recursal/Fanatic-Fandom huggingface dataset:
Big Tray-Class

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Big Tray's were essentially large armored hovercraft with several large cannons mounted on the top deck. These landships were used primarily as heavy artillery platforms and as movable command posts. With its large guns the Big Trays were capable of attacking targets several kilometers away and was one of the few conventional weapons that could stand up to mobile suits in their own right.

The powerful hoverjets granted the Big Tray surprising mobility for a vehicle of its size and weight, however it was limited to maneuvering over relatively flat terrain. It was known to be able to travel over water.

When the Federation successfully developed mobile suits, it became common for a squad of mobile suits to escort Big Trays into battle. Often several of these mobile suits would ride atop the large flat surface around the bridge of the Big Tray, acting as additional turrets.

The Big Tray would serve as a counter for the Principality of Zeon's Dabude-class land battleships.

**Purchase TN:** 127 (To Build) 85 (New) 57 (Used)

**Restriction:** Mil (+3)

• • Tanks require the Pilot Ground Vehicles Skill to be operated.

• • Many tanks have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A tank can drive over any object at least 1 size category smaller than the tank. Anything run over by a tank takes damage based on how big the tank is, a large tank deals 3d6, and the damage increases by one damage step for every size category the tank is above large. Characters and creatures run over by a tank are considered stunned, and prone. (Vehicle Trait)

• • A tank may always turn in place as a standard move action, regardless of the vehicles maneuverability rating.

• • A speeder travels just above the ground there fore it may ignore difficult terrain, and even travel above water as if it were ground.

• • A speeder can change the height at witch it travels to a maximum of 10 meters above the ground. This allows the speeder to travel above most typical obstacles.

***Accommodations***

• • 16 Dorm Accommodations

***Facilities***

• • Brig (PL 5) **• •** Command Salon (PL 6) **• •** Dojo / Training Area / Gym (PL3) **• •** Med Bay (PL4)

***Power System***

• • Fission Generator (PL 5)

***Vehicle Systems***
• • 2x Rocket-Jet Space Engines (100 meters) (PL 5) **• •** 40 Unit Fuel Tank (PL 5) **• •** Automatic Fire Control System (PL 5) **• •** Class I Sensor Array (PL 5) **• •** Internal Comm System (video screen display) (PL 5) **• •** Laser Painter (PL 5) **• •** Radio Transceiver (PL 5) **• •** Utility Flare System (PL 5) **• •** Depolarizing Charge (PL 6) **• •** SatCom (Satellite Communications) (PL 6) **• •** Self-Destruct System (PL 6) **• •** Radiation Shielding (PL 6)
Craft (pharmaceutical) (Int) Trained Only

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**Special:** A character without a pharmacist kit takes a –4 penalty on Craft (pharmaceutical) checks. This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease. The Craft (pharmaceutical) check is based on the severity of the disease to be countered as measured by the TN of the Fortitude save needed to resist it. A character with the Medical Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks.

This skill allows a character to build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, house painting, drywall, laying cement, and building cabinets.
Astrogate (Int) Trained Only

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**Use this skill to plot a course through hyperspace from one star system to another.**

**Check:** You can plot a safe course through hyperspace between two star systems. The result of an Astrogate check determines whether a particular trip occurs without incident and how much time the trip takes; a failed check indicates either a delayed journey or the possibility of a hyperspace mishap that can ruin the journey. For information on moving through hyperspace see Hyperspace TNs. You can also use this skill to determine your position in space without the use of a nav computer by checking the constellations – provided you are traveling through an area of space you are familiar with.

**Special:** You can take 10 when making an Astrogate check, but you can’t take 20 since there is a possible penalty for failing. A character attempting to make a micro-jump takes a -10 penalty on their check. A character with the Spacer feat and at least 1 rank in this skill gets a +2 Aptitude bonus on Astrogate checks.

**Time:** Astrogating a course takes 1 minute.
Alien vs Predator Exotic Firearm Weapons

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**Burner (PL 6)**

The burner is a lightweight, carbine-format burner designed for use in close combat.

**Chemical Sprayer (PL 6)**

Similar to the burner, the chemical sprayer can project toxins or acid. Predators usually use this weapon when energy weapons would be too dangerous or when they want to capture their prey alive.

**M56 Smart Gun 10mm caseless (PL 6)**

The M56 Smartgun is a man-portable heavy machine gun with automatic targeting capabilities employed by the United States Colonial Marine Corps. The M56A2 model in particular saw regular use in engagements with the Xenomorph and Predator species.

**Micro-Missile Launcher:**

Similar to the plasma caster, the micro-missile launcher rests on one of the Predator's shoulder pads. The laser sight gives an extra bonus to hit with the plasma of +3. The sight is controlled by an IO interface to a helmet and eye movement. This functionality has been perfected over time and has extremely fast response. Due to these advancements, the normal –4 penalty to checks has been negated for purposes of the laser sight/IO port interface. The missiles themselves weigh about a pound.
Delta-6 Sprite-class Starfighter

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The Delta-6 Sprite-class starfighter was a short-range light starfighter used by the Jedi Order during the time of the Invasion of Naboo. It was the predecessor of the Delta-7 Aethersprite-class interceptor.

The Delta-6, manufactured by Kuat Systems Engineering, was a short-range patrol and reconnaissance interceptor, able to hold one pilot. This model lacked an on-board astromech droid for in-flight navigational assistance. It was armed with twin laser cannons, located on either side of the tapering, delta-shaped nose. These models were painted with a bronze and silver finish.

The model evolved from early Jedi starfighter concepts dating back to the time of the Great Sith War and the Jedi Civil War, perhaps including the Star Saber and Aurek fighter.

Prior to the onset of the Clone Wars, Kuat Systems Engineering unveiled the Delta-7 Aethersprite-class interceptor—the latest craft in the Delta line—thus rendering the Delta-6 obsolete. Any Delta-6 starfighters that survived into the Galactic Civil War would have become the property of Sienar Fleet Systems, when the company bought the entire Delta line from Kuat ten years after the Clone Wars.

**Purchase TN:** 48 (To Build) 32 (New) 21 (Used)

**Restriction:** Res (+2)

**Shield** – **SP** 50 – **DR** 10 – **Shield** **Damage Threshold** 20

• • The Delta-6 Sprite-class starfighter requires the Pilot Starship Skill to be operated.

• • The Delta-6 Sprite-class starfighter has vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • The Delta-6 Sprite-class starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule does not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement.

***Accommodations***

• • 1 Seat Only

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • Maneuvering Thrusters (PL 5) **• •** Repulsorlift (PL6) **• •** 2x Ion Engines 1500 meters (PL 6) **• •** Life Support System (PL 5) **• •** Class II Sensor Array (PL 6) **• •** Subspace Radio (PL 7) **• •** Autopilot System (PL 5) **• •** Anti-Accident System (PL 6) **• •** Shields (PL 7) **• •** Targeting System (PL 6) **• •** 2x Light Laser Cannon (PL 6) **• •** Landing Gear (PL 6)
1993 Nissan R32

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The R32 Skyline debuted in 1989. It was available as either a 2-door coupe or 4-door hardtop sedan, all other bodystyles were dropped. The R32 featured several versions of the RB-series straight-6 engines, which had improved heads (the twelve port inlet was gone) and used the ECCS (Electronically Concentrated Control System) injection system. Also available was an 1,800 cc 4-cylinder *GXi* model. Most models had HICAS four-wheel steering, with the rear wheels being hydraulically linked to the front steering. The 2.5-litre GTS-25 became one of the first Japanese production cars to feature a 5-speed automatic transmission. The GTS-t came in standard and Type M configurations, with the Type M having larger five-stud 16-inch wheels, four piston front callipers and twin piston rears plus other minor differences. ABS was optional (except for the GT-R and GTS-4), mechanical LSD was standard on the GTR and viscous LSD was standard on all turbo models and optional on all but the GXi. Nissan also produced 100 Australian models of the R32. In addition, there was a 4WD version of the GTS-t Type M, called the GTS-4.

This generation was considered a "compact" under Japanese legislation that determined the amount of tax liability based on exterior dimensions. The smaller engines were offered so as to provide Japanese buyers the ability to choose which annual road tax obligation they were willing to pay. The station wagon bodystyle was discontinued, and replaced by the Nissan Stagea.

**Purchase TN:** 80 (To Build) 53 (New) 36 (Used)

• • The 1993 Nissan R32 requires the Drive Skill to be operated.

• • The 1993 Nissan R32 has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 1993 Nissan R32 has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 4 Seats

***Power System***

• • 6 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Unit Fuel Tank (PL 5) • • 2x Turbocharger (PL 5) • • 4x4 Drive (PL 5)
1997 Ford F250 7.3 Diesel

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The ninth generation of the Ford F-Series is a lineup of trucks that were produced by Ford from the 1992 to 1998 model years. The final generation of the F-Series to include a complete range of trucks from a half-ton F-150 pickup truck to a medium-duty F-800 commercial truck, this is the third generation of the F-Series body and chassis introduced for 1980.

To improve the aerodynamics of the exterior, the front fascia underwent a substantial revision to its design. The Flareside bed design made its return, following a substantial change in its design.

In 1996, the tenth-generation F-Series was released (including the F-150) for the 1997 model year. The ninth-generation F-250 and F-350 remained in production through the 1997 and 1998 model years, respectively. For 1999, the heavier-duty model lines were replaced by Ford Super Duty trucks, a brand also adopted for Ford medium-duty trucks.

**Purchase TN:** 47 (To Build) 31 (New) 20 (Used)

• • The 1997 Ford F250 7.3 Diesel requires the Drive Skill to be operated.

• • The 1997 Ford F250 7.3 Diesel has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 1997 Ford F250 7.3 Diesel has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

• • Diesel engines are internal combustion engines that have half the fuel consumption of regular gasoline internal combustion engines.

***Accommodations***

• • 4x Seating Only

***Power System***

• • 8 cylinder Diesel Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 8x Fuel Tanks (PL 5) • • 4x4 Drive (PL 5)
Alien vs Predator General Equipment PL 5

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**Yautja, Med Kit, Light (PL 5)**

This kit contains enough tools to perform minor surgery and repair superficial wounds. The kit also contains all the equipment in a standard medical kit as well as a shrapnel extractor, two wound clamps, one stimulant shot, and one antiseptic tube. The whole kit is extremely compact and takes up an area 4”x5”x9”. The kit is in a xerbinium case and typically attaches to the underside of the Power Distribution Center.

**Yautja, Med Kit, Medium (PL 5)**

This kit contains enough tools to perform minor surgery and repair superficial wounds. The kit also contains all the equipment in a standard medical kit as well as a shrapnel extractor, six wound clamps, four stimulant shots, one antiseptic tube, and a wound stapler. The whole kit is extremely compact and takes up an area 4”x5”x9”. The kit is in a xerbinium case and typically attaches to the underside of the Power Distribution Center.

**Yautja, Med Kit, Heavy (PL 5)**

This kit contains enough tools to perform minor surgery and repair superficial wounds. The kit also contains all the equipment in a standard medical kit as well as a DeTox probe, a hypospray and 15 drug vials. Typical lists of drug vials include three each of: bone coral, counteragent, healing booster, stabilizer and stim. The whole kit is extremely compact and takes up an area 4”x5”x9”. The kit is in a xerbinium case and typically attaches to the underside of the Power Distribution Center.

 Yautja, Med Kit, Medium
 Yautja, Med Kit, Heavy
Battlestar Galactica Exotic Firearm Weapons

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**Colonial Heavy Assault Laser (PL 7)**

This is the mainstay heavy fire support weapon of the colonial Warriors. This weapon is typically mounted on a tri-pod or vehicle as it is too heavy for the majority or warriors to carry in combat.
BIMM

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The planet Bimmisaari is home to two distinct sapient species. They each refer to themselves as Bimms, and so do the rest of the peoples of the galaxy. Although they are not cross-fertile, the two species are both mild-tempered and peaceful and have coexisted for nearly all their recorded history.

The furred Bimm are thought to have evolved naturally on the planet.

Bimms dwell side-by-side in picturesque cities that dot their home world, surrounded by thick forests. Alien visitors to these towns (Or Bimm enclaves on other worlds) are always treated as honored guests.

**Personality:** Both species of Bimm are mild-mannered and cordial. The furry, humanoid Bimms are born merchants, hagglers, and shoppers. They love the "art of the deal" and do not consider a day complete if they haven't engaged in a spirited round of haggling or found a good deal at a wholesaler or market outlet. They consider fair dealing a point of honor and stealing and shoplifting is viewed as a crime on the magnitude of murder. All Bimms hold the Jedi in especially high regard.

**Physical Description:** The furry Bimms are small beings, standing 1 to 1.6 meters tall, with females slightly taller than males on average. They are floppy-eared humanoids covered in short fur that ranges in color from tan to a deep black. Their faces feature elongated muzzles and tiny black eyes. They have three long fingers and an opposable thumb on each hand. They favor the color yellow and are often clad in shades of that color.

**Home Worlds:** Bimmisaari, a temperate and densely forested planet located in the outer reaches of The Mid Rim.

**Languages:** The two species of Bimms share the same language, spoken as a harmonious singsong that sounds more like a collection of ballads than a standard form of communication.

**Example Names:** Ginder, Roki Morjara, Sindee, Toki Tollivar.

**BIMM SPECIES TRAITS**

• • Ability Modifiers: All Bimm receive a +2 bonus to their Intelligence and Charisma; but they suffer a -2 penalty to their Strength. Bimm are talkative and friendly, but physically weak.

• • Small: As a small size category creature, Bimm gain a +1 size bonus to their Defense Class, a +1 size bonus to attack rolls, and a +4 to Hide checks.

• • Speed: Bimm have a base speed of 6 meters.

• • Natural Diplomat: A Bimm gains a +5 Species bonus to Diplomacy, and Bluff checks made to Haggle. Additionally, Diplomacy, and Bluff are always Class Skills for Bimms.

• • Straight Dealer: A Bimm is a hard, but fair haggler in a merchant deal. A Bimm can re-roll an opposed Sense Motive check to Sense Deception, keeping the better of the two results.

• • Automatic Languages: All Bimm can speak, read, and write both Basic and Bimm.
Core Heavy Artillery

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Unlike Light Artillery pieces of heavy artillery requires multiple crew members to use of the Profession (Artillery) Skill to operate. A fully crewed heavy artillery weapon can fire once per round, while a half crewed heavy artillery weapon can fire once every two rounds. Heavy artillery weapon attacks are made at a -10 though the attack roll itself is the average of the whole crews Profession (Artillery) Skill Check.

**Ballista (PL1)**

The ballista sometimes called bolt thrower, was an ancient missile weapon that launched a large projectile at a distant target.

**Catapult (PL1)**

A catapult is a ballistic device used to launch a projectile a great distance without the aid of explosive devices—particularly various types of ancient and medieval siege engines. In use since ancient times, the catapult has proven to be one of the most effective mechanisms during warfare.

**Trebuchet (PL2)**

A trebuchet is a type of catapult, a common and powerful type of siege engine which uses a swinging arm to throw a projectile. The traction trebuchet, also referred to as a mangonel at times, first appeared in Ancient China during the 4th century BC as a siege weapon.
BALOSAR

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Balosars are humanoids with a shady reputation throughout the Core Worlds. They can easily pass for Human (when their antennapalps are retracted) and tend to live among the lowest echelons of society, preying on the vices of the weak-willed or impoverished.

Relief agencies have been trying to end the vicious circle of poverty, pollution, and corruption on Balosar for years, but the planet's government offers little assistance. Off-world corporations regularly line Balosar bureaucrats' pockets with credits in exchange for state-owned real estate on which they build sweatshop factories. Balosar offers no shortage of manual labor.

**Personality:** Balosars are often weak-willed and self-absorbed. Many suffer from severe depression and feel like they're trapped; others grudgingly accept their lot in life with a sarcastic grin. A Balosar's moral and ethical outlook is often skewed by hard life experiences, and many have trouble distinguishing between right and wrong.

**Physical Description:** A Balosar has coarse hair, a frail-looking frame, and retractable antennapalps atop their heads. The average Balosar stands about 1.6 meters tall, and most have sickly complexions from a lack of sunlight and clean air.

**Home Worlds:** Balosar is an inhospitable Core World that has seen better days. The planet's high crime rate and corrupt government discourages tourists, and the air is barely breathable because of industrial pollution.

**Languages:** Balosars speak their own language, which consists of deep vocalizations and throaty rasps. Written Balosar is crude looking but is no less complex than written Basic.

**Example Names:** Veya Bar'jaraka, Nina Dar'Eboros, Elan Sleazebaggano, Zirk Mer'darro.

**BALOSAR SPECIES TRAITS**

• • Ability Modifiers: All Balosars receive a +2 bonus to both their Dexterity and Charisma but suffer -2 penalties to both their Constitution and Wisdom. Balosars are nimble and attentive but are often in despair and a state of malnutrition.

• • Medium: As medium creatures, Balosars have no special bonuses or penalties due to their size.

• • Speed: Balosars have a base speed of 10 meters.

• • Antennapalps: While their antennapalps are extended, a Balosar can re-roll a Listen check involving sound, but must accept the result of the re-roll, even if it is worse. A Balosar may choose to retract their antennapalps as a Free Action (extending them is likewise a Free Action) to pass as human (no Disguise check required).

• • Toxic Resistance: Growing up on a polluted home world has given Balosars resistance to toxic substances. Balosars receive a +5 species bonus to their Fortitude Save against Poisons and Toxic Atmospheres.

• • Moral Ambiguity: A Balosar gains a +2 species bonus to their Will Save against Bluff and Diplomacy checks, as they are extremely savvy in a variety of illicit fields.

• • Automatic Languages: All Balosars can speak, read, and write both Basic and Balosar.
DEFEL

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The Defel (colloquially known as Wraiths) were barely visible beings native to the Outer Rim planet Af'El who appeared to most other species as shadows, re-enforcing the misconception that they were chameleon-like beings or "living shadows".

Defel were from Af'El, a large, high-gravity, seldom-visited world orbiting the ultraviolet supergiant Ka'Dedus. Since Af'El had no ozone layer, ultraviolet light passed freely to the surface, while other light wavelengths were mostly blocked by the heavy gases in the planet's atmosphere. Thus, all lifeforms on Af'El could see in ultraviolet light ranges, but were blinded by all but the dimmest light in other wavelengths. This is why Defels normally wore a visor when they left Af'El, and expected to be exposed to daylight at their destination. Compared to other species, they could see exceptionally well in the dark.

Defel were short, stocky beings, averaging 1.3 meters tall and nearly as wide. Though they were nearly invisible in normal light, Defel were actually colorful beings. Viewed under ultraviolet light, their fur appeared in colors ranging from yellow to blue. Their snouts appeared green, with orange, gill-like slits at the base of their jawlines. Elderly Defel lost their ability to absorb light, fading to a dull dark brown under visible light.

Due to the harsh conditions of Af'El, Defel had a society based on communal resource sharing. Co-operation was vital for survival. As a result, the typical Defel was a tough, independent being, with a strong sense of honor. Defel stood by their word, and refused to associate with anyone who broke a promise. The Defel lived in underground cities to escape Af'El's violent storms. Their subterranean society had developed highly advanced mining and metallurgical technology, though they had not developed space travel or agriculture on their own.

Due to the harsh conditions of Af'El, Defel had a society based on communal resource sharing. Co-operation was vital for survival. As a result, the typical Defel was a tough, independent being, with a strong sense of honor. Defel stood by their word, and refused to associate with anyone who broke a promise. The Defel lived in underground cities to escape Af'El's violent storms. Their subterranean society had developed highly advanced mining and metallurgical technology, though they had not developed space travel or agriculture on their own.

**DEFEL SPECIES TRAITS**

• • -2 Str +2 Int

• • Small as a small size category creature Defels gain a +1 size bonus to their Defense Class, a +1 size bonus to attack rolls, and a +4 to Hide checks.

• • Base speed is 6 meters

• • Partial invisibility: in low-light conditions a Defel gets 50% concelment miss chance to attacks made against them.

• • Blindness: outside of their home world a Defel must wear a special pair of goggles that filter out vertian forms of light. Without these goggles the Defel is blind. These goggles have a purchase TN of 12.

• • Automatic languages: Defel
Battlestar Galactica Exotic Weapons

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**Borellian Laser Bolas (PL 6)**

This bola is made from charged crystals. They are charged by running high yields of current through them. To use one simply has to pull them apart, strike them against each other, and throw. A laser projects between the two of them cutting most things in their path.
Battlestar Galactica Archaic Weapons

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**Cylon Centurion Officer Saber (PL 3)**

This finely tooled weapon is only carried by the elite gold plated Cylon Centurions. It is a notably sharp weapon made from fine material alloys. This weapon is a prized trophy among Colonian warriors who keep them as proof of their accomplishments in battle.
Assassin Vine

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The assassin vine is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. A mature plant consists of a main vine, about 6 meters long. Smaller vines up to 1 meter long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine.

A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.

**Combat:** An assassin vine uses simple tactics: It lies still until prey comes within reach, then attacks. It uses its entangle ability both to catch prey and to deter counterattacks.

**Constrict (Ex):** An assassin vine deals 1d6+7 points of damage with a successful grapple check.

**Entangle (Su):** An assassin vine can animate plants within 10 meters of itself as a free action (Ref TN 13 partial). The effect lasts until the vine dies or decides to end it (also a free action). The save TN is Wisdom-based.

**Improved Grab (Ex):** To use this ability, an assassin vine must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

**Blindsight (Ex):** Assassin vines have no visual organs but can ascertain all foes within 10 meters using sound, scent, and vibration.

**Camouflage (Ex):** Since an assassin vine looks like a normal plant when at rest, it takes a TN 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.
1985 Ford Thunderbird

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The ninth generation of the Ford Thunderbird is a personal luxury coupe that was manufactured and marketed by Ford for the 1983 to 1988 model years. In response to the sales downturn of the 1980–1982 Thunderbird, the Thunderbird underwent an extensive model revision for the 1983 model year. While remaining a personal luxury coupe (to minimize overlap with the Ford Mustang), the redesign of the Thunderbird marked a transition of the model range, emphasizing performance and handling over outright luxury and comfort content. As a central theme of the design, the ninth-generation Thunderbird marks the introduction of highly aerodynamic body design to Ford vehicles in North America (reducing its drag coefficient from 0.50 to 0.35), followed by similarly designed model lines, including the 1984 Ford Mustang SVO, 1984 Ford Tempo, 1986 Ford Aerostar, and 1986 Ford Taurus.

The ninth-generation of the Thunderbird is derived from the Ford Fox platform, as with 1980 Thunderbird (though with a shorter wheelbase). The 4.9 L V8 (5.0 L by Ford) made its return for 1983, coupled with the first (and only) four-cylinder Thunderbird. Powered by a variant of the Mustang SVO drivetrain, the Thunderbird Turbo Coupe was developed as a high-performance variant. The ninth-generation Thunderbird is the counterpart of the Mercury Cougar (returning solely to a coupe configuration) and the Continental (later Lincoln) Mark VII (1984–1992).

As with its predecessor, the ninth-generation Ford Thunderbird was produced in Atlanta Assembly and Lorain Assembly (in Hapeville, Georgia, and Lorain, Ohio, respectively). For the 1989 model year, this generation was replaced by the tenth-generation Ford Thunderbird, as the model line shifted from the Fox platform to the MN12 platform.

**Purchase TN:** 36 (To Build) 24 (New) 16 (Used)

• • The 1985 Ford Thunderbird requires the Drive Skill to be operated.

• • The 1985 Ford Thunderbird has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 1985 Ford Thunderbird has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 5x Seating Only

***Power System***

• • 8 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5)
Battlestar Galactica Long Arms

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**Civilian Laser Pistol & Rifle (PL 7)**

This is a fairly practical means for someone to protect themselves. There are many companies that produce it and it is cheap enough for many people to afford it.

**Cylonian Laser Combat Rifle (PL 7)**

This Combat Rifle is rather straight forward in design; It’s made for open warfare. It was designed for the Cylonian troops.
Carrion Crawler

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Carrion Crawlers are aggressive subterranean scavengers greatly feared for their paralyzing attacks. They scour their underground territory for dead and decaying flesh but won’t hesitate to attack and kill living creatures. Each of a Carrion Crawler’s tentacles is about two feet long and secretes a sticky, paralyzing substance.

**Combat:** Carrion Crawlers use their senses of sight and smell to detect carcasses and potential prey. When attacking, a crawler lashes out with its tentacles and tries to paralyze its victim. The tentacles deal no other damage. The creature then kills the paralyzed victim with its bite and devours the flesh. Multiple crawlers do not fight in concert, but each paralyzes as many opponents as possible The unintelligent creature continues to attack as long as it faces any moving opponents.

**Paralysis (Ex):** Those hit by a Carrion Crawlers tentacle attack must succeed on a TN 13fortitude save or be paralyzed for 2d4 rounds. The save TN is constitution based.
Bladerunner Smallarms

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**PKD .45 Detective Special (PL 6)**

The standard firearm of a Blade Runner. A six-shooter by nature, it has a lower barrel that can increase the acceleration of a fired round yo hit harder to bring down a particularly tough Replicant by use of the second trigger. This can only be done twice before the PKD .45 Detective Special needs to be recharged. Two red LED indicator lights show how many charges the pistol has.

**PKD 9mm Service Sidearm (PL 6)**

The PKD 9mm Service Sidearm was designed to replace the older PKD .45 Detective Special. The sidearm was designed on older traditional autoloaders. The pistol like its predecessor has under and over paired barrels allowing it to use 4 different firing modes. The PKD 9mm Service Sidearm like its predecessor it has a lower barrel that can increase the acceleration of a fired round yo hit harder to bring down a particularly tough Replicant by use of the second trigger. This can only be done twice before the The PKD 9mm Service Sidearm needs to be recharged. Two red LED indicator lights show how many charges the pistol has.

• • The PKD 9mm Service Sidearm can be fired as a standard semi-automatic pistol using its upper barrel.

• • The PKD 9mm Service Sidearm can fire a Charged Shots using its lower barrel and second trigger.

• • The PKD 9mm Service Sidearm can fired as a double barrel semi-automatic pistol using both its upper and lower barrels.

• • The PKD 9mm Service Sidearm can be fired as a full auto machine-pistol alternating fire between both barrels to increase its rate of fire.
Alien vs Predator Vehicle Utility Systems

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**Wayland Yutani Starship A.I, Master Control Computer 6000 series (PL 6)**

Despite the advent of FTL stardrives capable of transiting the deep gulfs of distance between stars in rather short periods of time such trips can still take weeks, months, and sometimes even years. As such most if not all starships use hypersleep pods to keep the crew in homeostasis for the duration of the trip, and this is where the Wayland Yutani Starship A.I, Master Control Computer 6000 series comes in. the ships A.I. often simply refereed to by a typical ships crew as “Mother”, or “Father” (its not unheard of for a crew to call the A.I, by the ships name, or a given nickname). Under non-combat conditions the Wayland Yutani Starship A.I, Master Control Computer 6000 series allows the ship to operate unmanned as the A.I. is perfectly capable of piloting the ship through either hyperspace or teal space travel while maintaining all secondary systems. Safely taking through space to their destination unharmed and without any of the psychological stress of a long journey in a confined space. The Wayland Yutani Starship A.I, Master Control Computer 6000 series is designed to immediately awaken key ships personnel in the event of any situation the A.I. is not programmed to handle, additionally the Wayland Yutani Starship A.I, Master Control Computer 6000 series reduces the minimum crew requirements by half.
BX Commando Droid

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These battle droids appeared similar to the B1 battle droid series; notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them, but like super battle droids and IG-100 MagnaGuards, at least one unit confronting Eeth Koth was sliced in half, but remained operational long enough for Koth to render it inoperable with a stab to the head. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, as Senator Amidala was able to easily kill one by shooting it in the head with an ELG-3A royal blaster pistol, which was hardly bigger than a hold-out blaster.

• • Folding: This droid can be folded up to take up only 1/3 the space.

• • Shaped to Fit: This droid can wear human armor that completely covers its body to disguise itself from enemy forces.

• • Folding: This droid can be folded up to take up only 1/3 the space.

• • Shaped to Fit: This droid can wear human armor that completely covers its body to disguise itself from enemy forces.
Battlestar: Galactica

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These are the available resources for Battlestar: Galactica.

PlaceholderBattlestar: Galactica EquipmentPlaceholderBattlestar Galactica Design Construction TemplatesPlaceholderBattlestar Galactica Vehicle ArmorPlaceholderBattlestar: Galactica Aquatic Vehicles CodexPlaceholderBattlestar: Galactica Starfighter CodexPlaceholderBattlestar: Galactica Starship Codex
578-R Space Transport

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The 578-R suffered from many production problems, and ultimately resulted in Amalgamated Hyperdyne going bankrupt due to the many safety recalls issued on the craft. Many ships came off the assembly line with missing components such as a hyperdrive motivator, or in worse cases exhibiting malfunctions that wouldn't appear until the worst possible moment, such as transparisteel view-ports coming loose in the midst of flight.

Most of the transports were removed from the market or recalled for their deficiencies. Those that remained in active use were popular among outlaw techs and the fringes of society. They were easily customized due to their largely available parts of Corellian Engineering Corporation design.

The Last Resort was a highly customized 578-R space transport belonging to the Arkanian Offshoot Camper.

**Purchase TN:** 171 (To Build) 114 (New) 76 (Used)

**Restriction:** Mil (+3)

• • Explorers require the Pilot Starship Skill to be operated.

• • Many explorers have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • An explorer gets a +4 bonus to all sensor system checks the ship makes, on both internal and external sensors. (Vehicle Trait)

• • Explorers are designed to operate in harsh, unforgiving, and even dangerous environments. Because of this explorers treat radiation exposure as one step less severe, and crew on-board get a +2 bonus to saving throws made to resist the effects of radiation exposure. (Vehicle Trait)

• • Explorer ships are built for, as you would guess exploration as such an explorer gets a +4 to all checks made to navigate or determine its position. (Vehicle Trait)

• • Repair checks made to repair damage to a freighter or restore a damaged system get a +2 bonus. Freighters often have a straightforward design with simple and durable components, making repairs very easy to handle. (Vehicle Trait)

• • A freighter may go twice as long without maintenance as other vehicles their size. (Vehicle Trait)

***Accommodations***

• • 4 Spartan Accommodations

***Power System***

• • Fission Generator (PL 5)

***Vehicle Systems***

• • 2x Ion Engines (888 meters) (PL 6) • • Maneuvering Thrusters (PL 5) • • Fuel Economizer (PL 6) • • Repulsorlift (PL6) • • Navicomputer (PL 6) • • Hyperdrive, Class 3 (PL 7) • • Class II Sensor Array (PL 6) • • Advanced Automatic Fire Control System (PL 6) • • Gravity Field Generator (PL 6) • • Collision Detection Sensors (PL 6) • • Emergency Beacon (PL 7) • • Subspace Radio (PL 7) • • Damage Control System (PL 5) • • Autopilot System (PL 5)
Advanced Classes

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An advanced class represents a focus and a calling for the experienced adventurer. It provides a specialization and a range of power and ability to give a character that something extra to set him or her apart.

Although each advanced class naturally builds from a certain basic class, every advanced class is available to all characters who fulfill the prerequisites of the class, regardless of what basic classes they have gained levels in. The associations between basic classes and advanced classes are summarized on the following table.

The Game Master may add advanced classes specifically suited to his or her campaign. Conversely, the GM can decide that certain advanced classes aren’t available in the campaign. Check with your GM before selecting an advanced class.

**Qualifying for an Advanced Class**

Advanced classes are like basic classes, except that they have requirements that must be met before a character can attain 1st level in the class. A character who qualifies can choose an advanced class as an additional class as he or she gains levels, using the multiclassing rules. Some combination of base attack bonus, feats, and skill ranks determines whether a character is eligible to gain a level in an advanced class.

## **Advanced Classes**

These are the Species from the origional core setting for D20 Modern. We have continued on with it being the core setting for D20 Universal.

PlaceholderACE PILOTPlaceholderAMBASSADORPlaceholderBODYGUARDPlaceholderBOUNTY HUNTERPlaceholderBUGHUNTERPlaceholderCOMMANDOPlaceholderCYBERSOLDIERPlaceholderDAREDEVILPlaceholderDOGFIGHTERPlaceholderDREADNOUGHTPlaceholderENFORCERPlaceholderEXPLORERPlaceholderFIELD MEDICPlaceholderFIELD OFFICERPlaceholderFIELD SCIENTISTPlaceholderLAWBRINGERPlaceholderMECHA COMMANDERPlaceholderMECHA JOCKEYPlaceholderNEGOTIATORPlaceholderNINJAPlaceholderSAVAGE WARRIORPlaceholderSPACE MONKEYPlaceholderSTARSHIP CAPTAINPlaceholderTECHNOSAVANTPlaceholderTEMPESTPlaceholderTRACERPlaceholderXENOPHILEPlaceholderYAKUZA
## **Campaign Setting Specific Advanced Classes**

PlaceholderAlien vs Predator Advanced ClassesPlaceholderGundam Advanced ClassesPlaceholderResident Evil Advanced ClassesPlaceholderStar Wars Advanced ClassesPlaceholderTerminator Advanced Classes
CEREAN

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Cereans come from a remote utopian world. Most Cereans are peaceful following farming traditions that date back thousands of years. The species includes more females than males, and Cerean society is matriarchal their high domed heads hold binary brains, and two hearts beat in a Cereans chest with non-aggressive heritage it is only rarely that Cereans develop a desire to adventure.

**Personality:** Cereans tend to be calm, rational, and extremely logical.

**Physical description:** Cereans average between 1.5 meters and 1.9 meters tall with elongated craniums. They have a maturity rate, and life span that is similar to humans.

**Cerean home world:** The blissful world Cerea.

**Language:** Cereans speak and read Cerean and Basic.

**Adventures:** Cereans who became adventurers do so in direct contradiction to their traditions and beliefs even so when a cause or situation turns a Cerean to this path he or she tries to approach life with as many of the Cereans beliefs intact as possible aggression should be the last resort after all peaceful solutions are attempted

**CEREAN RACIAL TRAITS**

• • +2 Intelligence +2 Wisdom -2 Dexterity Cereans are very bright and intuitive though they are less coordinated than other species.

• • Medium: Cereans have no special benefits or penalties due to their size.

• • Cereans have a base land speed of 10 meters.

• • +2 racial bonus on intuitive checks even though generally uncoordinated, Cereans are quick to react to dangerous situations many believe this is due to the power of their binary brain.

• • Automatic Languages: Cerean and Basic.
1993 Ford Escort GT

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In April 1990, Ford released the second-generation Ford Escort as an early introduction for the 1991 model year. Again a "world car" like the previous generation, the model line shifted away from its Ford of Europe origins, adopting a design from Mazda (at the time, 25-percent owned by Ford). Adopting mechanical commonality with the Mazda 323, the Escort became the American-market version of the third-generation Ford Laser (introduced in 1989). In North America, the Mercury Tracer now shared design commonality with the Escort.

In a major design change, a four-door sedan joined the model line for the 1992 model year, sharing its underpinnings with the Mazda Protegé.

For 1991, Ford introduced the second-generation Escort under Pony, LX, and GT trims, returning the previous three-door and five-door hatchbacks and five-door station wagon. While growing in wheelbase, the Escort saw only negligible growth in overall size, gaining less than two inches in length and approximately 100 pounds of weight.

For 1992, to improve engine cooling, the grille oval around the Ford emblem was enlarged in size. In a trim change, the base-trim Pony was dropped for the last trim, becoming an unnamed standard trim Escort. For the first time, a four-door Escort sedan was introduced, with the LX-E trim serving as the Ford counterpart of the Mazda Protegé LX and four-door Escort GT (equipped with four-wheel disc brakes, larger front brakes, larger clutch, equal-length driveshafts, larger anti-roll bars, dual-outlet exhaust, sport interior, and 1.8L DOHC engine).

For 1993, 1.9-litre Escorts moved from 13-inch to 14-inch wheels (last used in 1990); the GT continued its use of 15-inch wheels. For non-wagon LXs, a "Sport Appearance" option package was introduced; along with 14-inch alloy wheels, the option included a decklid spoiler and the full-width taillamps used by the GT.

For 1994, a driver-side airbag was added to the dashboard; dual airbags were made standard for 1995, requiring a redesign of the dashboard, however the motorized seat belts are retained on the US-market models through 1996.

For 1996, the Escort saw few changes as the third generation was introduced for 1997.

**Purchase TN:** 36 (To Build) 24 (New) 16 (Used)

**Restriction:** Mil (+3)

• • The 1993 Ford Escort GT requires the Drive Skill to be operated.

• • The 1993 Ford Escort GT has Headlights (provide illumination 5 x that of 2 flashlights), and seat-belts (+2 bonus to saves made to avoid injury during a collision).

• • The 1993 Ford Escort GT has a 4 wheel suspension as a base, this is an extremely efficient way of moving across the ground meaning a car can go 1 ½ its base movement as single move action. (Vehicle Trait)

***Accommodations***

• • 5x Seating Only

***Power System***

• • 4 cylinder Internal Combustion Engine (PL 5)

***Vehicle Systems***

• • 4x Fuel Tanks (PL 5)