SilCore Stargate Total Conversion

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					                              SilCore Stargate Total Conversion

        The purpose of this document is to provide a way to play in the Stargate SG-1
Universe with using the AEG D20 game as a base for a conversion to Silhouette Core
Rules system. Several things have been altered and corrected from the base form of the
AEG game due to the nature of this conversion. The Stargate SG-1 universe, the D20
rule set and the SilCore rule set are properties of MGM, Wizards of the Coast, and Dream
Pod 9 respectively. This work is done without consent or knowledge and is intended for
personal use only. Please do not distribute on the Internet.

Various notes (first draft)

Weapons of the Tau’ri
        Pistols are commonly considered backup weapons by the SGC, only to be used
when operating on world or as the primary weapons of teams which are not expected to
see combat in the field, such as science or engineering. The most beneficial aspect of
pistols is their light weight and ease of use in Close Quarters Combat, but they are limited
by high relative recoil, lack of range, and overall stopping power.

Commonly used Pistols:
Beretta 92FS
Colt 1911
FN Five Seven

Submachine Guns
       Submachine Guns, or SMGs, are powerful, compact weapons that bridge the gap
between pistols and assault rifles. While using the same ammunition as pistols, they offer
increased range and somewhat increased damage, but most importantly, rapid fire.
SMGs are one of the mainstay weapons of the SGC.

Commonly used Submachine Guns
FN P90

        Short range, high damage, and capable of carrying various payloads including
nonlethal rounds. Shotguns are strictly short range long-barrel weapons, but capable of
providing considerable punch. These weapons are highly effective against replicators,
since buckshot is capable of damaging each “bit” of a replicator drone with one shot,
effectively disabling it.

Commonly used Shotguns
Assault Rifles
       A primary asset on the battlefield, assault rifles combine the rate of fire of a
submachine gun with the power and range of a long-barrel rifle. Less useful in Close
Quarters Combat due to size, carbines offer a solution by reducing barrel length, but also
some power and range.

Commonly used Assault Rifles

Sniper Rifles
        Long range, high power, a weapon used to harass enemy forces and to assassinate
leaders. Not commonly used against the Goa’uld, due to their habit of using Shields to
protect themselves, and not capable of the sustained fire required to down the legions of
Jaffa an SG team often finds waiting on the other side of the gate, it is still used for
specific tasks.

Commonly used Sniper Rifles
M82A1 “Light 50”
SVD Dragunov
H&K G3

Machine Guns
         The ultimate in rapid fire weapons, this type of gun is nearly useless in Close
Quarters Combat due to massive size and weight. However, it is unmatched in firepower,
rate of fire, and range. Often used to defend field fortifications against attack by Jaffa,
and as a fire support weapon on assault teams.

Commonly used Machine Guns

Grenade Launchers
        There are several types of grenade launchers, those that are attached under the
barrels of other weapons, single-shot versions, cylinder-fed, and belt-fed automatic. The
most common deployed with SG teams is the under-barrel M203 single shot 40mm
grenade launcher. Grenades issued by the SGC are capable of serious damage, from
taking down a squad of Jaffa, to seriously damaging death gliders. Larger versions are
rarely deployed due to cost and weight, but when so deployed are devastating against
most Goa’uld ground forces.

Commonly used Grenade Launchers
MM1 Rotary Grenade Launcher

Rocket Launchers
       The ultimate in raw firepower, rocket launchers are most commonly deployed to
destroy staff cannon emplacements, death gliders, and other smaller Goa’uld ships.
Larger weapons can be used to damage unshielded Motherships, but these are rarely
deployed due to limited use.

Commonly used Rocket Launchers
Stinger SAM Guided Missile

Other Weapons
       The arsenal of the SGC is not limited to the above, including explosives, melee
weapons, and strategic weapons of considerable power. Most, if not all, of the weapons
included will be listed here and stats given.

Close Quarters Combat
        In the case of the SGC, quite often combat will occur in relative short ranges,
inside of alien temples, starships, or inside of buildings. Long-barrel weapons tend to be
at a disadvantage in these situations. In tight confines, using larger weapons can impose
penalties to defense and to-hit rolls, as the weapon’s mass and volume can interfere with
tight confines. Submachine Guns are very useful in CQ Combat, due to their rate of fire.
Rifles are commonly more problematic, though carbines attempt to solve issues created
by weight and size. Most carbines, however, end up in much reduced power due to lack
of barrel length. The one solution, however, rests in bullpup design weapons. The
general lack of acceptance of bullpup weapons is that they are relatively new technology
and are incompatible with many ammo feed mechanisms and conversions – assault rifles
can often be converted into light machineguns, but bullpup designs make such
modifications extremely difficult.

Goa’uld Ground Forces, Weapons, and Equipment

        Jaffa are the standard shock troops of the Goa’uld. Strong, loyal, and seemingly
without fear, Jaffa were enslaved long ago and forced into a perverted symbiotic
relationship. Jaffa come in several types, Unproven, Trained, Prime, and First Prime
being the usual classifications. They also have varied equipment and armor.

Jaffa Chain Shirt
       Light armor offering minimal protection. Armor 10, protects chest region only.

Jaffa Chain Mail
       Increased protection over the shirt, this armor protects all locations except for
hands and potentially feet, as well as the head of the Jaffa. Armor 14.

Jaffa Chain Plate
       Plates worn over standard Chain Mail armor, offers increased protection against
weapons of the Tau’ri as well as moderate protection from staff weapons. Armor 18.

Jaffa Plate Assault
        Rarely used, possibly due to expense, this armor not only includes additional
protection, but technological aids for use in battle, including night vision. Armor 22
Penalty -1

Staff Weapon (Blast Lance)
        Staff Weapons are formidable weapons, though not terribly accurate. There are
two stats, one for the energy blast, one for the melee capabilities in close combat.

Zat’nik’ital (Zat)
       One of the more curious weapons in the Goa’uld arsenal, the Zat gun has many
strange properties. One shot stuns, two shots kills, three shots disintegrates. The
properties of the disintegration process are unclear, but it allows covert teams to dispose
of bodies rather easily.

Stun Ball
        No proper name has even been given to this weapon, but it is classified as a stun
grenade or stun ball by various SG teams. It behaves in many ways to a flashbang
grenade, however instead of temporarily disorienting the targets, the grenade knocks
them out almost instantly, much like an area effect Zat gun. The device remains intact
after use, suggesting that they can be reused, and perhaps even have variable settings.

Common Ships of the Goa’uld

Death Glider
        By far the most common spacecraft encountered by the SGC, the Death Glider is
a multi-role craft, acting as space superiority, close ground support, and interceptor.
Commonly crewed by two, it is possible to command all of the controls of a Death Glider
with a single pilot, but some efficiency is lost in the process. Propulsion systems of the
Death Gliders allow for considerable acceleration in atmosphere and space. However,
this powerful drive seems to be merely a way of traveling from a mothership to a combat
zone, as the gliders slow down considerably in combat situations.
        Glider armament consists of two fixed heavy staff cannons. It would appear that
Gliders have some sort of protection against staff-style energy weapons and perhaps
some sort of kinetic protections, but little protection against explosive weapons.

        Another common design, the Tel’Tac is an easily modifiable cargo ship.
Commonly used for covert operations due to the ease which a cloaking device can be
fitted. They are not commonly equipped with weapon systems, but they do possess some
manner of shielding which is capable of withstanding several Glider Cannon blasts. They
are also capable of Hyperspace travel, an invaluable asset to SG teams who cannot travel
to a planet due to a lack of a gate, or a gate that is heavily guarded. The SGC only has a
small handful of such ships, and often has to rely on their contacts in the Tok’ra or the
Jaffa Rebellion.

       A medium range attack vessel, Al’Kesh starships are large vessels capable of
carrying Jaffa strike forces to a location without requiring the commitment of a Ha’tak.
They possess much more powerful weapons than Death Gliders, twin-linked turreted
heavy cannons and twin bomb launchers. Unlike a Tel’Tac, Al’Kesh ships do not appear
to have a full shield system, but instead have similar defensive capabilities to Death
Gliders, but with a much more resilient hull. The weapons an Al’Kesh carries are
capable of doing damage to Motherships, but are also vulnerable to a Mothership’s guns.
The modification capability of an Al’Kesh are yet unknown.

        The premier warships of the Goa’uld, these ships pose the greatest threat to the
Tau’ri and the SGC. Capable of orbital bombardment, extreme firepower, and
considerable defensive capabilities, these ships are extremely powerful, and the capture
of one is a long-standing goal of the SGC.
        Offensively, these ships carry multiple Tel’Tacs, Death Gliders, and Al’Kesh
vessels in addition to their multiple weapon banks. The Troop compliments of a Ha’Tak
can be up to or in excess of 1,000 Jaffa. While not much of an invasion force for an
Earth Military, it makes a Ha’Tak more than a match for anything the SGC is capable of
fielding on a regular basis.

Ships of the Tau’ri

        A failed glider design, modified from the combined wrecks of two Goa’uld
gliders. Never combat tested, scrapped in favor of the X-302.

        Reverse Engineered from Goa’uld Death Glider technology, but built wholly by
Earth Technology, the X-302 is a formidable counterpart to the Goa’uld Death Glider.
Armament includes four missile hardpoints and two fixed machineguns, presumably
20mm. While lacking a shield system, the armor of the X-302 is vastly superior to that of
a Death Glider, capable of withstanding multiple hits before being rendered combat
ineffective. While it lacks the combat longevity of a Glider’s staff weapons, it is
incredibly lethal in the short term. This presents something of a problem in prolonged
engagements, especially due to the limited numbers of X-302 fighters available to Earth,
but they can make excellent strike crafts, especially since they are equipped with
Hyperspace Engines.

X-303 “Prometheus”/BC-303 “Daedalus”
        The first real attempt to match the Goa’uld Ha’Tak class mothership, the
Prometheus is the first in a line of ships created by the Tau’ri to defend Earth and project
power through the galaxy without needing the Stargate. Weaponry has varied greatly on
the design as constant upgrades are made with the discovery and development of new
technology, at the time of Season 8/9, Railguns have become the primary armament of
the 303 series of ships in addition to various missile launchers. The use of Naquedah-
enhanced nuclear weapons is usually reserved for desperate measures. These ships also
act as carriers for X-302 Fighters, and carry a complement somewhere between 8-12,
depending on the current configuration
        Additional models will be created in the future, and it should be noted that the
Russians have had access to X-303 data for quite some time now, and have had the
benefit of having most of the technological kinks worked out by the United States.
        Defensive capabilities are assumed to be far greater than standard Goa’uld
Motherships, and capable against Anubis’s upgraded Ha’taks.


       The replicators are perhaps the most dangerous foe the SGC has ever faced. They
are powerful enough to bring the mighty Asgard to their knees. However, Replicators are
not without their weaknesses, such as kinetic weapons.

        Replicators come in three basic configurations, drones, queens, and human form.
Drones and Queens are constructed through the standard Replicator "lego bricks".
Human form replicators are incredibly dangerous, immune even to small arms fire. The
drones are largely mindless, generally capable of one task - build more replicators with
the best technology possible. For all intents and purposes, Replicators can be modeled as
swarms. Damage to drones won't stop a large enough swarm, each individual block
needs to be destroyed, or the functional blocks will reform into a new drone.

        Drones have an acidic spray which is used to break down existing materials for
eventual construction into new replicator bricks. Queens are designed to mass-produce
replicators from the existing area.

         Human-form replicators, unfortunately, are incredibly durable and hard to kill.
They are considered even more dangerous than Goa'uld System Lords, not only harder to
kill, but commanding legions of Replicators. If Human-form Replicators were unleashed
upon the Milky Way, the existing power struggles would be rendered irrelevant.

        The Asgard are a very advanced race who take residence in a far-off galaxy.
Their technology is vastly advanced from that of humans, but they have effectively lost
their way, and have consulted th SGC for help with major problems. While they have
been reluctant to share their technology, they have helped immeasurably in the X-302 and
X-303 projects. Asgard ships themselves are marvels of technology and power. The
Belisnir class ships appear to be the old guard, with O'Neill Class ships taking over. The
Belisnir class appears to be roughly between a stock Ha'tak and one of Anubis's upgraded
Ha'taks. O'Neill class ships, however, appear to be advanced beyond even Goa'uld
Motherships upgraded with Ancient technology.

Rank, Gear, and Resources

        Despite the fact that billions of dollars go into funding the Stargate Program every
year, this doesn’t give SG team leaders the luxury of bringing nukes and anti-tank
missiles on every mission. MALPs alone cost thousands of dollars. As such, all gear
beyond standard SG team gear needs to be requisitioned separately prior to the mission.
The gear and resource pick system is an abstraction of the process of requisitioning the
gear you need. This is based on the AEG system, and can be used as an alternate with
few ill effects.

        Personnel at the SG have ranks just like any other military organizations.
Regardless of original branch or nation of service, for the sake of simplicity, ranks are
listed as E1-7, S1-7, and O1-7. While higher ranks do exist, and can reasonably be
bought, any character with rank higher than 7 is no longer considered to be on offworld
duty and is generally given a desk job to help run the SGC or other important duties.

        With higher rank comes increased privileges, including additional bundles, gear
picks, resource picks, and personal perks. There are three basic “classes” of characters,
Enlisted, Specialists, and Officers. Enlisted personnel tend to be “grunts”, combat ready
characters with few other skills outside of combat-related duties, though there are
numerous exceptions. Specialists include a wide range of characters, from technicians
and scientists to civilian historians, linguists, and diplomats. Officers also offer a wide
range of personnel, and while they tend to be more combat oriented than specialists, they
also tend to have more non-combat skills than enlisted personnel.

        The SGC pulls personnel from every branch of civilian and military life, and in
some rare instances from the international community. Post Season 8, there may be
several international teams in addition to the Russian Team. Post Season 6, special
circumstances may allow for the inclusion of international SG team members from
China, Great Britain, France, Germany, and other prominent nations. Additionally, some
team members may come from other worlds discovered by the SGC. All non-military
personnel tend to be listed as specialist personnel and ranked appropriately.
        All characters start at rank 1 for free. After that, each level of rank costs two
points. After character creation, you can’t increase your rank without GM approval –
increasing rank should be a rare event, dependant on positive mission outcomes, and
promotion cycles of the military. Also, it is not recommended to GMs to allow a
character to start with a rank higher than 4 or 5. The reason for this is to disallow
characters abusing rank early on, as well as to keep them from using too many skill
points on rank.

Enlisted                       Specialist                      Officer
Rank 1 (PFC/AFC)               S-1 (Specialist Grade 1)        O-1 (Second Lieutenant)
Rank 2 (Cpl./Senior            S-2 (Specialist Grade 2)        O-2 (First Lieutenant)
Rank 3 (Sgt./Staff Sgt.)       S-3 (Specialist Grade 3)        O-3 (Captain)
Rank 4 (Staff Sgt./Tech.       S-4 (Specialist Grade 4)        O-4 (Major)
Rank 5 (Sgt.FC/Master Sgt)     S-5 (Specialist Grade 5)        O-5 (Lt. Colonel)
Rank 6 (Master                 S-6 (Specialist Grade 6)        O-6 (Colonel)
Rank 7 (Sgt.Major/Chief        S-7 (Specialist Grade 7)        O-7 (Brigadier General)
Master Sgt.)

The benefits of rank:
       Each class has a seperate progression path, enlisted get predominately weapon
and heavy weapon bundles, as well as operation bundles. Specialists get research and
operation bundles predominantly, while Officers get selections from most bundle types.

Rank 1: Operation OR Weapon Bundle
Rank 2: Operation AND Weapon Bundle
Rank 3: Operation AND Weapon Bundle, +1 Gear pick
Rank 4: Operation Bundle AND Weapon OR Operation Bundle, +1 Gear Pick
Rank 5: Operation Bundle, Weapon Bundle OR Operation Bundle, +2 Gear Pick
Rank 6: Operation Bundle, Weapon Bundle OR Operation Bundle, +3 Gear Pick
Rank 7: Operation Bundle, Two bundles, choice of any mix of weapon or operation, +3
Gear Pick

Rank 1: Operation Bundle OR Research Bundle
Rank 2: Operation Bundle OR Research Bundle, +1 Gear Pick
Rank 3: Operation Bundle AND Research Bundle, +1 Gear Pick
Rank 4: Operation Bundle AND Research Bundle, +2 Gear Pick
Rank 5: Operation Bundle, Research Bundle OR Operation Bundle, +2 Gear Pick
Rank 6: Operation Bundle, Research Bundle OR Operation Bundle, +3 Gear Pick
Rank 7: Operation Bundle, Choice of two additional bundles, Research or Operation (any
combination), +3 Gear Picks
Rank 1: Operation Bundle, +1 Gear Pick
Rank 2: Operation Bundle OR Weapon Bundle, +1 Gear Pick
Rank 3: Operation Bundle OR Weapon Bundle, +2 Gear Pick
Rank 4: Operation Bundle AND Weapon Bundle, +2 Gear Pick
Rank 5: Operation Bundle and Weapon Bundle OR Research Bundle, +2 Gear Pick
Rank 6: Operation Bundle and Weapon Bundles OR Research Bundle, +3 Gear Pick
Rank 7: Operation Bundle and two bundles, any combination of weapon or research, +3
Gear Pick

On bundles:
       In the AEG system, bundles were split into the following types, weapon, duty,
mission, and personal. This was then followed by list upon list of bundles of gear that
players would choose from. Rather than limiting players to having to choose from
bundles of gear created by GMs or books, a new bundle system is used for the purpose of
this game.

        The new bundles are as follows: Weapon, Research, and Operation. Each bundle
is made up of equipment equaling no more than 10 gear picks. Some equipment can be
shared in more than one category – a video camera might be equally well suited for
research as an operation. However, laser sights and weapons cannot be used in research
bundles, though a laser level could be salvaged into a laser sight, or a flare gun jerry-
rigged into a weapon of sorts.

        Weapon bundles may consist entirely of ammunition if you so choose, using one
bundle to buy the weapon, and the next bundle to buy nothing but ammo. Of course, any
situation where you need that much ammo will be decidedly dangerous, but hey.

        Operation bundles can be purchased for 3 resource points, weapon bundles for 4,
and research bundles can be purchased for 2 resource points. Every bundle comes with,
for free, some sort of container or carrying device, however special load-bearing devices
cost extra.

        Bundles that fulfill the same purpose as another item you are given as part of your
standard SG team bundle are considered part of the new bundle, but do not use up the
existing points for the total bundle. For example, you buy a weapon bundle, your
standard-issue Baretta and P90, plus the ammo for each, are considered included in the
entire bundle, and in addition to them, you have ten points to spend on new equipment.
You could spend the points on more ammo, ammo of different types, or upgrades, or you
could swap out the guns for new weapons. The exchange will refund the points of the
current weapons for Gear Picks which can then be spent on new weapons. There is no
limit to how many individual guns can be in a Weapon Bundle, though an obvious limit
would be ten.

        In addition to the gear picks and bundles attained by rank, resources and gear
picks are obtained by a special perk. How many points you put into the perk determines
how many gear picks and resource points your character gets. However, this value is
altered depending on the “class” of the character. Specialists get a relatively even
distribution of resources and gear, enlisted tend to get more gear, and officers tend to get
more resources.

Perk Cost     Enlisted    Specialist    Officer
1 (G/R)       4/2         3/3           2/4
2 (G/R)       8/4         6/6           4/8
3 (G/R)       12/6        9/9           6/12
4 (G/R)       16/8        12/12         8/16
5 (G/R)       20/10       15/15         10/20

        Gear picks and resource points can also temporarily increased by spending a
genre point during the gear selection process. This can only be done once per session,
and the amount of Gear Picks is equal to 1d6. Additionally, if one possesses the
negotiation skill, one can attempt to gain more gear picks by giving the Quartermaster a
hard sell in an opposed negotiation check. This method gains a number of Gear Picks
equal to the Margin of Success of the opposed check. However, the danger to this is that
if you lose the check, you could end up losing gear picks equal to the margin of failure.
In order to get these points back, a retest can be attempted only by spending an
emergency die or a genre point. If the retest fails, you lose the points for the session.

        Resource picks can be used to buy bundles, requisition alien technology, crash
course training programs, advance teams, FRED, MALP, and UAV support, scheduled
gate reservations, and expensive or rare technology not commonly made available to SG
teams, such as naquedah generators or the X-303 Prometheus. Transit offworld by means
other than a stargate can also be reserved by resource points. Of course, asking for and
recieving are two different things. Mitigating factors can remove some or all of these
conditions without prior notice, a foothold situation, for example, forgoes the standard
mission procedure.

All small arms start with three reloads (1 in the weapon, 2 spare). All support weapons
come with 1 reload standard.

Handguns           ACC     DM    BR    ROF     Ammo      CQB       Mass     GP
Beretta 9mm        0       x15   6     0       15        0         1kg      1
Colt 1911          0       x18   7     0       7         0         1kg      1
FN Five Seven*     0       x12   5     0       20        0         1kg      2
H&K SOCOM          0       x18   7     0       12        0         1kg      3
.357 D.Eagle       0       x15   7     0       9         0         2kg      1
.44 D.Eagle        0       x19   8     0       8         0         2kg      2
.50 D.Eagle        0       x23   9     0       7         0         2kg      3
.38 S&W            0       x15   7     0       6         0         1kg      1
.44 Magnum         0       x19   8     0       6         0         1kg      2
*AP Ammo standard

SMGs             ACC   DM     BR    ROF      Ammo     CQB   Mass    GP
H&K MP5          0     x15    15    2        30       0     3kg     4
H&K MP-7*        0     x12    15    2        40       0     2kg     5
FN P90*†         0     x12    15    3        50       0     3kg     6
PP-19 Bizon      0     x15    15    2        64       0     3kg     5

*AP Ammo Standard
†Low-Light Sight

Assault Rifles   ACC    DM     BR      ROF     Ammo   CQB    Mass     GP
M16A4            0      x19    50      1       30     -1     4kg      6
M4 Carbine       0      x18    45      2       30     0      3kg      6
AK-47            0      x22    30      2       30     -1     5kg      7
AK-74            0      x19    50      2       30     -1     4kg      6
H&K G36*         0      x19    50      2       30     -1     4kg      7
H&K G35C         0      x18    40      2       30     0      3kg      5
Steyr AUG*       0      x19    50      2       30     0      4kg      7

*Optical Sight (+1 bonus to long and extreme range while aiming)

Sniper Rifles*    ACC    DM      BR      ROF   Ammo    CQB     Mass    GP
M24               0      x22     90      0     5       -1      6kg     6
M82 Barret        0      x30     160     0     10      -3      14kg    8
SVD Dragunov      0      x22     80      0     10      -1      5kg     6
H&K MSG-90        0      x22     80      0     20      -2      7kg     6

*All Sniper Rifles come with Optical Sights (+1 Bonus to Long and Extreme Range)

Shotguns     ACC DM BR ROF Ammo CQB Mass GP
Benelli M1* 0        x28 7        0       7         0       3kg     4
SPAS-12*     0       x28 7        0       8         -1      4kg     4
USAS-12      0       x28 6        1       20        -1      6kg     6
Saiga 12k    0       x28 7        0       8         -1      4kg     5
*These shotguns reload one shell at a time, each shell load counts as one action

Machine Guns       ACC     DM      BR    ROF    Ammo    CQB     Mass     GP
M249 SAW           -1      x19     50    +4     200     -2      7kg      7
M60                -1      x22     60    +3     100     -2      9kg      8
PKM                -1      x22     60    +3     100     -2      9kg      8
FN MAG             -1      x22     60    +4     100     -3      12kg     9
Ma Duece (.50)*    0       x30     100   +3     100     N/A     60kg     N/A
*This weapon is only found at the SGC or major Offworld Installations, such as the
Alpha Site and Beta Site. It is included simply for the sake of completeness, in case SG
teams need to use the guns in defense of such sites.

Support           ACC     DM          BR     ROF    Ammo      CQB    Mass    GP
M203              -1      As Ammo     15     0      1         0      2kg     4
GP-30             -1      As Ammo     15     0      1         0      2kg     4
MM-1              -1      As Ammo     15     0      12        -2     6kg     7
M224 Mortar*      -1      x80         250    0      1         N/A    20kg    9
M224L Mortar*     -2      x80         250    0      1         N/A    8kg     9
M72 LAW           -1      x120        40     0      1         -1     3.5kg   4
M136 LAW          -1      x150        30     0      1         -1     7.5kg   5
Stinger SAM**     0       x70         800    0      1         -2     6kg     9

*Minimum Range 70m, can fire indirectly. Burst is 50m in diameter (AoE 0 Tac Scale)
**Surface to Air (BR 4 Air Tac) Suffers -2 to hit Ground Targets. Guided, re-roll misses

Grenades*      ACC   DM         BR    ROF     Radius   Mass    GP
Concussion     0     x30        T     0       9        1kg     1
Frag           0     x26/14     T     0       8/30     1kg     1
Incendiary     0     x24/8      T     0       8/12     2kg     1
Flashbang      0     x8/F**     T     0       3/30     1kg     1
Gas/Smoke      0     x5/G***    T     0       2/15     1kg     1

*Grenades come in two types, thrown and launched. When throwing grenades, use the
accuracy listed here. When launching them, use the accuracy of the launcher.
**Flash effect, stuns target
***Gas/Smoke effect

Ammunition and Weapon Gear

       In order to simplify things, ammunition is purchased by reloads, rather than by
boxes of bullets.

High Capacity Magazines:
        Also known as C-Mags or Double Drums, more is required of this than just
slapping on a bigger ammo box. The weapon itself often needs to be modified in order to
accept the additional weight and the stresses of continued fire without breaks between
reloads. This modification effectively makes the weapon into a very light machinegun,
though Small Arms and Agility are still used for tests. This also creates an additional -1
CQB penalty due to added combat weight. Ammo capacity is increased to 100, and
reloads are bought using Heavy Weapons Reloads.

Laser Sight:
        A simple modification, this simply puts a visual light laser beam in line with the
barrel of the gun. This gives a benefit of +1 to short and medium range. This sight gives
no benefit at long or extreme range. In sneak attacks, laser sights can result in the target
being alerted to the attack (threshold 5 notice check). IR Laser Sights that are invisible to
the human eye can be used in conjunction with Nightvision Goggles, though they are
more expensive.

Optical Scope:
       Easily added to almost any gun, optical sights give a +1 bonus to attack at long
and extreme range. Some sights can be combined with other sights for increased cost.

Nightvision Sight:
        Also known as Starlight, Nightvision negates the penalties for fighting in low-
light conditions. So long as there is some light, even starlight, a +1 bonus is given for
low-light conditions. Can be used in conjunction with IR Laser Sights and IR Tactical

Thermal Scope:
        Rather than using visible light, Thermal Scopes rely on blackbody radiation of
matter, or Thermal Infrared. They can be used in total darkness, through smoke and dust,
and even through some solid objects, such as light cover. Resolution for man-portable
versions is not wonderful, and since Thermal radiation disperses quickly, the sight gives a
-1 under all lighting conditions, and a further -1 if the ambient temperature is close to 100
degrees Fahrenheit.

        This device muffles the report of a weapon and conceals the flash, something
invaluable for teams who don’t wish to reveal their positions. The base difficulty of
detecting suppressed fire is threshold 5 at most ranges, 7 if using subsonic ammunition.
This doesn’t mean that the enemy can’t hear the shots, but rather that they won’t know
where the fire is coming from. If using subsonic ammunition, even the target has to make
a check to figure out where the fire is coming from, threshold 4.

        Largely used in machineguns to stabilize the weapon under autofire, bipods and
tripods can only be used in the prone position or when terrain allows for placing the legs
on stable surfaces. Bipods add a +1 to attack when deployed. Tripods add a +2 to attack
when deployed. Bipods take one action to deploy properly, while tripods can take up to a
minute to deploy properly, though they can be deployed quickly in combat, using a
physical check, with the MoS reducing the total amount of time to set up the weapon on
the tripod. Packing up a tripod takes a similar amount of time, though it only takes one
action to detach the weapon from the tripod in a rush.

Tactical Flashlight:
       Flashlights that attach to the barrel, useful in negating low-light conditions in
combat. The downside is that the light can be seen from much farther away than it can
usefully illuminate, and thus can give away the position of an SG Team. As with laser
sights, near-infrared flashlights can also be procured for use with Nightvision gear.
When a IR Flashlight is used, the area illuminated is considered as daylight, even if there
is no other light at all. Flashlights of all types generally only give effective illumination
at up to medium range.

Ammunition                          Mass     GP
Small Arm Ammo* (3 Mags)            1.5kg    1
Small Arm AP Ammo* (1 Mag)          0.5kg    1
Machinegun Ammo (1 Box)             2kg      1
Machinegun AP Ammo (1 Box)          2kg      1
Mortar Shell (1)                    2kg      1
Stinger Missile (1)                 10kg     1

*Special: Revolvers can choose between double ammo or ammo pre-loaded with speed-

Gear                              Mass      GP
High Capacity Mag Mod             0.5kg     1
Laser Sight/IR Laser Sight        -         1 (2)
Optical Scope                     0.5kg     1
Nightvision Scope                 0.5kg     1
Thermal Scope                     0.5kg     2
Silencer/Supressor                *         1
Bipod                             0.5kg     1
Tripod                            10kg      2
Tactical Flashlight/IR Taclight   -         1 (2)

*Silencer mass is dependant on the weapon. Pistol silencers weigh 0.2kg, rifle silencers
weigh 0.5kg.

        Destructive, but not offensive weaponry, these devices count as Operation Gear
for the purposes of bundles.

Explosive           DM       Radius Mass           GP
C4                  x50      15m       1kg         2
Claymore            x30/15 Special* 2kg            3
Satchel Charge      x100     30m       12kg        4
Breaching Charge x48         5m        1.5kg       2
Dynamite            x30      8m        1kg         1
Primercord          x32      3m        1kg/10m 1 per 10m
*Claymores have a primary blast radius of 15m, with a 100m blast cone in the fixed
forward arc. There is no secondary effect outside of this cone.
Type Armor Enc Conceal Mass GP
Armor Type           Rating Enc Conceal Mass GP
Light Flak Vest      15       0      Yes        2.5     2
Light Flak Suit      20       0      Yes        3       4
Medium Flak Vest 25           0      Some       6       6
Medium Flak Suit 30           0      Some       7       8
Heavy Flack Vest 35           -1     No         10      10
Heavy Flack Suit 40           -1     No         14      12
Helmet               Suit     0      Depends *          -
*Helmets weigh 2kg for Light Flak, 3kg for Medium, and 4kg for Heavy, they have as
much armor protection as the suit they are used with.
-Helmets are free options, But due to their weight and the aggresive nature, they are
commonly not taken on most non-combat missions.

Alien Technology List

Weapon                    Acc     DM     BR      ROF      Ammo       CQB      Mass      RP
Staff Blast*              -1      x40    10      0        50         -2       5kg       5
Staff Melee               0       +11    -       -        -          +1       5kg       -
Zat**                     0       x6     6       0        50                  1.5kg     2
Stun Ball†                0       x6     T       0        6                   1kg       4
TER††                     0       x40                     20                  2kg       6
“Tac”                     +1      x25    8       1        100        -        2kg       8
Glider Cannon             -2      x70    50      0        50         -4       9kg       8

Cloak                     -       -      -       -        -          -        0.5kg     10

*Knockback, HEAT
**Nonlethal, Haywire, Ignores Armor
†Nonlethal, AoE 25/10/5m radius
††Only useful against enemies out of phase, can be used to spot cloaked targets, however

Communications(O)       Mass    GP
Line Taps (4)           0.1kg   1
Line Tracer             0.1kg   1
Radio Headset           0.1kg   1
SATCOM Terminal         3kg     2

Computer(R)     Mass    GP
Desktop (+1)    6kg     1
Desktop (+2)    6kg     2
Desktop (+3)    7kg     3
Laptop (0)      1.5kg   2
Laptop (+1)      1.5kg   3
Laptop (+2)      2kg     4
PDA (-2)         0.5kg   3
PDA (-1)         0.5kg   4
PDA (0)          1kg     5

Program Suites(R)            Mass   GP
Chemical Analysis            -      3
Crystal Interface/Control    -      6
Hacking                      -      8
Physics Analysis             -      3
Astrometrics                 -      3

Medical(O)            Mass     Potency     Onset    GP
First Aid             1kg                           2
Crash Kit             4kg                           4
Stretcher             3kg                           1
Medicines             -        -           -        -
-Antibiotics (10)     0.2kg    +2                   1
-Antidote (5)*        0.1kg    +5          1hour    1
-Antivenom (10)       0.2kg    +5          1min     1
-Sedative (10)        0.2kg    9           2min     1
-Local Pain (5)**     0.1kg    7           2min     1
-General Pain(5)**    0.1kg    10          2min     1
-Analgesic (50)       0.5kg    6           10min    1
-Stimulant (10)       0.2kg    8           2min     1
-Poison (5)           0.1kg    12          3min     3

*Antidotes must be tailored to a specific poison or disease.
**Effects: Sedative, Analgesic

Power(R)                     BP         Mass      GP
Batteries (5)*               5          0.5kg     1
Battery bank*                400        18kg      4
Gasoline(Five 20L Cans)      10,000     55kg      2
Portable_Generator**         0.6        25kg      4
Vehicle Generator**          1.8        140kg 5
Solar Panel (Small)          2/hour     0.5kg     1
Solar Panel (Large)          40/hour 7kg          3
*Batteries can be recharged by generators or solar panels
**Generators consume gas at specific rates, using the gas BP per hour as listed. The BP
listed is how many Liters of Gas are consumed every hour. Each 1L of gas is 100 BP.
Portable Generators have 40L tanks, Vehicle have 120L tanks

Sensors(R)(O)                Mass    GP
Altimeter                   0.1kg 1
Atmospheric Radiation       0.5kg 3
Binoculars                  0.5kg 1
Binoculars, Low Light       1kg      2
Bomb Sniffer                0.5kg 2
Cameras (Digital)
-Still*                     1kg      2
-Video*                     4.5kg 3
-Underwater Mod             +0.5kg +1
Geiger Counter              1kg      1
Goggles, Flash              0.5kg 2
Goggles, UV/IR              0.5kg 2
Goggles, Night Vision       0.5kg 2
GPS Receiver                1kg      1
Flashlight                  0.1kg 1
Floodlight                  2kg      2
IR/UV Light Mod             -        +1
Glowsticks (20)             0.5kg 1
Flares, Magnesium (20) 2kg           1
Digital Audio Recorder      0.1kg 1
Thermal Imager              2kg      2
*Still Cameras can hold 100 pictures of excellent quality, 500 of moderate quality, or
1,000 of low quality, with additional memory sticks for 1GP each
**Video Cameras can record 4 hours of high quality video, 6 hours of moderate quality
video, or 8 hours of low quality video, with additional digital tapes for 1GP each
Survival/Base(O)                  Mass     GP
Air Conditioner, Portable         11.5kg 1
Air Conditioner, Vehicle          55kg     2
Backpack                          2kg      1
Camo Netting                      4kg      1
Chain (6m)                        9kg      1
Rope (50m)                        5.5kg 1
Face Paint (6 use)                0.1kg 1
Gas Mask                          2kg      1
Heater, Portable                  9kg      1
MRE (6 Meals)                     3kg      1
Suits:                            -        -
-Asbestos                         7kg      2
-Drysuit                          7kg      3
-Gore-tex                         2kg      2
-Ghillie                          3kg      1
-NBC                              9kg      2
-SCUBA                            8kg      2
-Space                            11.5kg 1RP
Tent, Large                      2kg     1
Tent, Small                      7kg     2
Tent, Quarantine                 14kg    4
Water Filter                     2kg     1
Water Purification Tablets (5)   0.1kg   1

Tools (O)                  Mass     GP
Barbed Wire (65m)          7kg      1
Cargo Net (2)              13.5kg   1
Crowbar (2)                7kg      1
Chain Link Fence (10m)     27kg     1
Kit, Appraisal/Trade       3kg      2
Kit, Climbing              5kg      2
Kit, Craftsman             5kg      2
Kit, Crystal Tech          5kg      4
Kit, Demolitions           10kg     4
Kit, Disguise              2kg      3
Kit, Electronics           4kg      3
Kit, Forgery               2kg      3
Kit, Lockpicking/B&E       2kg      3
Kit, Mechanics             6kg      3
Kit, Musical               2kg      2
Kit, Science               3kg      3
Kit, Survival              4kg      2
Knife, Tool                0.5kg    1
Lock (5)                   1kg      1
Lockpick Gun               1kg      2
Manual (Specific)          1kg      2
Safe, Portable             18kg     2
Shovel, Folding            2kg      1
Tripwire, 30m              1kg      1
Winch, Portable            16kg     1
Zip Ties (50)              2kg      1
Standard SG Team Bundle
Item                     Mass GP
Trail Pack               2kg      -
BDU (2)                  1kg      -
Boots                    1.5kg -
Cap                      0.1kg -
Load Bearing Harness* 0.5kg -
Compass                  0.1kg -
Canteen                  1.5kg -
Flashlight               0.1kg 1
GDO/Cell Phone           0.1kg -
MRE (3)                  1.5kg -
Light Flak Vest          2.5kg 2
Tactical Radio           0.5kg -
Radio Headset            0.1kg 1
P90 SMG                  3kg      6
3 P90 Reloads            1.5kg
Beretta Sidearm          1kg      1
3 Beretta Reloads        1.5kg
Combat Knife             1kg      1
Total                    19.5kg 11
*Load Bearing Harness increases the character’s strength for encumbrance purposes
Carrying Capacity is equal to ½ deadlift
-2 STR 25kg
-1 STR 30kg
0 STR 35kg
+1 STR 40kg
+2 STR 47.5kg

Penalty for 50%-75% encumbrance is max speed of jog, 75%-100% is max speed of walk

Items that are not easily carried apply a -1 penalty for one-handed, -2 for two-handed.

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