recursal/Fanatic-Fandom huggingface dataset:
Babylon 5 Neutron Energy

## **Neutron Energy**

Mastered solely by the Minbari, neutron energy is a type of fusion energy that is completely without charge – positive or negative. This means that the entire focus of the beam is to shatter the thinnest bonds of matter rather than having to steer towards one charge or the other when fired. Insanely powerful, utterly foreign to all but the most brilliant minds of the galaxy and capable of inflicting horrendous amounts of damage at very long ranges; neutron energy is the epitome of the Younger Races’ weapon technologies as far as outright damage is concerned.

Once nicknamed ‘star dragon’s fire’ by the first Centauri who ever saw Minbari vessels turn their weapons on their foes, neutron weaponry is utterly unavailable to anyone except the unfathomably rich… and even then, only those who have the right contacts can actually acquire this technology. Having it might seem like a good idea, but when Minbari vessels come to collect their stolen property with ships decked out with neutron lasers and fusion cannons it quickly becomes a fatal mistake.

* **Bypass Interceptors**: Whether they are based on relatively basic laser technologies or more advanced neutron or bioelectric principles, beam weapons rank as the most devastating form of weaponry. These weapons ignore/bypass the target's Interceptors and/or Shields by the listed amount.

#### **Fusion Cannon**

Using a very small amount of neutron energy to lance across space and cut small portions of enemy vessels off from their hulls, the fusion cannon is the Minbari’s standard point defense weapon and is rarely used to decimate larger vessels. They are utterly accurate and take up very little space for the range and damage they can dish out to the enemy.

#### **Neutron Laser Cannon**

* Bypass Interceptors 1D+2

The real monster when it comes to neutron weapons, the neutron laser cannon is capable of emitting a powerful laser-like beam that will eradicate nearly any target that gets caught in its path for long. Focusing the neutron energy through alternately positive and negatively charged refracting and re-combining crystal lenses before roaring out of the huge laser emitters; each beam is capable of cutting entire sections of enemy ships off like a blade through a melon.

The weapon systems themselves are huge, only fitting to some of the largest ships in the Minbari fleet. This was never a drawback, as the Minbari had little care as to whether or not their vessels were too large. As time moved on, and the Shadow and Drakh Wars came upon them and their ships were too large to out maneuver their powerful enemy. They redesigned the weapon slightly and created a less cumbersome variety based on the much smaller version found on some variants of Whitestar and Whitestar WSC-2 of the Interstellar Alliance.

#### **Source**

* Babylon 5 Ship Builder's Manual (pages 60-61)
* thedemonapostle
Babylon 5 Psi Corps Shadowcloak Escort

**Name**: Shadowcloak
**Craft**: Psi Corps Shadowcloak Escort
**Type**: Escort
**Scale**: Capital
**Length**: 158 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 18; Skeleton: 2/+10
**Crew Skill**: Astrogation: 6D; Capital Ship Gunnery: 4D+2; Capital Ship Piloting: 6D; Communications: 6D; Sensors: 6D; Starship Gunnery: 4D+2
**Passengers**: 15
**Cargo Capacity**: 30 metric tons
**Consumables**: 3 months
**Maneuverability**: 2D+2
**Space**: 6
**Hull**: 2D+1
**Sensors**

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

**Weapons**

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

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

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

Fire Arc: 1 forward, 1 aft
Crew: 1
Scale: capital
Skill: capial ship gunnery
Fire Control: 2D+2
Space Range: 1-2/4/8
Damage:
* Offensive: 0D+2
* Intercept: 2D

* **Fusion Bomb** (See Notes)

Fire Arc: all
Crew: 1
Scale: death star
Skill: capial ship gunnery
Range: none
Rate of fire: 1
Damage: 6D
* **Grapple**

Fire Arc: turret
Crew:1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Range: 50 meters
Strength: 3D
**Miscellaneous**:

* Artificial Gravity: no
* Crew: 18

* Officers: 2
* Pilots: 2
* Sensor Operators: 4
* Crewmen: 10

* Average Crew Experience Level: Psi Corps Veteran
* Stealth: 7 (Base Difficulty to detect ship)
* Fusion Engine

**Complement**:

* Light Shuttle: 2

**Notes**:

* **Hyperspace**: While in Hyperspace the Sensors bonuses and ranges are doubled if operated by Telepaths. The Stealth rating is also doubled while in Hyperspace IF the ship is piloted by Telepaths.
* **Fusion Bomb**: This is a one-use weapon, always centred on the Shadowcloak itself.

**Description**: Spy ships of the highest caliber, the Shadowcloak was an experimental vessel used by Psi Security to telepathically ‘eavesdrop’ on other hyperspace traffic without being seen or noticed. It looks at first glance – even electronically – like a Tethys police cutter, but packs a much different punch inside of it. Crewed wholly by telepaths trained in the ability to pick up on ambient thought patterns floating through hyperspace, each Shadowcloak is a mobile listening post.

Armed to protect themselves if the need calls for it, each one of the 15 Shadowcloaks are far more prepared to escape into realspace or deeper into hyperspace to avoid capture. Everything about the vessel is made to be anonymous and impossible to ‘take alive’. Supporting no outward symbols or ship designations, transmitting no real registry, able to steer far off beacon where no sane ship would follow and equipped with an atomizing fusion bomb in its hold; no Shadowcloak has ever been successfully captured.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 146-148)
* thedemonapostle
Central Intelligence Service

**Privateer 2: The Darkening**

**Capital Ships**
CCTB Transport
CCTB Prison Transport
ML4D "Salvia" Destroyer
MCPH (prototype) Cruiser
MCOS "Veldor" Carrier
MDRE "Yackard" Dreadnought

**Starfighters**
ML1b "Duress' Light Fighter
ML2b "Faldari" Medium Fighter
ML3b "Freij" Heavy Fighter
ML4X "Heretic" Extra Heavy Fighter
"Vera"

**Name**: "Vera"
**Model**: Callahan Full-Bore Autolock
**Type**: Automatic Shotgun
**Scale**: Character
**Skill**: Firearms
**Ammo**: 10
**Weight**: 5.44kg
**Max ROF**: 3
**Range**: 1-10/25/50m
**Damage**: 5D

**Capsule**: *"Six men came to kill me one time. And the best of 'em carried this. It's a Callahan full-bore auto-lock. Customized trigger, double cartridge thorough gauge. It is my very favorite gun … This is the best gun made by man. It has extreme sentimental value … I call her Vera."*
―Jayne Cobb

The Callahan Full-bore Auto-lock was a weapon with armor-piercing capabilities. Jayne Cobb owned one of these weapons and named it "Vera". It was reputed to be Jayne's favorite gun, though it is rarely seen and, strangely, it is not one of the weapons he takes to defend himself at the end of Serenity, instead preferring to use his assault rifle Lux against the Reavers.

Although not obvious, its name seemed to indicate that the weapon can dynamically switch bore sizes depending on the cartridge size that the user desires. The weapon required oxygen around it to operate.

**Source**:

* The Firefly and Serenity Database: Callahan Full-bore Auto-lock
* thedemonapostle
Babylon 5 Pivotal Thrusters

**Pivotal Thrusters**
**Cost**: 2,000 credits per Space move
**Effect**: Provides a +1D Maneuverability.
**Description**: Fitting several small but powerful thrusters to specific points on a vessel, then firing them at very particular times and intervals, can give the vessel severe maneuverability benefits. When fitted with these extremely helpful little thrusters the ship can spin, flip and twist with much greater dexterity and grace.
Babylon 5 Shadows Starships

**The Shadows Starships**

One of the oldest races to grace the Third Age, the Shadows were little more than a dark and sinister fairy tale until late 2258 – when they decided to rise again and stir up the galaxy like they had done every few thousand years. Beings devoted to chaos and war, the Shadows believed firmly that the only way to true growth and enlightenment was to battle for survival; allowing only the strongest to rise to the top, crushing the unworthy beneath them.

Having several tens of thousands – maybe hundreds of thousands – of years to perfect their technologies, the Shadows are more formidable than any other foe this galaxy would know since the era of the Kirishiac Lords. Their ships are living matrices bound around a single sentient being, which performs all of the functions of the ship like a living computer. They are horrifyingly simple in design: black growths spiking outward from a central hub. The size and pattern of these deadly ships are the only real distinction between one ship and the next, from their enormous cruisers to their stealthy scouts.

The Shadows are masters of hyperspace energy and the rift between dimensions, allowing them to effortlessly glide between the two realities without need of a jump gate – or even a jump point. Like drawing a curtain back from a steaming shower their ships simply shimmer into and out of existence with their deadly molecular weaponry pouring death into any they wish to.

If it were not for the happenings that sent them beyond the Rim, would anyone have ever been able to stop them?

**Capital Ships**

Hunter

Scout

Cruiser

**Starfighters / Transports**

Fighter

Shuttle
Bounty Hunter "Centurion" Heavy Fighter

**Name**: Centurion
**Craft**: Mercenaries Centurion
**Type**: Bounty Hunter Heavy Fighter
**Scale**: starfighter
**Length**: 12 Meters (estimated)
**Skill**: starfighter pilot
**Crew**: 2; skeleton: 1/+5
**Passengers**: 1
**Cargo Capacity**: 50 metric tons
**Consumables**: 17 days
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 4D
**Shields**: 4D+1
**Sensors**

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

**Weapons**

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

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

Fire Arc: aft turret
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 3D+2
* **Civilian Grade Particle Cannon**

Fire Arc: Forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 2D
* **Civilian Grade Tachyon Gun**

Fire Arc: Forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 3D+1
* **2 Light Ordnance Hardpoint Tubes**

Fire Arc: Forward Narrow
Crew: 1
Skill: starship gunnery
* **Civilian Grade Image Recognition (IR) Missiles**

Scale: starfighter
Fire Control: 3D+1
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 2 per tube
Damage: 8D+1
* **Standard Friend-or-Foe (IFF) Missiles**

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

Fire Arc: all
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/6/12
Atmosphere Range: 10-200/600/1,200m
Strength: 4D
* **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**:

* 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**: This is the workhorse of the mercenary community. The Centurion is a heavy fighter with the ability to do almost any gun-for-hire work. The limited cargo hold can contain more than an overnight bag but not by much. This is a ship for those pilots who love to fly, but it won't make you a living on the trade circuit.

**Source**:

* Wing Commander Encyclopedia: Centurion
* The Wing Commander Role Playing Game (pages 296-297)
* thedemonapostle
Battlestar Galactica Colonial Starships

**Capital Ships**

**Battlestars**

Aesir Class Battlestar

Arvak Class Battlestar

Galactica Class Battlestar

Mercury Class Battlestar

Minerva Class Battlestar

Olympia Class Battlestar

Talos Class Battlestar

**Gunstars**

Aegis Class Gunstar

Cygnus Class Gunstar

Defender Class Gunstar

**Escortstars**

Beserker Class Escortstar

Genesis Class Escortstar

Janus Class Escortstar

Russan Class Escortstar

**Other**

Colonial One

Astral Queen

Cloud Nine

Gemenon Traveller

Olympic Carrier

Storm Front Class Patrol Craft

Vanguard Class Fleet Auxiliary

Veritas Class Supply Ship

Zephyr Class Support Ship

**Starfighters**

**Fighters**

Viper MK I Fighter

Viper MK II Fighter

Viper MK VII Fighter

**Stealth / Recon**

Black Bird Class Recon Fighter

Stealth Star Class Recon Fighter

Raptor Class Multipurpose Ship

**Shuttles**

Atmo Shuttle

Long Range Shuttle

Mini Shuttle
Babylon 5 Hidden Cargo Compartment

**Hidden Cargo Compartment**
**Cost**: 800 credits per compartment
**Description**: There are many spaceships on the spacelanes that are being used for smuggling. It is a very profitable business and people are forever being recruited, willingly or not into it. One of the oldest tricks in the business is to hollow out a bulkhead or old fusion casing, mark it as nondescript as possible and fill it with precious contraband.

This add-on gives the ship the Hidden Cargo Compartment special quality. A hidden cargo compartment conceals 10 metric tons of cargo space. The Difficulty to detect this cargo space or the cargo within it, whether through using sensors or simply searching for it, is increased by +10.

A ship can have more than one hidden cargo compartment, but each compartment after the first reduces the concealment bonus by one point. Therefore a ship with two hidden cargo compartments only increases the detection Difficulty by +9, while a ship with four hidden cargo compartments only increases the detection Difficulty by +7.
Cargo Liner Medium Transport

**Name**: Cargo Liner
**Craft**: Polaris Class Medium Freighter
**Type**: Freighter
**Scale**: Capital
**Length**: 120.7 x 80 x 30.8 meters
**Weight**: 35,000 tons
**Skill**: Capital Ship Pilot
**Crew**: 16; skeleton: 2/+10
**Passenger Capacity**:
**Cargo Capacity**: 21,000 tons
**Consumables / Fuel Capacity**: 700 tons (1,200 hours)
**Cost**: 420,000
**Maintenance Costs**: 42,000 a year
**Nav Computer**: yes (intra-system only)
**Maneuverability**: 2D
**Space**: 1; Hard Burn: 3
**Atmosphere**: 210; 600 kmh; Hard Burn: 260; 750 kmh
**Hull**: 2D+2
**Sensors**

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

**Weapons** - None

**Complement**:

* Standard Shuttle: 2 (Configured as lifeboats)

**Gear**: A mobile crane/container lifter, four forklifts, and a flatbed truck are standard pieces of equipment to move the heavy loads this spaceship normally carries.

**Description**: This is a fairly typical medium-to-large transport of the sort used by big shipping companies to move cargo on scheduled runs among the Core planets. The Polaris Class was made famous by the Trans-Universal Shipping Company before they went out of business in the wake of a war-profiteering scandal.

**Source**:

* Serenity Role Playing Game (page 128)
* thedemonapostle
EA-302G "Eagle" Class Electronic Warfare Fighter

File:EA-302G.jpg
**Name**: EA-302G
**Craft**: Tau'ri Eagle Class Electronic Warfare Fighter
**Type**: Electronic Warfare Fighter
**Scale**: Starfighter
**Length**: 14.26 x 26.17 x 5.92 meters
**Skill**: Starfighter Pilot
**Crew**: 2; Skeleton: 1/+5
**Passengers**: none
**Cargo Capacity**: 250 kg
**Consumables**: 1 week
**Hyperdrive**: x14
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 4D+1
**Sensors**

* Passive: 30 / 0D+2
* Scan: 60 / 1D+1
* Search: 120 / 2D+1
* Focus: 3 / 3D

**Weapons**

* **2 Railguns** (firelinked)

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D
Space Range: 1-10/20/40
Atmosphere Range: 1-1,000/2,000/4,000 m
Rate of fire: 41 (500 per minute)
Damage: 5D
* **Electronic Warfare Pod**

Fire Arc: all
Crew: 1
Skill: sensors
Fire Control: 2D
Space Range: 1-25/50/100
Atmosphere Range: 1-25/50/100 km
Effects: White Noise / Communications Jammer / Communications Receiver/Transceiver
* **Radar Jamming Pod**

Fire Arc: all
Crew: 1
Skill: sensors
Fire Control: 2D
Space Range: 1-25/50/100
Atmosphere Range: 1-25/50/100 km
Effects: Fire Control & Sensors -4D
* **Optional: EMP Device**

Fire Arc: all
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-10/20/30
Atmosphere Range: 2-20/40/60 km
Rate of fire: 1 per 10 minutes
Effects: 10D Ionization
* **3 Grappling Hooks**

Fire Arc: ventral
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 0D
Range: 10 meters
Strength: 2D
**Description**: The EA-302G variant of the F-302 was one of the products given birth by the joint United States-Taiwan F-302 project that lasted from 2016 to 2018, and was actually designed to assist in the defense of Taiwan against the People's Republic of China who felt threatened by the project.

The first EA-302G was an unarmed F-302 model that was taken from the laboratory shortly before one of the battles, and had some electronic warfare equipment slapped onto it as an experiment, launched to assist the defenders. Upon landing, the engineering team noticed that effects it had had during the battle, and, thus satisfied, began to custom-design electronic warfare packages that would be usable against Wraith, Goa'uld, and Ori equipment, along with a handful of other minor races. The EA-302G, in a handful of instances, has been equipped with a single EMP-capable device, with the EA-302G and F-302's having been hardened against EMP in order to potentially knock out enemy ships.

It has jokingly been called the "Eagle" due to the fact that it has 3/5ths of the word in its alpha numeric designation. Since the designation of the EA-302G, it has from time to time been re-purposed as a bomber, due to the lack of offensive combat equipment.

**Source**:

* Thedemonapostle
Colonial Colonial One

**Name**: Colonial One
**Craft**: Intersun starliner Colonial Heavy 798
**Type**: Transport
**Scale**: Starfighter
**Length**: 84.4 meters
**Skill**: Space Transports
**Crew**: 15; Skeleton: 2/+10
**Passengers**: 150 (500 emergency)
**Cargo Capacity**: 739 metric tons
**Consumables**: 8 weeks
**Hyperdrive**: x410
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 5D+2
**Sensors**

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

**Weapons** - None

**Description**: At the time of the Cylon attack, Intersun starliner Colonial Heavy 798 had been bonded to transport Secretary of Education Laura Roslin, her staff, and a large contingent of the Colonial news and media reporters to and from the Galactica for its decommissioning. A few hours after Colonial Heavy 798’s departure from the Galactica for Caprica, the Cylons begin their massive assault. When news of the attack reached the starliner, Roslin took command of the ship. Soon after, she learned from the automated government broadcast system that she had become the acting-President of the Twelve Colonies. The captain of Colonial Heavy 798 changed its designation to Colonial One in recognition of its newly elevated passenger.

As time went on, Colonial One’s passenger capacity has been downgraded and the ship almost entirely converted to the official government use. Standard flying operations place Colonial One close to the Galactica, enhancing its security. If need be, Colonial One is small enough to land on one of Galactica’s flight pod.

**Source**:

* Battlestar Galactica Role Playing Game Corebook (page 140)
* thedemonapostle
Babylon 5 Lakara Cruisers

**Lakara Cruisers**

Easily the best-defended ship in the galaxy, the Lakara continues the solemn Abbai tradition of capable warfare through a strong defense. The shields and particle impeders on the Lakara are the strongest and most overlapping in the Abbai fleet and the Shaath (ship captains) soon learn to trust and give in to the advanced defenses of their ships. With less to worry about from enemy fire, the crew functions far more fluidly, allowing them to make time to either retreat or destroy an enemy with the ship’s powerful offensive weapon systems.

The success of the Lakara and the later use of small numbers of fighters spawned another version of the ship, the Lokita, which primarily serves as a fleet coordination point and an admiral’s most well-protected carrier option. While the Abbai have never been much in the way of fighter pilots, or really even supporters of fighter combat at all, the Lokita does allow them to bring some of these vessels to a battle while still making a centerpiece for a fleet to rally around.

Lakara Cruiser

Lokita Carrier Cruiser

**Source**

Babylon 5: Ships of the Galaxy (pages 94-95)

thedemonapostle
Centauri Republic Prefect Armored Cruiser

**Name**: Centurion
**Craft**: Centauri Republic Centurion Attack Cruiser
**Type**: Attack Cruiser
**Scale**: capital
**Length**: 356.5 meters
**Skill**: capital ship pilot
**Crew**: 49; Skeleton: 7/+10
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+2; Communications: 4D+2; Sensors: 4D+2; Starship Gunnery: 3D
**Passengers**: 20
**Cargo Capacity**: 40 metric tons
**Consumables**: 4 months
**Hyperdrive**: x14
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 5
**Hull**: 4D
**Sensors**

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

**Weapons**

* **3 Battle Lasers**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-18/45/90
Damage: 12D
* **3 Matter Cannons**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-8/20/41
Damage: 5D+1
* **11 Particle Arrays**

Fire Arc: 5 forward, 3 port, 3 starboard
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+2
Space Range: 1-2/4/8
Damage: 5D+1
**Miscellaneous**:

* Artificial Gravity: Yes
* Crew: 49

* Officers: 3
* Pilots: 8
* Sensor Operators: 10
* Crewmen: 28

* Average Crew Experience Level: Centauri Line
* Stealth: 11 (Base Difficulty to Detect Ship)
* Gravitic Engine
* Jump Point Generator

**Source**:

* Babylon 5: Ships of the Galaxy (pages 46-47)
* thedemonapostle
CIS ML4X "Heretic" Extra Heavy Fighter

**Name**: ML4X Heretic
**Craft**: Central Intelligence Service ML4X Heretic Military Extra-Heavy Fighter
**Type**: Extra-Heavy Fighter
**Scale**: starfighter
**Length**: 9 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: None
**Consumables**: 14 days
**Jump Drive**: x10
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 10
**Atmosphere**: 415; 1,200 km/h
**Hull**: 4D+1
**Shields**: 3D
**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 Narrow
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
* **4 Light Ordnance Hardpoints**

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

Scale: starfighter
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Ammo: 1
Damage: 4D+1
* **Brute Mk II Missile**

Scale: starfighter
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 8D
* **Python Missile**

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

Scale: starfighter
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 100% Ionized for 2 rounds
* **Stingray Torpedo**

Fire Arc: Forward
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 32D
* **Hellraiser 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: 10D
* **Hi-Explosive Mine Tube**

Fire Arc: Aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Range: N/A
Ammo: 10
Damage: 9D
* **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
* **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: 10
Effects: Enemy Sensors & Fire Control -1D
**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**: The ML4X is one of the largest fighters in the Tri-System, and also one of the best. The "Extra-Heavy" can keep pace with a Jincilla Skull, turn with a Duress or Ashearer, and match an ML3B for firepower. Colonel Slade “Tex” Carver flew one of these distinctive ships.

Only one ML4X is listed on the CCN vehicle roster - D348\_783N. It is described as a Heretic with 2 years' military service. As is typical of military craft, all other information is classified.

**Source**:

* Wing Commander Encyclopedia: Heavy Fighter ML4X
* The Wing Commander Role Playing Game (page 322)
* thedemonapostle
Centauri Republic Rutarian Class Strike Fighter

**Name**: Rutarian
**Craft**: Centauri Republic Rutarian Class Strike Fighter
**Type**: strike fighter
**Scale**: starfighter
**Length**: 27.8 meters
**Skill**: starfighter pilot
**Crew**: 1
**Crew Skill**: Astrogation: 4D+2; Capital Ship Gunnery: 3D; Communications: 4D+2; Sensors: 4D+2; Starfighter Pilot: 4D+2; Starship Gunnery: 3D
**Passengers**: none
**Cargo Capacity**: 50 kg
**Consumables**: 5 days
**Maneuverability**: 3D+2
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 2D+1
**Sensors**

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

**Weapons**

* **Twin-Linked Light Particle Guns**

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

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+2
Space Range: 1-6/15/30
Atmosphere Range: 2-12/30/60km
Damage: 8D
**Miscellaneous**:

* Artificial Gravity: yes
* Crew: 1

* Pilots: 1

* Average Crew Experience Level: Centauri Line
* Stealth: 19 (Base Difficulty to Detect Ship)
* Atmospheric Capable
* Gravitic Engine

**Description**: The newest of the vessels to emerge from the Centauri Republic, the Rutarian was designed to be the last word in fighter design – and may very well be. Sporting advanced ECM technology and increased firepower while retaining the traditional Centauri love of dog fighting, the Rutarian might replace the Sentri as the standard fighter navy-wide, if it were not for the expense and controversy surrounding it.

The fighter uses a powerful and questionable ion bolt as its primary weapon, which is devastating and morally forbidden by many galactic governments due to its ambient radiation and side effects. Even so, the weapon and the fighter as a whole pack a powerful punch that some enemies may never see coming until it is far too late for them. It remains to be seen whether the Rutarian is truly a revolutionary design or a mere jack-of-all-trades, but regardless of the answer – it is a powerful fighter nonetheless.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 58-59)
* thedemonapostle
Babylon 5 Xorr War Saucer

**Name**: Xorr
**Craft**: Vree Conglomerate Xorr War Saucer
**Type**: War Saucer
**Scale**: Capital
**Length**: 140 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 24; Skeleton: 2/+10
**Crew Skill**: Astrogation: 4D+1; Capital Ship Gunnery: 3D; Capital Ship Piloting: 4D+1; Communications: 4D+1; Sensors: 4D+1; Starship Gunnery: 3D
**Passengers**: 100
**Cargo Capacity**: 200 metric tons
**Consumables**: 3 months
**Maneuverability**: 3D
**Space**: 12
**Atmosphere**: 450; 1,300 km/h
**Hull**: 3D
**Sensors**

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

**Weapons**

* **4 Antiproton Guns**

Fire Arc: 1 forward, 1 port, 1 starboard, 1 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+1
Space Range: 1-3/7/13
Atmosphere Range: 10-300/700/1,300m
Damage: 6D+2
* **3 Antimatter Cannons**

Fire Arc: 3 turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+1
Space Range: 1-3/8/15
Atmosphere Range: 2-6/16/30km
Damage: 4D
**Miscellaneous**:

* Artificial Gravity: yes
* Crew: 24

* Officers: 2
* Pilots: 4
* Sensor Operators: 6
* Crewmen: 12

* Average Crew Experience Level: Vree Line
* Stealth: 7 (Base Difficulty to detect ship)
* Atmospheric Capable
* Gravitic Engine

**Complement**:

* Light Shuttle: 1

**Description**: Among the oldest ships in the Vree military forces, the simple ‘war saucer’ is outclassed by most modern capital ships but remains a fantastic basis on which the Vree can modify and test new design ideas without spending too much in refits and design costs. The dodging motions and flat saucer shape of the Xorr often confuses enemies in battle without impairing the adaptable firing arcs of the saucer itself – as it can quickly change direction and momentum to face new threats without trouble. This, combined with its main weaponry mounted on two lateral turrets, can remind captains of far larger vessels why the venerable basic model is still around.

Using similar component-style weapon layouts, the Xorr can be transformed into a number of varied brethren and back again in any of the dozens of Vree spacedocks hidden away in League territory. For instance, stripping the larger turret weaponry off in favor of a number of fighter-seeking antiproton guns creates the inexpensive and utterly expendable Ximm escort. While Vree fighters are nothing to ignore, they are often outnumbered and require the Ximm’s backup to stay in the battle and complete missions they were deployed for. A rare and unusually static version of the Xorr, the Xixx ‘torpedo saucer’ is little more than a firing platform. Even the menacing Xirr, an experimental vessel that abandons antiproton technology altogether in favor of an impossibly large-bored antimatter cannon, is based on the old hull, making the Xorr the most used hull in Conglomerate space in one form or another.

**Source**:

* Babylon 5: Ships of the Galaxy (pages 124-125)
* thedemonapostle
Babylon 5 Livestock/Slaver Transport Barge

**Name**: Livestock/Slaver Transport
**Craft**: Livestock/Slaver Transport Barge
**Type**: Barge
**Scale**: Capital
**Length**: 885 meters (estimated)
**Skill**: Capital Ship Pilot
**Crew**: 10; Skeleton: 1/+10
**Crew Skill**: Astrogation: 3D+1; Capital Ship Piloting: 3D+1; Communications: 3D+1; Sensors: 3D+1; Starship Gunnery: 2D+1
**Passengers**: 2,500 & 300 Prisoners/Large Animals
**Cargo Capacity**: 5,000 metric tons
**Consumables**: 2 months
**Maneuverability**: 2D+2
**Space**: 12
**Hull**: 4D+2
**Sensors**

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

**Weapons**

* **Particle Beam**

Fire Arc: turret
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/4/8
Damage: 3D
**Miscellaneous**:

* Artificial Gravity: no
* Crew: 10

* Officers: 2
* Pilots: 2
* Sensor Operators: 1
* Crewmen: 5

* Average Crew Experience Level: Civilian
* Stealth: 2 (Base Difficulty to detect ship)
* Fusion Engine

**Complement**:

* Light Shuttle: 8

**Description**: A huge vessel designed to take massive numbers of life forms – most often livestock – from one place to another, the transport barge has found several other uses since its creation. Made originally for agricultural planets to bring large animals to faraway colonies, the secondary life-support systems that keep waste and polluted air from recycling within the main crew cabins also made it far easier to carry slaves from one place to the next. By segregating the ‘cargo’ completely and monitoring them through a series of connected surveillance angles, the ship’s crew can effectively take care of the life forms from remote. This keeps the crew from having to deal with several days’ worth of collected waste and the droning sounds of penned animals.

Protected by a dense hull and a single particle beam turret, the barge would make a perfect target for raiders or other hijackers. That is, if it were not for the fact that slave barges are generally protected by slavers, and livestock barges can rarely be taken without harming the living cargo. Most raiders are not interested in Zhabarian tiorach or Gorash prellins, as they are much more trouble than they are worth. It is this extra work to make any sort of profit off a livestock run that keeps the vessels safe.

**Source**:

* Babylon 5: Ships of the Galaxy (page 140)
* thedemonapostle
Borg Scout Ship

**Name**: Scout
**Craft**: Borg Collective Scout Ship
**Type**: Scout
**Scale**: capital
**Length**: 200 x 200 x 200 meters
**Starship Size**: 7
**Skill**: capital ship pilot
**Autopilot**: all relevant skills at 4D
**Crew**: 200; Skeleton: 1
**Passengers**: 0
**Cargo Capacity**: 66,000 metric tons
**Consumables**: 3 years
**Warp Drive**: x569
**Transwarp**: x0.045 (See Notes)
**Nav Computer**: yes
**Maneuverability**: 3D+1
**Space**: 9.5
**Hull**: 5D+1
**Shields**: 4D
**Sensors**

* Passive: 65 / 5D
* Scan: 135 / 5D+1
* Search: 180 / 5D+2
* Focus: 6 / 6D

**Weapons**

* **6 Borg Energy Beams**

Fire Arc: 1 per cube side
Location: 1 per cube side
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 5-18/75/200
Firing Modes: Standard, Continuous, Pulse, Wide-Beam
Rate of fire: 2
Damage: 5D
* **6 Borg Cutting Beams**

Fire Arc: 1 per cube side
Location: 1 per cube side
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 5-18/75/200
Rate of fire: 1
Damage: Special
* **6 Borg Feedback Pulse Generators**

Fire Arc: 1 per cube side
Location: 1 per cube side
Crew: 1
Scale: capital
Skill: capital ship gunnery
Rate of fire: 1
Damage: Special
* **6 Borg Shield Drainers**

Fire Arc: 1 per cube side
Location: 1 per cube side
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 5-18/75/200
Rate of fire: 1
Damage: Special
* **6 Borg Torpedo Launchers**

Fire Arc: 1 per cube side
Location: 1 per cube side
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 8-200/1,000/2,500
Ammunition: 200 Borg Torpedoes total
Spread: 12
Damage: 10D
* **6 Class Delta Tractor Beams**

Fire Arc: 1 per cube side
Location: 1 per cube side
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 1-3/5/10
Rate of fire: 1
Strength: 6D
**Miscellaneous**:

* Crew Quarters:

* Regenerative Alcoves: 200

* Escape Pods: none

* Specialized Hull: Borg Ship Regeneration

* Maximum Life Support: 10,000

**Transporters**

* Personnel: 5

* Range: 100,000 km
* Capacity: 6 persons

* Emergency: 5

* Range: 25,000 km
* Capacity: 40 persons

* Cargo: 2

* Range: 160,000 km
* Capacity: 800 kg

**Complement**

* Probes: 100

**Notes**:

* **Transwarp**: The vessel may travel at transwarp speeds for 97.65 hours (50,000 light years) before the transwarp coil needs to be replaced.

**Description**: The Borg scout ship was a small borg starship used for scouting for new races to add to the collective.

The ship was a cubical shape, much like the Borg cube, though much smaller and only carried a small crew of Borg drones. (TNG: "I, Borg")

**Source**:

* Alpha: Borg scout ship
* Memory Beta: Borg scout
* thedemonapostle
Babylon 5 Narn Stun Gun

**Name**: Stun Gun
**Model**: Narn Stun Gun
**Type**: Ranged Energy Weapon
**Scale**: Character
**Skill**: Blaster
**Weight**: 0.47 kg
**Ammo**: 5
**Cost**: 1,250 credits
**Availability**: 1; R
**Range**: 1-6/15/30 meters
**Damage**: Special

**Games Notes**: Any character struck by a stun gun must make a Strength check at Difficulty 9 or be knocked unconscious for a number of hours equal to 6 – the victim’s Strength resistance roll.

**Description**: Looking very similar to a PPG, the Narn stun gun is very different in operation. Emitting a debilitating charge of particles that disrupts nerve pulses, the stun gun is capable of rendering a subject utterly helpless. Very short ranged, the stun gun is used most often by agents and assassins who are required to keep their victims alive. The stun gun uses the same energy caps as a PPG.

**Source**:

* Babylon 5 2nd Edition Sourcebook (page 138)
* thedemonapostle
Civilian PR01 "Aurora" Light Fighter

**Name**: PR01 Aurora
**Craft**: Civilian PR01 Aurora Light Fighter
**Type**: Light Fighter
**Scale**: starfighter
**Length**: 12 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Passengers**: 1
**Cargo Capacity**: none
**Consumables**: 6 days
**Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 3D+1
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 2D
**Shields**: 3D
**Sensors**

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

**Weapons**

* **2 Stream Lasers**  (firelinked)

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

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

Scale: starfighter
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Ammo: 2
Damage: 4D+1
* **Brute Mk I Missile**

Scale: starfighter
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 6D+1
* **Brute Mk II Missile**

Scale: starfighter
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 8D
* **Tractor Beam**

Fire Arc: turret
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1/3/6
Atmosphere Range: 10-100/300/600m
Strength: 2D
* **Electronic Counter Measure Module**

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

Fire Arc: aft
Crew: 1
Scale: starfighter
Skill: sensors
Fire Control: 2D
Space Range: 1-5/13/25
Atmosphere Range: 1-500/1,300/2,500m
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**: The Aurora is a mid-range civilian light fighter that is frequently used by low-level mercenaries. Notably, Wilford Biologics hired a pair of Aurorae to defend shipments against Mutant Rights Activists. The Aurora also serves in a corporate role: Arl Shoeyer owned three Aurorae as executive transports. Local planetary governments often maintain individual Aurorae for service as escort leaders. Aurorae have seen less legitimate service, as well: Good Ol' Boys Haulage, a front for a pirate organisation, maintained an Aurora as part of its arsenal.

The Aurora is the fighter of choice for three of the Tri-System's most well known pilots: Delphinius, Pinet El-Susse and Bruiser McDoozer. Ralph McCloud, who provided Lev Arris with the Kraven Mk. IV laser, flew an Aurora.

The Aurora entered service before 2779. Notable Aurorae include F465\_673F, G534\_467J and V465\_352L.

**Source**:

* Wing Commander Encyclopedia: Aurora Light Fighter PR01
* The Wing Commander Role Playing Game (page 330)
* thedemonapostle
Civilian PL03 "Skecis" Medium Fighter

**Name**: PL03 Skecis
**Craft**: Civilian PL03 Skecis Medium Fighter
**Type**: Medium Fighter
**Scale**: starfighter
**Length**: 16 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Passengers**: 1
**Cargo Capacity**: none
**Consumables**: 14 days
**Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 3D+2
**Shields**: 2D
**Sensors**

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

**Weapons**

* **4 Flux Beams**  (firelinked)

Fire Arc: Forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 3D+2
Space Range: 1/3/5
Atmosphere Range: 10-100/300/500m
Damage: 5D+1
* **4 Light Ordnance Hardpoints**

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

Scale: starfighter
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Ammo: 2
Damage: 4D+1
* **Brute Mk I Missile**

Scale: starfighter
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 6D+1
* **Brute Mk II Missile**

Scale: starfighter
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 8D
* **Tractor Beam**

Fire Arc: turret
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/4/8
Atmosphere Range: 10-200/400/800m
Strength: 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 -1 pip
* **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: 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**: The Skecis is a mid-range medium fighter available on the civilian market in the Tri-System. The design was followed by the unusual Skecis MK II, which differs in many respects. While the Skecis MK II is not necessarily a superior fighter, its lower price tag makes it a more common design. The Good Time Gang, a group of smugglers, included a pair of Skecis in their operations.

The Skecis entered service before 2781. Notable Skecises include A364\_452B (2781) and X867\_3347H (2785). X867\_347H is licensed to travel only in the Hom System.

**Source**:

* Wing Commander Encyclopedia: Skecis Medium Fighter PL03
* The Wing Commander Role Playing Game (page 333)
* Dthedemonapostle
CIS ML2b "Faldari" Medium Fighter

**Name**: ML2b Faldari
**Craft**: Central Intelligence Service ML2b Faldari Military Medium Fighter
**Type**: Medium Fighter
**Scale**: starfighter
**Length**: 9 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: None
**Consumables**: 14 days
**Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 4D+1
**Shields**: 3D
**Sensors**

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

**Weapons**

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

Fire Arc: Forward Narrow
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 3D+1
Space Range: 1/3/5
Atmosphere Range: 10-100/300/500
Damage: 5D+2
* **5 Light Ordnance Hardpoints**

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

Scale: Starfighter
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Ammo: 1
Damage: 4D+1
* **Brute Mk I Missile**

Scale: Starfighter
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 6D+1
* **Brute Mk II Missile**

Scale: Starfighter
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 8D
* **Python Missile**

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

Scale: starfighter
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: Shields 100% Ionized for 1 round
* **Stingray Torpedo**

Fire Arc: Forward
Crew: 1
Scale: Capital
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Ammo: 1
Damage: 32D
* **Hi-Explosive Mine Tube**

Fire Arc: Aft Narrow
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Range: N/A
Ammo: 10
Damage: 9D
* **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
* **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: 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**: The ML2b, more generally known as the Military Medium, is the Tri-System Military's middleweight starfighter. With at least six missile mounts, four Flux Beam MkII cannons, fine maneuverability and excellent speed, the ML2B is a serious threat to all enemies of law & order.

C321\_345B is listed in the CCN vehicle registry as a Faldari of 3 years' service, while K465\_549G is a Faldari MK II with 4 years. All other information is restricted.

**Source**:

* Wing Commander Encyclopedia: Medium Fighter ML2b
* The Wing Commander Role Playing Game (page 321)
* thedemonapostle
CPV-class heavy destroyer

**Name**: CPV-class heavy destroyer
**Craft**: Covenant Empire CPV-Class Heavy Destroyer
**Type**: Destroyer
**Scale**: capital
**Length**: 1,664 x 1,350 meters
**Skill**: capital ship pilot
**Crew**: 406; skeleton: 41/+10
**Passengers**: 2,300
**Cargo Capacity**: 41,600 metric tons
**Consumables**: 6 years
**Slip Space Drive**: x13
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 7D+1
**Shields**: 3D+2
**Sensors**

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

**Weapons**

* **Super Heavy Energy Projector**

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

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1-20/50/100
Atmosphere Range: 2-40/100/200km
Damage: 10D
* **24 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 Medium 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: 5D+1
* **6 Heavy Plasma Torpedo Launchers**

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

Fire Arc: turrets
Crew: 1
Scale: starfighter
Skill: starship gunenry
Fire Control: 3D
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 4D+1
**Description**: The CPV-class heavy destroyer is a Covenant destroyer class in service with the Covenant Navy. In large fleets they are usually the first ships to engage the enemy. The Covenant used ships of this class during the Harvest Campaign and the Battle of Shield 0459.

UNSC Battle Group Sierra-3 encountered and destroyed a CPV-class destroyer at the Battle of 18 Scorpii in 2543.

**Source**:

* Halo Wiki: CPV-class heavy destroyer
* thedemonapostle