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Version 1.8 By
Eric LAURENT THIS SITE AND THE RULES ARE BEST VIEWED WITH THE FOLLOWING FONTS :
These
rules are a modification of DOW rules to play Stargate SG teams vs
Goauld and Jaffas. They
are meant to be played with the DOGS OF WAR basic rules published by
DEVIL DOG DESIGN. 1/ SG TEAMS The
"SG" designation denotes that the team is a part of the
Stargate program, while the number following the Stargate designation is
to distinguish between separate Stargate teams. Certain teams have
special duties within the Stargate program. Listed below are all special
designation teams noted thus far in the series: Special
Team Designations: ·
SG-1 - Exploration Team, lead by Colononel Jack O'Neill ·
SG-2 - Exploration Team ·
SG-3 - Marine combat unit, lead by Colonel Makepeace. ·
SG-4 - Exploration Team ·
SG-5 - Marine combat unit ·
SG-6 - Search & Rescue ·
SG-7 - Scientific Corp. ·
SG-8 - Medical team, accompanies SG-3 during medical emergencies.
·
SG-9 - Diplomatic Corp., led by attorney Major Stan Kovachek. ·
SG-10 - Covert Operations ·
SG-11 - Engineering Corp. ·
SG-12 - Medical ·
SG-13 Survey ·
SG-14 - Exploration ·
SG-15 - Exploration ·
SG-16 -Scientific ·
SG-17 Archeological ·
SG-18 Marine Combat Unit ·
SG-19 Covert Ops ·
SG-20 Russian Unit
A
SG team is composed of 3 fireteams of 4 men.
SG
TEAM
200
Points
Team
Leader........................................................................................
FN 5-7 Rifleman.................................................................................................
FN 5-7 Rifleman.................................................................................................
FN 5-7 Rifleman.................................................................................................
FN 5-7 Each
team member may be equipped with one of the following weapons (DOW
rulebook page 86) : FN
5-7
.10
points M9
.
.10
points MP-5.
.30
points P-90
..
.35
points M16A2
...30
points M203.
.45
points M40A1
.100
points M24..
100
points M249.
.75
points M82A1
Barret
..
...250
points Benelli
M3
.20
points M870
.
.20
points All
types of grenades are also available as listed in the DOW rule book. If the team includes a Jaffa (like Tealc), the Jaffa can chose a Jaffas stick for 35 points (as
discribed in Goauld section) and/or a Zat for 20 points.
Fire Modes : SA (2AP)
Ranges in inches : 5 /15/70
DPR : 2
ARM : -2
Soft : 5
Hard : no
Difficulty rating : 2
Ammo capacity : 20
Reload AP : 3
Cost : 10 points (includes 6 clips 120 rounds)
P90
Type : Sub-machine gun (Belgium)
Fire Modes : SA, BU-3, FA-10
Ranges in inches : 5 /20/70
DPR : 2
ARM : -2
Soft : 5
Hard : no
Difficulty rating : 3
Ammo capacity : 50
Reload AP : 3
Cost : 35 points (includes 4 clips 200 rounds) Standard Equipment ·
Body Armor provides AR 5 for Chest and Stomach ·
Combat Knife ·
FN 5-7 with 6 clips ·
GDO (signals the Stargate to open the Iris) ·
Ear
communicator Available Special Equipment Kevlar Helmet provides AR 5 for
Head
.10 Points Each Hand Held
Communications
..25 Points Night vision goggles
30
Points Each Laser Designator for Ranged Weapons
..30
Points Each Anti-Personnel Mines (2
each)
.
25 Points Shaped
Charge
..20
Points Each C4
.
.........25
Points per Ό lb Claymore
20
Points Each Innate Abilities Expert
Rifleman - A SG team soldier may re-roll a single missed To Hit roll once per game Disciplined
- All
SG teams ignore their first Morale test
Go
Faster Ignore battle fatigue tests Line
TrainedAll SG teams have been trained in HTH combat: +1 CQ, Parry 3. Ability Modifiers
(Each of these ability perks can be bought only once per soldier.) Dedicated
Marksman/gain a plus one to WP...........................
15 Points Each Gun
Nut/gain a plus one to WK.....................................................
5 Points Each Close
Combat Expert/gain a plus one to
CQ............................
10 Points Each Golds
Gym Member/gain a plus one to ST..................................
5 Points Each OCS
Candidate/gain a plus one to CC........................................
5 Points Each Combat
engineer/ can use shaped charge and C4 (available at extra cost) 30
Points Each
Sniper
(equipement available at additionnal cost)
.
50 Points Each
Abilities WP: Weapon
Proficiency.............................................................................
6 WK: Weapon Knowledge..............................................................................
7 CQ:
Close Quarters Combat.......................................................................
5 ST: Strength...................................................................................................
5 FT: Fortitude..................................................................................................
5 HP: Health......................................................................................................
5 AR: Armor
Rating (with
body armor and helmet).............................................
0/5 ML: Morale.....................................................................................................
8 CC: Command
& Control....................................................................
7/LOS The
team leaders have a +1CC score relative to the rest of the team. SPECIAL
TEAMS A
basic SG team can include the following specialists (one of each) : MILITARY
ADVISOR (for
+ 30 points) Marksman :
WP 7
Deadly hands : CQ 6 Commander
: CC 8 MEDIC
(for
+20 points) Steel
Nerves : ML 9 The medic always carry a medikit.and spend only 3 points (instead of 5) to heal
a wounded. TECH
SCIENTIST (for
+ 10 points) Expert
in alien technology : WK 9 The
Tech Scientist can chose a Zat for 20 points. JAFFA
(for
+ 20 points) Close
combat expert : CQ 6 Strong
man : ST 6 Resistant
: FT 6 The
Jaffa can chose a Jaffas stick for 35
points (as discribed
in Goauld section)
and/or a Zat for 20 points. 2/ GOAULD
GOAULD
TEAM
300 Points
Leader..........................................................................................................
Zat Jaffa..............................................................................................................
Zat Jaffa..............................................................................................................
Zat Jaffa..............................................................................................................
Zat Each
team member may be equipped with one of the following weapons : Zatnktel
(pistol) or Zat
.
. 20 points Ter
(pistol)
..
.15 points Hand
weapon
.. 45
points Staff
...
35 points Ihntar
.15
points Shock
Grenade..
5
points Energy
Cannon.
.150 points WEAPONS DESCRIPTION :
Zatnktel
Type : Energy Pistol
Fire Modes : SA, BU-3
Ranges in inches : 5 /10/25
DPR : 2
ARM : -2
Soft : see below
Hard : see below
Difficulty rating : 4
Ammo capacity : n/a
Reload AP : n/a
Cost : 20 points (with unlimited ammos) The ZatnKtel or Zat uses the same type of power cell as the staff weapon but channels the energy in a different form. This weapon delivers an extremely powerful electric charge. The first shot will stun and incapacitate a Goauld or Jaffa , and render all but the strongest humans totally unconcious. The second shot is almost always lethal, though on occasion, if medical attention is nearby, the victims heart can be restarted with outside assitance such as a defibrilator. The third shot is invariably fatal, as it desintegrates the victim. This effect also works on non living matters. Special
rules : first
shot :
on a successful to hit roll the
target must make a knock out test. If the
knock out test is failed the target falls prone unconscious and remains unconscious until a succesful test is rolled. To pass the knock out test, the target
with
a D10. Cover
: Soft 5 Hard no second shot : on a successful to hit roll the target must make a knock out test. If the knock out test is failed the target is immobilized and remains unconscious unless medical attention. To pass the knock out test, the target must roll less than or equal to his strength with a D10. Substract 4 health points. Cover
: Soft 5 Hard no third
shot : on
a successful to hit roll and damage roll (ie a result of 0 or less, 1
or 2 on the damage table) the target is automatically desintegrated. Cover
: Soft 9 Hard 4 The
shots must hit the same target.
Ter
Type : Energy Pistol
Fire
Modes : SA
Ranges in inches : 5 /10/50
DPR : 2
ARM : -1
Soft : 5
Hard : no
Difficulty rating : 4
Ammo capacity : n/a
Reload AP : n/a
Cost : 15 points (with unlimited ammos) Special
rules : The Transphase Eradication Rod or TER fires a beam of energy.It also allows to see things in any phase. In this second mode you can detect hidden targets (such as targets behind a wall).
Ribbon
device
Type : hand weapon
Fire Modes : SS
Ranges in inches : 1/2/3
DPR : 4
ARM : -3
Soft : no
Hard : no
Difficulty rating : Goauld
leaders only
Ammo capacity : n/a
Reload AP : n/a
Cost : 45 points Special
rules : It
is an ornate appearing device that is worn on the users hand and is controlled by
his will. It may knock out or kill the target depending on the users
will. One
of the most recognizable symbols of the Goauld System Lords, the
ribbon device is a golden glove with a red gem set in the palm. This
device can only be used by current or former Goauld or TokRa
hosts. This device has many uses. It can provide power for any Naquadah
powered device, it can be
used as a weapon and a shield, and it can be used to perform a nerve rip
attack. The
personal shield is an energy-based protective armor that is used by
Goa'uld system lords. It repels quickly-moving objects such as bullets,
but allows slowly-moving objects to pass through, as in the case of the
wearer being tossed a weapon to use; in Carter-speak, the force exerted
is proportionate to the amount of the object's kinetic energy. Used
as a shield, the ribbon device provides an AR 13 for the user against
bullets only but the user cant use it as a weapon at the same time.
For game purposes it is only used once per turn. first mode : on a successful to hit roll the target must make a knock out test. If the
knock out test is failed the target falls prone unconscious.and remains unconscious until a succesful test is rolled. To pass the knock out test, the target must roll less than or equal to his strength with a D10. Substract 2 health points. second
mode : roll
to hit and to damage as usual. third mode : on a successful to hit roll the victim is thrown away at D6 inches in
Fire Modes : SA, FA-10
Ranges
in inches : 30 /50/200
DPR : 4
ARM : -2
Soft : 5
Hard : no
Difficulty rating : 5
Ammo capacity : n/a
Reload AP : n/a
Cost : 35 points (with unlimited ammos) Special
rules : The staff weapon is the standard issue main battle weapon of the Jaffa armies of
The works in
when you
automatic mode. instead of The staff can also be used as a melee weapon with a DPR of 4 and a parry
score Jaffas shoot with a staff with a 1 to hit mofifier. Non Jaffa soldiers shooting with Optional
rule for staff weapon : In
the movie Stargate staff weapons fire explosive beams. If you want
you can
use staff weapons this way : Fire
mode : SS (6 AP) Range
in inches : 10 (minimum range) to
20/30/60 DPR
Explosion 1,5
radius DPR
2 ARM
2 Soft :
6 Hard :
3
Fire Modes : SA Ranges in inches :
5 /10/20
DPR : 2
ARM : -1
Soft : 5
Hard : no
Difficulty rating : 6
Ammo capacity : n/a
Reload AP : n/a
Cost : 15 points (with unlimited ammos) Special
rules : The
Inhtar is designed for training. It can take the appearance of any
other weapon.
It then has the same caracteristics. For
game purpose, the Ihntar is used to paralyse the target : on a
successful to hit
roll the target must make a
knock out test. If the knock out test is failed the target falls prone unconscious.and remains unconscious until a succesful test is
his
Type : autocannon
Fire Modes : SS (5AP) Ranges in inches :
125 /250/1500
DPR : 8
ARM : -16
Soft : 9
Hard : 4
Difficulty rating : 8
Ammo capacity : n/a
Reload AP : n/a
Cost : 150 points (with unlimited ammos) Special
rules : Weight
: 75 kg (150 lbs). The energy cannon is a heavy version of the staff
weapon. It is usually placed in defensive positions. It can be mounted on a tripod.
Type : concussion
Grenade
: stun
Fire Modes : thrown 5 AP
Ranges in inches : 5 (+1WP)
10
15
(-1WP)
Template : 1.5 radius
DPR : Expl
ARM : Expl
Soft : no
Hard : no
Difficulty rating : 3
Ammo capacity : n/a
Reload AP : n/a
Cost : 5 points Standard Equipment ·
Body Armor provides AR 6 for Chest. ·
Helmet provides AR 5 for Head ·
Zat Goauld Armor Jaffa
Armor : The Jaffa armor is tough and resilient, designed to
repel all but the most powerful forms of kinetic damage.
AR 6 for chest. Jaffa
Helmet : AR 5 for head. All Jaffa helmets possess some of the
following special qualities : Communicator: This gear has an internal communication system that
allows the wearer to communicate with other communication devices of the
same type. In the case of Jaffa helmets, the internal communications
system only connects Jaffa belonging to the same team. Intimidating : Whenever a character meets a Jaffa in a helmet for
the first time, the character must pass a morale test to perform
offensice operations or seek cover away from the Jaffa. Limited
Vision : Using this gear restricts the characters field of
view, making him more vulnerable to the unexpected. While using a helmet,
the Jaffa suffers an additional 1
to hit modifier when the target is running. Night
Vision : The Jaffa helmet allows the wearer to see in dim
light or total darkness when the night vision filter is activated. This
filter works as night vision goggles. Pressure
Seal : The gear contains a pressure seal. The Jaffa is
immune to damage and negative effects of gases, chemicals, sandstorms,
and other environmental conditions that can be eliminated by an advanced
air filter. While in use, the pressure seal incurs a 1 gear penalty
to endurance-related checks and Fortitude rolls due to restricted air
flow. Proximity
Alarm : The gear contains a special sensor that allows the
user to tell when other combatants are approaching in secret. Special
equipment
Healing
Device cost
: 40 points This
is a handheld metal device. When used by a person that has been or
currently is host to a Goa'uld, it is capable of emitting a healing
energy that can repair almost any injury. It is controlled by thought. This
device can only be used by current of former Goauld or TokRa
hosts. The wearer in base-to-base contact can spend 5 action points to
heal a wounded model. It allows the wounded model to regain 2 health
points.
Sarcophagus
cost : 100
points The
sarcophagus can bring the dead back to life and repair any injury, no
matter how life-threatening.
The
Sarcophagus uses unknown technology to perform miraculous healing. If an
intact body is placed into the device within 3 minutes of death (3 turns
in the game), it can be resurrected. The Device heals any and all wounds,
diseases and poisons. The
process takes 1 minute (1 turn) for 2 Wounds.
Jaffas
and Goaulds use transporter rings to travel from one point to another
on small distances. The
exact coordinates should be dialed or the ring might deviate. Up
to 4 Goaulds or Jaffas may be transported at one time. Only
four models (one team) can be deployed with transporter rings. Example
: if the Goauld player has 4 teams he will have to buy 4 transporter
rings to deploy them in the same turn. If he buys only 2 rings he could
deploy 2 teams in the first turn and 2 teams in the second turn. Place
an 1,5 inches radius template anywhere on the tabletop (as long as
the scenario allows it). Roll
1D10 : On
a roll 1 to 7, the transporter rings appear at the right spot On
a roll of 8, the transporter rings deviate 1D6 in a random direction. On
a roll of 9, the transporter rings deviate 2D6 in a random direction. On
a roll of 10, the transporter rings deviate 3D6 in a random direction. Use
one 12 sided dice or at least one 10 sided dice . If
the rings deviate off table, the player will have to re-roll next turn.
He can choose a new location to place the template. If
the rings materialize in a building, deploy the troops inside the
building. If
the rings materialize on a scenery (wall, tree,
), the team is
automatically killed. Innate Abilities Jaffas
never take a morale test, will die fighting. Ability Modifiers
(Each of these ability perks can be bought only once per jaffa)
Marksman/gain
a plus one to WP...............................................
15 Points Each Gun
trained/gain a plus one to WK................................................
5 Points Each Close
Combat Expert/gain a plus one to
CQ.............................
10 Points Each Athletic/gain
a plus one to ST.........................................................
5 Points Each Commander/gain
a plus one to CC...............................................
5 Points Each Abilities WP: Weapon
Proficiency.............................................................................
5 WK: Weapon Knowledge..............................................................................
7 CQ:
Close Quarters Combat.......................................................................
6 ST: Strength...................................................................................................
6 FT: Fortitude..................................................................................................
6 HP: Health......................................................................................................
5 AR: Armor
Rating (with
body armor and helmet).............................................
0/6 ML: Morale.....................................................................................................
8 CC: Command
& Control....................................................................
6/LOS
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