* thedemonapostle
Mass Effect: Powers: Overload

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

**Effect**: The user rolls thier Sense versus a Difficult difficulty. If successful they roll their Control versus the same difficulty. Based on teh success of their Control roll, they gain various effects as defined on the chart below. Any like scaled shielded target affected by this power loses the corresponding shield dice for the duration listed. Any droids/synthetics affected by this power take the ionization damage listed and additionally are stunned and cannot act for the duration listed. Cybernetic beings take half the listed Ionization damage to their cybernetic implants.

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

**Jedi Complications**: A Jedi may learn this power. Although any Jedi that uses this power to harm another automatically receives a Dark Side point.

**Description**: It shuts down an enemy's shields, rendering them vulnerable to attack. Overload is typically used to take down shields or synthetics, doing twice as much damage to shields as it does to synthetics

**Source**:

* Mass Effect Wiki: Overload
* thedemonapostle
Minbari Federation Sharkaan Advanced Warcruiser

**Name**: Sharkaan Advanced Warcruiser
**Craft**: Minbari Federation Sharkaan Advanced Warcruiser
**Type**: Advanced Warcruiser
**Scale**: capital
**Length**: 1,600 meters
**Skill**: capital ship pilot
**Crew**: 436; Skeleton: 44/+10
**Crew Skill**: Astrogation: 6D+2; Capital Ship Gunnery: 5D; Capital Ship Piloting: 6D+2; Communications: 6D+2; Sensors: 6D+2
**Passengers**: 5,400
**Cargo Capacity**: 10,800 metric tons
**Consumables**: 25 months
**Hyperdrive**: x14
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 6
**Hull**: 8D+2
**Sensors**

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

**Weapons**

* **3 Improved Neutron Laser Cannons**

Fire Arc: 2 forward, 1 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1-18/45/90
Damage: 12D
* **9 Neutron Laser Cannons**

Fire Arc: 6 forward, 3 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1-15/38/75
Damage: 10D
* **12 Fusion Cannons**

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

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

Fire Arc: 4 forward, 3 port, 3 starboard, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1/2/3
Strength: 8D+2
* **Minbari Jamming Suite**

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

* Artificial Gravity: Yes
* Crew: 436

* Officers: 8
* Pilots: 16
* Sensor Operators: 22
* Crewmen: 390

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

**Ship Complement**:

* Flyer Class Combat Fighter: 4
* Nial Class Heavy Fighter: 12

**Source**:

* The Babylon 5 Project: Sharlin class warcruiser
* Babylon 5: Ships of the Galaxy (pages 33-34)
* thedemonapostle
Mass Effect Starship: Athabasca Class Freighter

**Name**: Athabasca
**Craft**: Athabasca Class Freighter
**Type**: Freighter
**Scale**: Capital
**Length**: 200 meters
**Skill**: Capital Ship Pilot
**Crew**: 4 - 6 (depending on configuration)
**Passengers**: 36
**Cargo Capacity**: 6,000 metric tons
**Consumables**: 2 years
**Cost**: 1,500,000 credits
**FTL Drive**: x56,750
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 4
**Hull**: 3D+2
**Shields**: 1D+2
**Sensors**

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

**Weapons**: None

**Description**: The Athabasca Class is a class of large freighter of human origin. Externally, this freighter class's configuration may be mistaken for the smaller Kowloon Class freighters. However, the Athabasca Class freighter is a multi-level voluminous starship. The Athabasca Class freighter is lightly armored and lacks armaments, and can be attacked and boarded very quickly. This freighter class is equipped with a self-destruct device and a black box.

Unlike the smaller Kowloon Class freighters, the internal arrangement of Athabasca Class freighters differs from ship to ship. The freighter's bridge is located on the upper level and is positioned forward of the engine core and cargo holds. This engine core is a two level room housing four reactors and an engineering console. Access to the ship's interior is through airlocks and an emergency airlock located in the main cargo hold.

At the Memories of Illium, on Illium, a scale model of the Athabasca Class freighter is available for sale.

**Source**:

* Mass Effect Wiki: Athabasca Class
* Mass Effect: The Unofficial Role Playing Game 2.35 (page 92)
* thedemonapostle
Ori Warship

**Name**: Warship
**Craft**: Ori Warship
**Type**: Warship
**Scale**: Capital
**Length**: 1,100 x 850 meters
**Skill**: Capital Ship Pilot
**Crew**: (Thousands); Skeleton: 1/+10
**Passengers**: 5,000 troops
**Cargo Capacity**: 27,500 metric tons
**Consumables**: 1 year
**Hyperdrive**: x0.01
**Nav Computer**: yes
**Maneuverability**: 1D
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 7D+1
**Shields**: 16D
**Sensors**

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

**Weapons**

* **Energy Beam Cannon**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-15/38/75
Atmosphere Range: 2-30/76/150km
Damage: 14D
* **75 Type III Pulse Cannons**

Fire Arc: 25 forward, 25 port, 25 starboard
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100km
Damage: 4D+2
* **75 Type II Pulse Cannons**

Fire Arc: 25 forward, 25 port, 25 starboard
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 6D+1
**Complement**

* Fighter: 500

**Miscellaneous**

* Transportation rings: 100+

**Description**: *"They cut through two of our 304s, an Asgard ship, and a fleet of Goa'uld motherships."*
**—Henry Landry**

An Ori warship was the standard attack vessel used by the Ori during their crusade in the Milky Way.

These white colored vessels are some of the largest ever encountered by the SGC being much bigger than the 304 and Ha'tak vessels as well as one Asgard vessel. They consisted of an oval shaped structure with a large Stargate styled ring in the center which glows with a white light. Two engines are present at the back of the vessel. Though quite large, they were capable of entering a planet's atmosphere and landing, where they towered over the landscape.

Upon their completion, a Prior is required to bring the ship online through an activation ceremony. They are piloted by the Prior himself, who commands a crew of an unknown number of warriors from the Ori army, and is tasked with bringing planets under the banner of Origin.

Ori motherships appear to be smaller than Wraith hive-ships and Ancient city-ships and Aurora-class warships, while Asgard O'Neill-class vessels are roughly equal in size.

**Source**:

* Stargate Wiki: Ori warship
* thedemonapostle
Mark II Prototype Exoskeleton

**Name**: Mark II Prototype Exoskeleton
**Craft**: UNSC MJOLNIR Mark II Prototype Exoskeleton
**Type**: Exoskeleton
**Scale**: speeder
**Length**: unknown
**Skill**: powersuit operation and walker operation
**Crew**: 1
**Cover**: full
**Maneuverability**: 1D+2
**Move**: 14; 40 km/h
**Body Strength**: 4D
**Weapons**

* **30mm Minigun**

Fire Arc: forward
Crew: 1
Scale: walker
Skill: vehicle blasters
Fire Control: 1D
Range: 1-300/800/1,500m
Damage: 3D+1
**Game Notes**

* Requires a Neural Implant to operate.
* **Sensors**: Infrared and Motion Sensors provide a +1D to the Search skill.
* **Tactical Computer**: Transmits tactical and communications data directly to the users Neural Implant. This provides +1D to the Tactics skill.
* **Tethered Power Source**: The powered exoskeleton has no on-board power supply. It is powered by an external power supply that is extremely heavy and bulky and cannot be moved by the Mark II. Its range is limited by the range of its tethered power cable(s).
* **Heat Refractive Coating**: Helps disperse heat from explosive attacks. Heat Resistance +1D
* **Self Sealing Vacuum Seal**: Seals holes in 1Dx1D rounds.

**Description**: The Mark II Prototype Exoskeleton was similar to the Mark I, but with slimmer profile which greatly increased mobility. The suit, however, still needed to be tethered to a Fusion Generator, but despite the fact that it was the most powerful piece of military hardware at the time, it was still impractical for battlefield deployment. One of the new additions to the Mark II included a refractive coating to help disperse heat from explosive attacks and better self-sealing in the event of damage while the unit is in space.

**Source**:

* Halo Wiki: Mark II Prototype Exoskeleton
* thedemonapostle
Nephilim "Triton" Transport

**Name**: Triton
**Craft**: Nephilim Triton Transport
**Type**: Transport
**Scale**: capital
**Length**: 230 meters
**Skill**: capital ship pilot
**Crew**: 40; skeleton: 4/+10
**Passengers**: 10
**Cargo Capacity**: 17,725 metric tons
**Consumables**: 24 months
**Primary Jump Drive**: x1
**Secondary Jump Drive**: x10
**Tertiary Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 3
**Atmosphere**: 260; 750 km/h
**Hull**: 2D+1
**Shields**: 3D
**Sensors**

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

**Weapons**

* **3 Standard Masers**

Fire Arc: Starboard Wide x1, Portside x1, Aft x1
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 0D+2
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 3D+1
* **Electronic Counter Measure Module**

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

* External Docking Port 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).
* Escape Pod x1

**Description**: The Alien transport ship is quite a bit larger than its Confed counerparts. It is slow, with most of the engines' massive power geared for moving it and its cargo through space. QUick maneuvers are out of the question, as this ship was designed mostly for going from one point to the next in a straight line.

The transport itself is not designed for combat situations. It has enough armor and shields to ward off fighters and bombers, but its critical components are unshielded and weaker than those on big combat ships. There are a few anti-fighter turrets, but not enough to protect it from a sustained assault.

Transports are very rarely found without a fighter escprt, however. Any Triton that is in danger of encountering an attack will be surrounded by guard ships, often Morays or Ray Clusters. These will attack any hostile forces while the Triton continues on course.

Tritons are themselves a liability in combat. Not only are they very alrge targets, slow and inadequately shielded and armored, but they have the unfortunate habit of ignighting upon hull-breach.

**Source**:

* Wing Commander Encyclopedia: Triton-class transport
* The Wing Commander Role Playing Game (pages 411-412)
* thedemonapostle
Marathon-class heavy Cruiser

**Name**: Marathon Class
**Craft**: UNSC Marathon Class Heavy Cruiser
**Type**: Heavy Cruiser
**Scale**: capital
**Length**: 1,192 x 293 meters
**Skill**: capital ship pilot
**Crew**: 1,019; skeleton: 101/+10
**Passengers**: 1,570 troops; 80 other personnel
**Cargo Capacity**: 23,840 metric tons
**Consumables**: 5 years
**Slip Space Drive**: x6,160
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 6
**Atmosphere**: 330; 950kmh
**Hull**: 6D+2
**Sensors**

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

**Weapons**

* **2 Heavy MACs**

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
* **30 Oversized Archer Missile Pods**

Fire Arc: 15 port, 15 starboard
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Ammo: 60 per pod
Damage: 4D+2
* **15 M910 PDGs**

Fire Arc: turrets
Crew: 0; Automated
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
* **Fusion rockets**

Fire Arc: forward
Crew: 2
Scale: capital
Skill: capital ship gunnery
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Ammo: 5
Damage: 6D+2
**Complement**

* 24 Longsword interceptors
* Pelican dropships (D77-TC or D77H-TCI)
* Marines
	+ ODSTs
* HEVs
* Warthogs
* Scorpions
* Hornets

**Description**: The Marathon-class heavy cruiser is a cruiser classification used by the UNSC Navy. At 1,190 meters, they are some of the largest and most powerful warships ever utilized by humanity, built as a replacement for their aging Halcyon-class light cruisers. Their numbers are limited, and they are usually commanded by the highest ranking officers.

At 1190 meters long, Marathon-class heavy cruisers are approximately three times the length of a UNSC frigate. They are equipped with thick layers of Titanium-A armor, and are able to sustain far greater damage than any UNSC frigate or destroyer. Due to their size, durability and firepower (2 MACs as well as dozens of oversized Archer missile pods), these massive vessels are commanded by UNSC Admirals and primarily served as flagships for UNSC fleets.

During the early years of the Human-Covenant war, Marathons played a crucial role in defending the outer colonies, although most ended up getting destroyed during that period of time. The remainders of these great cruisers were reassigned to the defense of the Inner colonies in the latter years of the Human-Covenant war. They were considered extremely valuable in terms of firepower and armor, and it was seen to by the UNSC admiralty that they were only used in the most dire and occasional of circumstances. Marathons were present at the Battle of Sigma Octanus IV and the Fall of Reach. Twelve saw action at the Battle of Earth under Fleet Admiral Harper and another was part of Battle Group Stalingrad during the Battle of Onyx.

**Source**:

* Halo Wiki: Marathon-class heavy cruiser
* thedemonapostle
Minbari Federation Esharan Anti-Fighter Frigate

**Name**: Esharan
**Craft**: Minbari Federation Esharan Anti-Fighter Frigate
**Type**: Anti-Fighter Frigate
**Scale**: capital
**Length**: 850 meters
**Skill**: capital ship pilot
**Crew**: 100; Skeleton: 11/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D; Starship Gunnery: 3D+2
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 10 months
**Hyperdrive**: x8
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 12
**Hull**: 4D+2
**Sensors**

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

**Weapons**

* **10 Fusion Cannons**

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

Fire Arc: 2 forward, 2 port, 2 starboard, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+2
Space Range: 1/3/4
Damage: 1D Physical damage and Ionizes 1 control system.
* **10 Tractor Beams**

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

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

* Artificial Gravity: Yes
* Crew: 100

* Officers: 5
* Pilots: 15
* Sensor Operators: 10
* Crewmen: 70

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

**Ship Complement**:

* Flyer Class Combat Fighter: 2

**Source**:

* The Babylon 5 Project: Minbari cruiser (Shadow War era)
* Babylon 5: Ships of the Galaxy (page 38)
* thedemonapostle
Narn Regime Sho’Kos Patrol Cutter

**Name**: Sho’Kos
**Craft**: Narn Regime Sho'Kos Class Patrol Cutter
**Type**: patrol cutter
**Scale**: capital
**Length**: 140 meters
**Skill**: capital ship pilot
**Crew**: 36; Skeleton: 6/+10
**Crew Skill**: Astrogation: 4D+1; Capital Ship Gunnery: 3D+1; Capital Ship Piloting: 4D+1; Communications: 4D+1; Sensors: 4D+1; Starship Gunnery: 3D+1
**Passengers**: 5
**Cargo Capacity**: 10 metric tons
**Consumables**: 4 months
**Maneuverability**: 4D
**Space**: 8
**Hull**: 2D
**Sensors**

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

**Weapons**

* **2 Burst Beams**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-2/4/8
Damage: 5D & Ionizes 1D worth of control systems.
* **Twin-Linked Medium Pulse Cannon**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-3/7/13
Damage: 5D+1
* **2 Light Pulse Cannons**

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

* Artificial Gravity: no
* Crew: 36

* Officers: 2
* Pilots: 4
* Sensor Operators: 5
* Crewmen: 25

* Average Crew Experience Level: Narn Line
* Stealth: 10 (Base Difficulty to Detect Ship)
* Fusion Engine
* Pivotal Thrusters

**Source**:

* Babylon 5: Ships of the Galaxy (page 69)
* thedemonapostle
Needle Threader

**Name**: Needle Threader
**Craft**: Goa'uld Needle Threader Multi-role Attack Fighter
**Type**: Multi-role Attack Fighter
**Scale**: Starfighter
**Length**: 4 x 6.5 x 6.5 meters
**Skill**: Starfighter Pilot
**Crew**: 2; Skeleton: 1/+5
**Passengers**: none
**Cargo Capacity**: 100kg
**Consumables**: 1 day
**Maneuverability**: 3D
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 2D+2
**Sensors**

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

**Weapons**

* **2 Type I Plasma Cannons** (firelinked)

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 4D
**Description**: *"There is an old Jaffa saying, General Hammond: They do not build them as they once did." —Teal'c*

A Needle Threader is a specialized Death Glider constructed by the Goa'uld that can travel through the Stargate (a maneuver called Threading the Needle) in a similar manner to Ancient Puddle Jumpers but unlike them provides no automatic navigation through Stargates, and was discontinued after it proved too difficult to master.

**Source**:

* Stargate Wiki: Needle Threader
* thedemonapostle
Marine Vacuum suit

**Name**: Marine Vacuum Suit
**Model**: UNSC Marine Vacuum Suit
**Type**: Military Unit Armor
**Scale**: character
**Coverage**: Full
**Skill**: Powersuit Operations

**Game Notes**:

* **Physical Protection**: STR+1D
* **Energy Protection**: STR+2
* **Dexterity and related skills Penalty**: -1D
* **Vacuum Sealed**: The armor is vacuum-rated, capable of Extra-Vehicular Activity for 24 hours.
* **Thermal Insulation**: Provides protection against extreme temperatures.
* **Heads-Up Display**: Gives the wearer basic information including a targeting reticule, weapon information, ammo capacity, and basic health readout. (Ranged Weapon Skills +1D)
* **Communications System**: 1,600 kilometer range

**Description**: These suits are vacuum suits worn by members of the UNSC Marine Corps. The suit itself is a green body suit, with olive-drab armor plates, and a helmet equipped with a HUD and COMM systems.

These suits were used by Sergeant Johnson and his squad as they neutralized the unsecured data of the UNSC Corvette Circumference in orbit above Reach. They were also used by the teams sent to clear the NAV database of the UNSC Prophecy during the Harvest Campaign in 2531.

This suit appears in Halo: Reach on the level Long Night of Solace, and is worn by the Sabre pilots and marines who aid Noble Six in boarding the Covenant corvette. The helmet worn by these marines is a variant of the standard UNSC Army helmet, and is identical to the helmet of the Mark V(MP) MJOLNIR Powered Assault Armor, with a transparent visor.

**Source**:

* Halo Wiki: UNSC Marine Vacuum Suit
* thedemonapostle
Merchant Scout "Galaxy"

**Name**: Galaxy
**Craft**: Galaxy-class Merchant Transport
**Type**: Merchant Transport
**Scale**: starfighter
**Length**: 35 meters (estimated)
**Skill**: space transports
**Crew**: 4; skeleton: 1/+10
**Passengers**: 0
**Cargo Capacity**: 150 metric tons
**Consumables**: 28 weeks
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 5D
**Shields**: 5D+2
**Sensors**

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

**Weapons**

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

Fire Arc: Forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 3D+2
* **2 Dual Civilian Grade Laser Cannons**

Fire Arc: 2 turrets
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 2D+2
* **2 Light Ordnance Hardpoint Tubes**

Fire Arc: Forward
Crew: 1
Skill: starship gunnery
* **Light Dumb-Fire (DF) Missile**

Scale: starfighter
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range:10-200/500/1,000m
Ammo: 3 missiles per tube
Damage: 6D+1
* **Light Heat Seeker (LHS) Missile**

Scale: starfighter
Fire Control: 3D+2
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 4 missiles per tube
Damage: 8D
* **Tractor Beam**

Fire Arc: all
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-3/7/14
Atmosphere Range: 10-300/700/1,400m
Strength: 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 -1D
**Gear**:

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

**Description**: A versatile merchant's vessel, the Galaxy is perfect for those with an entrepreneurial spirit. She is by no means a military vessel, but a Galaxy can usually protect herself and the large amount of cargo she's able to carry.

**Source**:

* Wing Commander Encyclopedia: Galaxy
* The Wing Commander Role Playing Game (pages 295-296)
* thedemonapostle
Mass Effect: Powers: Incinerate

**Name**: Incinerate
**Alter Difficulty**: Difficult or opposed dodge roll
**Duration**: Special
**Cool Down**: 2 rounds

**Effect**: The power allows the user to fire a fiery projectile that explodes on impact igniting all within its area of effect. The target(s) will continue to take fire damage until extinguished.

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

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

**Description**: It is a high-explosive plasma round fired from the user's omni-tool that inflicts damage over time to all nearby enemies and permanently stops their health regeneration.

**Source**:

* Mass Effect Wiki: Incinerate
* thedemonapostle
Minbari Federation Combat Flyer

**Name**: Combat Flyer
**Craft**: Minbari Federation Flyer Class Combat Fighter
**Type**: combat fighter
**Scale**: starfighter
**Length**: 29.1 meters
**Skill**: space transports
**Crew**: 1
**Crew Skill**: Astrogation: 5D; Communications: 5D; Sensors: 5D; Starship Gunnery: 3D+2; Space Transports: 5D
**Passengers**: 3
**Cargo Capacity**: 6 metric tons
**Consumables**: 1 week
**Maneuverability**: 5D+2
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 3D+2
**Sensors**

* Passive: 48 / 1D+1
* Scan: 96 / 3D
* Search: 144 / 4D+1
* Focus: 5 / 6D

**Weapons**

* **2 Light Fusion Cannons** (firelinked)

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 5D
Space Range: 1-3/7/13
Atmosphere Range: 10-300/600/1,300m
Damage: 6D
* **Minbari Jamming Suite**

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

* Artificial Gravity: Yes
* Crew: 1

* Pilots: 1

* Average Crew Experience Level: Minbari Warrior Caste Line
* Stealth: 16 ((Base Difficulty to Detect Ship)
* Atmospheric Capable
* Gravitic Engine
* Minbari Flight Computer

**Source**:

* The Babylon 5 Project: Minbari flyer
* Babylon 5: Ships of the Galaxy (pages 40-41)
* thedemonapostle
Nephilim Starships

**Wing Commander: Prophecy**

**Capital Ships**
"Barracuda" Corvette
"Orca" Destroyer
"Hyrda" Cruiser
"Leviathan" Heavy Carrier
"Kraken" Capital Ship Killer
"Tiamat" Dreadnought

**Transports**
"Triton" Transport

**Starfighters**
"Stingray" Interceptor
Stingray Cluster Interceptor
"Skate" Interceptor
Skate-B Interceptor
Skate-T Interceptor
Skate-M Interceptor
"Ray" Interceptor
"Remora" Remote Turret
"Lamprey" Shield Killer
"Moray" Medium Fighter
"Manta" Heavy Fighter
"Devil Ray" Space Superiority Fighter
"Squid" Interceptor
Pkunk Fury

**Name**: Fury
**Craft**: Pkunk Fury
**Type**: Space Superiority Fighter
**Scale**: starfighter
**Length**: 8 meters
**Skill**: starfighter pilot
**Crew**: 8; skeleton: 1/+5
**Cargo Capacity**: 400kg
**Consumables**: 3 months
**Hyperdrive**: x4
**Nav Computer**: yes
**Maneuverability**: 6D
**Space**: 16
**Atmosphere**: 520; 1,500 km/h
**Hull**: 2D
**Sensors**

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

**Weapons**

* **Triple-Mounted Hot Metal Minigun**

Fire Arc: forward/port/starboard
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 2D
**Description**: The Pkunk Fury is a colorful, flowery war ship which relies on superior mobility to outmaneuver and pick apart its enemies. It is also a wildcard, able to literally defy death at unpredictable intervals. While lightly armored and slow to recover its energy banks, the Fury can be very deadly with a skilled pilot at the helm and luck on its side.

**Propulsion**

The Fury is among the fastest known spacecraft to travel the stars. The ship's maximum speed is almost totally unmatched -- it takes special subsystems designed for a temporary speed boost or a planetary slingshot maneuver to go beyond that. The Fury's rate of acceleration is exceeded only by the Slylandro Probe and Arilou Skiff as well as certain subsystems on a few other ships. The Fury also boasts the fastest possible turning rate, equal to that of the Probe and Skiff.

**Primary Armament**

The primary weapon is a triple-mounted minigun that fires forward and to each side simultaneously. Each of these miniguns can pump out super-heated metal pellets at an incredible rate, though over a very limited range. The pellets are rather large, so they are sometimes good for shooting down incoming ordnance.

**Secondary Armament**

The Pkunk are peaceful beings which normally cannot bring themselves to kill unless they throw themselves into an emotional frenzy by continuously broadcasting insults at their enemies.

**Additional**

If destroyed, there is a 50% chance the Fury will be reincarnated immediately and returned to battle — fully crewed. This is due to the Pkunk's divine heritage, or so the Pkunk claim. Due to the random nature of Fury reincarnation, a lucky Pkunk can be reborn many times.

**Source**:

* Ultronomicon: Fury
* thedemonapostle
Mycon Podship

**Name**: Podship
**Craft**: Mycon Podship
**Type**: Living Warship
**Scale**: capital
**Length**: 20 meters
**Skill**: Space Transports
**Crew**: 20; skeleton: 2/+10
**Cargo Capacity**: 1 metric ton
**Consumables**: 27 months
**Hyperdrive**: x325
**Nav Computer**: yes
**Maneuverability**: 0D+2
**Space**: 7
**Atmosphere**: 350; 1,000 km/h
**Hull**: 2D
**Sensors**

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

**Weapons**

* **Homing Plasmoid**

Fire Arc: forward; but is self guided
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1-15/38/75
Atmosphere Range: 2-30/76/150km
Damage: 8D/4D/1D
**Notes**:

* **Regeneration**: Every 8 rounds of no combat a podship may regenerate 2 damage.

**Description**: The Mycon Podship is, depending on who you ask, one of the best ships in the game, or one of the worst. Its weapon systems are powerful yet cumbersome, and its ability to regenerate its crew gives it incredible staying power. On the other hand, it is fairly slow and difficult to control, which makes it an easy target for faster ships. The Podship also devotes a considerable amount energy to the life support systems to maintain the Mycon's preferred environment.

**Propulsion**

The Podship is a bulky, medium speed, slow turning ship with moderate acceleration. It is heavily affected by gravity wells, which can be used to great advantage.

**Primary Armament**

The Podship's weapon system is a slow, long-range, semi-sentient ball of plasma, which will relentlessly seek out enemy craft. At close range, this weapon is staggeringly powerful, but as the projectile moves through space, the plasma slowly disperses, reducing its effectiveness. Enemy fire that strikes the plasma will also disperse it and reduce its damage potential.

One notable feature of the Podship is its ability to outrun its own weapons fire. Due to the plasma's low speed, firing while the Podship is at speed stands a good chance of hitting the ship itself. Due to the high amount of damage caused by a "fresh" ball of plasma, this is often fatal to the firing Podship. Make sure to shoot backwards whenever possible to avoid such unpleasantness.

**Secondary Armament**

The secondary function of the Podship regenerates some of its own crew. This sudden expenditure of energy leaves the Podship unable to fire for a while due to the large amount of energy required to launch a plasmoid.

**Source**:

* Ultronomicon: Podship
* thedemonapostle
Mass Effect: Powers: Grenade

**Name**: Grenade
**Control Difficulty**: Difficult
**Alter Difficulty**: See Chart Below
**Duration**: Varies
**Cool Down**: Grenade powers do not have a recharge time and, thus, can be used immediately at any time

**Effect**: The users Omni-tool creates a Biotic grenade simulating all effects of a grenade. The grenade remains for a number of rounds equal to its maximum timer duration. If the grenade has not been used before it expires, the grenade harmlessly disintegrates.

**Notes**: This power requires a Bio-amp and an Omni-tool.

**Jedi Complications**: A Jedi Cannot learn this power.

**Description**: Lob this biotic grenade at your enemies and watch them fly.

**Source**:

* Mass Effect Wiki: Cluster Grenade
* Mass Effect Wiki: Frag Grenade
* Mass Effect Wiki: Lift Grenade
* Mass Effect Wiki: Sticky Grenade
* thedemonapostle
Mass Effect: Powers: Throw

**Name**: Throw
**Alter Difficulty**: Varies

 10
 15
 20
 25
 30

**Duration**: Instant
**Cool Down**: 1/2 round

**Effect**: A Biotic uses this power to throw objects at targets. The Biotic first rolls their Alter to determine if they can lift the object being thrown. Next they roll their Alter to attack the target, the target may roll their Dodge to avoid the attack. If the target is not dodging, the base attack difficulty is Easy.

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

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

**Description**: Throw is mostly used to keep opponents at a distance by either launching them away or knocking them over, damaging them and rendering them helpless.

In certain areas Throw may knock enemies off ledges, making them fall to their death. If used near destructible objects, Throw can break them and hit enemies with debris. Any moveable boxes can also be Thrown into them, injuring them further as their shields cannot absorb the damage. In enclosed quarters, Advanced and Master Throw are strong enough to punch enemies against walls and cause significant damage.

**Source**:

* Mass Effect Wiki: Throw
* thedemonapostle
ORS-class heavy cruiser

**Name**: ORS-class heavy cruiser
**Craft**: Covenant Empire Varric-pattern heavy cruiser
**Type**: Support Cruiser
**Scale**: capital
**Length**: 3,000 x 1,451 meters
**Skill**: capital ship pilot
**Crew**: 3,000; skeleton: 300/+10
**Passengers**: 4,250
**Cargo Capacity**: 75,000 metric tons
**Consumables**: 12 years
**Slip Space Drive**: x13
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 9D
**Shields**: 4D+2
**Sensors**

* Passive: 50 / 1D+1
* Scan: 100 / 2D+1
* Search: 150 / 3D+2
* Focus: 5 / 5D

**Stealth Systems**: Sensors Difficulty to detect +4D
**Weapons**

* **Super Heavy Energy Projector**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1-20/50/100
Atmosphere Range: 2-40/100/200km
Damage: 12D
* **20 Heavy Energy Projectors**

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1-20/50/100
Atmosphere Range: 2-40/100/200km
Damage: 10D+2
* **3 Very Heavy Plasma Cannons**

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-15/38/75
Atmosphere Range: 2-30/76/150km
Damage: 5D+1
* **48 Heavy Plasma Cannons**

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-15/38/75
Atmosphere Range: 2-30/76/150km
Damage: 4D+2
* **32 Heavy Plasma Torpedo Launchers**

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

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

Boasting sophisticated stealth technology, an energy projector and plasma turrets, the ORS is more powerful than most cruisers used by the Covenant. Using the 3-letter code used to classify Covenant ships, "O" ("Ordained") indicates that the cruiser has been improved with Forerunner technology, specifically, a weapons core. The "R" ("Reverence") indicates that the cruiser is capable of conducting reconnaissance missions and is capable of excavating Forerunner artifacts. The "S" ("Salvation") indicates that the cruiser is a dedicated warship with a pair of energy projectors. The ORS combines design elements from the CCS-class battlecruiser, SDV-class heavy corvette and the CSO-class supercarrier, and was originally designed to be the CCS' big brother while still paying homage to the CAS-class assault carrier, which is identical to the CSO, providing a visual link between multiple carries in terms of size.

**Source**:

* Halo Wiki: ORS-class heavy cruiser
* thedemonapostle
Mass Effect: Powers: Fitness

**Name**: Fitness
**Control Difficulty**: Moderate
**Duration**: 1 action
**Cool Down**: 2 rounds

**Effect**: This power provides the user with a variety of improvements. The user declares which ability they wish to improve. For their next action they receieve a bonus, as determined by the chart below, to the chosen ability. If they do not use the ability during their next action, the bonus is lost and the power cannot be used again for 2 rounds. The power may increase melee damage, both from weapons or from brawling, any personal shields, and health which will provide a bonus to strength to resist damage or for healing.

**Notes**: All damage provided by this power may exceed a melee weapon's maximum damage.

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

**Jedi Complications**: A Jedi may learn this power. However, any Jedi that uses this power to increase a melee weapon's or a light saber's damage receives a Dark Side point.

**Description**: The power focuses on increasing Melee Damage, Shields, and Health.

**Source**:

* Mass Effect Wiki: Fitness (power)
* thedemonapostle
Revenant

**Name**: Type-48 LAGC "Revenant"
**Craft**: Merchants of Qikost Type-48 Light Assault Gun Carriage
**Type**: Infantry support
**Scale**: speeder
**Length**: 6.5 x 4 x 1.9 meters
**Mass**: 2,177.2kg
**Skill**: repulsorlift operation
**Crew**: 1
**Passengers**: 1
**Cargo Capacity**: 25kg
**Cover**:1/2
**Maneuverability**: 2D+2
**Move**: 45; 130 km/h
**Altitude Range**: 1.0 meters
**Body Strength**: 4D+1
**Weapons**

* **Plasma Mortar**

Fire Arc: forward
Crew: 1
Scale: walker
Skill: vehicle blasters
Fire Control: 1D
Range: 5-180/500/900m
Damage: 3D+2
**Description**: The Type-48 Light Assault Gun Carriage, more commonly known as the Revenant, is a Covenant Army craft that was utilized during the Fall of Reach.

The Revenant is a light infantry support vehicle with driving mechanics similar to those of the Type-32 Rapid Assault Vehicle. Historically it was designed to fill in the gap between the Type-32 and Type-26 Assault Gun Carriage, and while that role would be replaced at times by the Type-46 and Type-52 Infantry Support Vehicles, the Revenant was the most effective. Originating from an older, cruder Sangheili design, the Revenant is one of the few vehicles produced by Merchants of Qikost and is an example of Covenant private sector innovation. It is armed with a single Class-2 Plasma Mortar, essentially a downscaled, less powerful version of the plasma mortar mounted on the Wraith. The Revenant is more agile than most vehicles and has the ability to boost, but provides little protection for its occupants. It can carry one passenger in a side seat.

**Source**:

* Halo Wiki: Type-48 Light Assault Gun Carriage
* thedemonapostle
Romulan Scorpion Class

**Name**: Scorpion
**Craft**: Romulan Star Empire / Reman Scorpion-Class Fighter
**Type**: starfighter
**Scale**: starfighter
**Length**: 7 x 2.5 x 4.5 meters
**Starship Size**: 2
**Skill**: starfighter pilot
**Autopilot**: 2D+2
**Crew**: 1; gunners: 1
**Cargo Capacity**: none
**Consumables**: 1 week
**Warp Drive**: 3 / 4 / 5 (6 Hours)
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 2D+1
**Shields**: 1D
**Sensors**

* Passive: 30 / 0D+1
* Scan: 80 / 0D+2
* Search: 120 / 1D+1
* Focus: 5 / 1D+2

**Weapons**

* **Type IV Disruptor Cannon**

Fire Arc: 360 degrees forward
Location: dorsal
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 0D
Space Range: 1-2/5/15
Atmosphere Range: 2-3/10/30 km
Firing Modes: Standard, Pulse
Rate of fire: 3
Damage: 5D
* **Class Alpha Tractor Beam**

Fire Arc: forward
Location: forward
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 0D
Space Range: 1-3/5/10
Atmosphere Range: 2-6/10/20 km
Rate of fire: 1
Strength: 3D
**Complement**

* Probes: 10

**Description**: The Scorpion-class vessels were small attack fighters stored aboard the Reman warbird Scimitar in 2379.

When Captain Jean-Luc Picard was captured and taken aboard the Scimitar by Praetor Shinzon, the captain and Data used a Scorpion-class vessel to escape, taking the fighter through the Scimitar's corridors when the shuttlebay doors were sealed to prevent them making a more direct exit. Although he initially found the craft difficult to maneuver, he eventually managed to drive the vessel through a window located in Shinzon's representative chamber and escape into space, where the craft was beamed aboard the USS Enterprise-E.

The Scimitar's shuttlebay, where the Scorpion-class vessels were stored, was later destroyed when the Enterprise and the Scimitar collided. (Star Trek Nemesis)

**Source**:

* Memory Alpha: Scorpion class
* Memory Beta: Scorpion class
* Star Trek RPG Nemesis Netbook (Decipher) (pages 8-9)
* thedemonapostle