recursal/Fanatic-Fandom huggingface dataset:
Narn Regime Ka’Toc Battle Destroyer

**Name**: Ka’Toc
**Craft**: Narn Regime Ka'Toc Battle Destroyer
**Type**: destroyer
**Scale**: capital
**Length**: 520 meters
**Skill**: capital ship pilot
**Crew**: 54; Skeleton: 7/+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**: none
**Cargo Capacity**: 410 kg
**Consumables**: 7 months
**Maneuverability**: 1D+2
**Space**: 1
**Hull**: 3D
**Sensors**

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

**Weapons**

* **Mag Gun**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D
Space Range: 1-15/38/75
Damage: 11D+2
* **Heavy Laser Cannon**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-9/23/45
Damage: 6D
* **12 Light Pulse Cannons**

Fire Arc: 3 forward, 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: 54

* Officers: 3
* Pilots: 6
* Sensor Operators: 10
* Crewmen: 35

* Average Crew Experience Level: Narn Line
* Stealth: 7 (Base Difficulty to Detect Ship)
* Fusion Engine

**Ship Complement**:

* Frazi Class Heavy Fighter: 6

**Source**:

* Babylon 5: Ships of the Galaxy (pages 66-67)
* thedemonapostle
Battlestar Galactica Armor

Heavier armor hinders the combatant. The Armor Table indicates the step penalties to Attributes imposed by armor.

* **Body Armor**: Despite its expansive name, body armor is simply a vest that covers the torso. Made of Kevlar and ceramic plates, it greatly reduces the damage inflicted by most weapons, but is designed primarily for stopping bullets.
* **Combat Helmet**: This basic black military-issue Kevlar composite helmet is covered with a cloth to match the wearer’s uniform. Hits to a helmeted head do not add extra damage, except on an Extraordinary Success.
* **Combat Suit**: Body armor material distributed evenly over the body offers much better protection. The main effects of the suit still apply only to bullets, but the Armor Rating reduces damage from all attacks (the suit includes a combat helmet with face plate). Unfortunately, the helmet impairs hearing and vision, and is a bit bulky.

**Source**

* Battlestar Galactica RPG Corebook (page 113)
* thedemonapostle
Merchant Gunship "Orion"

**Name**: Orion-class
**Craft**: Orion-class Mercenary Gunship
**Type**: Mercenary Gunship
**Scale**: capital
**Length**: 28 meters (estimated)
**Skill**: space transports
**Crew**: 1
**Passengers**: 1
**Cargo Capacity**: 50 metric tons
**Consumables**: 18 weeks
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 4D
**Shields**: 4D+2
**Sensors**

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

**Weapons**

* **2 Civilian Grade Laser Cannons** (firelinked)

Fire Arc: aft turret
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 2D+2
* **2 Civilian Grade Mass Driver Cannons** (firelinked)

Fire Arc: Forward
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 3D+2
* **Light Heat Seeker (LHS) Missile Tube**

Fire Arc: Forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D+2
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 3 missiles per tube
Damage: 8D
* **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**: The Orion is perhaps the safest of all the vehicles mentioned here. It can carry the most armor and shields of all ships listed (at the expense of its maneuverability). This is a sturdy ship, designed to last.

**Source**:

* Wing Commander Encyclopedia: Orion
* The Wing Commander Role Playing Game (page 295)
* thedemonapostle
Mass Effect: Powers: Barrier

**Name**: Barrier
**Sense Difficulty**: Easy
**Alter Difficulty**: Moderate
**Duration**: This power may be kept up
**Cool Down**: 2 rounds

**Effect**: This power creates a shield that protects the power's user from damage. The barrier provides a protection equal to the user's Alter roll in total protection. Each time the barrier is damaged, it loses in strength equal to the damage of the attack. The user may drop the Barrier at any time and cause damage to all those in front of the barrier. The damage is equal to one half of its current rating with a blast radius equal to the user's Alter in meters. Damage is reduced by 1D for every 1 meter away from the user.

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

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

**Description**: Reinforce armor with this biotic field. Reduce all forms of damage taken. Slows power use by 60%

**Source**:

* Mass Effect Wiki: Barrier
* thedemonapostle
Stargate Remington M40A1

**Name**: M40A1
**Model**: Remington Arms Model 40A1
**Type**: Firearm
**Scale**: Character
**Skill**: Firarms: Rifle
**Weight**: 6.8 kg
**Ammo**: 5 (internal magazine)
**Fire Rate**: Bolt Action
**Range**: 1-61/30/610 m
**Damage**: 4D+1

**Description**: The M40 rifle is a bolt-action sniper rifle used by the United States Marine Corps. It has had four variants—the M40, M40A1, M40A3, and M40A5. The M40 was introduced in 1966. The changeover to the A1 model was completed in the 1970s, the A3 in the 2000s, and the A5 in 2009.

Each M40 is built from a Remington 700 bolt-action rifle, and is modified by USMC armorers at Marine Corps Base Quantico, using components from a number of suppliers. New M40A5s are being built, and A1s are upgraded to A3s and A5s as they rotate into the armory for service and repair. The rifles have had many sub-variations in telescopic sights, and smaller user modifications. The M40A5 incorporates a detachable magazine and a threaded barrel to allow for the use of a sound suppressor or other muzzle device.

The original M40 was a military type-classified version of the Remington 700; it was factory-made, and had a one-piece wooden stock. The M40A1 and A3 switched to fiberglass stocks made by McMillan, with new scopes. The trigger pull on both models (M40A1/A3) is 3 to 5 lb (1.4–2.3 kg).

**Source**:

* Stargate Wiki: Remington Model 700
* Stargate SG-1 RPG Fantastic Frontiers Sourcebook (page 170)
* thedemonapostle
Kilrathi Empire Supply Depot

**Name**: Supply Depot
**Craft**: Kilrathi Empire Supply Depot
**Type**: Very Light Space Station
**Scale**: capital
**Length**: 500 meters
**Skill**: space station operations
**Crew**: 1,624; skeleton: 162/+10
**Passengers**: 397 passengers; 96 Hospital patients; & 240 prisoners
**Cargo Capacity**: 248,600 metric tons
**Consumables**: 24 months
**Hull**: 8D+2
**Shields**: 24D+2
**Sensors**

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

**Weapons**

* **4 Dual Flak Cannons**

Fire Arc: 4 turrets
Crew: 1
Scale: speeder
Skill: starship gunnery
Fire Control: 6D+1
Space Range: 1-3/8/15
Damage: 2D+1
* **12 Flak Cannons**

Fire Arc: 12 turrets
Crew: 1
Scale: speeder
Skill: starship gunnery
Fire Control: 6D+1
Space Range: 1-3/8/15
Damage: 1D+1
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/13/25
Effects: Enemy Sensors and Fire Control -1D
**Gear**:

* External Docking Port x4
* Phase Shields: The ship becomes immune to all forms of damage provided it is not hit by anything that can bypass its Shields (such as Antimatter Guns or torpedoes).
* Escape Pod x47

**Ship Complement**:

* Sartha Light Fighters: 24
* KF-507 Drakhri Medium Fighters: 24
* Jalkehi Heavy Fighters: 7

**Description**: The Kilrathi Supply Depot is a smaller variant of the Kilrathi Star Post installation. These bases are generally used for anything short of a dry-dock overhaul: refueling, rearming and repairing warships. Supply Depots are generally constructed only safe behind the front lines. Pilots off the TCS Tiger's Claw destroyed a depot in the Bifrost System during Operation Thor's Hammer.

**Source**:

* Wing Commander Encyclopedia: Kilrathi Supply Depot
* The Wing Commander Role Playing Game (page 398)
* thedemonapostle
Mass Effect Starship: Turian Fighter

**Name**: Fighter
**Craft**: Turian Fighter
**Type**: Space Superiority Fighter
**Scale**: Starfighter
**Length**: 9 meters
**Skill**: Starfighter Pilot
**Crew**: 1; Gunners: 1
**Cargo Capacity**: 200 kg
**Consumables**: 3 days
**Maneuverability**: 2D+1
**Space**: 7
**Atmosphere**: 350; 1,000 km/h
**Hull**: 3D+2
**Shields**: 1D+2
**Sensors**

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

**Weapons**

* **Type III**  **Mass Accelerator Cannon**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1-10/25/50
Atmosphere Range: 10-1,000/2,500/5,000m
Damage: 6D
* **6**  **Type II**  **Disruptor Torpedoes**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Damage: 7D+1
**Description**: Turian fighters differ from ones used by Alliance. First of all they can be staffed with a gunner, that gives the pilot an advantage as he no longer has to concentrate on weapons and shield systems. Turians have an older engine system with only one thruster so the
fighter lacks the maneuverability. The wings of the their fighter have no external hardpoints and are used as landing gear, thus all weapon systems but the mass accelerator cannon are hidden in a weapon bay in the lower middle part of the vessel. The turian made fighter is more resilient then the SX3 and has superior armor, can carry more additional weapons (6 hardpoints) and has better sensors.

**Source**:

* Mass Effect: The Unofficial Role Playing Game 2.35 (page 91)
* thedemonapostle
Minbari Federation Sharlan Line Cruiser

**Name**: Sharlan Line Cruiser
**Craft**: Minbari Federation Sharlan Line Cruiser
**Type**: Line Warcruiser
**Scale**: capital
**Length**: 1,600 meters
**Skill**: capital ship pilot
**Crew**: 506; Skeleton: 51/+10
**Crew Skill**: Astrogation: 5D; Capital Ship Gunnery: 3D+2; Capital Ship Piloting: 5D; Communications: 5D; Sensors: 5D; Starship Gunnery: 3D+2
**Passengers**: 5,400
**Cargo Capacity**: 10,800 metric tons
**Consumables**: 70 months
**Hyperdrive**: x14
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 6
**Hull**: 9D+2
**Sensors**

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

**Weapons**

* **12 Antimatter Converters**

Fire Arc: 4 forward, 3 port, 3 starboard, 2 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 6D+2
Space Range: 1-3/7/13
Damage: 5D
* **23 Fusion Cannons**

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

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

Fire Arc: 8 forward, 6 port, 6 starboard, 3 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 6D+2
Space Range: 1/2/3
Strength: 9D+2
* **Minbari Jamming Suite**

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

* Artificial Gravity: Yes
* Crew: 506

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

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

**Ship Complement**:

* Flyer Class Combat Fighter: 4
* Nial Class Heavy Fighter: 24

**Source**:

* The Babylon 5 Project: Sharlin class warcruiser
* Babylon 5: Ships of the Galaxy (pages 34-35)
* thedemonapostle
Mass Effect Starship: SX3 Alliance Fighter

**Name**: SX3
**Craft**: Systems Alliance SX3 Fighter
**Type**: Space Superiority Fighter
**Scale**: Starfighter
**Length**: 10 meters
**Skill**: Starfighter Pilot
**Crew**: 1
**Cargo Capacity**: 150 kg
**Consumables**: 2 days
**Cost**: 300,000 credits
**Maneuverability**: 3D
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 3D+1
**Shields**: 1D+2
**Sensors**

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

**Weapons**

* **2 Type I Mass Accelerator Cannons** (firelinked)

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1-10/25/50
Atmosphere Range: 10-1,000/2,500/5,000m
Damage: 6D+1
* **4 Type I Disruptor Torpedoes**

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Damage: 6D+1
**Description**: Fighters are lightweight enough that they can be economically fitted with powerful element zero cores, making them capable of greater acceleration and sharper maneuvers than larger vessels. The SX3 is the third generation space fighter. It’s primary design was based on turain blueprints, but over the time the alliance engineers tailored it more for humans. It has a dual helios thruster module which in case of an emergency gives the fighter a speed advantage. The armor and durability were sacrificed for weight and maneuverability, but thanks to that the fighter handles well in space as in atmosphere. SX3 has four hardpoints under the wings and two fixed mass accelerator cannons. The hardpoints are universal and can be fitted with various types of torpedoes or rockets, the most popular being the disrupt torpedo as it is common that the fighters fly mainly as support for bigger vessels. As most small craft the SX3 has a very limited sensor array adapted mostly for target search purposes, due to its size it lacks the identify option.

**Source**:

* Mass Effect: The Unofficial Role Playing Game 2.35 (page 91)
* thedemonapostle
Man O' War

**Name**: Man O' War
**Craft**: Sangheili Man O' War
**Type**: light warship
**Scale**: capital
**Length**: 526 meters
**Skill**: capital ship pilot
**Crew**: 316; skeleton: 32/+10
**Passengers**: 725
**Cargo Capacity**: 13,150 metric tons
**Consumables**: 2 years
**Hyperdrive**: x13
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 5D+2
**Shields**: 2D+2
**Sensors**

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

**Weapons**

* **6 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
* **4 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
* **11 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 Man O' War is a Sangheili Warship created before the War of Beginnings using secret Forerunner technology. This ship classification was the apex of Sangheili warship design which was never equaled by Covenant patterns in many aspects. Thus these ships have been re-fielded in the Blooding Years.

**Source**:

* Halo Wiki: Man O' War
* thedemonapostle
Orz Space Marine

**Name**: Marine Exoskeleton
**Craft**: Orz Marines
**Type**: Combat Exoskeleton
**Scale**: Speeder
**Length**: 2.5 meters tall
**Skill**: walker operations
**Crew**: 1
**Cargo Capacity**: 15kg
**Consumables**: 2 months
**Maneuverability**: 3D
**Move**: 30; 90kmh
**Space**: 10
**Atmosphere**: 105; 300 km/h
**Strength**: 1D+2
**Weapons**

* **2 Triple Laser Cannons**

Fire Arc: 2 partial turrets
Scale: speeder
Skill: Blaster
Range: 1-300/800/1,500m
Damage: 5D
**Description**: Orz crew, encased in robotic, armored exoskeleton, 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
Nephilim "Skate" Interceptor

**Name**: Skate
**Craft**: Nephilim Skate Interceptor
**Type**: Interceptor
**Scale**: walker
**Length**: 8 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: 200 kg
**Consumables**: 14 days
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 4D
**Space**: 11
**Atmosphere**: 435; 1,250 km/h
**Hull**: 2D+2
**Shields**: 3D
**Sensors**

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

**Weapons**

* **2 Light Burst Maser** (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
* **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

**Notes**

* Cluster Fighter. Any three Skates may merge together to form a single Skate-B, Skate-T or Skate-M (the choice of which is at the GM's discretion).

**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 (pages 310-311)
* thedemonapostle
MC-305 "Wolverine" Class Transport

File:MC-305 "Wolverine" Transport.png
**Name**: MC-305
**Craft**: Tau'ri Wolverine Class Transport
**Type**: Transport
**Scale**: Starfighter
**Length**: 18 x 26.17 x 5.92 meters
**Skill**: Starfighter Pilot
**Crew**: 3; skeleton: 1/+10
**Passengers**: 10 troops
**Cargo Capacity**: 50 kg
**Consumables**: 1 week
**Maneuverability**: 3D
**Space**: 8
**Atmosphere**: 365; 1,050 km/h
**Hull**: 4D+1
**Sensors**

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

Fire Arc: nose turret
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: 4D
**Description**: The MC-305 was initially designed, during the joint United States-Taiwan F-302 project (June, 2016 - January, 2018 as a variant for the F-302 in order to create a heavier fighter craft capable of supporting heavier anti-ship weaponry to allow for easier attacks against craft lacking anti-fighter defenses that could truly pose a threat to larger ships. The MC-305 however, did not perform as expected, and was temporarily abandoned, until a team of the engineers noted that, if re-purposed, it could serve as a squad transport, in place of the Z-006 "Puddle Jumper", and could sometimes be better armed. The passenger bay is capable of being refitted to drop bombs in emergency situations, but most MC-305s are not pre-configured for that.

**Source**:

* thedemonapostle
Nephilim "Remora" Remote Turret

**Name**: Remora
**Craft**: Nephilim Remora Interceptor Cluster Remote-Guided Turret
**Type**: Interceptor Cluster Remote-Guided Turret
**Scale**: speeder
**Length**: 16 meters (estimated)
**Skill**: Automated: starfighter pilot
**Crew**: 0; Automated
**Cargo Capacity**: none
**Consumables**: none
**Maneuverability**: 3D+2
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 2D
**Shields**: none
**Sensors**

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

**Weapons**

* **Light Burst Maser**

Fire Arc: Forward Narrow
Crew: 0; Automated
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+1
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Damage: 1D
* **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**:

* Automation Module: The vehicle can operate without a crew. The automaton has all applicable skills to adequately operate this vessel at 3D.

**Notes**

* **Clustered Fighter**: Remoras accompany Ray Node clusters and act as free-floating automated Gun Turrets (360°) for the Ray. Individual Remoras may not be targeted or destroyed until the Ray itself is destroyed and until that occurs the Remoras must travel along with the Ray at the same speed.

**Source**:

* Wing Commander Encyclopedia: Remora/Ray Node Cluster
* The Wing Commander Role Playing Game (pages 312-313)
* thedemonapostle
Mass Effect: Powers: Singularity

**Name**: Singularity
**Control Difficulty**: Very Difficult
**Sense Difficulty**: Very Difficult
**Alter Difficulty**: Very Difficult
**Duration**: 1 round
**Cool Down**: 1 round

**Effect**: This power creates a small gravity well. Those caught within the effects of the Singularity may roll their Strength versus the Strength of the Singularity. Success indicates they escaped, failure means they're trapped and suffer damage. Those trapped within the Singularity cannot move.

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

**Jedi Complications**: A Jedi may learn this power but, any Jedi that uses this power to harm any living creature suffers a Dark Side point.

**Description**: Create a sphere of dark energy that traps and dangles enemies caught in its field.

**Source**:

* Mass Effect Wiki: Singularity
* thedemonapostle
Papogod PR2B "Ecantona" Medium Fighter

**Name**: PR2B Ecantona
**Craft**: Papogod PR2B Ecantona Medium Fighter
**Type**: Medium Fighter
**Scale**: starfighter
**Length**: 22 meters (estimated)
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: none
**Consumables**: 14 days
**Jump Drive**: x100
**Nav Computer**: yes
**Maneuverability**: 3D
**Space**: 7
**Atmosphere**: 350; 1,000 km/h
**Hull**: 3D
**Shields**: 2D
**Sensors**

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

**Weapons**

* **4 Stream Lasers Mk. II** (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: 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
* **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**: The Ecantona is second only to the Ashearer as pirate fighters are measured. The Ecantona is the medium fighter of the Papogod clan. Ecantona and Ashearers are often deployed together, as they both resemble complex civilian fighters more than they do the average pirate fighter.

**Source**:

* Wing Commander Encyclopedia: Ecantona Medium Fighter PR2b
* The Wing Commander Role Playing Game (pages 327-328)
* thedemonapostle
Mrnhrm X-Form

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

**Weapons**

* **2 Lasers** (firelinked)

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Damage: 2D

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

**Weapons**

* **2 Missile Launchers** (firelinked)

Fire Arc: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D
Space Range: 1-18/45/90
Atmosphere Range: 10-1,800/4,500/9,000m
Damage: 2D
### **Notes**

* **Transforming**: Takes one round. Cannot dodge or use weaponry during transformation.

### **Description**

Flexibility is the key to survival. The robotic Mmrnmhrm understood this concept, as proven by their agreement to join the Chenjesu in their "Process", and their warships have integrated this concept wholly and fully. The Mmrnmhrm X-Form, also known as the Mmrnmhrm Transformer, could quickly transform from the slow but powerful X-Wing form to the quick, stinging Y-Wing form.

**X-Wing Propulsion**

The X-Wing form has an excellent turning rate, allowing it quickly to bring its formidable weaponry to bear upon its opponents. Its top speed is very low.

**Y-Wing Propulsion**

The quick Y-Wing form relies on the concept of "If you can’t hit me, you can’t kill me". One of the fastest ships in the game, the Y-Wing form is hampered by its slow rate of turning. In this form, the ship can quite effectively evade enemy shots if flown by a skilled pilot.

**Primary Armament**

**X-Wing**

The X-Wing form is equipped with a powerful twin-laser array that deals enormous damage at a short range. This weapon rapidly depletes the modest energy store of the Transformer, so use the laser array with care.

**Y-Wing**

The Y-Wing form uses long-range twin missile launchers with fair tracking systems. While the missiles cause little damage individually, their range when correctly mixed with the Y-Wing form’s immense speed can slowly demolish a ship, causing slow but constant attritional damage from a safe distance. Being able to outrun most ships, the Y-Wing form is vital to winning any battle.

**Secondary Armament**

The secondary ability of the Transformer is to switch between the X-Wing and Y-Wing modes. This is a fairly intensive process, and will fully deplete the combat batteries of the Transformer.

### **Source**

* Ultronomicon: X-Form
* thedemonapostle
Serenity Starship Weapons

**Starship Weapons**

Most ships in the ‘Verse are unarmed. Since the war is over, there’s little enough need for one ship to shoot down another, and the Alliance has always been touchy over the notion of private citizens totin’ cannons in space.

Alliance ships are armed, of course. You never know. Might be some bad people about. Military weapons fall mainly into four categories.

**Warheads**

The deadly cargo that weapons systems deliver, warheads come is a variety of types and uses.

**Kinetic**

A kinetic warhead is just a bullet: a solid bar of metal that does damage by slamming into the target at high speeds. At 2 miles per second (common for missiles and cannon), a kinetic warhead does as much damage as an equivalent amount of high explosive, and it’s harder to disrupt.

**Explosive**

Explosive warheads are dual purpose. They have a shaped charge for maximum damage on a direct hit and enough power to shake up the target even with a near miss (although this works much better in atmosphere).

**Canister**

A defensive warhead consisting of a large number of dense ball bearings (up to an inch across) surrounding a bursting charge. Once the warhead is directed at the target and reaches optimal range, the charge scatters the balls in an expanding cloud along its path like a giant shotgun shell. This is usually enough to trash the guidance systems of missiles and bombs, and can damage light vehicles (and people), as well.

**Magnetic**

More properly an “electromagnetic pulse” warhead, these use an explosive charge to generate an extremely powerful, short duration electric current in a coil of wire. The current sends out a wave of magnetic energy that will fry anything electronic—computers, nav systems, sensors, comms—within range. Mag warheads can be used offensively or defensively against incoming missiles.

**Jammer**

A warhead that puts out signals or highly reflective materials (chaff, “sand,” or smoke) designed to confuse sensors or shut down comms on a wide variety of wave lengths. Jammers may try to overwhelm the target with noise, imitate and distort signals they receive to give false returns, or send out low-level signals to cover up the target without being noticed.

**Decoy**

This warhead attempts to mimic the sensor signature of a particular ship, usually to draw fire away from her. At engagement ranges, this involves flares, spoofing sensor signals, and sometimes smoke or chaff to provide a false target. Larger decoys can produce a larger and more varied signature. Beyond easy visual range, size does not matter so much. An effective decoy may depend more on psychology than engineering to dupe its target.

**Nuclear**

Unlike conventional explosives, nukes are effective proximity weapons even in space, although the damage mechanism is somewhat different. “Dirty” bombs that scatter radiation over a large area inside of atmo aren’t effective in space because normal shielding protects those inside.

Bombs

Cannons

Energy Weapons

Grapplers

Missiles

Space Mines
Minbari Federation Nial Class Heavy Fighter

The Nial has been the main front-line fighter of the Minbari Federation for centuries and is an utterly lethal craft. Benefiting from the same jamming technology common to all Minbari vessels, the Nial is exceptionally maneuverable and is armed with tri-linked light fusion cannon powerful enough to utterly destroy any craft of similar size before the enemy craft can manage to get a lock-on.

Though short-ranged, the Nial’s advanced flight control system allows its pilot to plot and complete many actions without effort, leaving him to concentrate on the most important tasks – a vital advantage in combat.

Devised by the Anla’shok, a more streamlined version of the lethal Nial – the Va’Nial – is a slightly less powerful fighter capable of reaching hard-to-follow speeds and tightly compacted turns and maneuvers that allow it to make pass after pass unafraid of enemy dog-fighters. The warrior caste dislikes them overall, but the Rangers seem happy to have something as fast and as agile at their disposal.

Nial Heavy Fighter

Va’Nial Fast Fighter

**Source**:

The Babylon 5 Project: Nial class fighter

Babylon 5: Ships of the Galaxy (pages 42-43)

thedemonapostle
Retros "Salthi" Light Fighter

**Name**: Salthi (Gemini Sector Variant)
**Craft**: Retros Salthi Light Fighter (Gemini Sector Variant)
**Type**: Light Fighter
**Scale**: starfighter
**Length**: 24 meters
**Skill**: starfighter pilot
**Crew**: 1
**Cargo Capacity**: 15 metric tons
**Consumables**: 7 days
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: 3D+1
**Space**: 7
**Atmosphere**: 350; 1,000 km/h
**Hull**: 3D+1
**Shields**: 5D
**Sensors**

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

**Weapons**

* **2 Civilian Grade Particle Cannons** (firelinked)

Fire Arc: Forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D+2
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500m
Damage: 3D
* **2 Light Heat Seeker (LHS) Missile Hardpoints**

Fire Arc: Forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 3D+2
Space Range: 1-6/15/30
Atmosphere Range: 10-600/1,500/3,000m
Ammo: 1 missile per hardpoint
Damage: 8D
* **Proton Torpedo Tube**

Fire Arc: Forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Ammo: 10
Damage: 10D
* **Tractor Beam**

Fire Arc: turret
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 10-200/500/1,000m
Strength: 3D+1
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Effects: Enemy Sensors and Fire Control -1 pip
**Description**: In one of the war's more unorthodox tactics, Kahl of the Sixth Fleet of the Claw developed a plan to sell surplus Salthi to the Terran Church of Man. The hope was that the appearance of military grade equipment among pirates and raiders would help disorganize Confederation forces as a prelude for a major invasion of the Gemini Sector. An unexpectedly strong military response to the renegade church, coupled with Kahl's death during a combat mission finished the plan before it could come to fruition.

**Source**:

* The Wing Commander Role Playing Game (page 297)
* thedemonapostle
Mass Effect: Vehicles: X3M

**Name**: X3M
**Craft**: Various Manufacture X3M Transport
**Type**: Shuttle
**Scale**: Speeder
**Length**: 4.5 meters
**Skill**: Repulsorlift Operations
**Crew**: 1
**Passengers**: 3
**Cargo Capacity**: 400 kg
**Cover**: Full
**Cost**: 5,000 credits
**Maneuverability**: 0D+2
**Move**: 225; 650 km/h
**Altitude Range**: 2 km
**Hull Strength**: 2D
**Weapons**: None

**Description**: Referred to colloquially as a "shuttle", "skycar", or "aircar", the X3M is a contragravity speeder designed for transporting individuals in metropolises and space stations. Shuttles are compartmentalized into a pilot/passenger compartment and a propulsive drive compartment. In the pilot/passenger compartment, there are four seats with one of them reserved for the pilot. From either the forward left or right seat, a pilot controls the shuttle's movements through the use of a haptic adaptive interface. The canopy of the shuttle is divided into two sections - a central section which lifts up, and a clamshell door. The windows of the vehicle can be darkened for the privacy of the passengers. Due to the limited storage space, passengers are limited to what they can carry or store on their bodies. Rear of this compartment, there is the propulsive drive powered by a mass effect field.

A shuttle can travel over 7 kilometers every 10 minutes. The relative slowness and short length of these vehicles permits a pilot to navigate or park in a confined space. X3Ms have shown the capacity to move forward, ascend or descend, or make turns. These shuttles require a small landing zone.

**Source**:

* Mass Effect Wiki: X3M
* Mass Effect: The Unofficial Role Playing Game 2.35 (page 90)
* thedemonapostle
Mass Effect: Powers: Dark Channel

**Name**: Dark Channel
**Control Difficulty**: Difficult. Modified by proximity, but limited to line of sight.
**Alter Difficulty**: Perception or Control roll of target.
**Duration**: 6 rounds
**Cool Down**: 2 rounds

**Effect**: This power causes a persisting 3D+1 damage resisted with the target's Strength only. If the target dies before the duration expires, the effects jump to the next nearest target, friend or foe alike, and continues its effects on the new target and will continue to do so until the duration expires. If this power stuns, wounds or causes any other injury to a character, they are so convulsed with pain that they are incapable of performing any actions for the rest of the round.

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

 In Line of Sight

**Jedi Complications**: A Jedi may learn this power, but a Jedi who uses this power for any reason immediately gets a Dark Side point.

**Description**: Plague an opponent with a persistent, damaging biotic field. Effect transfers to a second target if the first is killed. Effect's length depends on Dark Channel's duration. Only one field may be active at a time.

**Source**:

* Mass Effect Wiki: Dark Channel
* thedemonapostle
Reverence-class cruiser

**Name**: Reverence-class cruiser
**Craft**: Covenant Empire Reverence-Class Cruiser
**Type**: Flagship / Support Cruiser
**Scale**: capital
**Length**: 3,000 meters
**Skill**: capital ship pilot
**Crew**: 3,000; skeleton: 300/+10
**Passengers**: 4,200
**Cargo Capacity**: 75,000 metric tons
**Consumables**: 12 years
**Slip Space Drive**: x13
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 8D+1
**Shields**: 4D

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

**Weapons**

* **20** **Heavy**   **Energy Projectors**

Fire Arc: turrets
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1-20/50/100
Atmosphere Range: 2-40/100/200km
Damage: 10D+2
* **75 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
* **60 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
* **40 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 Reverence-class cruiser is a Covenant warship classification within the Covenant Navy.

The Reverence-class cruiser is stated to be 3 kilometers long, twice as long as the noticeably armored and fortified Covenant destroyer. This cruiser classification fielded and supported a vast complement of soldiers and was also used as a flagship for small task forces.

Although the Reverence-class boasted two Energy projectors and seven Plasma Torpedo tubes, it could only fire one Energy Projector at a time, typically only the forward-mounted one and two Plasma Torpedoes simultaneously due to power constraints.

Reverence-class cruisers are 3 kilometers long; about the length of the UNSC carrier.

It is possible that the Reverence-class cruiser is the same ship as the ORS-class heavy cruiser, with Reverence being the Covenant designation and ORS being the Human designation. They are almost exactly the same length and fill nearly identical roles. The Incorruptible has been identified as an ORS-class heavy cruiser on Halo Waypoint.

**Source**:

* Halo Wiki: Reverence-class cruiser
* thedemonapostle
Razor-class light Prowler

**Name**: Razor-class light prowler
**Craft**: ONI UNSC Razor-class light prowler
**Type**: Stealth Infiltration
**Scale**: capital
**Length**: 162 meters
**Skill**: capital ship pilot
**Crew**: 90; Skeleton: 9/+10
**Passengers**: 20
**Cargo Capacity**: 650 metric tons
**Consumables**: 7 months
**Slip Space Drive**: x6
**Nav Computer**: yes
**Maneuverability**: 2D+2
**Space**: 6
**Atmosphere**: 330; 950 km/h
**Hull**: 2D+1
**Sensors**

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

**Stealth Systems**: Difficulty to detect +2D
**Weapons**

* **3 Pulse Lasers**

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

Fire Arc: dropped
Crew: 1
Scale: capital
Skill: demolitions
Fire Control: 0D
Range: 0
Ammo: 14
Damage: 6D
* **Shiva-class Nuclear Missiles**

Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-12/30/60
Atmosphere Range: 2-24/60/120km
Damage: 9D

**Complement**:

* At least one D77H-TCI Pelican / D79H-TC Pelican
* At least one squad of Marines

**Description**: The Razor-class light prowler is a classification of prowler used by the Office of Naval Intelligence during the pre-war Insurrection, the Human-Covenant war and presumably the Post-war era.

Very little is known about the Razor-class prowler other than that which is already known about other prowler classes. Originally developed before or during the Insurrection, the Razor-class prowler was designed as a light corvette that could operate as a high-impact, low-profile stealth vessel. Its chief functions were reconnaissance, VIP transport, intel-gathering, and the ability to operate as a mobile command platform. While unconfirmed, it is likely that the Razor-class continued to see use after the war, owing to ONI's extensive operations into former Covenant territory.

**Stealth systems**

* Ablative baffles
* Counter-electronic systems
* Stealth ablative coating
* Texture buffers

**Source**:

* Halo Wiki: Razor-class light prowler
* thedemonapostle
Nephilim "Kraken" Capital Ship Killer

**Name**: Kraken
**Craft**: Nephilim Kraken Capital Ship Killer
**Type**: Capital Ship Killer
**Scale**: capital
**Length**: 1,200 meters
**Skill**: capital ship pilot
**Crew**: 6,000; skeleton: 600/+10
**Passengers**: 1,500 passengers; 56 hospital beds; & 140 prisoners
**Cargo Capacity**: 204,800 metric tons
**Consumables**: 60 months
**Jump Drive**: x1
**Jump Drive Backup**: x10
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 1
**Atmosphere**: 210; 600 km/h
**Hull**: 9D
**Shields**: 3D
**Sensors**

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

**Weapons**

* **13 Standard Masers**

Fire Arc: 13 turrets
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 6D
Space Range: 1-4/10/20
Atmosphere Range: 10-400/1,000/2,000m
Damage: 3D+1
* **Nephilim Heavy Plasma Cannon**

Fire Arc: Forward
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 1-8/20/40
Atmosphere Range: 2-16/40/80km
Damage: 4D
* **CapShip Plasma**

Fire Arc: Forward
Crew: 5
Scale: Death Star
Skill: capital ship gunnery
Fire Control: 4D+2
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100km
Damage: 32D
* **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+1
**Gear**:

* External Docking Port x2
* Phase Shields: While active the ship becomes immune to all forms of damage provided it is not hit by anything that can bypass its shields (such as Anti-Matter Guns or torpedoes).
* Escape Pod x75

**Description**: The primary purpose of the Kraken is that of a ship killer -- to locate, target and expeditiously destroy the capital ships of the opponent. It's remarkably good at this. There is no good Confed counterpart to the Kraken.

The Kraken has an extremely powerful weapon mounted at the prow -- a Plasma-based weapon unlike anything the Confed has developed. I tis capable of shredding the shields of almost any Terran ship with one blast. The system takes an enormous amount of energy -- in fact, it is believed that the majority of the ship's energy is diverted to the forward cannon prior to firing. This does not happen until the moment before the ship is used, however, and this the cannon remains uncharged until moments before it is fired.

All in all, it is not the most subtle of ships in the Alien fleet, but it is definitely one of the deadliest.

In an attempt to make the Kraken faster and more capable of gaining proximity to its targets, the Aliens designed it with only moderate armor beneath formidable shields. This is a liability that it compensates for by carrying a small number of interceptors for support.

It has shield emitters for the engines and bridge.

**Source**:

* Wing Commander Encyclopedia: Kraken-class cap ship killer
* The Wing Commander Role Playing Game (pages 413-414)
* thedemonapostle
Mass Effect: Vehicles: Atlas

**Name**: Atlas
**Craft**: Cerberus Atlas
**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
**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
* **Smoke Grenade**

Fire Arc: forward
Crew: 1
Scale: walker
Skill: Missile Weapons
Fire Control: 1D
Range: 1-13/33/67m
Damage: Increases attack difficulty by +1D for all within its area of effect.
* **Melee Attack**

Scale: walker
Skill: Walker Operations
Range: 2 meters
Damage: 3D
**Description**: With the Atlas, Cerberus's research arm has combined the deadly armor and firepower of a YMIR mech with the tactical superiority of a trained human pilot. An element zero core allows the Atlas to be air-dropped onto a battlefield with minimal impact damage. Its thick armor includes a robust transparent canopy made from a polycrystalline composite proprietary to Cerberus. Alliance engineers hypothesize that the material is some kind of synthetic sapphire composed with interlayers to resist cracking and thermal damage.

Although the Atlas is somewhat unwieldy in the field, its antipersonnel machine guns and ability to shrug off damage from anything short of a heavy weapon makes it a fearsome opponent. Heavy loss of life is to be expected in any unprepared encounter with this unit.

**Source**:

* Mass Effect Wiki: Atlas
* Mass Effect: The Unofficial Role Playing Game 2.35 (page 72)
* thedemonapostle