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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 Goa’uld 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 Teal’c), the Jaffa can chose a Jaffa’s stick for 

35 points  (as discribed in Goa’uld section) and/or a Zat for 20 points.

 

5-7FN 5-7 – Type : Pistol (Belgium)

           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)                  P90

           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 Each

Night vision goggles…………………………………………………30 Points Each

Laser Designator for Ranged Weapons…………………………..30 Points Each

Anti-Personnel Mines (2 each)……………………………. ………25 Points Each

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 (for SG3 and SG5 only)

Line Trained—All 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 Jaffa’s stick for 35  points  (as discribed in Goa’uld

section) and/or a Zat for 20 points.

 

2/ GOA’ULD

 

GOA’ULD TEAM               300 Points                       

       Leader.......................................................................................................... Zat

Jaffa.............................................................................................................. Zat

Jaffa.............................................................................................................. Zat

Jaffa.............................................................................................................. Zat

   

Each team member may be equipped with one of the following weapons :

 

Zat’n’ktel (pistol) or Zat………………………………….……. 20 points

Ter (pistol) ………………………………………..…………….15 points

Hand weapon………………………………………………….. 45 points

Staff       ………………………………………………………... 35 points

Ihn’tar…………………………………………………………….15 points

Shock Grenade..…………………………………………………5 points

Energy Cannon.……………………………………………….150 points

 

WEAPONS DESCRIPTION :

 

Zat’n’ktel – 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 Zat’n’Ktel 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 Goa’uld 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 victim’s 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 must roll less than or equal to strength 

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 : Goa’uld

           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 user’s hand and  is controlled

by his will. It may knock out or kill the target depending on the user’s will.

One of the most recognizable symbols of the Goa’uld 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 Goa’uld or Tok’Ra 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 can’t 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 the opposite direction.

 

Staff – Type : Energy Rifle

           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 Goau’uld.It is a two-handed weapon, approximately 2 meters in length. 

The staff weapon has two modes. In its standard configuration, the weapon 

works in a semi-automatic mode. It fires a plasma charge once and only once 

when you pull the trigger. In its second configuration it can be fired in full 

automatic mode. Using the aim action with a staff weapon requires +4 AP/shot

 instead of 2AP/shot.

The staff can also be used as a melee weapon with a DPR of 4 and a parry 

score of 4.

Jaffas shoot with a staff with a –1 to hit mofifier. Non Jaffa soldiers shooting 

with a staff hit with a –2 to hit modifier (eg SG teams).

 

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

 

  

Ihn’tar – Type : none

           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 Inh’tar is designed for training. It can take the appearance of any other

weapon. It then has the same caracteristics.

For game purpose, the Ihn’tar 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 rolled. To pass the knock out test, the target must roll less than or equal to 

his strength with a D10. Substract 1 health points.

 

 

Energy Cannon  

           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.

 

Shock Grenade                                      

            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

 

Goa’uld 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 character’s 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 Goa’uld or Tok’Ra 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.

  

Transporter rings  cost : 50 points (each)

 

Jaffas and Goa’ulds 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 Goa’ulds or Jaffas may be transported at one time.

  At the beginning of the game, the Goa’uld player may decide to use transporter rings to deploy his troops.  

Only four models (one team) can be deployed with transporter rings.

  He has to buy as many transporter rings as teams if he wants to deploy them in the same turn.

 

Example : if the Goa’uld 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

 The team leaders have a +1CC score relative to the rest of the team.  

The symbiote allows the wounded Jaffa to regain 1health point each turn.

SPECIAL DOW STARGATE RULES

 

ACTIVATING THE GATE

 

It takes 5 action points to dial in an address and then another 5 action points until the wormhole appears.

These 5 points are taken at the same time as the dialing figure would activate.

Example : if a figure spends 5 action points to get to the Stargate and then 5 to “dial home” then the wormhole is established after he has spent 5 action points in his next activation phase.

Anyone within 3” of the wormhole at the point of activation is vapourised by the “kawoosh”.

The wormhole will be stable for 1+1D6 turns after which it will disconnect.

 

TRAVELLING THROUGH THE WORMHOLE

 

It takes one turn to travel from one gate to another in the wormhole.

Weapons fired through the wormhole can hit targets on the other side of the wormhole (if you are lucky…).

 

ACTIVATING THE IRIS (SGC COMMAND)

 

It takes 5 action points to activate the iris. Any figure hitting the iris while traveling through the wormhole will automatically die.

 

STARGATE   

 

DOWNLOAD STARGATE RULES HERE

 

DOWNLOAD DOW RULES HERE

 

DOWNLOAD TEAM ROSTERS HERE

 

                  

                     JAFFAS                  SG TEAM

 

DOWNLOAD SCENARIOS HERE

 

 

DOWNLOAD TEMPLATES HERE