recursal/Fanatic-Fandom huggingface dataset:
Papogod ML4B "Ashearer" Heavy Fighter

**Name**: ML4B Ashearer
**Craft**: Papogod ML4B Ashearer Heavy Fighter
**Type**: Heavy Fighter
**Scale**: starfighter
**Length**: 16 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: none
**Consumables**: 14 days
**Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 3D+1
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 2D+2
**Shields**: 1D+1
**Sensors**

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

**Weapons**

* **5 Flux Beams Mk. II** (firelinked)

Fire Arc: Forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1/3/5
Atmosphere Range: 10-100/300/500m
Damage: 6D+1
* **5 Light Ordnance Hardpoints**

Fire Arc: Forward
Crew: 1
Skill: starship gunnery
* **Snipe Missile**

Scale: capital
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range:10-200/500/1,000m
Ammo: 2
Damage: 9D
* **Brute Mk I Missile**

Scale: capital
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 13D
* **Brute Mk II Missile**

Scale: capital
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 16D
* **Python Missile**

Scale: capital
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 20D
* **Banshee Missile**

Scale: starfighter
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: None; Reduces Shields to Zero.
* **Stingray Torpedo**

Fire Arc: Forward
Crew: 1
Scale: death star
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 25D+2
* **Hi-Explosive Mine Tube**

Fire Arc: Aft
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 2D
Range: N/A
Ammo: 10
Damage: 18D
* **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
* **Countermeasure Pod Dispenser**

Fire Arc: aft
Crew: 1
Scale: starfighter
Skill: sensors
Fire Control: 3D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Ammo: 10
Effects: Enemy Sensors & Fire Control -1 pip
**Gear**:

* 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**: Kindred fighters aside, the Ashearer is the finest pirate fighter in the Tri-System. It is the standard bearing heavy fighter of the Papogod clan, and it is as well-armed and armoured as any high-level private ship. Ashearers often work alongside Ecantona on assignments. The Ashearer puts its counterparts, the Tacon, Testmos and Krell, to shame.

**Source**:

* Wing Commander Encyclopedia: Ashearer Heavy Fighter ML4b
* The Wing Commander Role Playing Game (page 328)
* thedemonapostle
RCS-class armored cruiser

**Name**: RCS-class armored cruiser
**Craft**: Covenant Empire RCS-Class Armored Cruiser
**Type**: Armored Cruiser
**Scale**: capital
**Length**: 2,000 x 1,000 x 296 meters
**Skill**: capital ship pilot
**Crew**: 2,000; skeleton: 200/+10
**Passengers**: 2,750
**Cargo Capacity**: 50,000 metric tons
**Consumables**: 8 years
**Slip Space Drive**: x13
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 8D
**Shields**: 4D
**Sensors**:

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

**Weapons**

* **13 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
* **50 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
* **40 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
* **27 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 RCS-class armored cruiser is a capital warship classification within the Covenant Navy.

The RCS-class armored cruiser likely operates in combat similarly to the CCS-class battlecruiser, and seems to usurp the former's role within the Covenant Remnant. While possessing less offensive power than its counterpart with only a single Energy Projector, justifiable of its namesake the RCS-class is larger and more heavily armored.

**Source**:

* Halo Wiki: RCS-class armored cruiser
* thedemonapostle
Mass Effect: Mass Accelerators

**Description**: Mass accelerators propel solid metal slugs via electromagnetic attraction and repulsion. A slug lightened by a mass effect field can be accelerated to extremely high speeds, permitting previously unattainable projectile velocities.

The primary determinant of a mass accelerator's destructive power is length. The longer the barrel, the longer the slug can be accelerated, the higher the slug's final velocity, and therefore the greater its kinetic impact. Slugs are designed to squash or shatter on impact, increasing the energy they transfer to its target. Without collapsibility, slugs would punch through their targets while inflicting only minimal damage.

Rather than being mounted on the exterior, starship guns are housed inside hulls and visible only as gun portholes from outside.

A ship's main gun is a large spinal-mount weapon running 90% of the hull's length. While possessing destructive power equal to that of tactical nuclear weapons, main guns are difficult to aim. Because ships must be able to point their bows almost directly at their targets, main guns are best used for long-range "bombardment" fire.

Approximately 40% of the hull's width, broadside guns inflict less damage and can be mounted with greater numbers and more flexibility. The modern human Kilimanjaro-class dreadnoughts mount three decks with 26 broadside accelerators apiece for a total salvo weight of 78 slugs per side, firing once every two seconds.

However, mass accelerators produce recoil equal to their impact energy. While the mass effect fields suspending the rounds mitigate the recoil, recoil shock can still rattle crews and damage systems.

**Source**:

* Mass Effect Wiki: Mass Accelerators
* thedemonapostle
Mass Effect: Vehicles: M-080

**Name**: M-080
**Craft**: Cerberus M-080 IFV
**Type**: Infantry Fighting Vehicle
**Scale**: Walker
**Length**: 11 meters
**Skill**: Ground Vehicle Operations
**Crew**: 1
**Passengers**: 8 (see Notes)
**Cargo Capacity**: 1 metric ton
**Cost**: 15,000 credits
**Cover**: Full
**Maneuverability**: 0D+2
**Move**: 26; 75 km/h
**Hull Strength**: 5D
**Weapons** (see Notes)

* **Type I Mass Accelerator**

Fire Arc: Turret
Crew: 1
Scale: starfighter
Skill: Missile Weapons
Fire Control: 1D
Range: 10-1,000/2,500/5,000m
Damage: 5D+1
* **Coaxial-Mounted Machine Gun**

Fire Arc: front
Crew: 1
Scale: character
Skill: Firearms
Fire Control: 0D
Range: 1-30/75/150m
Damage: 3D+2
**Notes**:

* **Passengers**: The M-080 can either have an armored passenger cabin OR the Mass Accelerator Cannon, not both.

**Description**: M-080 is a precursor of the Mako and Grizzly IFV’s mostly used for transporting troops, there is a version with the cannon used in the M29 Grizzly and M35 Mako but the transport container has to be detached.

**Source**:

* Mass Effect Wiki: M-080
* Mass Effect: The Unofficial Role Playing Game 2.35 (page 86)
* thedemonapostle
Mass Effect: Vehicles: Triton ADS

**Name**: Triton ADS
**Craft**: Triton ADS
**Type**: Mech
**Scale**: Walker
**Length**: 3.5 meters tall (estimated)
**Skill**: Walker Operations
**Crew**: 1
**Passengers**: 0
**Cargo Capacity**: 50 kg
**Cover**: Full
**Maneuverability**: 0D+1
**Move**: 10; 30 km/h
**Altitude Range**: 10 meters
**Hull Strength**: 2D
**Shields**: 1D
**Weapons**

* **Type I Mass Accelerator**

Fire Arc: forward (right arm)
Crew: 1
Scale: starfighter
Skill: Firearms
Fire Control: 1D
Range: 10-1,000/2,500/5,000m
Damage: 5D+1
* **Rocket Launcher**

Fire Arc: forward
Crew: 1
Scale: walker
Skill: Missile Weapons
Fire Control: 1D
Range: 1-13/33/67m
Damage: 4D+1
* **Melee Claw Arm Attack**

Scale: walker
Skill: Walker Operations
Range: 2 meters
Damage: 3D
**Description**: The Triton ADS is a mech encountered in Mass Effect 3: Leviathan. It resembles an Atlas mech and is armed with a rocket launcher and mass accelerator cannon for ground combat situations, but is also capable of underwater exploration. While underwater, it can launch flares. It also has emergency boosters on its back to facilitate rapid ascent to the surface if needed. Steve Cortez explains that the Triton is an old military mech model that has been converted for deep sea diving.

Commander Shepard acquires a Triton from the wreckage of a crashed ship, the MSV Monarch, on 2181 Despoina and uses it to travel to the ocean's bottom while searching for the Leviathan.

**Source**:

* Mass Effect Wiki: Triton ADS
* Mass Effect: The Unofficial Role Playing Game 2.35 (page 72)
* thedemonapostle
SP42 Cobra MBT

File:SP42 Main Battle Tank 3.png
**Name**: SP42 Main Battle Tank
**Craft**: Misriah Armory SP42 Main Battle Tank
**Type**: Main Battle Tank
**Scale**: walker
**Length**: 8.8 x 5.2 meters
**Skill**: ground vehicle operations
**Crew**: 1; gunners: 1
**Passengers**: 0
**Cargo Capacity**: 150kg
**Cover**: full
**Maneuverability**: 0D
**Move**: 18; 50 km/h
**Body Strength**: 5D
**Weapons**

* **2 M66 30mm Light Rail Guns**

Fire Arc: turret
Crew: 1
Scale: starfighter
Skill: vehicle blasters
Fire Control: 1D
Range: 1-500/1,300/2,500m
Damage: 3D+1
* **M98 105mm Light Rail Gun**

Fire Arc: turret
Crew: 1
Scale: starfighter
Skill: vehicle blasters
Fire Control: 1D
Range: 10-1,000/2,500/5,000m
Damage: 5D+1
**Description**: The Special Purpose-42 Main Battle Tank, also known as a Cobra, is a self-propelled heavy weapon platform used by the UNSC. First employed during Operation: CHARLEMAGNE, SP-42's are anti-materiel/anti-fortification tanks able to operate in both mobile and lockdown modes

Unlike many UNSC vehicles, the Cobra fills two distinct roles as both a mobile anti-vehicle platform and a self-propelled artillery piece. For speed and mobility it utilizes six rugged all-terrain wheels, which makes it highly maneuverable if not particularly fast. Specialized armor plates deflect projectiles and absorb explosive rounds.

The Cobra operates in mobile mode when engaging other vehicles or minor fortifications, allowing it to maneuver and fire simultaneously its twin M66 30mm Light Rail Guns. These weapons fire high-density slugs at such velocity that they easily penetrate Covenant heavy armor. The rail guns fire intermittently, not in a single burst, as the energy required to accelerate the slugs to the speeds required to pierce the heaviest armor can only be managed for one of the cannons at a time. Synchronized, simultaneous fire from both rail guns will destroy even the most heavily armored enemies, with penetration that easily outguns the standard 90mm cannon of the M808B Main Battle Tank.

When deployed in lockdown mode, the Cobra stows away the M66 guns, secures its treads into a stationary position and deploys the M98 105mm Light Rail Gun. The M98 can fire a solid slug or explosive artillery shell at supersonic velocities over very long ranges. It is ideal for use against heavily fortified structures and can destroy enemy vehicles with ease, more than making up for the loss of mobility.

**Source**:

* Halo Wiki: SP42 Main Battle Tank
* thedemonapostle
Narn Regime Var'Nic Class Destroyer

**Name**: Var'Nic
**Craft**: Narn Regime Var'Nic Class Long Range Destroyer
**Type**: destroyer
**Scale**: capital
**Length**: 1,000 meters
**Skill**: capital ship pilot
**Crew**: 113; 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**: 750
**Cargo Capacity**: 1,500 metric tons
**Consumables**: 18 months
**Hyperdrive**: x7
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 14
**Hull**: 5D+2
**Sensors**

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

**Weapons**

* **2 Ion Torpedo Launchers**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1-6/15/31
Damage: 9D
* **2 Heavy Pulse Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+1
Space Range: 1-6/15/30
Damage: 6D+1
* **2 Twin Linked Medium Laser Cannons**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1-5/13/26
Damage: 8D+1
* **4 Particle Arrays**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1-2/4/8
Damage: 5D+1
* **3 Light Pulse Cannons**

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

* Artificial Gravity: No
* Crew: 113

* Officers: 5
* Pilots: 15
* Sensor Operators: 13
* Crewmen: 80

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

**Ship Complement**:

* Frazi Class Heavy Fighter: 6

**Description**: Designed to be a hunter/killer ship of the Narn Regime in search of smaller prey, the Var’Nic long range destroyer is a mightily deadly ship with the ability to jump into a system, scan out a viable target it can destroy quickly, and devour it with its overwhelming firepower. While not particularly effective against larger vessels due to its lack of focused range, it is an excellent battlefield bully and does well searching out smaller craft. In a single attack pass, it can easily cripple a targeted ship of smaller size or deal moderate damage to larger vessels.

Its ion torpedo launchers are powerful weapons to use against targets on longer ranged theaters, and are brutally accurate and can soften up a target quite well before closing into laser or pulse cannon range to be finished off. The ship was designed to have weaponry at every tactical range category – in order to make sure the faster targets do not get away from it unscathed. Unlike so many of the Narn Regime’s vessels that act as jacks-of-all-trades, the Var’Nic operates as the space lane sniper of the Regime – always looking for an easy kill to add to the long list each ship tends to accumulate.

**Source**:

* Babylon 5: Ships of the Galaxy (page 72)
* thedemonapostle
Paris-class heavy frigate

**Name**: Paris Class
**Craft**: Sinoviet Heavy Machinery Paris Class Heavy Frigate
**Type**: Heavy Frigate
**Scale**: capital
**Length**: 535 x 199 x 112.3 meters
**Skill**: capital ship pilot
**Crew**: 250; skeleton: 25/+10
**Passengers**: 650 troops
**Cargo Capacity**: 10,700 metric tons
**Consumables**: 2 years
**Slip Space Drive**: x6,160
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 6
**Atmosphere**: 330; 950kmh
**Hull**: 5D+2
**Sensors**

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

**Weapons**

* **Light 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: 7D+2
* **40 Archer Missile Pods**

Fire Arc: 20 forward, 10 port, 10 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: 30 per pod
Damage: 4D+2
* **12 M910 PDGs**

Fire Arc: 6 forward, 3 port, 3 starboard
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
**Complement**

* Marines
	+ ODSTs
* M274 Ultra-Light All-Terrain Vehicles
* M12 Force Application Vehicle
* Pelican dropships
	+ D77-TC or D77H-TCI
* Single Occupant Exo-atmospheric Insertion Vehicles

**Description**
The Paris class heavy frigate is an escort class ship in the UNSC Navy. It fought in numerous battles including the Fall of Reach and Requiem Conflicts. They are manufactured by Sinoviet Heavy Machinery.

**Source**:

* Halo Wiki: Paris-class heavy frigate
* thedemonapostle
Shadowrun Cyberware

## **Cyberware**

Cybernetic modification is commonplace in 2072. Bodyshops offering minor procedures can be found in every strip mall, and recent advances in cybernetics have brought down the price of once-costly procedures, making cyberware even more readily available to the masses. Even the poor might have cybernetic vision, hearing enhancements, or a datajack.

In addition to wireless functionality, most cyberware devices are equipped with a direct neural interface (DNI) that allows the user to mentally activate and control their functions. They can also be linked to other cyberware implants.

* Headware
* Eyeware
* Earware
* Bodyware
* Cyberlimbs
* Cyber Melee Weapons
* Basic Bioware
* Cultured Bioware

## **Essence**

All characters have a starting Essence attribute of 6. Cyberware and bioware implants reduce this rating. No character may start with an Essence greater than 6. Under basic *Shadowrun* rules, characters can *never* have an Essence of 0 or less. If they do, they die.

## **Cyberware and Bioware Grades**

Cyberware and bioware is available in four grades: standard, alphaware, betaware, and deltaware. The prices for cyberware and bioware presented in this chapter are for standard ’ware. When purchasing implants of other grades, apply the Essence Cost and Cost adjustments as noted on the Implant Grades table.

Note that cyberware accessories must be of the same grade as the implant they are added to.
Shadowrun Explosives

## **Explosives**

Explosives are primarily used to damage structures. Characters use Demolitions skill to prepare explosives, identify key or weak structural points, and focus the blast.

An explosive’s Damage Value is calculated as (modified) rating multiplied by the square root of the kilograms used. Damage is Physical. Like grenades, the Damage is reduced the further you get from the epicenter of the blast.

* **Commercial Explosives**: This covers a range of explosive compounds, both solid and liquid, composed of a high explosive chemical and a stabilizer to reduce the sensitivity and increase the stability of the material.
* **Plastic Explosives**: Highly stable, moldable, and adhesive, plastic explosives are ideal for certain jobs like blowing a hole in a wall. They are usually color-tinted to indicate the level of current needed to detonate them, from the black of magnetic-field induction to the chalky white of 440-volt industrial explosives. Damage is equal to its rating divided by three (3). Ex. a rating 6 = 2D damage. A rating 25 = 8D+1.
* **Explosive Foam**: This special plastic explosive compound has the consistency of shaving cream, is stored in an aerosol can, and can be sprayed onto a surface or into a crevice. Like regular plastic explosives, explosive foam is detonated by electric current. Damage is equal to its rating divided by three (3). Ex. a rating 6 = 2D damage. A rating 25 = 8D+1.
* **Detonator Cap**: Contains a detonator explosive or electrical fuse with which an explosion can be initiated. Incorporates a timer and wireless receiver for remote detonation.

## **Source**

* Shadowrun 5th Edition Core Rulebook (2nd Printing) (page 436)
* thedemonapostle
Other Starships

**Wing Commander: Privateer**
**Merchant Ships**
Scout "Tarsus"
Gunship "Orion"
Scout "Galaxy"

**Bounty Hunters**
"Demon" Light Fighter
"Centurion" Heavy Fighter

**Retros**
"Salthi" Light Fighter

**Wing Commander IV**
**Border Worlds**
TBP Avenger Heavy Torpedo Bomber
F3V Banshee Light Fighter
F2M Vindicator Medium Fighter
Mass Effect: Powers: Nova

**Name**: Nova
**Control Difficulty**: Difficult
**Alter Difficulty**: Difficult
**Duration**: Insant
**Cool Down**: None

**Effect**: The user transfers power from their Barrier to create a damage dealing force wave. The damage is equal to the Barrier's rating. The area of effect is equal to how many dice the user has in Control with damage reduced by 1D for every meter away from the user.

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

**Jedi Complications**: A Jedi may learn this power, but any use on a living creature causes the Jedi to automatically receive a Dark Side point.

**Description**: While expending the remainder of your biotic Barrier, Nova inflicts a high amount of damage to surrounding enemies, pushing them back and sending them soaring into the air. There is no cooldown.

**Source**:

* Mass Effect Wiki: Nova
* thedemonapostle
Narn Regime Rongoth Destroyer

**Name**: Rongoth
**Craft**: Narn Regime Rongoth Class Destroyer
**Type**: Destroyer
**Scale**: capital
**Length**: 1,000 meters
**Skill**: capital ship pilot
**Crew**: 115; 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**: 1,000
**Cargo Capacity**: 2,000 metric tons
**Consumables**: 12 months
**Maneuverability**: 1D+2
**Space**: 6
**Hull**: 5D+1
**Sensors**

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

**Weapons**

* **3 Heavy Pulse Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D
Space Range: 1-6/15/30
Damage: 6D+1
* **8 Particle Arrays**

Fire Arc: 4 forward, 4 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/4/8
Damage: 5D+1
* **9 Light Pulse Cannons**

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

* Artificial Gravity: No
* Crew: 115

* Officers: 6
* Pilots: 12
* Sensor Operators: 12
* Crewmen: 85

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

**Ship Complement**:

* Heavy Shuttles: 2

**Source**:

* Babylon 5: Ships of the Galaxy (pages 67-68)
* thedemonapostle
Nephilim Skate-B Interceptor

**Name**: Skate-B
**Craft**: Nephilim Skate-B Anti-Bomber
**Type**: Anti-Bomber Cluster Configuration
**Scale**: starfighter
**Length**: 8 meters (estimated) (three individual Skate Interceptors)
**Skill**: starfighter pilot
**Crew**: 1
**Passengers**: 2
**Cargo Capacity**: 600 kg
**Consumables**: 14 days
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 3D+1
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 3D+2
**Shields**: 2D+2
**Sensors**

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

**Weapons**

* **2 Light Burst Masers** (firelinked)

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: 2D
* **Standard Maser**

Fire Arc: Aft Turret
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 3D+1
* **Proteus Swarmer Missile**

Fire Arc: Forward
Crew: 1
Scale: Starfighter
Skill: starship gunnery
Fire Control: 4D
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: Triple Light Ordnance Hardpoint x1 (3 total)
Damage: 2D+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
* **Enhanced Countermeasure Pod Dispenser**

Fire Arc: aft
Crew: 1
Scale: starfighter
Skill: sensors
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Ammo: 3
Effects: Enemy Sensors & Fire Control -1D
**Gear**:

* External Docking Port x2

**Notes**

* **Clustered Fighter**: This craft is formed from three individual Skate Interceptors, which dock with one another when the GM decides to have them do so. The docked fighter will have the statistics as outlined above; the effects of the equipment of the individual fighters are **not** cumulative. The GM will need to keep track of which individual Skate is affected when any damage is applied to the craft, when this craft is hit, they must roll 1d10; the damage is applied to the first Skate on 1-3, the second on 4-6, the third on 7-9, and all three (dividing the damage by three and rounding up) on 0. The cluster is broken back up into individual Skates either when any one of them is destroyed or when the GM decides to have them undock.

**Description**: Another common Alien cluster ship is the Skate family. Individual Skate ships cluster together in trios. When separated, each individual ship will be identified on a radar screen as simply "Skate." When acting in combined form, the cluster will be identified by the cluster's specialty configuration -- Skate B's are configured for bombing runs, Skate M's for laying mines, and Skate T's for launching Torpedoes. Separately, the individual ships are capable interceptors.

**Source**

* Wing Commander Encyclopedia: Skate
* The Wing Commander Role Playing Game (page 311)
* thedemonapostle
Mark I Prototype Exoskeleton

**Name**: Mark I Prototype Exoskeleton
**Craft**: UNSC MJOLNIR Mark I Prototype Exoskeleton
**Type**: Powered Exoskeleton
**Scale**: speeder
**Length**: unknown
**Skill**: powersuit operation and walker operation
**Crew**: 1
**Cover**: full
**Maneuverability**: 0D+2
**Move**: 11; 32 km/h
**Body Strength**: 3D

**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 I. Its range is limited by the range of its tethered power cable(s).

**Description**: Initiated in 2512 the Mark I was one of the Navy's first experiments with powered exoskeletons - more human-powered defense structures than suits, the Mark I took 10 years to develop, but was bulky, unwieldy and needed to be tethered to a power source due to the extraordinary amount of energy needed to power it. This was the downfall to the system as it required a connection to a fusion generator which hindered movement. The Mark I Prototype Exoskeleton improved the strength and stamina of the wearer and allowed a user to lift two tons (4,000 pounds) and run at 32 km/h (19.88 MPH) for extended periods of time. The Mark I contained a cutting edge on board computer that could assist the wearer by transmitting tactical and communications information to the standard neural implant issued to a soldier, the suit however did not possess the ability to carry an A.I on board. The armor could also be equipped with motion sensors, infrared scopes, and could be mounted with a 30mm mini-gun that fired on self-targeting armatures.

Research and development for the Mark I was carried out at Section Three's headquarters in the CASTLE facility on Reach, however the final assembly of components were done at the Damascus Testing Facility on Chi Ceti IV. At least forty Mark I suits were produced and although they never saw deployment on the battlefield they were later used to carry heavy equipment in docking bays, and dozens of others were dumped into Reach's titanium mines. The Mark I Exoskeletons were later used by trainers of the SPARTAN-IIs to protect themselves when training under Chief Petty Officer Mendez's orders. Otherwise the training could have killed them, as evidenced by the first day back at Reach when three trainers were accidentally killed during hand-to-hand combat exercises.

**Source**:

* Wiki: Mark I Prototype Exoskeleton
* thedemonapostle
SS-303B "Atlas" Class Research Cruiser

File:BC-303B Menoetius Class.jpg
**Name**: SS-303B
**Craft**: Tau'ri Atlas Class Cruiser 303B
**Type**: Research / Support / Transport Vessel
**Scale**: Capital
**Length**: 195 x 80 x 75 meters
**Skill**: Capital Ship Pilot
**Crew**: 95; skeleton: 5/+10
**Passengers**: 150
**Cargo Capacity**: 5,000 metric tons
**Consumables**: 1 year
**Hyperdrive**: x0.07
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 4D+2
**Shields**: 10D
**Sensors**

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

**Weapons**

* **8 VLS Missile Tubes**

Fire Arc: Dorsal; but are self guided
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Ammo: 8 Type VI Missiles per launcher
Damage: 4D+1
* **12 Type II Railguns**

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

* Auxiliary Craft: 4 (Type based on mission parameters)

**Other Systems**

* Ring Transporter
* Escape Pods
* Asgard Beam Transporter
* Landing Gear
* Zero Point Module (optional)

**Description**: With a resurgence in the use of the smaller hull BC-303B Menoetius Class a fully civilian variant the SS-303B Atlas Class was commissioned. It is built on the same hull as the Menoetius but with even further reductions in weaponry. It is intended to be operated with out any military contingent if needed.

The SS-303B class wound up in civilian hands after the military rejected the original 7 SS-303Bs for service, having designed them solely as an experiment, and allowed them to be purchased for less than their building cost, on the basis of having been used for experiments, in order to get them off their hands. With the destruction of the class, they have been declared obsolete, and are no longer in production.

**Source**:

* thedemonapostle
Kiowan PR6B Cruiser

**Name**: PR6B
**Craft**: Kiowan PR6B Cruiser
**Type**: Cruiser
**Scale**: capital
**Length**: 480 meters (estimated)
**Skill**: capital ship pilot
**Crew**: 1,280; skeleton: 128/+10
**Passengers**: 320 passengers; 160 prisoners; & 64 hospital patients
**Cargo Capacity**: 640,600 metric tons
**Consumables**: 82 months
**Primary Jump Drive**: x1
**Secondary Jump Drive**: x10
**Tertiary Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 2
**Atmosphere**: 225; 650 km/h
**Hull**: 5D+1
**Shields**: 5D+1
**Back-up Shields**: 2D+2
**Sensors**

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

**Weapons**

* **4 Dual Turret B's**

Fire Arc:  Turret x4
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D+1
Space Range: 1/3/5
Atmosphere Range: 2/6/10km
Damage: 5D
* **Electronic Counter Measure Module**

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

* External Docking Port x2
* Escape Pod x16 (100 capacity per pod)

**Ship Complement**:

* PLM2 Vector Light Fighters: 8
* MLA5 Leighat Medium Fighters: 8
* PRHB Krell Heavy Fighters: 8
* SH1A Shuttles: 4

**Description**: Kiowan Pirate Clan Cruiser.

**Source**:

* The Wing Commander Role Playing Game (page 418)
* thedemonapostle
Locust

**Name**: Type-30 LE/AFP "Locust"
**Craft**: Assembly Forges Type-30 Light Excavation/Anti-Fortification Platform
**Type**: Light Excavation/Anti-Fortification Platform
**Scale**: walker
**Length**: 5.8 x 12 meters
**Skill**: walker operations
**Crew**: 1
**Cargo Capacity**: 125kg
**Cover**: full
**Maneuverability**: 1D
**Move**: 26; 75 km/h
**Altitude Range**:
**Body Strength**: 4D+1
**Shields**: 2D
**Weapons**

* **Charged Plasma Cannon**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: vehicle blasters
Fire Control: 1D
Range: 10-500/1,300/2,500m
Damage: 3D+1
**Description**: *“Destroy those Locusts wherever you find them, they're building killers.”*
— Sergeant John Forge

The Type-30 Light Excavation/Anti-Fortification Platform, more commonly identified as the Locust by the UNSC, is a Covenant-made quadrupedal walking combat vehicle featured in Halo Wars. It is typically used as a "building killer".

**Source**:

* Halo Wiki: Type-30 Light Excavation/Anti-Fortification Platform
* thedemonapostle
Serenity Explosives

**EXPLOSIVES**

* **ChemPlast (CP-HE) Charge**: A high-yield plastic explosive, these charges let loose their energy in a relatively small area. Shrapnel isn’t an issue (unless whoever set the charge packed it full of nuts and bolts and the such), but the blast wave is apparently a lot like being struck by a cruiser.

* **Grenade, Concussion**: Used offensively because their smaller blast radius is less dangerous in the open, these grenades can still clear an area very effectively.

* **Grenade, Flashbang**: Designed to stun enemies, flashbangs do relatively little damage, but everyone within 6 meters of the grenade is automatically stunned for one turn, and then they have to make a Stamina roll against a Difficulty of 15. If they fail, they are stunned for 2D more turns. If they succeed, they are stunned for only 2 more turns. The only way to deal with this effect is complete ear and eye protection, which gives a +2D bonus to the roll. Flashbangs don’t always have to be grenades. Certain creative individuals have disguised these explosives in such innocent lookin’ objects as a stick of incense.

* **Grenade, Fragmentation**: Sharp fragments of metal rip through everything and everyone in the area. The only effective protection usually involves diving behind something—or someone—big and thick and heavy.

* **Grenade, Smoke**: Inhaling the smoke does some damage, seeing as you get less air that way, but mostly the smoke obscures vision inside and through the cloud (counting as Thick Smoke, giving +8 to the Difficulty to hit any target through more than 10 feet of smoke). The smoke fills the blast area and dissipates slowly (usually in about two minutes). NBC masks prevent the damage.

* **Grenade, Gas**: The grenades release a special nerve-gas designed to knock out those who breathe it. The effects are like several hours of hard drinking on an empty stomach. An NBC mask will prevent the damage. The gas dissipates in a few rounds.
* **Mining Charge**: Used to blast mine shafts, these charges are perfect for demolition of all kinds, and often come with a remote detonator or a timed electric fuse.

* **Seeker Missile**: A Newtech weapon from the war, Seekers are automated, flyin’ grenades. They use a small hover-drive to move around, and look a lot like a two-foot-long tadpole that wants to splatter you across the scenery. They tend to move toward motion and heat, and explode when they think they’re near a target–any mobile heat source not transmitting the proper transponder signal. Tossing a flare tends to fool Seekers, but the blast can still be deadly at a range.

* **Squadkiller**: A horrific little surprise left by retreating Alliance forces during the war, squadkillers are about the size of a large book, and are usually buried or hidden at a major intersection or common areas where people are likely to congregate. Built-in sensors wait until there are at least 12 warm bodies within 15 feet of this bomb, and then boom! Folk are all dead, just like that.

**Source**:

* Serenity Role Playing Game (pages 80 - 82)
* thedemonapostle
Mass Effect: Javelin Torpedoes

The Javelin is an experimental close-assault weapon fitted on a handful of newer Alliance warships. It consists of a "rack" of two or more disposable disruptor torpedo tubes bolted or magnetically "slung" on to a ship’s exterior armored hull. The torpedoes are fired on converging trajectories, and detonate in a precisely timed sequence that allows the dark energy emitted by their warheads to resonate and thereby magnify the resulting space-time warp effects.

Like fighter launched torpedoes, Javelins are "cold-launched" for safety reasons, though they use a different approach. Resembling old-fashioned submarine torpedo tubes, Javelin torpedoes come packed in individual sealed tubes filled with compressed, inert gas. Opening the front of the tube causes escaping gases to push the torpedo into the vacuum, releasing a puff of crystals around the mouth of the tube. After completely clearing the tube, the torpedo ignites its thrusters.

Javelin mounts are most often fitted on swift frigates, which expect to enter "knife fight" torpedo ranges as a matter of course. Javelins may also be fitted on heavier ships during short range engagements, such as trans-relay assaults. They are particularly useful in this role for dreadnoughts, which cannot lay their main guns on close-range targets.

As missile weapons, Javelins are subject to highly accurate defensive GARDIAN fire. They must be launched in large numbers and at short range to have any chance of hitting their target at all.

**Source**

* Mass Effect Wiki: Javelin
* thedemonapostle
Orz Nemesis

**Name**: Nemesis
**Craft**: Orz Nemesis
**Type**: Warship
**Scale**: Starfighter
**Length**: 16 meters
**Skill**: Space Transports
**Crew**: 16; skeleton: 2/+10
**Cargo Capacity**: 800kg
**Consumables**: 11 months
**Hyperdrive**: x125
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 4D
**Sensors**

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

**Weapons**

* **Howitzer**

Fire Arc: turret
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-9/23/45
Atmosphere Range: 10-900/2,300/4,500m
Damage: 6D
**Compliment**:

* **Orz Space Marines**: 15

**Notes**:

* **Space Marines**: A maximum of eight Marines can be present on the battlefield at any given time.

**Description**: Underestimating the Orz Nemesis would likely be the last mistake any captain makes. As its name suggests, this ship is a goddess of revenge, coming to inflict pain and vengeance on the galaxy. Never, under any circumstances, chase after the Nemesis!
Propulsion

The Nemesis is fairly quick, has a fair turn-rate and good acceleration. Its relatively large footprint makes dodging incoming fire difficult, although not impossible.

**Primary Armament**

The Nemesis is armed with a moderately powerful howitzer cannon which is remarkable in that it can be rotated to different firing positions during combat. The rotational turret allows usage as a strafing weapon or as a backwards utilized attacker-repellent.

**Secondary Armament**

Orz crew, encased in robotic, armored exo-skeleton, can exit the ship from the aft portholes and enter an enemy ship by burning a hole in its hull. These Orz Marines then start roaming the enemy ship’s corridors, killing any enemy crewmember they encounter. However, there is also a small risk that an Orz Marine itself will fall victim to the enemy crew and be killed. Especially useful in large groups, the Marines can blast a ship entirely by themselves. Any Marine aboard an enemy ship when it explodes will jet back out into space and set a return course for the Nemesis. The Marines are also very adept at using a Leyland Gravity Whip to speed them towards their target, a tactic for which they have been specially trained. Each Marine is heavily armored. Strangely unlike the interceptors launched by Dreadnought the Marines don't seem to run out of life support resources or fuel and will not stop their pursuit unless the enemy ship is destroyed or they lost it due to the cloaking device.

**Source**:

* Ultronomicon: Nemesis
* thedemonapostle
Sangheili Combat Harness

**Name**: Combat Harness
**Model**: Sangheili Combat Harness
**Type**: Military unit Armor
**Scale**: character
**Coverage**: Full

**Game Notes**:

* **Physical Protection**: STR+3D
* **Energy Protection**: STR+2D
* **Dexterity and related skills Penalty**: -1D
* **Heads-Up Display**: Ranged Weapon Skills +1D; Search +1D
* **Communications System**: 1,600 km range
* **Shields**: 4D. Requires 2 rounds to fully recharge.

**Description**: The Combat Harness is the standard armor system used by the Sangheili soldiers of the Covenant Empire, the Sangheili Armed Forces, and the Covenant Remnant.

**Development and History**

The Combat Harness is worn by the majority of infantry ranks from Minor Elite to Ultra and Zealot, with the damage each can take and the armor's shielding increasing in power with rank (with the exception of Stealth Elites), and comes in a variety of colors denoting said rank. Some versions have Active camouflage built in and others have flashlights. A Major's shields are around 50% stronger than Minors while Ultras are that much stronger than the Majors. After Ultras it isn't such a big number and varies with the Zealot types. Its primary emphasis, to be iconic and inflict psychological trauma, can be linked back to the martial/physical pre-eminence of the Sangheili people. This helmet has remained virtually unchanged for eleven hundred cycles, and the thoracic cage has remained unchanged for fifty generations.

**Source**:

* Halo Wiki: Sangheili Combat Harness
* thedemonapostle
Melnorme Trader

**Name**: Trader
**Craft**: Melnorme Trader
**Type**: Merchant Vessel
**Scale**: Capital
**Length**: 20 meters
**Skill**: Space Transports
**Crew**: 20; skeleton: 2/+10
**Cargo Capacity**: 100 metric tons
**Consumables**: 28 months
**Hyperdrive**: x100
**Nav Computer**: yes
**Maneuverability**: 1D
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 2D
**Sensors**

* Passive: 42 / 1D
* Scan: 84 / 2D
* Search: 126 / 3D
* Focus: 4 / 4D

**Weapons**

* **Variable Power Blaster**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Damage: 1D+2
* **Confusion Ray**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 4D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: (See Description)
**Notes**:

* **Variable Power Blaster**: This weapon may charge up at a base rate of 1D+2, +1D+2 per round to a maximum of 12D+2. Target must be within short range to be able to start charging the variable power blaster.
* **Confusion Ray**: See Description. Lasts 2 rounds maximum.

**Description**: The Melnorme Trader is a large and somewhat cumbersome ship. It is designed for long range travel and high volume storage to facilitate trade. The Trader is not intended for war. Despite that, it is still quite capable of defending itself due to recently acquired Keel-Verezy weapon technology.

**Propulsion**

The Trader is not a very agile craft, but neither is it ponderously slow. Its top speed is usually enough to maintain a comfortable distance between itself and its opposition. The low turn rate of this ship could be considered a weakness.

**Primary Armament**

The primary weapon mounted on a Trader is a chargeable, long-range blaster weapon. The Melnorme Captain can prepare the projectile without releasing it. Doing so moves the weapon through several distinct (and colorful) stages. When it is finally released the projectile travels extremely fast, and will do considerably more damage the longer it has been charging. It has a very long range, and at full power it can do as much damage as a Shofixti glory device at point-blank range. It is also able to absorb a Dreadnought's fusion blast and other projectiles when at full power (red), with a notable exception being the Kohr-Ah Marauder's F.R.I.E.D.

The order of the main weapon's colors as it charges is green, blue, purple, then red. These colors correspond to the amount of damage that the weapon can inflict; the corresponding damages are 3D, 6D, 12D and 24D, respectively.

**Secondary Armament**

The ship's secondary weapon is a confusion ray — an elecromagnetic cannon that disrupts the enemy ship's control systems. A stunned enemy cannot activate their secondary weapon systems or control their attitude jets, but they are able to operate their primary weapon and thrusters normally. An enemy under the effect of the elecromagnetic confusion ray will spin helplessly, and become easy prey for the Trader. If this weapon is employed near the planet, then its effects can be quite perilous.

**Source**:

* Ultronomicon: Trader
* thedemonapostle
Mass Effect Starship: Civilian Frigate

**Name**: Frigate
**Craft**: Civilian Frigate
**Type**: Multipurpose Ship
**Scale**: Capital
**Length**: 150 meters
**Skill**: Capital Ship Pilot
**Crew**: 24; skeleton: 3/+10
**Passengers**: varies: 15 - 150
**Cargo Capacity**: 3,000 metric tons
**Consumables**: 2 years
**FTL Drive**: x56,750
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 5
**Hull**: 3D+1
**Shields**: 1D+2
**Sensors**

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

**Weapons**

* **2 Type VI 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: 3D+2
* **2 Mark VI 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: 5D+2
* **4 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
* **4 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**: Civilian frigates are used mostly by corporations, diplomats, science institutes or small colonist enterprises. Like the merchant freighters they lack special armor or strong kinetic barriers. They are designed for conveyance of personnel and that’s why they have superior engines and FTL drives to a standard merchant vessel. Due to the lack of proper armor they can have bigger emitter arrays so that FTL travel can last longer and have shorter discharges. The interior is very luxurious compared to the military vessels, the crew and passenger quarters are not so cramped. The inside varies from ship to ship as most of those frigates are special orders. A frigate has three decks, the middle one is the main deck and there you will find the passenger quarters, mess and other facilities. The lower deck is mostly engineering and the upper crew quarters and ships systems. The FTL drive and the engines are situated at the stern, most of the control rooms and the bridge are situated at the bow. The ship possesses 2 airlocks at each side in the middle ship section and has the ability to carry 2 shuttle crafts at the portside and the starboard cargo holds.

**Source**:

* Mass Effect: The Unofficial Role Playing Game 2.35 (page 95)
* thedemonapostle