recursal/Fanatic-Fandom huggingface dataset:
Minbari Federation Teshlan Fast Cruiser

**Name**: Teshlan
**Craft**: Minbari Federation Teshlan Fast Cruiser
**Type**: Fast Cruiser
**Scale**: capital
**Length**: 850 meters
**Skill**: capital ship pilot
**Crew**: 82; Skeleton: 10/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 10 months
**Hyperdrive**: x5
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 15
**Hull**: 4D+2
**Sensors**

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

**Weapons**

* **2 Neutron Laser Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+2
Space Range: 1-15/35/75
Damage: 10D
* **12 Fusion Cannons**

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

Fire Arc: 3 forward, 3 port, 3 starboard, 3 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: 82

* Officers: 4
* Pilots: 15
* Sensor Operators: 8
* Crewmen: 55

* Average Crew Experience Level: Minbari Warrior Caste Line
* Stealth: 21 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Jump Point Generator
* Minbari Flight Computer

**Ship Complement**:

* Flyer Class Combat Fighter: 1
* Nial Class Heavy Fighter: 6

**Source**:

* Babylon 5: Ships of the Galaxy (page 36)
* thedemonapostle
Poseidon-class light carrier

**Name**: Poseidon-class light carrier
**Craft**: UNSC Poseidon-class light carrier
**Type**: light carrier
**Scale**: capital
**Length**: 719 meters
**Skill**: capital ship pilot
**Crew**: 431; skeleton: 75/+10
**Passengers**: 950 troops; 50 other personnel
**Cargo Capacity**: 14,380 metric tons
**Consumables**: 3 years
**Slip Space Drive**: x6
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Hull**: 5D
**Shields**: 2D+1
**Sensors**

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

**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
* **Archer Missile Pods**

Fire Arc: turrets
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Ammo: 30 per pod
Damage: 5D+1
* **M910 Point-Defense System**

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
* **Shiva-class nuclear warhead**

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
Damage: 9D
**Description**: The Poseidon-class light carrier is a capital warship employed by the UNSC Navy in the post-war era.

**Source**:

* Halo Wiki: Poseidon-class light carrier
* thedemonapostle
Mighty Class Cargo Lifter

**Name**: Cargo Lifter
**Craft**: Ivonovich Yards CL-54 Mogushchestvenniy (Mighty) Cargo Lifter
**Type**: Short Haul Transport
**Scale**: Starfighter
**Length**: 41.5 meters (estimated)
**Weight**: 650 tons
**Skill**: Space Transports
**Crew**: 3; skeleton: 1/+5
**Passenger Capacity**: 5 First-Class or 10 Second-Class (0 in Cargo Configuration)
**Cargo Capacity**: 120 tons (240 in cargo configuration)
**Consumables / Fuel Capacity**: 16.25 tons (600 hours)
**Cost**: 10,400
**Maintenance Costs**: 520 per year
**Nav Computer**: yes (intra-system only)
**Maneuverability**: 2D+2
**Space**: 4; Hard Burn: 6
**Atmosphere**: 280; 800 kmh; Hard Burn: 330; 950 kmh
**Hull**: 2D+2
**Sensors**

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

**Weapons** - None

**Ship Complement:**

* Standard 20 Ton Shuttle: 1

**Description**: The Ivonovich Yards CL-54 Mogushchestvenniy (Mighty) Cargo Lifter is widely used across the ‘Verse, from construction sites to small shipping firms. When short-haul, dependable transport is needed, it’s frequently this boat filling the role. The lifter has earned the reputation that it simply won’t die. Its ability to keep running in adverse conditions surpasses even the legendary Firefly. Because of this, many CL-54s seem to be nothing more than an assembly of various kinds of rust. The boat ain’t pretty, but it is dependable, and as ubiquitous as Blue Sun.

The lifter can tote eight standard cargo containers, with a maximum load of 240 tons, but often it is modified to handle different loads. A popular option is a passenger dorm level above and bulk storage below, using the main airlock for unloading.

Stairs to the crew deck level in the main airlock are retractable. Access to main engineering is through the catwalk on the shuttle level. A light cargo lift may be lowered from the ventral EVA hatch to ground level, passing all the way to the shuttle airlock. This affords some ease in unloading cargo from the shuttle or allowing special needs passengers the ability to avoid the steep and narrow stairs.

**Source**:

* The Firefly and Serenity Database: CL-54 Cargo Lifter
* Serenity Role Playing Game: Six-Shooters & Spaceships (page 59)
* thedemonapostle
Narn Regime G'Karith Class Cruiser

Having learned tactics from the Centauri, these ‘pack hunters’ of Narn Regime warships can be deadly when they are fielded in squadrons. With a small fighter compliment and a decent array of weapon systems, the G’Karith handles its role as a system patrol craft extremely well. Its ability to help coordinate and defend friendly fighters with its specialized pulsar mine launchers and several rapid-fi ring pulse cannons is admirable in the least.

Most of the outer worlds and systems – especially those along Centauri borders – of the Narn regime have had at least one G’Karith watching over them at all times for many decades, even when naval duties call for their normal defense group to be cycled out or called away. A tactical cruiser by design and practice, the G’Karith can only hold its own against heavier ships for a short while before it is outclassed and overwhelmed.

Several surviving G’Karith hulls were retrofitted immediately after the Narn-Centauri War in order to fill an important gap in the Narn fleet, that of a smaller cruiser capable of going toe-to-toe with other frontline warships – something that might have delayed the mass driver laden ships headed to home world. By trading the anti-fighter mines with more powerful pulse cannon, the G’Sten might have slowed them down enough to allow for reinforcements to stem the tide of destruction.

G’Karith Patrol Cruiser

G’Sten Warcruiser

**Source**

Babylon 5: Ships of the Galaxy (pages 63-64)

thedemonapostle
Minbari Federation Torotha Class Frigate

**Name**: Torotha
**Craft**: Minbari Federation Torotha Class Assault Frigate
**Type**: frigate
**Scale**: capital
**Length**: 500 meters
**Skill**: capital ship pilot
**Crew**: Skeleton: /+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D
**Passengers**: 40
**Cargo Capacity**: 80 metric tons
**Consumables**: 6 months
**Hyperdrive**: x8
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 12
**Hull**: 2D+2
**Sensors**

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

**Weapons**

* **3 Fusion Cannons**

Fire Arc: 2 forward, 1 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-3/8/15
Damage: 4D
* **2 Molecular Pulsars**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-3/8/15
Damage: 5D+2
* **3 Tractor Beams**

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

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

* Artificial Gravity: Yes
* Crew: 51

* Officers: 3
* Pilots: 6
* Sensor Operators: 7
* Crewmen: 35

* Average Crew Experience Level: Minbari Warrior Caste Line
* Stealth: 21 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Jump Point Generator
* Minbari Flight Computer

**Ship Complement**:

* Flyer Class Combat Fighter: 1

**Description**: Designed to be among the fastest capital ships in the Minbari fleet, the Torotha assault frigate is a rapid attack craft with lighter firepower than the fleet’s larger warships. Similar to the engagement style of Star Rider fighter jocks, it dives headlong toward a foe with weapons blazing. It makes up for its so-called ‘lighter’ guns by moving quickly enough to evade a great deal of enemy fire while directing its weapons against one target at a time until either it or its target are space debris. To retain its speed and maneuverability the armor of a Torotha assault frigate is made much lighter than other Minbari ships, a weakness that can be very costly if it gets caught in the barrage of enemy fire it will no doubt be trying to dance through on its attack runs.

**Source**:

* Babylon 5: Ships of the Galaxy (page 39)
* thedemonapostle
Mass Effect: Powers: Fortification

**Name**: Fortification
**Sense Difficulty**: Moderate
**Alter Difficulty**: Moderate
**Duration**: Special
**Cool Down**: 1 round

**Effect**: The combat specialist focuses energy around themselves making them incredibly resistant. For the remainder of the round the specialist gains an additional +2D to resist all damage. If at the end of the round the combat specialist has not been successfully attacked, they may opt to channel the power into their fists for the following 4 rounds. To do this requires a Moderate Alter roll. Upon success, the specialist gains a 50% bonus to their Strength for all melee damage rolls for the next 4 rounds.

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

**Description**: Fortification reinforces armor with a non-Newtonian fluid that hardens when struck, providing a brief, huge bonus. It is functionally the same as Barrier and Geth Shield Boost, and differs only slightly from the Improved evolution of the latter. Unlike Barrier (a biotic skill) or Geth Shield Boost (a tech skill), Fortification is a combat skill, and does not receive any enhancement from biotic or tech upgrades.

**Source**:

* Mass Effect Wiki: Fortification
* thedemonapostle
Minbari Federation Hel'zah Class Prototype Fighter

**Name**: Hel'zah
**Craft**: Minbari Federation Hel'zah Class Prototype Fighter
**Type**: prototype fighter
**Scale**: walker
**Length**: 23 meters
**Skill**: starfighter pilot
**Crew**: 1
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Communications: 5D; Sensors: 5D; Starfighter Pilot: 5D
**Passengers**: none
**Cargo Capacity**: 40 kg
**Consumables**: 1 week
**Maneuverability**: 3D+2
**Space**: 8
**Hull**: 3D+2
**Sensors**

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

**Weapons**

* **Electromagnetic Burst**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-3/8/15
Damage: 4D & 4D Ionization
* **EM Shield** (See Notes)

Fire Arc: all
Crew: 1
Skill: sensors
Effect: Enemy Fire Control and Sensors -3D+2
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 1 Pilot
* Average Crew Experience Level: Minbari Warrior Caste Line
* Stealth: 12 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Self-Repairing
* Minbari Flight Computer

**Notes**:

* **EM Shield**: All craft attempting to detect and/or fire upon a ship with this device active suffers a penalty of -3D+2 to Fire Control and Sensors. In addition, the user of this device suffers a -2D+1 penalty to their own Sensors and Fire Control attempts.

**Description**: The first attempts at combining Vorlon and Minbari technologies, the process that later created the White Star, first resulted in the distinct-looking Hel’zah. Based on the Nial, the weapon layout and defensive measures on the Hel’zah are closer to that of the Vorlon fighter – but lacking the ability to continually keep a charge to the weapons system. Able to launch bursts of electromagnetic energy over very short distances, the fighter was never able to fully keep up with the Nial and was therefore abandoned.

Some still exist here and there, often in the holds of the rare older vessels that never removed them. They are not used in any real capacity other than for flights into hazardous territory or galactic debris, as their healing hulls and electromagnetic shielding keep them safe from small threats. When conflict rises, however, they are often recalled and replaced with deadly Nials in short order. If they have to, they can defend themselves admirably but not as well as other Minbari fighters.

**Source**:

* The Babylon 5 Project: Prototype Hybrid Fighter
* Babylon 5: Ships of the Galaxy (pages 41-42)
* thedemonapostle
Kilrathi Empire Starfighters

**Wing Commander I**
KF-227 Salthi Light Fighter
Dralthi-I Medium Fighter
Dralthi-II Medium Fighter
KF-402 Krant Medium Fighter
Jalthi Heavy Fighter
Gratha Heavy Fighter/Bomber
Hhriss Space Superiority Fighter

**Wing Commander II**
Sartha Light Fighter
KF-507 Drakhri Medium Fighter
Jalkehi Heavy Fighter
Grikath Heavy Fighter/Bomber
Strakha Stealth Fighter/Bomber
Gothri Heavy Fighter/Bomber
Bloodfang Space Superiority Fighter

**Wing Commander: Academy**
Jrathek Experimental Medium Fighter

**Wing Commander: Armada**
Dralthi-III Patrol Fighter
Shok'lar Medium Stealth Fighter
Jrathek Space Superiority Fighter
Korlarh Heavy Fighter
Goran Heavy Fighter/Bomber

**Wing Commander: Privateer**
Dralthi-VI Medium Fighter
Dralthi-VII Medium Fighter
Gothri Space Superiority Fighter

**Wing Commander III**
Darket Light Fighter
Ekapshi Light Atmospheric Fighter
Dralthi-IV Medium Fighter
Vaktoth Heavy Fighter
K'Ha'Haf Very Heavy Ambush Fighter
Sorthak Super-Heavy Fighter
Strakha Medium Stealth Fighter, Uprated
Paktahn Heavy Torpedo Bomber
Bloodfang Space Superiority Fighter

**Wing Commander Arena**
Darket Dragonfly Light Fighter
Darket Raptor Light Fighter
Darket Stalker Light Fighter
Dralthi-IX Shank Medium Fighter
Dralthi-IX Rhino Medium Fighter
Dralthi-IX Striker Medium Fighter
Paktahn Mauler Heavy Torpedo Bomber
Paktahn Phantom Heavy Torpedo Bomber
Paktahn Tusk Heavy Torpedo Bomber
Open Frame 92/Extra-Vehicular Activity

**Name**: OF-92/EVA
**Craft**: UNSC/ONI Open Frame 92/Extra-Vehicular Activity
**Type**: fighter
**Scale**: starfighter
**Length**: 12.5 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1; gunners: 1
**Cargo Capacity**: none
**Consumables**: none
**Maneuverability**: 1D+2
**Space**: 4
**Hull**: 3D+1
**Shields**: 1D+2
**Sensors**

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

**Weapons**

* **M92 Principle Gauss Cannon**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D
Space Range: 1-5/13/25
Damage: 3D+1
* **2x 80mm Ball-Mounted Rotary Cannons** (firelinked)

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D
Space Range: 1-3/8/15
Damage: 4D
* **12 MITV Pods**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-6/15/30
Ammo: 10 missiles per pod
Damage: 3D+2
* **M41 ELAAGat**

Fire Arc: rear
Crew: 1
Scale: speeder
Skill: starship gunnery
Fire Control: 0D
Space Range: 1-3/8/15
Damage: 3D
* **Chaff/plasma countermeasures**

Fire Arc: rear
Crew: 1
Fire Control: 2D
Ammo: 1 use
Effect: Enemy Fire Control -2D
**Description**: The Open Frame 92/Extra-Vehicular Activity, or Booster Frame is a fighter in service with the UNSC Navy, developed by the ONI as a prototype. They were specifically assigned for Extra-Vehicular Activity and Special Operations roles, dropped from hooks within the hangars of specialized UNSC ships. The ship itself has no sealed cockpit, so a pressurized suit must be worn in order to operate the craft safely.

The Booster Frame is a heavily-armed, open-frame in-cursive craft specifically intended for deep-space use and close-quarters environments. Its weapon loadout is designed primarily for "Disrupt/Overwhelm/Adapt" - a technique employed to deal with the twin problems of field-effect shielding and armor plating. When used in concert, the combination of EMP, explosive and projectile force can make surgical incisions in large-scale, otherwise impenetrable defenses.

It was specifically engineered for use originally by augmented SPARTAN-II units and is only usefully operable in zero/low-G and zero/low-atmosphere environments. It has no aerodynamic properties beyond its basic mass and thrust quotient. Booster Frames are deployed directly into vacuum through a specialized hydraulic winch system which extends from a ventral bay on a select number of modified UNSC warships and undisclosed ONI special service craft. The Booster Frame is also protected, at least partially, by energy shields.

**Source**:

* Halo Wiki: Open Frame 92/Extra-Vehicular Activity
* thedemonapostle
Narn Regime G’Quan Heavy Cruiser

**Name**: G'Quan
**Craft**: Narn Regime G'Quan Class Heavy Cruiser
**Type**: Heavy Cruiser
**Scale**: capital
**Length**: 1,400 meters
**Skill**: capital ship pilot
**Crew**: 111; Skeleton: 13/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 4D+1; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D; Starship Gunnery: 4D+1
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 10 months
**Hyperdrive**: x16
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 5
**Hull**: 5D+2
**Sensors**

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

**Weapons**

* **2 Heavy Laser Cannons**

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

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Damage: 5D+1
* **2 Energy Mine Launchers**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D
Space Range: 1-6/15/30
Damage: 5D+2
**Miscellaneous**:

* Artificial Gravity: No
* Crew: 111

* Officers: 2
* Pilots: 3
* Sensor Operators: 6
* Crewmen: 100

* Average Crew Experience Level: Narn Veteran
* Stealth: 5 (Base Difficulty to Detect Ship)
* Fusion Engine
* Jump Point Generator

**Ship Complement**:

* Frazi Class Heavy Fighter: 6

**Source**:

* The Babylon 5 Project: G'Quan class heavy cruiser
* Babylon 5: Ships of the Galaxy (pages 64-65)
* thedemonapostle
Mass Effect Starship: SV Normandy SR-1

**Name**: SSV Normandy SR-1
**Craft**: Systems Alliance Space Vehicle Normandy Stealth Reconnaissance-1
**Type**: Reconnaissance Ship
**Scale**: Capital
**Length**: 176 meters
**Skill**: Capital Ship Pilot
**Crew**: 51; Skeleton: 5/+10
**Passengers**: varies
**Cargo Capacity**: 3,520 metric tons
**Consumables**: 5 years
**FTL Drive**: 12 ly/day
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Hull**: 4D+2
**Shields**: 2D+1
**Sensors**

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

**Stealth Systems**: Increase Difficulty to detect ship by 2D.
**Weapons**

* **2 Type VII Mass Accelerators**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 2-15/38/75
Atmosphere Range: 4-30/76/150km
Damage: 4D+1
* **2 Mark VII Javelin Disruptor Torpedo Pods**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 2-4/10/20km
Damage: 6D
* **5 GARDIAN Point Defense Laser Clusters**

Fire Arc: turrets
Crew: 1
Scale: starfighter
Skill: Automated: Starship Gunnery: 4D
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 2D
* **5 Type I Autocannons**

Fire Arc: turrets
Crew: 1
Scale: walker
Skill: Automated: Starship Gunnery: 4D
Fire Control: 2D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 4D
**Description**: The SSV Normandy SR-1 (Systems Alliance Space Vehicle Normandy Stealth Reconnaissance-1) was a Systems Alliance starship. She is a prototype "deep scout" frigate, first of the eponymous Normandy class, co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. She is optimized for solo reconnaissance missions deep within unstable regions, using state-of-the-art stealth technology powered by an experimental drive core.

Commissioned in 2183, the Normandy was initially commanded by an Alliance officer named Elli Zander. After Zander came into conflict with turian chief engineer Octavio Tatum over the limits of the ship's drive core, Zander was removed and David Anderson placed in command. Shortly thereafter, the Normandy was handed over to Commander Shepard when the Commander became the first human Spectre, and served as Shepard's main source of transportation and base of operations.

The Normandy is named after the Battle of Normandy in 1944, a pivotal battle of the Second World War.

**Source**:

* Mass Effect Wiki: SSV Normandy
* thedemonapostle
M820 Scorpion

File:M820 Main Battle Tank.png
**Name**: M820 Main Battle Tank
**Craft**: Chalybs Defense Solutions M820 Main Battle Tank
**Type**: Main Battle Tank
**Scale**: walker
**Length**: 10.2 x 8.5 x 5.7 meters
**Skill**: ground vehicle operations
**Crew**: 1; gunners: 1
**Passengers**: 4
**Cargo Capacity**: 75kg
**Cover**: Crew: 3/4; Passengers: none
**Maneuverability**: 0D
**Move**: 21; 60 km/h
**Body Strength**: 5D+2
**Weapons**

* **M990 150mm ETCSB Cannon**

Fire Arc: turret
Crew: 1
Scale: starfighter
Skill: missile weapons
Fire Control: 1D
Range: 1-700/1,800/3,500m
Max Rate of fire: 2 per round
Damage: 4D
* **M247T Medium Machine Gun** (optional)

Fire Arc: turret
Crew: 1
Scale: character
Skill: firearms
Fire Control: 0D
Range: 1-160/400/800m
Damage: 4D+1
**Description**: *“The new iteration – the M820 – of the storied Scorpion is half the mass of the old M808 yet has nearly identical firepower and armor protection. As expected, ONI spares no expense with its "security" Scorpions, outfitting them with experimental ammunition using the latest energetic propellants. Advanced Scorpion with heavy armor and upgraded cannon.”*
— Official description, Canon Fodder

The M820 Main Battle Tank, better known as the Scorpion, was a post-war replacement for the M808 and M808B Scorpion tanks used during the Human-Covenant war. It functions largely the same but is half the mass of the older M808 and M808B. The Office of Naval Intelligence equips their Scorpions with experimental technologies, such as an upgraded cannon, heavier armor and the newest rounds with energetic propellants.

**Source**:

* Halo Wiki: M820 Main Battle Tank
* thedemonapostle
Knorr Class Light Cargo Transport

**Name**: Knorr
**Craft**: Knorr Class Light Cargo Transport
**Type**: Light freighter
**Scale**: Starfighter
**Length**: 20 x 45.7 meters (estimated)
**Weight**: 750 tons
**Skill**: Space Transports
**Crew**: 3; skeleton: 1/+5
**Passenger Capacity**: 5
**Cargo Capacity**: 210 tons
**Consumables / Fuel Capacity**: 15 tons (800 hours)
**Cost**: 22,500
**Maintenance Costs**: 900 per year
**Nav Computer**: yes (intra-system only)
**Maneuverability**: 2D
**Space**: 5; Hard Burn: 7
**Atmosphere**: 295; 850 kmh; Hard Burn: 50; 1,000 kmh
**Hull**: 2D+2
**Sensors**

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

**Weapons** - None

**Complement**:

* Escape Pods: 8

**Description**: Some nine years before the Unification War, ship designer Contessa Herkeimer set about designing the light cargo transport to supply the needs of Border and Rim freight shippers. The result was the “Knorr.” Her design was fairly radical for the time, and seems to polarize opinions. People either love the vessel, or hate it. There aren’t many sitting on the fence.

Herkeimer’s first design decision was to make a fixed engine craft, to decrease complexity. Second was to make her a vertical lander, for the same reason. The Knorr class’s deck planes match the acceleration planes, creating less strain on [and need for] artificial gravity. Because of the slight tonnage of the vessel, there’re no secondary craft aboard—a design decision considered suicidal by some, although small two-man escape pods offset this to a degree. The cockpit is positioned smack dab above the main airlock, relative to a planetary landing, which allows a greater degree of control when docking. The pulse drive was positioned forward of the thrusters, another innovation which has raised a few eyebrows.

All of the design considerations reduce her crew requirement down to pilot, copilot, and engineer. Anyone with even basic technical skill can usually keep her limping along to a service location. Regardless, many bottom-of-the-barrel mechanics eke out a position aboard a Knorr as the ship’s engineer, kept aboard just in case.

The Herkeimer Knorr class has become a familiar sight in the light transport lanes away from the core. The vessel is not terribly competitive against larger bulk transports that ply the trades lanes of the core, and is therefore a less frequent sight there.

**Source**:

* The Firefly and Serenity Database: Knorr Class
* Serenity Role Playing Game: Six-Shooters & Spaceships (page 78)
* thedemonapostle
Mass Effect: Powers: Dominate

**Name**: Dominate
**Control Difficulty**: Moderate; Modified by relationship

**Sense Difficulty**: Target's Perception or Control roll.
**Alter Difficulty**: Varies, See Chart

 2
 3
 4 - 5
 6 - 8
 9 - 15

**Duration**: 1 round for every 5 points over the target's Perception or Control roll.
**Cool Down**: 2 rounds

**Effect**: The use of this power allows the user to take control of another person, turning him into a puppet who must obey the user's will. When used successfully, the user can control the actions of others, making them serve his will like automatons. The power may be kept up to allow the user to maintain control of his target's mind. The uiser must make a new roll if a new target is to be added.

Characters versed in the ways of the Force (with any Force skills) can actively resist by rolling Control or Perception. A character with an inherent affinity for the Force may resist by rolling Perception. The character may choose either the difficulty for the power use or his own roll. If the Jedi attempts to control more than one such Force-sensitive character at the same time, for all character beyond the first, add +1 for each die code of Perception or Control (as per "Combing Rules"). The user must make a new power roll whenever he attempts to take over a new target. Targets may be released without a roll.

Dominate cannot be used to control droids, synthtics, or computers.

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

**Jedi Complications**: A Jedi may learn this power. A Jedi who uses this power gains a Dark Side point. Additionally, the Jedi gains an additional Dark Side point for every living creature killed by an individual they have Dominated.

**Description**: Disrupt the synaptic harmonics of an organic brain so it can't differentiate between friend and foe.

**Source**:

* Mass Effect Wiki: Dominate
* thedemonapostle
Serenity Typical Reaver

**TYPE**: Typical Reaver
**SPECIES**: Corrupted Human

**DEXTERITY**: 2D+2

* Archaic Guns: 4D+2
* Blaster: 4D+2
* Brawling Parry: 6D
* Dodge: 4D+2
* Firearms: 4D+2
* Firearms (S) Pistol: 5D+1
* Melee Combat: 4D+2
* Melee Combat (S) Knives: 6D
* Melee Combat (S) Clubs: 5D+1
* Melee Parry: 4D+2
* Melee Parry (S) Knives: 6D
* Melee Parry (S) Clubs: 5D+1
* Pick Pocket: 4D+2
* Running: 4D+2

**KNOWLEDGE**: 2D+2

* Intimidation: 3D+2
* Streetwise: 3D+2
* Tactics: 4D

**MECHANICAL**: 2D+1

**PERCEPTION**: 2D+2

* Command: 3D+2
* Forgery: 3D+2
* Gambling: 4D
* Hide: 5D+1
* Investigation: 4D+1
* Search: 4D+1
* Sneak: 5D+1

**STRENGTH**: 3D+1

* Brawling: 6D+2
* Climbing / Jumping: 5D+1
* Lifting: 5D+1
* Stamina: 5D+1
* Swimming: 5D+1

**TECHNICAL**: 2D

* Security: 3D

**MOVE**: 10
**FORCE SENSITIVE**: NO
**FORCE POINTS**: 0-3
**DARK SIDE POINTS**: 5+
**CHARACTER POINTS**: 5+

**Special Note**: If Reavers feel pain, they are not hindered by it—but rather thrive on it. Reavers ignore the effects of Stun damage, and do not suffer penalties for injuries. (They will, however, suffer penalties for obvious physical problems. A Reaver whose arm has been severed can only attack with one arm!)

**Description**: A terrible corruption of something that was once human, a Reaver is obsessed by pain—both causing it and feeling it. The Reaver’s flesh is disfigured with radiation burns, slashed by self-inflicted knife wounds, and pierced by various sharp objects—everything from nails to barbed fish hooks. His hair is sparse and falling out in clumps. His teeth are filed to sharp points and stained with blood. His clothes are ragged, held together by patches made out of human skin stripped off his victims. The cloth is stiff with the dried blood of those he butchered.

**Source**:

* Serenity Role Playing Game (page 187)
* thedemonapostle
Narn Regime T’Rann Heavy Carrier

**Name**: T’Rann
**Craft**: Narn Regime T’Rann Heavy Carrier
**Type**: Heavy Carrier
**Scale**: capital
**Length**: 1,050 meters
**Skill**: capital ship pilot
**Crew**: 118; Skeleton: 12/+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**: 7,000
**Cargo Capacity**: 14,000 metric tons
**Consumables**: 30 months
**Maneuverability**: 0D+2
**Space**: 3
**Hull**: 8D+2
**Sensors**

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

**Weapons**

* **2 Twin-Linked Medium Pulse Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 0D+1
Space Range: 1-3/7/13
Damage: 5D+1
* **8 Light Pulse Cannons**

Fire Arc: 2 forward, 2 port, 2 starboard, 2 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 0D+1
Space Range: 1/3/6
Damage: 4D+2
**Miscellaneous**:

* Artificial Gravity: No
* Crew: 118

* Officers: 12
* Pilots: 20
* Sensor Operators: 16
* Crewmen: 70

* Average Crew Experience Level: Narn Line
* Stealth: 5 (Base Difficulty to Detect Ship)
* Fusion Engine
* Jump Point Generator

**Ship Complement**:

* Heavy Shuttles: 4
* Frazi Class Heavy Fighter: 24

**Source**:

* The Babylon 5 Project: Narn heavy cruiser
* Babylon 5: Ships of the Galaxy (pages 71-72)
* thedemonapostle
Ori Starfighter

**Name**: Fighter
**Craft**: Ori Fighter
**Type**: Starfighter
**Scale**: Starfighter
**Length**: 13.7 x 5.48 meters
**Skill**: Starfighter Pilot
**Crew**: 1
**Cargo Capacity**: 350kg internal; 12 metric tons external
**Consumables**: 1 week
**Maneuverability**: 3D+2
**Space**: 10
**Atmosphere**: 415; 1,200 km/h
**Hull**: 4D
**Sensors**

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

**Weapons**

* **Type II Pulse Cannon**

Fire Arc: forward
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
**Other systems**

* Transportation rings

**Description**: Ori fighters were small fighter craft used by the servants of the Ori during their conquest of the Milky Way.

These craft were observed to be larger than a Death Glider, but much smaller than an al'kesh. They were used to scout human settlements for the presence of an altar which symbolized a world embracing Origin. If one was not found, the fighters would provide air support for the Ori army, and use their energy weapons to attack enemy positions out of range of the Ori ground forces. Additional duties of the Ori fighters are the destruction of enemy fighters launched in defense. Some fighters were used to drop Transportation rings onto the ground of a planet, allowing Ori soldiers be deployed from from an Ori mothership in a short period of time. (SG1: "Flesh and Blood", "Line in the Sand", "Ark of Truth")

Ori fighters were launched from the bow of an Ori mothership, which accommodate nearly five hundred fighters. (SG1: "Flesh and Blood", "Line in the Sand")

**History**

After the successful entry into the Milky Way, Ori fighters were deployed by their respective motherships to combat resistance on one of the primary worlds of the Free Jaffa Nation—Chulak. Once deployed, they proved to be capable of both the fighting both Death Gliders and Al'kesh craft the Jaffa were fielding in defense without much difficulty. (SG1: "Flesh and Blood")

A squadron of fighters were deployed to determine if a planet had converted to Origin. After no sighting of an Ara and observing a number of Tau'ri personnel, a fighter was sent to deploy a ring platform to allow the Ori army to arrive on the world and convert its population by force. (SG1: "Line in the Sand")

A number of fighters were later present at Dakara, where they provided air support for the Ori force sent to combat SG-1. (SG1: "Ark of Truth")

**Source**:

* Stargate Wiki: Ori fighter
* thedemonapostle
Minbari Federation Leshath Class Scout

**Name**: Leshath
**Craft**: Minbari Federation Leshath Class Heavy Scout
**Type**: scout
**Scale**: capital
**Length**: 850 meters
**Skill**: capital ship pilot
**Crew**: 63; Skeleton: 7/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 7 months
**Hyperdrive**: x11
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 9
**Hull**: 3D+2
**Sensors**

* Passive: 36 / 1D
* Scan: 72 / 2D+1
* Search: 108 / 3D+1
* Focus: 4 / 4D+1

**Weapons**

* **13 Fusion Cannons**

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

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

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

* Artificial Gravity: Yes
* Crew: 63

* Officers: 3
* Pilots: 10
* Sensor Operators: 10
* Crewmen: 40

* Average Crew Experience Level: Minbari Warrior Caste Line
* Stealth: 25 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Jump Point Generator
* Minbari Flight Computer

**Ship Complement**:

* Flyer Class Combat Fighter: 6 or
* Nial Class Heavy Fighter: 6

**Description**: The most advanced scouting vessel of any young race in the galaxy, the Leshath combines serious neutron firepower with almost total electronic invisibility. Making a brief appearance during the Earth-Minbari War, it was soon withdrawn when the Grey Council realized that human ships had little chance of detecting even major warships, let alone such an advanced scout. It has since surfaced many times around the galaxy – normally ahead of larger fleets looking for peaceful travel.

The Leshath is not a perfect ship, however. Once attacks start to break through the jamming effects, the Leshath’s weaker construction can often make it easy prey for concentrated barrages. When detected, it is often going to suffer a great deal of damage in a short period of time. Not known for its resilience, the Leshath is rarely above escaping a poorly-turned battle; using its rear-firing fusion cannons to cover a hasty escape.

**Source**:

* Babylon 5: Ships of the Galaxy (page 30)
* thedemonapostle
Mass Effect Character Bio-amps

Biotics manipulate mass effect fields using dozens of element zero nodules within their nervous system that react to electric stimuli from the brain. Bio-amps allow biotics to synchronize the nodules so they can form fields large and strong enough for practical use. Amplifiers can improve a specific discipline or talent.

An implant is a surgically-embedded interface port into which amps are "plugged in". They are also known as "wetware" because of their cybernetic nature. In humans, the implant is usually placed at the base of the skull for convenient access, though the user must be careful to keep it free of contaminants.

Implant ports can fit a variety of amps, and there is a growing market for modifications and add-ons. The finest quality implants and amps are manufactured by asari artisans, but the Systems Alliance's L3 implants, first deployed in 2170 CE, represent a significant step forward for human bio-amp manufacturers. By 2186 CE, enhanced L3 variants as well as more advanced L4 and L5 models have been developed, but are experimental and not widely used.

## **Bio-amps**

**Bio-amp Definitions**

* **Cost**: Bio-amp cost
* **Availability**: The specific rarity of the bio-amp.
* **Cooldown Bonus**: The value subtracted from the power's cooldown.
* **Duration Bonus**: This value is added to the power's duration.
* **Biotic Power Bonus**: This value added to the roll(s) to use the power.

**Source**:

* Mass Effect Wiki: Bio-amps
* thedemonapostle
Mass Effect: Powers: Concussive Shot

**Name**: Concussive Shot
**Control Difficulty**: Difficult
**Sense Difficulty**: Moderate
**Duration**: Instant
**Cool Down**: 1 round

**Effect**: Roll Control and Sense to activate the power. If both rolls are successful, one quarter of the user's Control dice are added to the weapon's damage. Additionally, half of the user's Control Dice are added as Stun damage.

If the target suffers any damage from the Stun Damage, then they are stunned and cannot act for 1D/2 rounds.

**Notes**: This power requires a hand held ranged weapon.

**Jedi Complications**: A Jedi may learn this power but, any Jedi that uses this power against a living target receives a Dark Side point.

**Description**: When activated, the user's weapon fires a single high-powered round that damages a target and can stun it for a few seconds.

**Source**:

* Mass Effect Wiki: Concussive Shot
* thedemonapostle
M312 Elephant HRV

File:M312 Heavy Recovery Vehicle.png
 File:Elephant-HRV.jpg
**Name**: M312 Heavy Recovery Vehicle
**Craft**: Jotun Heavy Industries M312 Behemoth
**Type**: Recovery Vehicle
**Scale**: walker
**Length**: 25.7 meters
**Skill**: ground vehicle operations
**Crew**: 1; gunners: 2
**Passengers**: 12-16
**Cargo Capacity**: 25 metric tons
**Cover**: full
**Maneuverability**: 0D
**Move**: 14; 40 km/h
**Body Strength**: 6D+1
**Weapons** (varies by time period)

**Halo Wars**

* **3 M41 LAAGs**

Fire Arc: turrets
Crew: 1
Scale: speeder
Skill: missile weapons
Fire Control: 0D
Range: 1-300/750/1,500m
Damage: 3D
* **M247 General Purpose Machine Gun**

Fire Arc: turret
Crew: 1
Scale: character
Skill: firearms
Fire Control: 0D
Range: 1-220/550/1,100m
Damage: 4D+1
* **2 AIE-486H Heavy Machine Guns** (optional)

Fire Arc: turrets
Crew: 1
Scale: character
Skill: firearms
Fire Control: 0D
Range: 1-120/300/600m
Damage: 4D+1
* **Heavy Crane**

Fire Arc: turret
Crew: 1
Scale: walker
Skill: ground vehicle operations
Fire Control: 0D
Range: 30m
Strength: 5D
**Complement**:

* M274 Mongoose ULATV or M290 Mongoose ATV: 4
* M12 Warthogs: 2

**Description**: The M312 Heavy Recovery Vehicle, sometimes referred to as the Behemoth-class Troop Transport and commonly known as the Elephant, is a heavy UNSC Marine Corps Mobile Assault, Support, and Recovery Platform. It appears exclusively in Halo 3's multiplayer map Sandtrap, as a civilian variant in Halo 3: ODST and as a unit in Halo Wars.

The Elephant is a mobile command base and repair vehicle and is able to pull an entire Shaw-Fujikawa Translight Engine by itself. It is armed with a forward M41 LAAG on the top right and a AIE-486H Heavy Machine Gun on the mid left. It is a three-level vehicle with the bottom level, the respawn locale that opens out into the rear cargo tray, the second level, a walkway around the cargo ramp and leads onto the driver's cabin, then a small elevated third level where the M41 LAAG is assembled. It features a crane, numerous firing ports and elevated positions for defending it. It has four tracks set up on each side of the chassis. Its chassis is as high as they are wide, providing stability. The Elephant can house a Mongoose in its lower bay, and can hold up to an additional three Mongooses in the front with two in the back with two Warthogs.

**Source**:

* Halo Wiki: M312 Heavy Recovery Vehicle
* thedemonapostle
Mass Effect Starship: Normandy SR-2

**Name**: Normandy SR-2
**Craft**: Systems Alliance Space Vehicle Normandy Stealth Reconnaissance-2
**Type**: Reconnaissance Ship
**Scale**: Capital
**Length**: 220 meters
**Skill**: Capital Ship Pilot
**Crew**: 56; Skeleton: 6/+10
**Passengers**: 100
**Cargo Capacity**: 4,400 metric tons
**Consumables**: 5 years
**FTL Drive**: x56,750
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Hull**: 5D+2
**Shields**: 2D+2
**Sensors**

* Passive: 55 / 1D+1
* Scan: 110 / 2D+2
* Search: 165 / 4D
* Focus: 6 / 5D+1

**Stealth Systems**: Increase Difficulty to detect ship by 2D+2.
**Weapons**

* **2 Mark IV Thanix Mass Accelerator Cannons**

Fire Arc: forward
Crew: 1
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 3-15/38/75
Atmosphere Range: 6-30/76/150km
Damage: 8D+1
* **6 GARDIAN Point Defense Laser Clusters**

Fire Arc: turrets
Crew: 0; automated
Scale: Starfighter
Skill: Automated: Starship Gunnery: 4D
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 2D
* **2 Mark XI Javelin Disruptor Torpedo Pods**

Fire Arc: forward
Crew: 1
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-3/8/15
Atmosphere Range: 3-6/16/30km
Ammo: 40
Damage: 7D
* **6 Type III Autocannons**

Fire Arc: forward
Crew: 0; automated
Scale: Starfighter
Skill: Automated: Starship Gunnery: 4D
Fire Control: 2D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 3D
**Complement**:

* UT-47 Kodiak Drop Shuttles: 4
* UT-47A Kodiak Drop Shuttles: 2
* M-44 Hammerhead: 1

**Description**: The Normandy SR-2 is a starship that appears in 2185, and serves as the "successor" to the SR-1. The Illusive Man had Cerberus build the SR-2 for the newly revived Commander Shepard's team to aid them in their mission to stop the Collectors' galaxy-wide campaign of human abductions. The ship serves as the headquarters of the Lazarus Cell.

The ship is very similar to the Systems Alliance's SSV Normandy SR-1, having been based on the design layout of the original. The Normandy SR-2 has several key differences, the most significant being that she is almost twice the mass of the original. Cerberus also designed the ship with more crew-oriented comforts by including civilian-grade accommodations (like leather chairs and a kitchen). The ship still retains the SSV Normandy SR-1's stealth characteristics. However, unlike the SR-1, the SR-2 cannot land on every planet—due to her increased mass—requiring shore parties to use a shuttle to get to a planet's surface.

**Source**:

* Mass Effect Wiki: Normandy SR-2
* Mass Effect: The Unofficial Role Playing Game 2.35 (pages 96-97)
* thedemonapostle
Minbari Federation Sharoos Heavy Warcruiser

**Name**: Sharoos Heavy Warcruiser
**Craft**: Minbari Federation Sharoos Heavy Warcruiser
**Type**: Heavy Warcruiser
**Scale**: capital
**Length**: 1,600 meters
**Skill**: capital ship pilot
**Crew**: 506; Skeleton: 51/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D
**Passengers**: 5,400
**Cargo Capacity**: 10,800 metric tons
**Consumables**: 25 months
**Hyperdrive**: x14
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 6
**Hull**: 9D+1
**Sensors**

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

**Weapons**

* **27 Neutron Laser Cannons**

Fire Arc: 9 forward, 6 port, 6 starboard, 6 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: 9D+1
* **Minbari Jamming Suite**

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

* Artificial Gravity: Yes
* Crew: 506

* Officers: 8
* Pilots: 16
* Sensor Operators: 22
* Crewmen: 460

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

**Ship Complement**:

* Flyer Class Combat Fighter: 4

**Source**:

* The Babylon 5 Project: Sharlin class warcruiser
* Babylon 5: Ships of the Galaxy (page 34)
* thedemonapostle
Minbari Federation Tinashi Warship

**Name**: Tinashi
**Craft**: Minbari Federation Tinashi Class Warship
**Type**: Warship
**Scale**: capital
**Length**: 850 meters
**Skill**: capital ship pilot
**Crew**: 100; Skeleton: 11/+100
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D
**Passengers**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 10 months
**Hyperdrive**: x11
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 9
**Hull**: 4D+2
**Sensors**

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

**Weapons**

* **4 Neutron Laser Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-15/35/75
Damage: 10D
* **13 Fusion Cannons**

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

Fire Arc: 4 forward, 3 port, 3 starboard, 3 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
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: 98

* Officers: 5
* Pilots: 10
* Sensor Operators: 8
* Crewmen: 75

* 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: 1

**Source**:

* The Babylon 5 Project: Minbari cruiser (Shadow War era)
* Babylon 5: Ships of the Galaxy (pages 36-37)
* thedemonapostle