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WRITlIIIC; CI<IEF OF OPERATIONS

Brannon Boren Maureen Yates


Andy C. Davis
Rob Defendi
Dr. S. Alexander Gentry, PhD
PRODUCTION MANA"ER
Mary Valles
Christina Kamnikar
Clayton Oliver
Meredith Patterson FOR MGM TELEVISION
ENTERTAINMENT INC.
ADDITIONAL WRITIN" Tamara Blanton: Product Development Coordinator
Michael Blake Elaine Piechowski: Product Development Coordinator
Alex Flagg Laura Reid: Category Manager
Robert J. Hansen
Patrick Kape ra
DEDICATION
Andrew M. Popowich
Space exploration is not science fiction . It's an
Lou Prosperi
important and dangerous endeavor undertaken by
Rodney Thompson
the most extraordinary people our planet can
Rob Vaux
produce. Thi s book is dedicated to the men and
women who gave their lives in order to further our
LINE DEVELoPER underst anding of the universe:
Rob Vaux
MichaelJ. Adams
Mike Anderson
MECf.tA~IC5 ASSISTAN:CE
Charles Bassett II
Kevin P. Boerwinkle
David Brown
Steve Crow
Manley Carter. Ir.
Scott Gearin
Roger Chaffee
Patrick Kapera
Kalpana Chawla
And rew M. Popowich
Laurel Cla rk
Kevin Witson
Georgi Dobrovolsky
Erik Yaple
Theodore Freeman
Yuri Gagarin
EDITIN" Virgil/, Grissom
Steve Crow Rick Husband
Clayton Oliver Gregory Jarvis
Andrew M. Popowich Vlad imir Komarov
Rob Vaux Robert Lawrence, Ir.
Christa McAuliffe
Willie McCool
CREATIVE DIRECTOR
Ronald McNair
Mark Jelfo
Ellison Onizuka
Viktor Patsayev
TYPESETTIN" Il an Ramon
James Macduff Judith Resnik
Francis Scobee
Elliot See
GRAPI<IC DESI"N
Michael Smith
Steve Hough
Stephen Thorne
Vladi slav Volkov
CI<IEF EXECUTIVE OFFICER Edward White II
John Zinser Clifton Williams. Jr.
PLAYTESTERS
Tony Allen, Cart Ballard, Jon Bancroft, Kevin Barbour, Steve Barr. Clark Barrett, Matt Birdsall.
Michael Blake, Eirik Buil-Hansen, Kyle Burckhard, Nick Campbell. Simon Campey. Chris Carlson, Richard Cattle.
David Crabbe, Joshua Cremosnik. Steve Crow, Ray Edwards, Steve Emmott, Charles Etheridge-Nunn, Jerry Ham,
Rich Harkless, Nabil Homs i, Olav B. Hovel, Ashley Jestico, Stephen Johnstone. Kalal Kahana, Bob Kelsey,
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Andrew M. Popowich. Anthony Rainwater. Rolando Rivero, Andy Robertson. Jill Robertson. Hector Rodriguez,
Dave Salisbury, Ion Sederqvist . Aaron Smith, Mandy Smith, Marshall Smith, Sonya Smith, Catherine Spainhour,
Rich Spainhour, Alasdair Stuart, Michael Surber, Andrew Fraser Taylor, Omar Topete, David Trask,
Seth Tupper, Kris Wagner, James Wiley, Marcus Wischik, Vivika McKie-Wood s, Matt Wright

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3
New R Aces . .. .B 7
CONTENTS K'kaan, NearUnas .B7
I NTRODUCTION ... . .5
New BAse CLASS .89
CJ.tAPTEA O~E : New WORLos .6
Wheelman .B9
Elo EORE (PS 4 -573) .6
New P RESTIGE CLASS ES . 90
~AlliCIA (p4X -124) . 12
.90
I-i rooMA (AIC-20 1) . 1B
forward .92
H IMMEL (P7X-997) .27
New SkiLL USES .94
H eu k AIN(1A (P2R-992) .34
CHAse F EATS . . . .99
LIRA-kE (PZ4-669) . .39
New ADVANCED SkiLL F EATS . 104
L ON(1INU5 ( p aV-239) . 47
New ~EAR F EAT . . . 104
MAkkAI-uJ AHk (UX4-721) .54
N EW H UMAN E QUIPME N T .104
Sf-ICHIZENYA CP31-1 - 719) .5B
N EW ALIEN E QUIPMENT .105
STENNOS (P47-782) .6 4
MI SCELLANEOUS R uLES .10B
C~APTER Two:
Outer Space Rules .108
AOVEI'lTURES rPl! SPACE .70
R uth-liNG M ISSioNs IN SPACE . 70
Radiation .111
Converting Animal Stats to Stargate Rules . 112
4 0A'UlD FleETS:

A BRIEF H ISTORY .72


N EW FAUNA ..... . . 113
C~APTER FOUR: CI-IASES
P"h .73
APrilD VE~ICLE ~UIDE ........ . 114
O THeR FL EETS .75
VEHiCLE ANa
CItAPTER TJ.tREE: PIIew RuLES . 7B
New ORDNANCE CLASSES .114
H UMAN SpeCIALTIES . 7B
New ALIEN SP ECIALTIES .B2
VEHiCLE CATE!40RIES .115
V EHiCLE Q UALITIES . 117
Ta-tanen .B2
MA STERWORk M OD IFI CATIONS .121
Eldeorans .B2
Gallicians .B3
V EHicuLAR ORDNANcE . 126
V EHicuLAR OR DNANCE
Hidomans . .B4
Himmelites .B4
AMM UNITION .13 0
VEHiCLE D ESCRIPTIONS .134
Hou Kaingans .B5
Kettle-Dwellers .B5
CHASES ANa VEHiCLE COMBAT .137
MASTER VEHiCLE ~ UIDE T ABLE . 157
Lirakeans .B6
MASTER VEHiCLE ~ UIDE .16 0
Stennossians .86
N ew NEAR-HuMAN
MANEU VER OPTIONS BY fACIN~ . 170
VEHicLE CRITICAL E FFECTS . . .1 74
EvoLUTIOtJARY TRAITS . . . . . B7
cov~rage of important NPCs (including statistics). and
INTRODUCTION a set of plot hooks geared towards basing various SGC
The universe contains countless billions of stars, missions around it.
around which orbit a nearly limit less nu mber of Chapter Two contains a series of general guidelines
planets. The Stargate Network has at least 1.9 billion concerning missions in outer space. Space-bound
possible addresses, which increases exponentially if missions include several unique aspects which differ
you include the use of the eighth or the ninth chevron. from standard missions through the Stargate; tips for
The numbers arc vast, unapproachable, overwhelming. properly handling them are covered here. The chapt~r
From the vast empires of t he System Lords to the also contains a series of GM aids, including details on
Asgards' protected planets, from ancient human various species' space programs, a Tok'ra NPC for use
cultures scattered across the galaxy to alien planets as a pilot , a history of System Lord f leets , and
housing beings who have never before laid eyes on our information on the Goa'uld Ptah: creator of the ha'tak
species. the potential for further discovery dwarfs the pyramid ships.
imagination. Chapter Three contains the usual assortment of
To date, the sec has visited just a few thousand of new rules: specialties, classes, equipment, a nd other
these worlds. Those seen on the Star9Qtl! sa'l TV show specifics used in conjunction wi t h the first two
number around two hundred, and even they have taken chapters. A entirely new class of feat - the chase feat -
seven years to find and catalogue. It will take many is included, along with nearhuman templates fOf each
lifetimes to fully explore the Stargate Network, and of the planets in Chapter One.
many more to sift through the wealth of cultura l and Chapter Four is a comprehensive guide to Stargatc
scientific knowledge brought back. In cosmic terms, vehicles. Every conceivable form of t ravel, from camels
we've barely scratched the surface. Our task is nearly and horse carts to Asgard mothershi ps and Goa'uld
endless, and the benefits to our little world have only ha'taks, are included, along with details on special
begun to be calculated . features, maste rwork modifications, and expanded
As enticing as the rewards are, however, the risk is vehicle sizes to accommodate the vast sca le of
equally large. Each new address on the gate holds new interplanetary ships. Most significantly, this chapter
dangers, whether it be an expansionist Goa'uld, a new cont ains th e long"awaited Srargate chase rules,
foe wishing subjugate Earth to his will, an alien life allowing you to run breathless pursuits across alien
form threatening to wipe us out, or just a new disease worlds or deep in the depths of outer space. The chapter
for which we cannot possibly prepare. The more worlds concludes with a master vehi cle chart, providing stats
we visit, the greater the chance of encountering some for a wealth of vehicle types, as well as a list of chase
terrifying new threat, s t riking at us as easily as maneuvers and other important pieces of information.
stepping through a door. As always. the rules contained herein afe designed
Nor are such dange rs and opportunities limited to under the Spycraft d20 system and are fully compatible
the Stargate Network alone. The Goa'uld, Asgard, and with both previous Stargate books and with other
many other races possess interstellar spacecraft, able sourcebooks in the Spycraft line.
to travel between the stars without having to dial out The Stargate is a path to a mi lli on possible
t hrough the gate. With the christening of the advent ures, each one more amazing than the last. This
Promethew., Earth joined the space race in earnest, book holds the key to a handful of them: eager first
increasing our ability to explore the universe beyond steps in a potentially endless campaign. Enjoy them,
our solar system. but watch yourself; the dangers they contain are not for
Whether by a wormhole to another planet or a t he faint of heart ..
faster-than light engine propelling us through the void,
the vast expanse beckons to us with all its wonders and
all its threats. FirM Step.l. is a sourcebook for those
und iscovered portions of the galaxy - planets and
adventures which have not yet been seen by the SGC. It
includes both worlds accessible through the Stargate
and guidelines for spacebound missions, along with
vehicle rules and a system for running chases in the
Stargate universe.
Chapter One contains details on ten new planets:
Goa'uld throne worlds, forgotten Nazi colonies, a globe
spanning artificial intelligence and other wonders
ready for your SG team. Each entry covers the world's
history and civilization, pertinent locations, full

5
This chapter contains
a dozen new worlds within the
Stargate network, as yet undiscovered
by the sec. Each world is broken down into
the following sections:
Terrain: A description of the planet's surface,
including any geographical features.
History/ Cu ltu.re: A history of the planet, with details on its
occupants. th eir society and any features of particular interest.
Notable features: Any aspect of the planet - usually, but not
limited to physical locations - which may draw the attent ion of visiting
sa teams.
NPCs: Important figures (rulers, Goa'uld, etc.) who will figure prominently
in any SCC explorat ion of the planet.
Plot Hooks: A series of short adventure ideas, designed to give GMs a spring
board into SG team missiOnS.

ELDEORE (PS"-S73)
Thermosphere: Hot (CR 0; close orbit; 3dlo+So f).
Atmosphere: Nonnal (CR 0; .8 atmospheres; AutO: None; Exp. Inc: None: SV None; Dmg
None; Recup None).
Hyd ros phere: Semi-arid (CR 0: daily weather 1-88: none, 89: flood. 90-92: rain (I in.) or snow
(ld4-l in.), 93= thunderstorm or snowstorm, 94: dust st orm, 95: hurricane or blizzard, 96-97: wind
Idlo MPH, 98: wind IdlO+lO MPH. 99: wind IdlO+20 MPH. 00: windld20+)0 MPH).
Geosphere: Very Stable tectonic activity (da il y earthquakes: none: no volcanoes within 100 miles
of Stargate).
Seaso ns: Normal (1-25: spring, unchanged; 26'50: summer, +2d20 o f; 51-75: autumn, unchanged:
76-100: winter, -2d20 o fl.
Anthrosphere: 10,000.000.000 natives; Goa'uld (7 picks. 6 RP); Pantisocra cy; Extremely Open
(+) with disposition checks); Special (0 soldiers, squad size 0 soldiers): Very Progressive civil rights_
Or igin: Indeterminate.
Sta rga te Location (temperate reg ion): Rocky terrain in wasteland, museum inside urbanized area.

TERRAl III
Eldeore contains six major landmasses ranging in size from Australia to Eurasia. The planet has more
than the usual amount of tectonic plates. and mountainous regions dominate the areas near the coasts.
This helps contribute to the drierthan-normal overall climate. aided by the fact that only about half of the
planet's surface is covered in water. Despite all that. the planet's tectonic activit y has almost completely
stopped (due t o the natives' technological advances). There is little or no continental drift. and volcanoes
and eanhquakes are almost unheard of.
The planet is covered in well.adapted vegetation, some of which appea r quite alien. Strange plants with
red t runks and leaves designed for catching water vapor dot the surface. especially in the desert regions.
The wildlife was once dominated by several extremely effective predators but these have now been pushed


back into t.he more remote regions and onto special nature
preserves. Much of the native life has been driven off or
paved over by urban areas, and while the Eldeorans
carefully preserve the ecosystem. they also disdain tall
buildings. which makes for a significant problem with
urban sprawl.
The largest of these continents, Hurinur, is located in
the northern hemisphere and contains the. home of the
Eldeoran civilization_. including the Stargate.lt is bisected
north/south by a huge mountain range. The western half
has higher rainfall, in places almost Earthnonnal. The
eastern haif is dominated by deserts and wastelands.
The Stargate itself is in a region devastated by an
ancient Goa'uld attac k. Nothing grows in the native earth
here, although in the urban re8ions, gardens are planted
with imported soil. As with everywhere on this continent,
the cities have spread far and wide. This region is
dominated by shattered rock fields and broken canyons.
The surface soil is very loose and somewhat prone to dust
storms (outside the wea ther cont rol re8ions). Almost no
things differently. Never again would they allow science to
surface moisture exists and the water table is over 1,000
walk hand-inhand with savagery; never again would new
feet below the surface. The Stargate currently resides
advancements enter the world wi thout safeguards. They
inside a museum in the city of Geslon, a sprawling
placed their primary focus on social engineering, movin8
metropolitan development in the middle of this wasteland.
forward in careful steps rather than reckless sprints.
The museum is large - bigger than the Louvre - and filled
Their plan developed smoothly. While the rest of the
with artifac ts and art of all kinds.
world settled into a medieval level of technology. the
Hurinurans examined how people interacted with one
IiISTORV/CuLTURE
another and searched for ways to weed out their violent
A Goa'uld overlord seeded the world of Eldeore with
tendencies. They discovered methods of raising children
human life about six thousand years ago. The identity of
without a violent drive and invented machines that could
the Goa'uld is unknown but whoever it was. he or she was
suppress 8enetic aggression at a very early age.
killed shortly aher humanity began to take hold. That leh
Two hundred years after the collapse of Eldeoran
the humans to stan building a culture and society of their
civilization. society began anew. In time. it spread across
own. No other Goa'uld ever found the world. or if they did.
the planet. and its careful sociological designs helped to
deemed it unworthy of conquering. Without the System
create a world with no crime, no war, and no prejudice. They
Lords to impede them, the society progressed nicely. The
stopped building military equipment and soon didn't even
populace maintained a continuity of intellectual growth
need a police force. Technology continued to improve, and
that the Tauri never had. and put their first man into space
all hardships and illness slowly vanished from t heir
before the fall of the Roman Empire. In less than two
culture. They rebuilt the areas of their continents
thousand years. they had spread throughout their world,
devastated by war. and conducted surveys into older ruins,
bringing civilization to every continent.
hoping to learn more abou t their ancient past.
As it grew. their cul ture fractured along nationalistic
It was in one of these locations that they found the
lines. and before long th ey were warring with their
Stargate. which they moved to a museum in the nearby city
neighbors over everything from land to resources to
of Geslon. (They never go t it to work and remain unsure.of
ideology. The wars were violent, bloody and terrible - much
its purpose to this day.) They have buill fasterthan.light
like Earths. They fueled technol08ical advances of the most
ships and explored their part of space. but there aren't any
savage kind and Eldeore soon became the home of some of
inhabitable worlds nearby and they have yet to encounter
the most efficient killers in the 8alaxy. They survived their
any other intelligent species. Like everything else in their
nuclear age without destroying themselves. but by the time
culture. space explorat ion is very cautious. They don't rush
the Renaissance began on Earth, they had developed
into anything they do.
conversion bombs that could transform matter to energy
Eldeare is a utopia. They know no hardship whatsoever.
without any radiation.
The ir houses contain technology that automatically
These bombs were used.
attends to their needs. and their construction is designed
The cause of the war is lost to time. but the resulting
to prevent them from gelting so much as a stubbed toe.
holocaust tore their civilization asunder. When the smoke
They know no illness. and medical monitors catch
cleared, little remained: only broken cities and scattcl'f!d
problems long before they manifest. Indeed, most
survivors. Their cultures revened to barbarism, plunging
Eldeorans go their entire lives without experiencing more
the planet into a new dark age. Only one group, on the
than the briefest moments of pain. They need little in the
continent of Hurinur. maintained their knowledge of
way of government because their world has long evolved
technology and science. These people quietly began
beyond the needs for laws. Children learn the difference
rebuilding their world, but this time. they decided to do

7
between right and wrong at an early age, and they learn Geslon is the most likely first contact point. since it houses
it so thorou ghly that it simp ly never occurs to them the Geslonian Museum. the current location of the Stargate
to commit a crime, Theft, assault, and prejudIce are and the DHD (which are still connected to one another).
effectively nonexistent, Few adults can even remember the l<:!cated in the middle of one of the Great Devastations (a
feeling of pain. injustice or even anger and fear. wasteland caused by the bombs used in the war). the
This has left the society in a strange place. While museum also contains a great deal of pre-war artifacts.
Eldeore appears. to all outside observers, as an absolute including many ancient and now-defunct weapons. Anyone
paradise - with weather control, perfect health care an d the coming through the Stargate will immediately face a
ability to follow individual pursuits that fulfill and enrich sterilized walk through the horrors of the Eldeoran past.
their lives - they know no real hardsh ip. In fact, they have SG team members wa lking through the place might be
no tools for dealing with adversity. They have never known surprised at how clean the war appears, but all the horrors
depression or serious loss. They have never encountered a are thoroughly described (in words fi t for Earth children)
problem t hey could not immediately solve. Even death is and they should figure out the t ruth of what they are seeing
considered a time of transition and joy (presuming it's a fairly easily (the sanitizing reflects the natives' sensibili-
natural death, and acciden tal deaths are unthinkable to ties. not any sense of censorship or denying the t ruth).
them). Beyond the museum lies a beautiful city of fountains
The implications of this might not be immediately and sculpted architecture. The loca ls have embraced the
obvious. especially to an SG team exploring the world. Any stark landscape as a part of their culture, preferring rock
trouble, any at all, could throw gardens to the lavish flowers culti-
Eldeore into a state of chaos. vated in other cities. Since nothing
A sickness - even a flu grows in the native soil, cities
that only kills the in this area are based around
elderly - is beyond the intellectual pursuits and
scope of their medical industry. Geslon is an
science and could cause academic mecca of sorts, and
panic in the streets. The contains several universities,
sensations of uncertainty, think t anks and resea rch
doubt, and fear, could facilities. It's also a minor
quickly overwhelm their hub of governme nt (such as it
sensitivities, leading to a is), responsible for maintain-
terrorborn reversion to ing the planet's idyllic
atavism. Such reactions lifestyle.
can be triggered by things Few buildings in Geslon
that wou ld barely raise an have more than three stories;
eyebrow on Earth: a minor the natives prefer to build out
cut, for example, or a brief instead of up. What tall
bout of anger. In creating constructions exist usually
a "perfect~ society, the serve decorative purposes,
Eldeorans have produced a such as t owering arches a nd spires
world of psychological invalids. that improve the city's aesthetics, but serve no practical
They just don't know it. Ye t. purpose. Research groups and think tanks too large for a
small building work in developed campuses with beautiful
NOTABLE FEATURES landscaping and multiple buildings to house the ir opera
Eldeore's rainfall is quite low by Tauri standards and lions. These areas are like tiny suburbs unto themselves,
some areas are so dry that they must pipe in water From often containing housin g. galleries. and dining areas. as
elsewhere. Their technology has tamed the planet's well as utilities and other community services.
tectonic activity and mitigated harsh weather throughout
inhabited regions. The figures given for weather in the stat
LORNUAN RUINS
block are only for uninhabited regions; the cities feature no
These ancient ruins are some 5.000 years old: little is
inclement weather at all, save localized rain to replenish
known about the original inhabitants, though the extent of
Willer sources and contribute to agriculture (all fanning is
the site suggest that it supported a large number of people:
automated and requires no human supervision). Some
a city or similar hub of the ancient world. It was here. in a
areas of the planet were so devastated by t he war th at they
dee p chamber filled with earth and rubble. that the Stargate
still have no arable soil; recovery is slow. but noticeable as
was found. Only a few other revealing artifacts have been
hardy weeds encroach, die, and add nutrients back into the
removed from the ruins - scraps of pottery and simple
earth. This process will take many more centuries before
tools - though excavation continues in hopes at finding
it's complete. Naturally, none of the natives ever ventures
more. In truth the site holds little of value. although there
into such places.
might be a stray Goa'uld artifact or two in th e deepest.
Hurinur is the most populated and urbanized continent
undiscovered recesses. Most underground chambers were
on the planet. The farther away one travels, the mOfe recent
filled after th e Goa'uld abandoned the planet, and are
their prep\anned utopia becomes. The Hurinur city of

8
shielded from naquadah-sensing devices, so that only ~pC5
digging and exploring can unearth them. Given the El lRAS SORUN
Eldeorans' sedate pace and propensity for planning, it may Eliras Sorun. the head of the Geslonian Museum, is a
take decades before such treasures see the light of day. tall thin man with a badly groomed beard and a terrible
haircut. He moves abou t in fits and starts. like a car with
transmission problems. He tends to fidget and his hands
RoloERA
are always fiddling with a pencil or similar knickknack.
The capital of Eldeore is a major urban sprawl covering
When he speaks. he makes little mincing gestures with his
thousands of square miles on the far side of Hurinur near
hands. His hair Is dark. going grey on top (and not
the equator. It is the seat of the government bureaucracy.
gracefully. it makes him look like a skunk). He habitually
though the Eldeoran government is such an enlightened
slouches, which makes him seem perpetually teetering,
body that it requires comparatively little bureaucracy.
and when he moves. he looks like he's stumbling forward to
Their work mostly involves the distribution of wealth and
keep from falling. Conversely, he is always very wen
the monitoring of road construction. weather control and
dressed. probably because his wife sets his dothes out and
tectonic subdual programs. It also handles odd problems
checks him before leaving the house. He wears standard
that no one accounted for.
Eldeoran business suits. wellpressed and in power colors.
This cit y is also something of an industrial center.
His shoes are always brilliantly shined and he wears an
known as the headquarters of the current space explo-
elegant ring, an heirloom from his father.
ration program. Their sh ipyards lie on the outskirts of
SOTUn is all about history. He devoted his life to the
the sprawl. and include a working space elevator which
study of Eldeore's pas! and trea ts the ani facts under his
connects it wi th an spacebased construction platform set
care like precious children. Travelers through the Stargate
in geosynchronous orbit above the planet. The elevator is a
would represent the most profound and exciting thing in
wonder to behold: tens of thousa nd of miles of fullerene
hiS life: he will pick their brains for hours on everything
structure about two hundred feet wide at the base, much of
they might know about his world's past and the greater
it filled with interior construction of its own.
universe on the olher side of the gate. Sorun is likable, in
his own way, and while he Is a bitter taskmaster to his
THE SAlIRUNO RAN~E employees. he will treat SG teams with almost childlike
The Salirund Mountain Range contains one of the most reve rence - fumbling with praise. wheedling for new
extensive networks of extinct volcanoes in all of Hurinur. lt tidbits of information. and generally acting nothing like a
lies only about 500 miles away from Geslon and would respected historian.
make a marvelous shelter in case of societal collapse or
weather machine malfunction. The lava tubes running
Low-lEVEL EllRAS SORUr-l
through the area can hold hundreds of people and many
Spedalty: Eldeoran (Advanced Society Near-Human)
months wonh of supplies. [t was extinct before the
Rank: Museum Curator
invention of the tectonic subdual technology. so the
Class: Scientist
volcanoes will not ~reignite~ should the Eldeorans'
Leve l: 2
technology fail (not that anyone knows that). Surveys of the
area are on file in most major cities. Strength:
Cons titution: ,.
9 Dexterity:
Intellige nce:
II
16

NolwEROCH
A major ci ty on the smallest of Eldeoran continents,
Nolweroch is a hub of social engi neering. II has served as
Wisdom:
Vita lity: '.
'5
Charisma:
Wounds:
'3

Defense: 12 (+2 class)


the launching point of some of the finest new programs
Initiative Bonn: +l (+I class)
designed 10 better Eldeoran society. Most come from the
Speed: )0
Larinur Sociological Institute, a premier think tank which
attracts the finest minds the planet has to offer. The fragili- Fort: +0 Ref: +0 Will: +7
ty in the current social fabric began here as well ... along
Special Qualities: +t species bonus to Knowledge
with the well.meaning cultural progress that disguises it.
(Archeology) and Knowled ge (History). cultural weaponry,
learned. long life. perfect life, PhD (Knowledge
NASOOR MINES (Archaeology). proJe4.t.or.
The Nasdor mountains, on one of the planet's lesser
Sk.ills: Appraise +8, Bureaucracy +l. Concentration +8,
continents. contain significant naquadah deposits - the
Cultures +7, Diplomacy +6, Knowledge (Archeology) +l8,
reason for the original colonization of the planet. For years.
Knowledge (History) +Il. Languages +8. Listen +5,
the Goa'uld mines here were nothing more than an archeo-
Profession (Museum Curator) +6. Search +10. Spot +9.
logical curiosity. Now, automated systems extract copious
amounts of naquadah to fuel the interstellar expeditions Feats: Alenness.lron Will. Scholarly.
and similar endeavors. No humans enter the mines: it is far
Attacks
too dangerous. Instead. overseers and supervisors monitor
Unarmed Id)! (subdual)
the machinery from the safety of the surface. using remote
probes to extract anything in need of repair. Gear: Chronometer. PDA.

9
M I D-LEVEL E llRAS SORuN H I CiH - LEV E L ELIRAS SORuN
Specialty: Eldeoran (Advanced Society NearHuman) Specia lty: Eldeoran (Advanced Society NearHuman)
Ra nk: Museum Curator Rank: Museum Curator
Class: Scientist Class: Scientist
Level : 9 Level: 16
Strength: Dexterity: Stren gth: w Dex:terity:
Constitution:
9
w In telligence:
",8 Constit ution: w InteUigence: "
Wisdom: '4 Charisma: '4 Wisdom: Charisma:
'"
'5
"
Vitality: 5' Wounds: w Vitality: 86 Wo unds: w
Defense: 18 l+7 class. +1 Dex) Defense: 24 (+13 class. +J Dex)
Initiative Bonu s: +5 (+4 class, +1 Dex) luitiative Bonu s: +7 (+6 class, +1 Dex)
Speed: 30 Speed: 30
fort: +3 Ref: +6 Will: +10 fort: +5 Ref: +8 Will: +1 4
Spec ial Qualities: +3 species bonus to Knowledge Special Quali t ies: +5 species bonus to Knowledge
(Archeology) and Knowledge (History), brilliant +2, cultura l (Archeology) and Knowledge (History), losecond solution
weaponry, improvise +5, learned, long life, perfect life. PhD I/ session, brilliant +4. cultural weaponry. improvise +8,
(Knowledge (Archaeology)), pro~or. research (inspiration know it al! l/ mission. learned, long life. perfect life, PhD
l/session, Bluff/ Bureaucracy). (Knowledge (Archaeology, History)), proje.uor, research
(inspiration lIsession. Bluff/ Bureaucracy/ Intimidat e).
Skills: Appraise +15, Bluff +3. Bureaucracy +ll.
Computers +5. Concentration +16, Cultures +1 4. Diplomacy Skills: Appraise +24, Bluff +6. Bureaucracy +20,
+1 4, Knowledge (Archeology) +29, Knowledge (History) H2. Computers +6. Concentration +21. Cultures +21. Diplomacy
Languages +15, Listen +6, Profession (Museum Curator) +23, Intimidate +3 / +5, Knowledge (Archeology) +40.
+14. Search +20, Sense Motive +14. Spot +17. Knowledge (HiSTory) +40, Languages +24, Listen +8,
Profession (Museum Curator) +21. Search +25, Sense Motive
feats: Advanced Skill Mastery (Alertness, Scholarly),
+2l . Spot +22.
Alertness. Iron Will, Lightning Reflexes, Scholarly.
Feats : Advanced Skill Mastery (Alertness, Scholarly),
Attacks
Alertness, Iron Will. Grand Skill Mastery (Alertness,
Unarmed '3 ld3'1 (subdual)
Scholarly). Lightning Reflexes, Persuasive. Scholarly.
Gear: Chronometer, PDA.
Attacks
Unarmed ,8 Id3 (subdual)
Gear: Chronometer. PDA.

ALRA URuLIN
Alr<l is Sorun's aide. taking care of museum business
while he engages in more "important~ research. An
accomplished archeologist, she has a great deal more
experience in the field than Sorun. and she's only working
i.n the museum while seeking assignment on another dig.
Unknown to her. Sorun has been sabotaging her attempts
behind he r back. He's quite taken with her and has no wish
to be deprived of her presence.
Alra walks with an athletic grace, partially because of a
childhood studying dance. and partly from working the
scaffolding at digs. She's in good shape and wears clothing
that, while modest, accents her body rather than hiding it.
There is a certain animal fluidity about her. She speaks in
a charming and confident manner and her gestures are
wide and sweeping. She holds eye contact and smiles with
everyone she meets. She's also very casually affectionate,
touching people often, and thinking nothing of giving a
new acquaintance a friendly hug. Her red hair and green
eyes stand in marked contrast to the grays and blues of her
usual clothing.
Alra likes everyone. and she trusts easily, but when that
trust is broken, she can hold a grudge. True anger is
virtually unknown among her people, but she will find

10
reasons to ignore the target of her ire, even if they require (Knowledge (Archaeology)), research (Bluff/Sport (Ball),
something important frorn her. She is delighted by science uncanny dodge (Dex bonus).
and discovery, but just as delighted by people. Wherever
Skills: Appraise +4, Balance +4. Climb +9,
she goes, she collects groups of admirers, though she
Concentration +10, Cultures +I), Diplomacy +9, First Aid +5,
seldom notices them. She thinks she's the one who follows
Gather Information +14, Knowledge (Archeology) +28.
them around, not realizing that her fascination with others
Knowledge (History) +20, Languages +16, Listen +6,
is easily matched by their fascination with her.
Profession (Archeologist) +), Search +16, Sport (Ball) +3,
Spot +6, Swim +6.
Low-LEVEL ALRA URullN
Feats: Advanced Skill Mastery (Scholarly), Alertness,
Specialty: Eldeoran (Advanced Society NearHuman)
Athletic, Charmer, Endurance, Improved Initiative, The
Rank: Civilian Archeologist
Look, Scholarly. World Traveler.
Class: Explorer/Scientist
Level: VI

Strength: 8 Dexterity:
Attack.s
Unarmed .,
Constitution: u Intelligence: "
,6 Gear: Chronometer, PDA.
Wisdom: w Charisma: ,6
Vitality: '9 Wounds: u HI<4H-LEVEl ALRA URuLIN
Specialty: Eldeoran (Advanced Society Near-Human)
Defense: 12 (+2 class)
Rank: Civilian Archeologist
[nitiative Bonus: +5 (+] class. +4 feat)
Class: Explorer/Scientist
Speed: )0
Level: 8/8
Fort: +I Ret. +l will: +)
Strength: 8 Dexterity: w
Special Qualities: +1 species bonus to Knowledge Constitution: Intelligence:
(Archeology) and Knowledge (History), all over the world, Wi sdom:
"w Charisma:
'7
'9
cultural weaponry, direction sense +2. learned, long life,
Vitality: Wounds:
oru.Mive, perfect life. "3
"
Defense: 21 (+11 class)
Skills: Appraise +4, Balance +4. Climb +),
Initiative Bonus: +13 (+9 class, +4 feat)
Concentration +6, Cultures +7, Diplomacy +5, Gather
Speed: )o
Information +7, Knowledge (Archeology) +10, Knowledge
(History) +6, Languages +9, Li sten +5, Profession Fort: +7 Ret. +8 Will: +l2
(Archeologist) +1, Search +9, Spot +6, Swirn +1.
Special Qualities: +5 species bonus to Knowledge
Feats: Alertness, Improved Initiative. Scholarly. World (Archeology) and Knowledge (History), all over the world
Traveler. (Advanced), bookworm (tf2), brilliant +1. cultural weaponry,
direction sense +4, improvise +4, learned, long life,
Attacks
oru.Mive, perfect life, PhD (Knowledge (Archaeology)),
Unarmed -, 1d3-1 (subdual)
researc h (inspiration vsession. Bluff/ Sport (Sal!)),
Gear: Chronometer, PDA. uncanny dodge (Dex bonus. can't be flanked).

Skills: Appraise +8, Balance +9, Bluff +10, Climb +I),


MID-LEVEL ALRA URuLIN Concentration +14, Cultures +19, Diplomacy +18, First Aid
Specialty: Eldeoran (Advanced Society NearHuman) +9. Gather Inforrnation +21 , Knowledge (Archeology) +)8.
Rank: Civilian Archeologist Knowledge (Histo ry) +28, Languages +1 9. Listen +6.
Class: Explorer/Scientist Professi.on (Archeologist) +7. Search +20, Sport (Ba1l) +).
Level: 5/4 Spot +8. Swim +10.
Strength: 8 DeKterity: w Feats: Advanced Skill Mastery (Scholarly, World
Constitution: Intelligence: ,6 Traveler), Alertness, Athletic, Charrner. Endurance, Gral"ld
Wisdom: " Charisma: Skill Mastery (Scholarly), Improved Initiative, Iron Will.
"
6,
'7
The Look. Scholarly, Silver Tongue. World Traveler.
Vitality: Wounds: u
Attack.s
Defense: 17 (+7 class)
Unarmed +9 ld)'1 (subdual)
Ini t iative Bonus: +9 (+5 class, +4 feat)
Speed: )0 Gear: Chronometer. PDA.

Fort: +5 Ref: +5 Will: +7


Special Qualities: + ) species bonus to Knowledge
(Archeology) and Knowledge (History), all over the world,
bookworm (I ll), cultural weaponry, direCTion sense +),
improvise +2, learned, long life, obAeMjIJe, perfect life, PhD

11
PLOT J400ks
Eldeore is a house of cards, so carefully and perfectly
balanced that no one realizes how easily it could all
GALLICIA
collapse. Any SGC missions into Eldeore ru n the risk of
instigating a cascading societal failure. At first, Eldeore
(PltX-1ZIt,
appea rs too good to be true - though they have no weapons, Thermosphere: Hot (CR 0; standard orbit; 3d::oo n.
they are happy to share their medical or space travel Atmosphere: Normal (CR 0: 0.9 atmospheres: Auto:
technology and might trade some of their naquadah supply None: Exp, Inc: None; SV: None; Dmg: None; Recup: None)
as well, 11 should quic kly become obvious, however, that the Hydros phere: Superhumid (CR 0: daily weather 1'71:
foundations of this society are dangerous unstable. none, 73'75: flood IdlO MPH, 76'77: flood Ldlo+1O MPH, 78:
An easy way to do this is to involve some element which flood tdlO+10 MPH. 7988: rain (ld4 in.) or snow bd6in.),
the team couldn't possibly anticipate. For example, they 8 9'95: t hunderst orm or snowstorm, 96'98: hurricane or
might bring several species of microorganism through the blizzard. 99: wind IdlO MPH, 100: wind Idlo+lo MP H).
gate, which Eldeore's medical science has long since Ceosphere: Stable tectonic activity (daily earthquakes
eliminated. There are no tools with which to treat these 1'99: none, 100: minor: no volcanoes within 10 miles of the
illnesses, though they aren't deadly to any save the very Stargate).
weak or infirm. One death is enough however ... and the Seaso ns: Normal (1'25: spring. unchanged: 26'50:
cause of the sickness will take Some time to discover. In the summer, +zdzoo F; 51-75: autumn, unchanged: 76'100:
interim, the Eldeorans will be confront ed with illness and winter. -ld10o FJ.
suffering for the first time in their lives, as well as the Anthros phere: 4.000,000 natives; 1,000,000 in each
possibility of death by something other t han old age. Panic temple city and outlying areas; (6 picks, 4 RP); Theocracy:
soon sets in and the society quickly begins to unravel. The Neutral; Expansionistic (4,000 soldiers, squad size 2d4 sol.
team might have to fight their way th rough throngs of diers); Neutral civil rights.
crazed loot ers to get home. If they try to rescue informat ion Ori gin: MoroccanlPhoenician.
or personnel from the world, things will become even more St a rgate Location (coastal terrill in): The Stargate is
difficult. Even discoveri ng a cure may not be enough to located in the center of the Temple to Becie, Queen of the
repair the damage, though it can alleviate the worst of it for Stars. Visitors are greeted by priests and armed guards, and
a time, It will take a fundamental shift in perceptions to rid if they are allowed to stay, are immediately escorted out of
the Eldeorans of their fragility, and the implications of the the Temple to the public square.
characters' actions - however inadvertent - may be felt for
ge nerations to come. TERRA IN
Gallicia most closely resembles subSaharan Africa,
Another approach from an adventuring standpoint is to featuring a single continent surrounded by broad shallow
have a Goa'uld red iscover the world and launch an invasion oceans, Wide coastal plains form an outward arc along the
of conquest. The Eldeorans have no means of defending continent's eastern seaboard, beyond which lies the
themselves and will be easy prey for arriving Jaffa. Their Sheen'ild Desert, which is bounded at the far weste rn side
only hope is the SGC... who luckily sent a MALP through at by the Rif Mountain Range. Most Gallicians on the planet
just the right moment. This mission will seem at first like a dwell within this arc, with one or two exceptions along the
straight tactical one, The Eldeorans are obviously near the southern coastline.
technology of the Goa'uld and the gate is a narrow entry, Gallicia is subject to monsoons and hurricanes along
enclosed in a tight structure to limit or eliminate the use of the coasts, sandstorms in the desert, and rockslides in the
death gliders. The planet is remote enough to prevent easy mountains, sometimes at the dist:relion of the priests (.Jee
attack from space. Theoretically, they should be able to beat PCJ 9 111 4). Visitors should secure shelter and be prepared for
back the Goa'uld with ease. When they discover lhat the any weather condit ion while on the planet. The natives
Eldeorans not only have no weapons but are incapable of usually dwell in walled cities or villages surrounded by vast
fighting, th ings should become more interesting. fields of grains and fruit trees. Llamas and goats are the
Eventually, the team must discover a way to eliminate staple meat source, wi t h camels used for most land
access through the gate (presumably right after going transport. Horses are a rarity. but a few do exist, and are
through themselves). However, burying the gate will cut the highly prized by their owners.
SGC off from a progressive and helpful SOCiety. and there's
no guara ntee that t he Goa'uld won't return. If they find a IiISTORY/CULTURE
way around the problem (possibly through the creation of Galiicia is a hospitable, successful planet which may
an iris or similar gizmo), then the immediate concerns may have been ruled by a Goa'uld at some point in the past, but
be resolved. Again, t hough, the damage to the society may which has been free fo r at least the last two centuries.
be severe, and perhaps irreparable, The team wilt have to Precise information has been lost over time. No signs of
decide between the information and resources availab le on any specific Goa'uld worship can be found in their artifacts,
the planet, and the survival of its childlike people. and no mention of any System Lord exists in their holy
texts. The inhabitants show clear Terran roots. however.
exh ibiting a cult ure quite similar to that of ancient
Morocco,
Technologically, most of the world is comparable to the technolOgy in the temples, while others hold grudges
Earth's early Renaissance, with some variations. The and deny the use of certain objects based on clan rivalries.
navigat ion of their oceans is very advanced for the time, Women hold a lower status than men on Gallicia, but
and the natives can calculate both longitude and lat itude occupy a few welldefined "status niche~ professions, such
with remarkable accuracy. They have also unlocked the as decorative crafts {rugs, bridle and leathercrafting,
secret s of the St argate. and explored several nearby system jewelry}, household goods (guildcontrolled production of
planet s (apparently abandoned by the Goa'uld). Two honey. spices, and coffee), and ~weatherwo rking~ (female
off-world colonies originate from Gallicia. engaging in priestesses who dwell in the Storm temple). Widows hold
trade with the "home world" and seeking to expand lega l status equal to adu lt males, and some hold positions
influence of their native faith to the st ars. Expatriates from of authority as magistrates in the cities of Canaseva and
Goa'uld-held systems occasionally make their way here, JISheen.
and the Tok'ra often use it as a hiding place, since it is The Gallicians are by and large friendly toward
evidently not on the Goa'uld's Stargate maps. outsiders, but the civil authority is under fire. The last royal
As stated earlier, the culture of the planet resembles prince was killed in a civil war sixty years ago, and
that of Morocco on Earth, where diverse cultures and governmental authority has since fa llen to local noble
ethnic backgrounds have been subsumed into an overarch families and magistrates. As yet, there is tOO much unrest
ing authority. The planet's leaders are tolerant of outsiders, and opposition for anyone family to gain prominence,
but not diverse religious belief; a four -part theocracy leaving t he planet divided between several would -be kings.
dominates the social life, and visiting SG teams would do Mundane criminals are treated very harshly, and captured
well to respect it. Despite their lack of flexibility, however, ne'er-dowells often disap pear forever in the bowels of a
the ruling elite is generally peaceful. As long as visitors city's jail.
show dignity and a willingness to listen. they will have few Six ruling families currently hold power. each of which
problems with the local priests or population. has been anointed by the priest s of one of the four temples.
Gallicia is essentially a theocracy, and the governing The families ask the various temples for assistance and
body places a heavy emphasis on faith. Twice-daily prayers technology, often leaving them beholden to the priests, and
are conducted in every city, at dawn and dusk. The state has though the clergy does not ru le directly, their influence can
decreed a dozen ho ly days throughout the year when all be felt in every aspect of life. The fact that they cannot
labor is suspended, and festiva ls and celebrations take convince the squabbling nobility to unite makes the
place from dawn until dawn of the next day. Visitors are populace very uneasy.
advised to cease work and appear to be in somber The city's rulers welcome off-worlders and off-world
contemplation during prayer times, if they do not wish to trade, but will take reasonab le defensive measures until
attend services or join ot.hers in worship. congenial relations have been established. This can take
Despite such Viety, the Gallicians still find time for some time; records show they may not trust outsiders with
more relaxed activities. Camelracing ta kes place on the religious or political information for several years.
outskirts of most cities when the weather permits, and the However. individual exceptions have been made in the past
open markets make a pleasant diversion from life's toil. for eXlfeme conditions or TO meet the needs of the
Swordandknife "clinics" are held in the early morning. populace.
near the temples, and serve as a kind
of tryout for the city and temple
guards. Gunpowder is difficult to
develop on Calli cia - many of the
required minerals are rare and of
middling qua lity - so bows, swords, and
the occasional catapult are the main
forms of weaponry.
Polygamy exists in very compli
cated patterns among the ruling class.
and both polygyny and polyandry is
tolerated among the lower classes. A
man may have up to three wives, so long
as all can be treated equally, and a
woman may have up to four husbands,
providing her first agrees to additional
spouses being added t o the household.
This makes tracing familial relation
ships very complex, especially when
interactions with the priesthood are
included. Various priests favor their
own families when delegating use of

13
NOTABLE FEATURES THE TEMpLE OF THE STARS (BECIE)
Gallicia's state religion centers around the protection of This Temple is the first place any offworld traveler
four temples, presumably left by unknown aliens (the level sees. The Stargate is located here, and visitors are greeted
of technology attributed to them far exceeds the current by Becie's priests upon arrival. SG team members may be
level of science on this world), The four deities who govern surprised by how readily the priests accept offworld
them, two brothers and tWO sisters, represent the primal visitors: while they have never seen beings as
forces of the planet; stonn OJSheen), heat (juhsuld), stars technologically advanced as the Tauri, the order of Becie is
(Becie), and earth {Ulsildl. It is rumored that each of their quite accustomed to comings and goings through the
main temples contains technology left behind by their Stargate, They will warn travelers about local customs,
patrons in order to make life better for the general offer them food and other refreshments, and log them in as
population. official visitors. The main city of Canaseva beyond the
Regardless of the rumors, the priests of these temples temple gates is a cosmopolitan metropolis, with markets.
exercise considerable control over the native environment, open cafes, lesser temples to saints and ancestors, shops,
The first SG team on Gallicia (assuming it isn', the player three universities (medical, theological, and mathemat
characters) witnessed lightning and storm activity which ics/engineering) and poets. musicians, dancers, and artists
appeared swiftly, and out of season for the area. The local in residence often perfonning in the streets, In addition to
guides attributed these changes to priestly rituals at the the Stargate, this temple also houses a fairly advanced
Temple of JlSheen, Further research revealed that Ulsild's observatory, where academics from the universities study
temple supposedly contained a warehouse of superior seed the movements of the stars and the information about
stock and medicines for use during famine or plagues; and them left by Becie.
that Becie's Temple of the Stars held star maps and Maps on the walls of the inner sanctum show addresses
Stargate addresses which may go to worlds unknown to the for gates not known to the SGC or Goa'uld _ None save the
Goa'uld. The most intriguing rumors, however, concerned priests may enter these chambers, which are accessed
Juhsuld's temple, Priests of his faith supposedly guard a throug h a system of shifting walls and electro mechanical
device which can kill an individual anywhere on Gallicia by locks (requ iring an Electronics check, DC 20 to override),
boiling his blood in his body, Such a device, if it exists. However, details exist on the keys which the priests use to
could be converted into an advanced weapon against the enter the chamber, and may be available in the archives of
Goa'uld, the mathematics university of loaquen. A duplicate key
No offworlder has been able to get close enough to the would allow access to the Temple without necessitating an
inner sanctums of the temples to confirm these reports. override. Luckily. such subterfuge may not be necessary...
The native population refuses to let outsiders draw close. at least not here. Since Becie's priests usually deal directly
and will certainly not allow anyone to leave if caught with offworlders, they are more openminded than the
stealing sacred artifacts, Any reconnaissance of these other priesthoods and may be wiling to trade information
temples would require a covert ops team to first get in, and in return for further trade, or access to information about
examine the structures, then later return to obtain any unexplored planets.
technology or records which would prove useful, and get
out each temple city without being stopped for questioning,
THE TEMpLE OF STORM elL-SHEEN)
The SGC will refuse to authorize any such violation of the
Located some 450 miles south of Canaseva on a coastal
natives' trust. though other entities (human and otherwise)
peninsula, IlSheen's temple reputedly contains a weather
may be more Willing.
altering dev ice similar to that previously discovered by the
Each temple has three layers of security and
SGC on the planet Madrona (Me rhe SeMon Two
increaSingly restricted access, depending on one's identity,
.l>Ollrcebook page 45, and thl! epi.\Ode TOllclLltone for more
The public, external layer - where rituals are conducted
information), Gallicia's coast is occasionally subject to
daily - is open to all, and includes prayer mats, tents for
sudden and debilitating storms, and farther inland, the
shelter, and bells which call the faithful to worship, The
Sheen'ild Desert often experiences deadly sandstorms, The
secondary level exists for those inducted into the faith, and
SGC suspects that this device is used to mitigate the effects
contains prayer rooms, residential cells, and the like, It is
of the local extreme weather. Rumors of an underwater
accessible most of the time with permission of the local
tunnel entrance into the center of the temple suggest that a
priests, who usually handle the public's requests fo r
weBequipped diving team could enter without being
assistance with weather, healing, farming , and "justice"
detected, and detennine if such a device is housed there.
here as well. An acolyte must escort any member of the
According to local sources, the ruins of a previous temple
public into these areas; temple guards will do so if the
lie at the base of the cliffs below !lSheens complex.
priests do not know the petitioner personally, The only
However, local help would be required to navigate the
exception is musicians, who are allowed into the second
currents and rocks along the bay; sailors unfamiliar with
level in order to earn donations on the first day of every
the area can easily wreck their ships along the coastline.
week. They can often be found here performing quiet tunes
If a weathercontrolling device doe;, exist, removing it
to ease the priests' minds.
from its position might have a disastrous effect on the local
The third and final area of the temples - where only the
weather (much as it did on Madrona). However. while the
priests may enter - contains the devices, information, and
SGC would never condone such activity. studying the device
materials of interest to the SGC.
insitu might be more sensible and considerate of the local
population. There is also a possibility that the specifica- T HE T EMpLE OF H EAT (JUHSULD)
tions for the device are engraved on the floor of the inner Juhsuld, Cod of Heat. Justice and Danger. is an
sanctum. Photos and notes regarding these specs would be enigmatic deity. but the reputation of his priesthood is
almost as valuable to the sec as obtaining a devke. (more unequivocally worrying. Stories abound of spontaneous
orr tile device cO/t be {ourtd on pa9(l 107.) deaths and assassinations conducted from a great
distance, an attributed to Juhsulds followers. Some may be
THE TEMpLE OF EARTH (ULSILD) simple superstition .but considering the technology which
Located approximately ~50 miles west from the Temple lies in the other three tem ples, it seems unlikely. Evidently.
of Storms. on the Jaroon plains near the borders of the Rif if an individual is denied justice by the local magistrates.
Mountains. the Temple of the Earth is deVOTed to all things he may bring an article of his enemy's clothing, a piece of
thaT grow. It may have botanical genesplicing technology. hair, or the like to the priesthood and lay charges against
as well as advanced medicines, and local farmers have dis him. If the priests agree that punishment is justified. they
played impressive seed-stock as advanced as anything the will then offer certain prayers, and access a device inside
sec has yet encountered. Sacred scrolls which explain the inner sanctum. The accused invariably suffers dire
their use and cultivation are injury as a result. Through their
stored inside the inner machinations, the planet"s
sanctum. Usually, they chaotic political situation
remain the sole pur has gone from bad to worse,
veyance of the priests, as bickering families
~consul t" the priests quite
but during the fall
festival. winners of the often. Should they wish, the
desertwide camel races priesthood could take open
are allowed into the control of the planet. Only
innermost temple and their Founding mandates.
treated 10 a feast. A canny streSSing guidance and
member of their company impartiality over active rule.
may be able to slip into prevent them from doing so.
the Iibrary and view the Access to the Temple of
sacred scrolls. Becie can determine if any
Again, diplomacy artificial sate llites orbit
may make further covert Callicia, enabling a hi-tech
operations unnecessary. weapons platform to accom-
The temple pri ests are plish such effects.
open to trade for their If such a weapon truly
seed stock. as well as does exist. the SCC may wish
medicines, but do not to remove it from the control
usually allow outsiders to of the Temple priests. since by all
reports they have a tendency to abuse it. It is also believed
examine the scrolls. However, they would probably be
that specifications for this weapon. and its ~operating
willing to make an exception for the SCC In exchange for
manual: are engraved on the inner walls of the sanctum. If
more medical knowledge. new equipment. and personnel.
the weapon cannot be obtained, destroying it might make
Alien equipment, in particular. makes a strong impression,
civil disagreements on Gal1icia easier to reso lve. Like the
and an se team may be dispatched to another planet for the
Temple of Earth, t he Temple of Heat allows members of the
sole purpose of uncovering some artifac t which could be
public into the inner sanctum once a year for a feast.
used to barter for the Temple's secrets.
This Temple is approximatel y one week's journey into
Transport to the Temple of Ulsild usually takes place by
the mountains, at an altitude of approximately 15,000 feet
caravan; it's easier to get lost in the desert without local
above the plains; as mentioned earlier. it has become a
guides. and bandits prowl the canyons and Outcropplngs in
popular pilgrimage site for many in the ruling caste. The
search of victims. Sandstorms are common during the
easiest way to reach the Temple of Heat involves following
summer months, so most locals only take the trip in mid-
the main river from U\silds Temple up to the Temple of
fall or early spring. in order to avold the weather. Three
Juhsuld. It usually requires native guides or joining a
oases lie between rISheens temple and that of Ulsild along
caravan: thieves are just as active here as they are in the
the safest route. Bandits habitually selze one or more of
them and demand ~ toll s" for their use; they usually sands of the desert. The small city surrounding the temple
- Vlvan - is more heavily guarded than the other cities,
relinquish control before the ruling families unite agains t
them, but it remains a problem nonetheless. The priests and it is difficult to leave without drawing atte ntion from
the city guards.
ha ve continua lly called for more stringent measures
against such brigands. but with the planet"s current
political situation, that seems unlikely. For now. pilgrim
and priest a like must be content with protecting
themselves as beSt they can.

15
"pcs Feats: Armor Group Proficiency (Light). Coolness Under
TEREZA DIMERCA Fire. Desert Trai ning. Weapon Group Proficiency (Hurled,
A native of the desert tribes of Sheen'ild, Tereza has Melee).
been traveling from the coast to the mountains and back
Background: Outsider (1), Mercenary (Il.
again since she was able to walk_Raised among the camel-
riders in the foothills. she married very young. but was Attacks
widowed within a year. and following the customs of her Una rmed '3 Id] (subdual)
people, was free to pursue her own inclinations. since she Sword '3 Id8 (accuracy -, error 1.
and her husband had no children. Tereza threw herself into threat 18-20, ran ge-.
learning the harps and drums. and joined a traveling band qualities and mods: Ih).
of musicians when she was twenty years old. For the last
Gear: Harp, drums, sword, burnoose, camel.
fifteen years. she has traveled with caravans from II-Sheen
to Juhsuld's temple. playing music and guid-
ing unwary travelers through the dangerous
terr itory between the desert oases. Her
company of musicians is a favorite in the
mountains, 8nd they often obtain lodgings
and food for the price of a few songs, They
have played at the Temple of luhsuld three
times in the last ten years, and spend half the
year in the city, performing for the pilgrims.
Tereza is an easygoing and fra nk woman.
honest but disinclined to blindly agree with
the edicts of the priesthood. The barbaria n
tribes of the desert hold to a slightly looser
philosophical stance than the city-dwellers do,
and she finds it difficu lt to take all of their
rules seriously. Because of this. she has found
secret ways in and out of all of the cities. She
has often picked up a little extra money
helping tourists evade the local officials.
Nevertheless. she is far from reckless, and is
only wiHing to share her knowledge for a hefty
fee and promises of discretion from those she
assists.

TE REZA DIMERCA (SU p pORTINq NPC)


Specialty: Gallician (Primitive Society Near-Human)
Rank: N/A
Class: Professional (Guide) REVERE NO MIAMMAR SAHELFY,
Level: 4 PRIEST OF I L-SHEEN, LADY OF
5 TO R M 5
Strength: Dexte rity:
Constitution:
"'3 Intelli gence: '5
Eager to please and almost painfully he lpful. the Rev.
Sahelfy is the main liaison between the colleges in
Wisdom: u Charisma: '4 Canaseva and those who wish to study the workings of the
Vitality: u Wounds: '3 Globe (the weather-altering device inside the Temple of 11-
Sheen). The Globe itself is not allowed to be studied or
Defense: 12 (+l class)
touched by those not of the priesthood, but the writings on
Initiative Bonus : +] (+] class)
the walls are occasionally available for viewing to the truly
Speed: ]0
devout. Pious and self- effacing. the Reverend can be
Fort: +2 Ref: +4 Will:H convinced that a visitor wishes for proof of the works of the
goddess in order t o further their theological education, and
Special Qualities: +2 species bonus with Climb and
will expound for hours on the mechanisms used to control
Handle Animal. cultural weaponry.
the storms alo ng the peninsula. In actuality. the good priest
Sk.ills: Climb +]*, Concentration+3, Craft {Guide) +6. has little know ledge of the technology involved, but he is a
Cultures +4, Diplomacy +5, First Aid +5. Hand le Animal +6, well-versed meteorologist and mechanic, learning from
Hobby (Commerce) +6. Knowledge {Desert Craft) +6, keen observation when storms are due and where they are
Profession (Musician) +6. Profession (Singer) +5. Spot +3. likely t o h it (as well as what act ions must be t aken wi th the
* can only be used untrained - no skill ranks Globe to mitigate the damage they can inflict).

,.
He is also tne kind of person wno tends to say more than RIAllo ~ ER- Sk \A N,
he means - incl uding information about the location of his MAI4ISTRATE OF JUHlsulo
beloved Globe, and the layout of the inner sanctum. Leader of t he ruling fami ly in the ciry wh ich cont ains
However, this is balanced by the fact that he is not a fool; if the Temple of Heat, Riallo has been. controlling events with
pumped for information su btly, he may not pic k up on it, a subt le but iron hand for the last thirty years. As a
but he will remember anyone who shows an excessive magistrat e, he ove rsees t he dispensation of justice, and is
interest in th e workings of the inner Temple, which could quite concerned that the peace be kept and the affairs of t he
prove inconvenient if he has reason to be suspicious late r. temple be preserved. A former soldier and renowned
The good reverend is also closely related to the ruling swordsman, he is responsible for hir ing the c~ptain of the
families in bot h Canaseva and Ul,va n, an d constantly guard, sentencing criminals, interpreting the law, and "sug-
gossips to his cousins about anyone who comes through the gesting" new rules for the city's ordinance. He makes a
temple. However, he is also a fount of info rmatio n about the point of meeting the pilgrims who come in with t he
worki ngs of those cities, and ca n recommend co ntacts in seaso nal caravans, and invites select travelers to his horne,
both places for obtaini ng lodging, camels, guides, and both to defuse pote ntial trouble and to carefully solicit
assist ance at the universities and temples. bribes from vis itors wishi ng to gain entrance to th e Temp te.
He is co nsidered a fair criminal judge, but a biased arbiter
in civil matters t h at concern his family and the ir position.
MIAM M AR S AH e LFY (SUppOR T I N ~ r-JpC)
The Ger-Shian. clan has several priests in place in the
Specialty: Gallician (Primitive Society NearHuman)
t emple of Juhs u ld, as well as the tem ple of Becie in
Rank.: N/A
Canaseva. Ria!1o's nephew is captai n of the city guard, his
Class: Professional/Academic
cousin is the Keeper of the Gates. and several of the city's
Level: 7h
ad m inistrators are also close re latives. When Ria!1o talks,
Strength: Dexte ri ty: they all listen and usually obey. Officially, Juhsu hld has a
Constitution:
'" Intelligence: "'4 Mayor - Riallo's brother, To maso - who holds power. but in
Wisdom:
'"
'7 Charism a: u reality. Ria llo determi nes policy. If he believes t hat martial
law is necessary. as he h as duri ng past crises. then Tomaso
Vitality: Wound s:
"
Defense: 18 (+6 class. +2 Dex)
'" will declare it. Devout, devoted to his family. and a pleasant
man when not crossed, Ger-Shian is a frightening enemy
Initiative Bonus: +9 (+7 class, +2 Dex) when his anger is ar oused. Should he believe that mem bers
Speed: 30 of the SGC have committed a crime in his city, he wi ll not
pause for politica l considerations, but order his troops to
fort: +2 Ref: +6 Will : +10
pursue the TauTi operatives with deadly force.
Special Qualities : +3 species bonus to Balance and
Swim, cult ural weaponry, specialty (Craft (Weather Device),
RIA L lo I4E R -Si1IAN (5UPpORT I N~ r-J p C)
Hobby (Information. Gathering), Knowledge (Meteorology)).
SpeC ialty: Gallician (primitive Society Near-Human)
Skills: Balance +4*. Bureaucracy +8. Comp uters +4. Rank.: N/A
Concentration +1 3, Craft (Weather Device) +16. Diplomacy Class: ProfeSSional/Diplomat
+4, Gather Information +10, Ha ndle Animal +5, Hobby Level: 8/3
(Information Gathering) +]6. Knowledge (Academia) +9.
St rength: w Dext erity: 10
Knowledge (Meteorology) +10, Knowledge (Religion) +8,
Constitution: u Int elligence: 16
Languages +6, Profession (Priest) +14, Profession (Sc holar)
Wisdom : '4 Chari sma: 15
+10, Sense Motive +10, Spot +8, Swim +3*.
* can only be used untrained - no skill ranks Vitality: 3' Wounds:

Feats : Advanced Skill Mastery (Ordi nary Past, Defense: 17 (+7 class)
Scholarly). Armor Group Proficiency (light), Eye for Detail, In itiative Bonus: +7 (+7 class)
False Start (Ord inary Past), Ordin~ry Past, Political Favors, Speed: 30
Scholarly, U r b~n Trai ning. Weapon Group Proficiency
Fort: +3 Ref: +7 Will: +9
(Hurled, Melee).
Special Qualities: +3 species bo nus to Balance and
Background: family Connections (J), Missionary (I)
Swim. cultural weaponry, spec ialty {Bluff, Gather
Attacks Information, Profession (Magistrate)).
Unarmed 4 Id3 (subdual)
Skill s : Balance +3*. Bluff +18. Bureaucracy +11 .
Gear: Priestly robes. Concentration ..8, Craft (Carving) +13, Cul t ures +5,
Diplomacy +1 4. Gather information +16. Hand le Anima l +6.
Hobby (Army Miniatures) +13, Innuendo +10, Intimidate
+2/ +4*, Knowledge (Military TactiCS) +8. l.anguages +7,
Profession (Magistrate) +l8. Profession (Soldier) +9, Sense
Motive +8. Spot +6, Swim +3*,
* can only be used untrained - no skill ranks.

17
Feats: Advanced Skill Mastery (Ordinary Past), Armor
Group Proficiency (Light). Charmer. Desert Training. Mark. HIDOMA (A1C-201)
Old School. Ordinary PasT, Persuasive, Political Favors,
Thermos phere: Warm (CR 0; standard orbit: ldlO+25
Stone Cold. Weapon Group Proficiency (Hurled, Melee).

Background: Ambitious (1). Power Player (II. Atm osphere: Normal (eRo: 0.9~ atmospheres: Auto:
None: Exp. Inc: None: SV: None: Dmg: None: Recup: None),
Attacks
Hyd rosphere: Semiarid (CR 0: dai ly weather 1 8~: none,
Unarmed .6 Id3 (subdual)
83' 91: rain (Id4-1 in.), 92'98: storm, 99' \00 : wind 1d10
Sword .6 Id8 (accuracy - , error I.
MPH).
threat 18-20. range - ,
Geos ph ere: Very Stable tectonic act ivity {daily
qualities and mods: lhJ.
earthquakes \-99: none, 100: minor; no volcanoes within
Gear: Robes. shon sword. 500 miles of the Stargate}.
S eas ons : Normal (1 ' 25: spring. unchanged; 26'50:
PLOT liooks summer. -n d20o F; 51'75: autumn unchanged, 76-100:
Clearly. Stargate Command wou ld like confirmation on winter. -2d20F).
the existence of alien technology within Gallicia's temples, Anth ros pher e*: 8.000.00011,100,000 natives (Exot ic
as well as information about its origins if at all possible. !Late Medieval (4 picks, 2 RP)/ lndustrial {5 picks. 3 RPm,
This does not necessarily mean obtaining t he technology Feudalism/Meritocracy, Friendly (. 1 with disposition
for the sec. Caution must be used, and careful observation checks)/Neutral (No d isposition modifier). Ext remely
of the alien devices might gain more than appropriating the Cautious (160 soldiers, squad size lILt soldiers)/Moderate
weapons directly. At least two of the temples seem open to (22 soldiers. squad size Id4 soldiers): Very
diplomatic negotiations. There is also the delicate polit ical Progressive/Moderate civil rights.
situation to be considered: the ruling families of Gallicia * Two distinct cultures exist on AlC201. Anthrospheric
are far from stable in their rule. and any perceived slight information is given for the lowertechnology culture first.
could lead to an armed conflict. Furthermore, the sec with the higher technology culture's information following
cannot be certain what the effects on the local meteorology a slash.
or population would be if the objects were removed. Ori gin: Japanese.
Hand led correctly. the citizens of Gallicia might prove Stargat e Locati o n (ur han regio n): A park surrounded
formidable allies. Handled clumsily, they could easily by multi-story structures, some exhibiting damage from
become enemies and declare a vendetta against the SGC - environmental factors.
a vendetta that mi ght spread to include Gallicia's six colony
planets. None of the technology on Callicia is so important TERRAlr.I
that the sec can risk gaining new enemies. or possible Hidoma is a warm, dry wor ld, orbiting a yellow G6class
allies for the Goa'uld. star a little dimmer and cooler than Earth's sun. The planet
On the other hand, a strong alliance with the populace itself is, in geologic terms, fairly old, with no mountain
could mean increased opportunities to study their technol ranges higher than the Appa lachians. Low. rolling hills
ogy ... as well as access to planets currently unknown to the with grasslands and light forestatio n comprise the
Goa'uld. Stabilizing CaUicia's political situation could go a dominant terrain. making overland travel fairly easy.
long way towards currying the natives' favor, as could The world 's Stargate and DHD stand in a park, in an
ridding the pilgrimage routes of bandits. delivering a new extensively urbanized area. Twentyplusstory structures
form of technology or similar displays of good faith (none surround the Stargate, all showing signs of unrepaired
of which are necessarily as easy as they appear. of course). damage to the upper floors. A fitted stone ramp leads up to
the transit side of the Stargate, with the back side looking
The weapon reponedly found in the Temple of Heat down on a stone replica of the DHD.
could easily be a threat to the general population as well as The city, Shimana, covers approximately 150 square
the SGc. While the Tauri do no t support interference in the miles, including outlying "suburban" areas. Construct ion
workings of offworld cultures, this device may be too techniques and architectural styles are similar to
dangerous for anyone to possess, and finding a way to modern.day Tokyo. with a superior network of streets and
destroy it may be the smartest course of action. If the NID highways. Shimana stands on the coast of a small ocean,
were to hear of its existence and send its operatives to and at one time was a center for trade and commerce with a
retrieve it. they could cause a great deal of trouble. similarlysized city on the other side of the ocean. Several
Likewise. the rest of the devices left by the long-ago large struct ures stand in the water between two and three
overlords are exactly the kind of things which would tempt miles offshore: the still.functioning components of a tide
the rogue agency. And naturally, if the Goa'uld were to claim powe red electricity generatio n system.
such a weapon, they could cause no end of tro uble. Roughly one million people res ide in Shimana, one-fifth
Were the SGC to attempt to destroy it . however. they of the area 's former population. Electrical power is
would need to take into account the damage it would cause available in all of the still inhabited areas, allowing limited
the planet's social structure, and have a plan for redressing manufacturing and a reasonably comfortable lifestyle.
it that involves something other than runn ing for their Batterypowered automobile traffic is common. with
lives to the gate. streetcars providing mass transit.

18
As one travels further from the Stargate, t he anTIed with biological agents to Hidoma, covering the
urbanization gradually dimin ishes. giving way to low, planet with a fast.acting microscopic organ ism -
lightly-forested hills, Small, towertechnology villages are developed, ironically, by Hidoman scientists - to rapidly
scattered throughou t the area surrounding Shimana. Most kill huma n subjects. The diseases spawned by Susanowa's
have no more than a thousand residents. and serve as attack wiped out over 93 percent of Hidoma's population
collection points for agricultural products. There is no within 12 days. As soon as he confirmed the planet's
electricity available outside of Shimana. and activity in the decimation, Raiden executed his subordinate for treason.
smaller towns is limited to sunlit hours outdoors. with oil The gate coordinates to nldoma were lost with Susanowa's
lamps or candles providing lighting indoors. death. and Raiden saw no need to waste any further
Farms fill much of the land outside of Shimana. Fields resources seizing what was now effectively a ghost world.
tend to be of uniform size and shape. with paths allowing But the planet's residents had not been enlirely
access by farme rs and beasts of burden, Grains. including a destroyed. A community of surviving Hidomans bl'gan
rice derivative. are the most common crops. with smaller broadcasting a message requesting any listeners to
plots given over to leafy greens and other vegetables. Cattle assemble in Shimana. Tomoko Hirana. whose voice was
and chickens - descendants of animals transported from heard on the message, became Shimana's new leader.
Earth with the human inhabitants - are raised on some Hirana had been a city engineer before the holocaust. and
farms. but aquacu lture provides most of the animal protein quickly began assigning reconstruction and salvage tas ks
in local diets. to individuals based on their aptitudes And abilities.
Weather patterns on AIC201 are stable. with Within a few months. enough of the city's dead had been
predictable seasonal variations. Local winters are more buried or cremated to allow expa nded ha bitation of
often we t than extremely cold, with dry and warm sum res idential areas. and utilit ies had been modified to
mers. Damaging storms are rare. occurri ng infrequently provide reliable service to a greatly dimi nished population.
enough to make them effectively calendar events, AIC201 Food supplies were plentiful. and the survivors' efforts soon
has one large natural satellite, Okata. The moon's orbital focused on matte rs beyond basic daytoday existence.
period is 30 local days, wi th an average orbital distance of A year after Susanowa's atlack, life had settled into a
290.000 miles, Okata produces strong regular tides. and routine. The Stargate remained idle, and Hirana's orders to
Shimana's seafaring community has highly accurate tide avoid the device were followed without exception. Stored
tables. The world uses a tenmonth lunar calendar; the foodstuffs had begun to dwindle, and greenhouses and
"extra~ six days are considered holidays and placed at gardens were constructed throughout the city. The amount
intervals throughout the calendar year.

"LADIES AND GENTLEMEN, THIS IS YOUR COL 0 N E L


SPEAKING. WELCOME TO P3X NINER-EIGHT-NINER, WHERE

IT'S A BALMY ROOM TEMPERATURE _"


- COL. JACK O"NI!ILL

Ii.STORy/cuLTURE of food produced by these measures was insuffjcient to feed


A1ClOI was initially populated by several thousand a now-growing population, and several thousand surv ivors
Japanese removed from their islands by Susanowa, a left the city's borders to begin full-sca le farming in the
Goa'uld in service to Raiden (..lee tllll SeaAol! O'le MJUTC"- surrounding regions (referred to as the Province). Satisfied
book. Pfl9" JJS). SusanOwa secretly encouraged and enabled with Hirana's directives of placing survivors in positions
scientific development among his subjects. and even best suited to individual abilities. the citizens of Shimana
delivered Goa'uldadapted technology to the transplanted establish.ed a series of aptitude tests to determine
humans. He planned to use advancementS developed by the leadership poSitions, as well as the occupations of the
Hidomans to overthrow his master and take Raidl'n's plan' population at large.
in the Coa'uld hierarchy. Within half a millennium, Hidoma The farmers were more concerned with efficient food
had developed an advanced society. with a technology level production than a particular system of government. Tracts
superior to that of early zlstcentury Earth. of farmland were assigned to individuals. families, and
Susanowa took only a handful of Jaffa into his cooperatives. and the fi rst post holocaust crops were
confidence. preparing them to lead the eventual attack on planted in early spring, Good weather led to a huge harvest
Raiden'S forces. Despite the secrecy. one of the Jaffa in the fall, and an agrarian Society began to establish itself
reported his master's plans to Raiden. who ordered in the Province. Stocks of fertilizers and farming
Susanowa to destroy the world and culture he had secretly equipment gradually became trade goods and hereditary
nurtured over the centuries. His plans exposed. the Goa'uld property in the following years. Within a half-dozen
underlord had lillIe choice; he dispatched deat h gliders generations. a feuda l system had come into being.

19
Despite t he best efforts of Shimana's citizens, SOCIETY
tec hnology began failing. The facilities to manufacture With a population of about one million, Shimana is far
replacement machines were available, as well as and away the largest concentration of inhabitants on
inform ation on manufacturing processes. but AlC-201'S AlCwl. The city is governed by a council of 25 citizens,
severely dep leted population was unable to provide the selected for six-year terms t hrough a series of tests and
level of maintenance and upkeep required to keep the upon positive evaluation of public service. The council
factories and devices in complete working order. Within a selects one of its own as the city's director, who holds the
century, the sust ainable technology had dropped to a level position until voted out by the council.
equivalent to Earth's late nineteenth century. The massive The current director is Yatuka Ohbuchi, who ascended
tidal power generation stations. however. continued to to the Shimana council after two decades working in
operate without any appreciable loss of efficiency. roadway maintenance and construction. She has pushed
Researchers and historians worked alongside one another for a gradual improvement in the transportation network
to stop the technological regression while recovering linking Shimana and the Province. hoping to eventually
usable bits and pieces of pre-holocaust knowledge. bring the two regions together under a single governing
Today, Shimana and the Province exist alongside one body. Ohbuchi is popular among the city's council and
anot her. having developed two separate and distinct residents. and spends much of her time directing urban
societies_ The Province provides most of Shimana's food. recovery and construction projects.
and the cit y supplies the Province with fuel and repair parts Shimana maintains a small standing military, which
for the farming machinery. The pre-holocaust monetary operates more like a police force. The troops are armed with
system has been restored. allowing for easy trade of both lovinglymaintilined semiautomiltic weapons, and can be
essential and luxury items between the two regions. found in all parts of the city. patrolling in pairs. either on
Technology research and recovery continues in Shimana, foot or in batterypowered cars. In an emergency, a
and the global population is growing steadily. lightlyarmed militia cou ld be rilised from the city's
populace, but this condition hilS never risen in the ]00
years since Susanowa's holocaust. Saburo Minama is the
force's commanding officer.
In recent months, some members of
Shimana's fishing fleet have expressed
interest in longerranging expeditions
up and down the seilcoast. Shimana was
one of several large cities on AlC-20 l
before the biological attack. and more
adventurous sou ls wou ld like to try sal-
vaging materials from or even reclaim-
ing the other cities.
Day-today life in Shimana tends to
be peaceful and orderly. The meritocrat-
ic government promotes harmony, and
the city's mustered soldiery rarely has
to resort to force in the course of their
duties. Societal memories and records
of the biological holocaust are suffi-
cient to discourage any sort of wide-
ranging conflict among the citizens. Human
life is considered very valuable in the city.
and while ancestor worship remains the
religion, no one is especially eager to
create new spirits to venerate.
The city feels very empty. in spite of gen-
erations of habitation. The million or so
Hidomans who live there comprise on ly
about 20 percent of the city's pre-holocaust
population. Entire neighborhoods remain
abandoned, and some structures have been
nearly destroyed by three centur ies of
neglect. One area of thirteen city blocks was
leveled by fire shortly after refugees began
arriving. and was never rebuilt. leaving a
huge scar near the central nexus. Loud
sounds echo for long minutes before fading
away completely_ When night falls, and the

20
city's buildings are channeling wind down andent concrete
ELECTRIC CARS?
and glass canyons, it feels as if the former residents still
Batterypowered auto mobiles are not a recent
haunt their old homes. waiting for someone or something
invention on Earth, despite their lack of widespread use
to acknowledge them.
in the present day. A successful education check (DC 18)
Out in the Province. small villages of farmers tend to
or appropriate Hobby or Knowledge focus skill check
their crops and livestock. These communities are governed
(DC 14) provides a character with the following
by a hierarchy of hereditary leaders, usually the largest
information, and some insight into how terrestrial
landowner or wealthiest individual in the region. They
ground transportation could have evolved.
arrange trade missions to Shimana and instruct individual
In Des Moines, Iowa, in 1890, William Morrison
farmers as to what crops to grow during a given season.
began producing large-wheeled barterypowered cars
Most village leaders provide for their followers' needs.
that would run at 14 miles per hour for 13 hours
acquiring goods from Shimana as necessary and making
straight. Four years later, Britain's Walter BeTsey had
sure that the farmers are not taken for granted by their city
produced a similarly powered van for postal service
dwelling counterparts.
use, as well as a fouTseat passenger car. 90 percent of
The Province as a whole is led by Hideo Matsuno. who
New York City's taxicabs in 1899 were electric. The
considers Ohbuchi to be his friend and equal. conducting
simplynamed Electric Vehicle Company produced
business arrangements with the city director as he would a
hundreds of Hansom electric cabs, based on horse
family member. Matsuno's easygoing demeanor sometimes
drawn predecessors, for use in New York. Even the
conflicts with Ohbuchi"s more direct manner. but the
famed Studebake r company manufactured electric cars
two leaders respect one another and the different
from 190~ until switching to internal combustion only
circu mstances with which each one lives.
in 1908.
In contrast to Shimana's standing police force, the
Leadacid storage batteries, the power source for
Province relies on a loosely-organized militia for defense
early electric cars, were in fact a major contributor to
and lawenforcement. Citizens are selected for militia duty
the decline of the vehicles. The electrolyte remained
based on their standing within their home community.
corrosive, and the batteries had to be replaced every
relationsh ip to t he local ruler. and physical ability. The
couple of years at great expense. Even when not in use.
militia is armed with simple smoothbore muskets and
the batteries deteriorated.
batons made of dense wood.
Internal combustion engines improved in design as
Daily life in the Province is less structured than in
petroleum products became cheaper and more readily
Shim ana. Most days begin with a brief prayer to the
available. Combined with the prob lems of leadacid
individual's ancestors. The day is spent tending to crops
batteries. this led to the demise of the electric car and
and livestock, with a few hours a week set aside t o visit
the ascendancy of gasoline and diesel engines.
neighbors and make requests of the community leader. The
nature of life here - and the lack of advanced technology-
keeps most people indoors after nightfall. Most property is stigmata, and has the same opportunities for advance ment
considered communal, provided by the local leader to the and career development as anyone else.
population as a whole. Rel igion on AlC' 201 evolved from traditional early
Most families in both Shimana and the Province are Japanese ancestor worship. Deceased relatives -
large - a halfdozen children is not uncommon. In the city, particularly those in direct ascent from the individual- are
children attend school from age six unti\ eighteen, when accorded great regard. Susanawo insinuated himself into
they undergo the aptitude tests and begin their adult lives. this belief structure when he removed the original
Large families in the Province mean more workers for the Hidomans from Japan to their new world. The Goauld. in
farms, and more caretakers for parents in later years. his role as the god of storms, presented himself as a
Marriages are simple affairs in both regions. and usually provider of energy. directing technological developme nt
follow long courtships. towards the planet's adva nced electrical generation and
The Province and Shimana maintain close and friendly distribution network. A5 the perceived ultimate source of
relations. Neither society restricts travel. and immigrat ion technological advancements, Susanawo became viewed as
is common. Residents of the Province who wish to find a a planetwide ancestor figure. Prom the Hidoman point of
new life in Shimana are assigned a host for several weeks, view. his disappearance and the consequent biological
who is responsib le for teaching his charge the daytoday attack revealed the Goa'uld's deception. rendering him
aspects of existence in Shimana. When the host feels that unworthy of worship.
the new arrival is comfortable with the city. the immigrant In t he centuries since Susanawo's holocaust, a
is tested and ass igned his new occupation. Likewise, any personality cult based around Tomoko Hirana has arisen.
citizen of Shimana who wishes to emigrate to the Province The engineer is viewed as the savior of Hidoma's
is required - though less formally- to have usable skills or inhabitants and the progenitor of the current culture and
the aptitude and willingness to develop them. society. Shrines and statues devoted to him appear in most
The apt itude tests and assigned occupations are not neighborhoods and villages. Parents make simple offerings
inviolate in Shimana. A citizen's inherent abilities may not to Hirana in hopes that the engineer's spirit will impart
match his interests at all, in which case he may undergo good judgment and scientific ability to their children, and
training in a post more to his liking. As long as he develops images of Hirana are carried by most of Shimana's
the skills necessary to his new occupat ion_ he suffers no engineers and researchers.
NOTABLE FEATURES
TIDE-~E~ERATED P O WER
The region of Ale'lOI that contains Shimana and the
The movement of seawater during tidal cycles has
Province is also home to some remarkable technological
th e potential to generate large amounts of electrical
and natural elements.
power. Any area with significant rising and falling tides
is a polential candidate for this technology. Large fan
TkE TIDAL TOWERS or screwtype propellers are placed beneaTh the level of
Massive cylindrical structures stand in the ocean. a few water at low tide. As tidewater comes in or goes out, the
miles out from Shimana's harbor. They contain dozens of fon:e of the shifting water turns the pro peller, which
highly efficient turbines. This is the source of almost all of powers a generator.
Shimana's electrical power - a tida l power generation Such a powergenerat ion system is very expensive -
system. The towers were built to withstand hundreds of offshore construction is never easy. and t he salt water
years of constant operation, as well as the abuse of ebbing itself is corrosive to metal components. In addition,
and rising tides. They have surpassed their longdead distributing and transporting the power generated is
designers' most optimistic estimates of operational life difficult, as most pot ential locations for a tidal power
span and durabil ity. Forgotten by currentday Shimanans, a generation system are far enough offshore that high
complement of purposebuilt robots maintains the power tension lines are the only viable method of conducting
facility. repairing damage and keeping power flowing to a the electricity. However, there is no fuel to consume.
city completely unaware of its existence. and the generators operate on an easilypredicted cycle.
The lOwers are prominent in the mythology of the A character encountering Shimana's system for the
Tomoko Hirana personality cult. Once Shimana's power first time can make a Knowledge (Engineering) or
grid had been modified into a lowerdemand system, Profession (Civil Engineer) skill check (DC 15) to deter
Hirana led a handful of engineers and researchers out to mi ne the source of the city's power. Other appropriate
the towers. The expedition hoped to gain access to the skill foci may be subst ituted al the GM's discretion.
generator equipment and control systems. Hirana believed
that parts of the power facility could be taken offline, in
order t o provide repair components for the still operat ional
OTHER CITIES
generators. The engineers traveled out to the towers and
Shimana is only one of several similarly,sized urban
spent two days exploring the facility before a storm blew in.
areas on Hidoma. Highway and railroad networks connect
Hirana's expedition was lost in the storm - the wind blew
ed the planet's cities, and tra ces of these transponation
the boats out to sea, and no trace of the vessels or engineers
systems can still be found and followed. Given that
was ever found .
Shimana's power generation system is still functioning, it
Today, the towers represent Hirana's dedication to
is reasonable to assume that other cities have available
Shimana and the goal of rebuilding the planet's socieTy. The
power networ ks as well. supplied by tidal generation
powergeneration facility is viewed as sacred ground by
systems or more "conventional~ setups such as fusion or
many of Shimana's engineers and researchers, and
naquadah reactors. What else may lie within their confines
members of the growing personality cult can be found on
- including human commun ities - is anyone's guess.
the dty's shore front at dawn, watching the sun rise over the
massive structures that claimed their predecessor's life.
and still provide the power necessary for daytoday life in "PCs
YATUkA OHsu cHI
t he city.
Shimana's chosen leader is a 5lyearold civil engineer.
Her parent s both served on the city's govern ing council and
HIDOMAN SQUIDS instilled a strong sense of duty in Yatuka and her four
Approximately 80 miles southwest of Shimana, the siblings. Her test results indicated ability in mathematics
Liusu River empties into the centra l ocean, forming a and science, and she earned the Hidoman equivalent of a
massive brackish marsh along the coast. The marsh was Master's degree in engineering. She worked for several
never mapped before the holocaust. and in the time since years on salvage and roadbuilding programs before
AIC201S inhabitants began rebuilding the ir society, no applying for consideration for the city's council. She was
attempt has been made to investigate it. A curious and accepted at age 40, and became the city director 10 years
astute explorer might notice long dragging tracks in the later.
soil of the low islands nearest the sea, leading from the Under Yatuka's leadership. transponation net works
water up to shady places hollowed out between the roots of have become a high priority in Shimana. Road and rail
towering cypresslike trees. Crude symbo ls have been systems are in excellent condition. Geologists have been
carved into the bark of some of these trees - the first steps tasked with locating reserves of petroleum to prOvide fuel
towards a written language from a species of squidlike for aircraft. Yatuka is enthusiastic about continuing
creatures slowly finding their way towards sapience. The Tomoko Hirana's work of rebuilding Hidoma. She quietly
giant towers near Shimana's harbor make the most approves of the personality cult surrounding him, since she
interesting sounds. and it's only a matter of time before the believes that he r predecessor's reputation can serve as an
invertebrates swim - or crawl - north to investigate the overwhelmingly positive example for the city's young me n
racket. (More infonnation can be found 011 page 113.) and women.
Yatuka is married. with) adult children. [n her private
life, the director is a t alented painter, She retains the soft
features of her youth. and dresses as comfortably as she
can given her position.

YATUkA DHeuCHI (SUppORTlfIl~ I'JPC)


Specialty: Hidoman (Modern Society NearHuman)
Rank: N/A
Class: Scientist
Level: 7
Strength:
..
9 Dexterity:
",8
Constitution:
Wisdom:
Vitillity:
.. Intell igence:
Chilrisma:
Wounds:
'5
H

"
Defens e: 17 (+6 class, +I Dex)
Initiative BonuS: ~4 (~ ) class, ~I Dex)
Speed: 30
Fort: ~2 Ref: +) Will: ~7
Special Qua lities: ~2 to Diplomacy and Profession
(Civil Engineer), brilliant ~I. cultural weaponry. improvise
+4. learned, PhD (Knowledge (Engineering). profeMor.
resea rch (Bureaucracy/Diplomacy). him. He believes thai he is as responsible for Hidoma's
continued survival as Tomoko Hirana was. Matsuno has
Skills: Appraise +9. Bureaucracy +8. Concentration +6.
instilled this belief into his chlldren. grooming al1 of them
Craft (Drafting) ~II. Demolitions +9. Diplomacy H2, Driver
to continue to lead the Province.
+). Electronics +9. Hobby (Painting) HI. Knowledge
At 4 ' years old, Matsuno is still ve ry fit and can easily
(Engineering) +2), Knowledge (Geology) +11, Knowledge
spend an entire day worklng a field alongside his subjects.
(History) ~8. Knowledge (Mathematics) +16, Knowledge
He is gregarious and frlendly, and an excellent musket
(Physics) +14. Listen ~5. Mechanics +14. Profession (Civil
shot.
Engineer) +16. Search +14. Sense Motive .. 6, Spot +8.
Feats: Alertness, Armor Group ProFiciency (Ught).
Low-Level HIDeD MAT sufllo
Explosives Basics. Ordinary Past. Political Favors,
Specialty: Hidoman (Modern Society NearHuman)
Scholarly, Weapon Group Proficiency (Handgun. Hurled).
Rank: N/A
Attilcks Class: Pointman/Scout
Unarmed Id)'1 (subdual) Level: ) / )
Gear: Craftsman's kits (drafting, painting). notebooks. Strength: Dexterity: '4
slide rule. Constitution: " Intelligence: '5
Wisdom: " Charisma:
'5 "
H IDED MA T5UND Vita lity: 47 Wounds: ,6
Sitting at the top of the feuda l government structure in
Defens e: 1& (+2 class. ~l Dex. +1 natural armor)
the Province, Matsun o ultimately controls food production
Initiative Bonus: ~6 (~4 class,"l Dex)
for the civilized part of Hidoma. He is the fourth in his
Speed: 30
family line to hold this pOSition, and plans for his own
daughter to succeed him in a decade or so. Fort: ..8 Ref: +6 Will: +&
Matsuno knows he wields tremendous power - at his
Special Qualities: +2 to Bureaucracy and Diplomacy.
word. food to Shimana could be cut off. and the city would
assistance (1,7 time). bushmaster, generOlLA. lead i1session.
suffer starvation within months. He sees himself as a
rough living n. stalker, versatility (Gather Information,
steward. however. rather than a ruler, and wishes to avoid
Handle Animal. Listen. Move Silently, Spot, Survival,
conflict with the city and its residents. He is fond of the
Swim).
machines and gadgets that come from Shimana. Should
these devices improve harvests - and his personal standing Skills: Bureaucracy .. 6. Climb ~). Concentration +4.
- then so much the better for 0111 parties concerned. Craft (Farming) +11. Diplomacy "II. First Aid +4. Gather
Although a frequent visltor to Shimana. Matsuno Information "9. Handle Anlmal til. Innuendo +4. lump +3,
knows his home is the ProvinCe, and is fond of taking long Knowledge (Nature) "9. Listen +6. Move Silently +&. Sense
walks or horseback rides throughout the area. He visits his Motive +6. SPOt .. 8. Survival .. I). Swim ~5.
subjects regularly. and takes note of concerns expressed to

i!3
Skills: Bureaucracy +10. Climb +6, Concentration +6,
Craft (Farming) +14. Diplomacy +16, First Aid +6, Gather
Information +12, Handle Animal +IS, Innuendo ~7, Jump +6,
Knowledge (Nature) +10, Listen +10, Move Silently +10.
Search +4, Sense Motive +9, Spot +1], Survival +18, Swim +8.
Feats: Advanced Skill Mastery (Outdoorsman), Armor
Group Proficiency (Light, Medium, Heavy), Charmer,
Clockwork Tactics, Desert Training. Endurance. Far Shot,
Outdoorsman, Point Blank Shot, Swamp Training. Weapon
Group Proficie ncy (Hurled, Rifle), Zen Focus.

Attacks
Unarmed ..0 ld3+2 {subdual)
Survival knife +10 Id6 +1 (normal. error I.
threat 20, range 5 fth5 ft.)
Musket* +9 2.d8 (normal, error 1-3.
threat 19-20, range 100 ft. )
* A black powder musket is a large single-shot weapon
and takes 3 full actions to reload (3 ha lf actions with the
Quick Reload feat). See page 106 for more information.

Gear: Binoculars, musket, riding horse.


Feats: Armo r Group Proficiency (Light, Medium,
Heavy), Charmer, Desert Training. Endurance,
HI!~I-t-LEVEL HIDEO MATSUtJO
Outdoorsman, Point-Blank Shot, Swamp Training, Weapon
Specialty: Hidoman (Modern Society Near-Human)
Group Proficiency (Hurled, Rifle).
Rank; N/ A
Attacks Class: Pointman/ Scout
Unarmed +5 1d3+1 (subdual) Level: 9/ 9
Survival knife +5 1d6+] (normal. error I,
Strength: Dexterity:
Musket* ., threat 20. range 5 ft.h5 ft.)
2dB (normal, error ]' 3,
Co nstitut ion:
'4
,6 lntellige nce: "
"'7
Wisdom: '4 Charisma:
threat 19' 2.0, range 100 ft.)
* A black powder musket is a large singleshot weapon Vitality: '55 Wounds : ,6
and takes 3 full actions to reload (3 half actions with the
Defen se: 22 (+8 class. +2 Dex, +2 natural armor)
Quick Reload feat). See page 106 for mo re information.
Initiative Bonus: +13 (+ll class, +2 Dex)
Gear: Binoculars, musket, r idi ng horse. Speed: 30
Fort: +14 Ref: +11 Will: +1 2
MIDLEVEL HIDEO M ATSUNO
Special Qualities: +5 to Bureaucracy and Diplomacy,
Specia lty: Hidoman (Modern Society NearHuman)
assistance Ph time), bushmaster (x4), crossc1ass ability
Rank: NIA
(armor use +I . damage reduction 1/- ), generou.!, hunter
Class: Pointman/ Scout
(game hunter, feat), lead 4/session, rough living +2., sneak
Level: 6/ 6
attack +2do. stalker, tactics 2/session (+2 bonus). versatility
Strength: Dexterity: (Concentration, Gather Information, Handle Animal.
Constitution:
'4
,6 Intelligence: "'5 Listen. Move Silently, Spot, Survival, Swim).
Wisdom: '4 Charisma: ,6
SkiU s : Bureaucracy ~13, Climb +B. Concentration +8,
VitaUty: ,"' Wounds: ,6 Craft (Farming) +17. Diplomacy +20, First Aid +8. Gather
Information +15, Handle Animal +18, Innuendo +10. Jump
Defense: 18 (+4 class, +2 Dex. +2. natural armor)
+8, Knowledge (Nature) +11, Listen +14. Move Silently +:1.4,
lnitiative Bonus: +9 {+7 class. +2 Dex}
Search +0, Sense Motive ~12, Spot +18, Survival +2 2,
Speed: 30
Swim +ll.
Fort; +II Ref: +8 Will: +9
Feats: Advanced Skill Mastery (Outdoorsman), Armor
Special Qualities: +4 to Bureaucracy and Diplomacy, Group ProfiCiency (Lig ht, Medium, Heavy), Career
assistance (1;2 time). bushmaster (X2). cross-class ability Operative. Charmer, Clockwork Tact ics, Co nfident Charge,
(armor use +]), generou.!. hunter (feat), lead 2/session. Desert Training, Endurance, Extreme Range. Far Shot,
rough li ving +2.. sneak attack +ld6, stalker. tactics Martial Arts, Outdoorsman, Point Blank Shot, Swamp
J./session. versatility (Conce ntratio n, Gather Information. Training, Weapon Group Proficien~y (Hurled. Rif le),
Handle Anima l, Listen, Move Silently, Spot, Surviva l. Ze n Focus.
Swim).
Attacks Attacks
Unarmed +1 4 Id6+2 (normal) Unarmed +6 Id6+2
Survival knife +14 Id6+2 (normal. error 1, Relic handgun* +6 Id12 (Aee below)
threat 20, range 5 ft.l2S ft,) * The Shiman an militia ma kes use of a variety of relic
Musket* "3 2d8 (normal, error 1-3, weapons similar to late 20th-century terrest rial firearms.
t hreat 19-10 , range 100 ft.) Minama's is an llmm semiautomatic pistol roughly
* A black powder musket is a large single-shot weapon equivalent to a Colt M191l.Al in performa nce, (See the
and takes 3 full actions to reload (3 half actions with th e Srat"9Clce SG-J core mil/book, pagl/ JJ4./0r more.)
Quick Reload feat), See page 106 for more information.
Gear: Climbing kit, duty uniform. electric car, local
Gear: Binoculars, musket. riding horse. maps.

SABURO MINAMA M ID-lEV E L SABURO M I NAMA


Minama leads Shimana's militia, making him the Specialty: Hidoman (Modern Society NearHuman)
ranking officer for the entire city, He drills his troops dai ly, Rank: N/A
and is very concerned with the city's perception of himself Class: Pointman/ Soldier
and the soldiers under him, Minama knows Shimana as Level: 515
wel l as anyone in t he city, He spends at least one day a week
Strength: '4 Delcterity: '5
exploring the still-empty parts of Shimana, making note of
Co nstit ution: '3 Intelligence: '5
any changes or signs of habitation. His office walls are
Wisdom: ,6 Charisma: '4
covered wit h maps which are in turn covered with careful
not ations and references to his discover ies. Vitality: 78 Wounds: '3
Minama is 29 years old. with a wiry build and
Defense: 16 (+4 class, +~ Dex)
shortcropped hair. His black uniform is spotless, and he
Initiative Bonus: +8 (+6 class. +2 Dex)
demands the same fastidious neatness from his HOOpS. He
Speed: 30
doesn't consider himse lf a social climber - he has found a
position that suits him nicely. and the routine of his life is Fort: +7 Ref: +8 Will: +u
a comfort to him. The first SGC team t o visit Hidoma will
Special Qualities : +3 to Diplomacy and Profession
likely enco unter Saburo Minama very quickly. and make
(Military). armor use +1, assistance (V>. time), damage
either a dependable friend or a ferocious enemy.
reduct ion Ii-, generou.ll. lead 21session, tactics lisession.
versatility {Hide, Intimidate. Listen, Move Silently. Search,
Low-LEVEL SABURO MINAMA Spot, Surveillance}.
Specialty: Hidoman (Modern Society NearHuman)
Skills: Bureaucracy +6. Climb +6, Concentration +7.
Rank: N/A
Diplomacy +n, Driver +6, First Aid +7, Hide +8, Intimidate
Class: PointmaniSoldier
+10/+10_ KnOW ledge (Civi l Engineering) +7, Listen +9, Move
Level : 2/3
Silently +8, Profession (Military) +16, Search +10, Sense
Strength: '4 Dexte rity: '5 Motive +5. Spot +1 1, Surveillance +11 , Survival +6.
Co nstitution: '3 Intelligence: '5
Wisdom: ,6 Charisma: '3
Vitality: 4' Wounds: '3
Defense: 14 (+2 class, +2 Dex)
Initiative Bonus: +6 (+4 class, +2 Dex)
Speed: 30

Fort: +5 Ref: +5 Will: +9


Special Qualities: +2 to Diplomacy and Profession
(Military), assistance {V-! t ime}. damage reduction 11-,
9e1lerom. versatility (Hide. Listen. Move Silently. Search.
Spot. Surveillance).

Skills: Bureaucracy +3. Climb +4, Concentration +5.


Diplomacy +6, Driver +5, First Aid +5, Hide +6, Intimidate
+7/+6, Knowledge (Civil Engineering) +4, Listen +7. Move
Silently +6, Profession (Military) +l"~. Search +8. Spot +8,
Surveillance +9. Survival +5.

Feats: Armor Group Proficiency {Light. Medium,


Heavy), By the Book, Clean and Polished, Manial Arts,
Quick Draw, Urban Training, Weapon Group ProfiCiency
(Handgun, Rifle).

25
Feat s: Armor Group Proficiency (Light, Medium. versat ility (Climb. Hide, Intimidate. Listen. Move Silently,
Heavy), By the Book, Clean and Polis hed . Command Search, Spot, Surveillance). weapon specialization (relic
Decision, Holding Basics. Martial Arts. Point Blank Shot. handgun).
Quick Draw. Urban Training. Weapon Group Proficiency
Ski lls: Bureaucracy +8, Climb +8, Concentration +9,
<Handgun. Rifle).
Diplomacy +15. Driver +8. First Aid +9, Hide +n, Intimidate
Attacks +13 / +13, Knowledge (Civil Engineering) HO, Listen +1],
Unarmed HO ld6+2 Move Silently +11. Profession (Military) +19. Search +14.
Relic handgun* +10 ld12 (,6ee belowl Sense Motive +7. Spot +16. Surveillance +13, Survival +7.
* The Shima nan militia mahs use of a variety of relic Feat s: Alertness, Armor Group Proficiency {Light,
weapons similar to late 20th-century terrestrial firearms.
Medium. Heavy), Blocking Basics, By the Book, Clean and
Minama's is an Ilmm semiautomatic pistol roughly
Polished. Command Decision. Holding Basics, Martial Arts,
equivalent to a Colt M19UAl in performance. (See the
Point Blank Shot, Political Favors, Precise Shot, Quick
Storgote SGj core rulebook. page 334,for more.)
Draw, Urban Training, Weapon Group Proficiency
Gear: Climbing kit, duty uniform, electric car. local {Handgun. Rifle).
maps.
Attacks
Unarmed +15 ld6+2
HI~HLEVEL SABURO MINAMA Relic handgun* +16 ldU+2 (Me below)
Speci alty: Hidoman (Modern Society Near-Human) "The Shima nan militia makes use of a variety of relic
Ran k: NIA weapons similar to late 20thcentury terrestria l firearms.
Class: Pointman/ Soldier Minama's is an lJmm semiautomatic pistol roughly
Level : 8/ 7 equivalent to a Colt M191W in performance. (See the
Stargote SG-j con? rulebook. page 334.for more.)
Strength: '4 Dexteri ty: ,6
Constit ut io n: '3 Inte llige nce: '5 Gear : Climbing kit, duty uniform, electric car, local
Wisdom: ,6 Charis ma: '4 maps.

Vita li ty: .. 6 Wo un ds: '3 PLOT liooks


Defe nse: 19 (+6 class, +3 Dex) GMs running adventures on Hidoma shou ld keep the
Irritiative Bon us: +12 (+9 class. +3 Dex) planet's emptiness in mind. Nearly a billion people died
Speed: 30 during the biological attack and in the chaotic weeks that
followed. Farms have gone wild, roads are disintegrating,
Fort: +9 Ref: +9 Will: +14
and the trappings of an advanced civilization are slowly
Specia l Qua li ties: +4 to Diplomacy and Profession being destroyed by the planet's natural environment.
(Military). armor use +1, assistance (1.12 time). crossclass Language may be another barrier. Hidoma's version of
ability (bonus combat feat). damage reduction 1/-, japanese has had centuries to drift from its source.
generolU>. lead 3/session, tactics ~/session (+2 bonus), Technical terms in particular may require extra effort in
translation .


Shimana isn't the only urban area on Hidoma. Other Or igin: Canaanite (~Himme\ites-); German {National
cities of similar size He scattered across the planet. Socialist}.
abandoned and empty. A visiting SGC team could be asked Stargate Location (urb an re gion): A large underground
to join an expedition to one of these cities. or set out to concret e bunker, a few miles from the city of Neuberlin.
explore one without local accompaniment. The other cities
could be filled with numerous hazards: crumbling TERRAl PI!
structures. wild animals. or even Hidoman humans who The majority of Himmel's surface is covered by idyllic
devo lved into barbarism. The greatest potential threat forests, groves of fruit treeS, and vast fertile plains,
would be a pocket of Susanawo's biological agent. laying interspersed with large seas of salt water teaming with life.
dormant and waiting for a suitable host t o appear. There is a large number of freshwater lakes fed by rivers
flowing from towering mountain ranges that break up the
The offshore power generation plant represents a planet into continent-sized landmasses.
renewable. non-polluting energy source. making it a Concentrated in one of these landmasses is a single
considerable interest to SGC scientists and engineers. The large city, originally of Goa'u \d construction. Now it more
mat erials science alone is likely a generation ahead of closely resembles the designs Albert Speer created for a
anything in large-scale production on Earth. However. the vict orious Berlin. Within the city (called Neuberlinl. live
towers have a powerful spiritual meaning to a large the descendants of the those who colonized the world from
segment of Shimana's population, and some members of Nazi Germany. A few outpost s are maintained throughout
Hirana's cult consider them sacred ground. An SGC team the world. keeping an eye on the "native" inhabitant s of the
interested in investigating the towers could face strong planet. The Himmelites, as they now call themselves, were
opposition. ranging from formal requests to turn their originally brought there many thousands of years ago from
curiosity elsewhere to equipment theft and sabotage to the Middle East by the Goa'uld Nirrti to serve as a breeding
violent action against team members. s tock for new Jaffa warriors.

Tomoko Hirana's radio message didn't reach everybody. CULTURE/IiISTORY


Across Hidoma. isolated communities of subsistence In 1928 the Stargate was discovered in the Giza plateau
farmers, hunter-gatherers, and mobile raiders eke out what outside Cairo. Little is known of its fate until it reappeared
Ufe they can. These communities are the descendants of in the United States in 1944. President Roosevelt initiated a
those unfortunates who never heard Hirana's broadcast or project to research its potent ial military applications,
did not respond to it. Should they learn of the wonders lying headed by Prof. Paul Langford. But what happened to the
in Shimana and the Province, some of them might wish to Stargate in the intervening years?
take them by force. One of the outlying villages in the Before the Americans captured t he 5targat e (and Soviet
Province could easily fall prey to a large raiding party, and troops captured its Dial Home Device), it was in the hands
the welltended farms and low population density make of the Germans. The 5targate remained a well.guarded
tempting targets. secret until Adolf Hitler came to power. Fascinated by the
device - and its possible use as a weapon - the Nazis
commissioned a project in an attempt to open the Stargate;
HIMMEL (P7X997) they approached the problem much like opening a lock
without knowing the correct combination. Fortunately for
Therm os phe re: Warm (CR 0 : standard orbit; 2d:w + 2So them, they possessed the DHD which made their task that
F). much easier. Eventually, after many thousands of random
Atmosphere: Norma! (CR 0: 1.0 atmospheres; Auto: attempts, a combination worked, and the Stargate opened.
None; Exp.lnc: None; SV: None; Omg: None; Recup: None). What they found astonished them. The planet beyond
Hydrosphere: Sub-humid (CR 0; daily weather 1-8S: the gat.e appeared to be an idyllic paradise. rich in natural
none, 868T flood, 88-93: rain (ld4-1 in.) or snow (ldf,' l in.), resources and astonishing beauty. The explorers were so
94-9S: thunderstorm or snowstorm, 96: hurricane or enthralled that they named it "Himmel,~ the German word
blizzard. 97'98: wind IdJO MPH. 99: wind ldIO+IO MPH, for ~Heaven.~ This paradise, however. had dark serpents at
100: wind IdlOHO MPH). its hean. In fact, it was controlled by the System Lord
Geos phere: Very Stable tectonic activit y (daily Nirrti, who used it to breed Jaffa by fo rcing the various
earthquakes: none; no volcanoes within 100 mile~ of the tribes of natives to fight amongst one another. Once a year,
Stargate). the strongest fighters were taken to be made into Jaffa
Seasons: Normal (1'2S: spring. unchanged: 26so: through the use of a creation device. Ironically, the
summer. +2d20o F; SI' 7S: autumn, unchanged: 76-100: Goa'uld's ambitions differed little from the Nazis. In other
winter -2d20o Fl. circumstances, they might have made a terrifying
Anthros ph ere: 1.000,000 Himmelites; Iron Age combination. Luckily for the rest of the un iverse, they were
(3 Picks, I RP): Feudalism; Hostile (-1 Disposition Modifier): immediate enemies from first sight.
Expansionistic (2S0,000 soldiers, squad size 4d4 soldiers); Having discovered a new resource to help feed their war
Very Poor civil rights. 100.000 Germans; Star-faring machine. the Nazis were unwilling to just walk away. Plans
(7 Picks, S RP); Oligarchy; Hostile (-2 Disposition Modifier); were laid for an invasion. coinciding wi th the their Earth
Aggressive (2S,000 soldiers. squad size 1d4 soldiers): Very bound military operations. In early 1940. as German troops
Poor civil rights. marched across Europe. elite 5S units passed through the
Stargate to Himmel. and the battle was on. It proved longer ~OTABLE FEATURES
and more difficu lt than Berlin had imagined; thousands of THE CITY OF NEUBERLIN
soldiers from all branches ofthe German milit ary were sent The former planetary capital for Nirrti and her minions
into Heaven. With every setback, however, they grew was claimed by the Nazi colonists when they overthrew her.
fiercer, determined to claim t he planet for the Fatherland. In the ensuing sixty years. they have remade it in their
Finally, after several long and bloody battles, the Nazis image. spurned on by the Wagnerian visions of Albert
emerged victorious, driving the remaining troops off in Speer. It is built on a large hill overlooking a forest in all
Nirrti's few remaining starships. directions. A wall encircles the town, but this area was
Or so they thought. The reality of the situation was quickly expanded upon by the thousands of colonists who
somewhat different. From her vantage point far above the needed \iving space. The immense structures Nirrti had
planet, Nirrti watched the conflict and pondered whether or built are now used as administrative buildings and palaces
not to simply bomb t he planet inlO oblivion. In the end, she for the members of the Governing Council. Gleaming white
decided to leave it to its own devices. These strange new marble, mined from the nearby mountains. has replaced
humans fought extremely well. and if they could seize the the grayish stone favored by the System Lord. Huge pillars
world from the resident slaves. flank the most important build
they might make superb Jaffa ings, while eagles and statues
one day. She resolved to leave the of fallen heroes dominate the
planet alone for a period of one city's boulevard. The center
hundred years and see what piece is a huge sculpture
developed; when she returned, celebrating the glory of the
she could make whatever use of Aryan people - a man and a
the survivors that she saw fit. woman. standing together and
Her death at the hands of the reaching up to the heavens.
SGC (.Me the SyMem Lord'}' Ufe in Neuberlin is a
.Aourcebook and the SeMon Six strange combination of
epuode Metamorpho.Au) brought modern living and siege
an end to the Mexperiment." and mentality. A Governing
left Himmel's Nazis secure in the Council rules the colony in the
delusion that they had success FOhrer's name, represented by
fully conquered the planet. various branches of the Nazi
Since their "victory," the party. the armed forces, and
Nazis have attempted, unsuc specialty groups like the SA.
cessfully, to take control of the Beneath them, the colonia l
regions beyond the Stargate. The citizens are expected to devote
natives have proven resilient themselves to the "higher
adversaries. The Nazis can them cause," and obey the Council's
"Himmelites" as they refuse to edicts as they would the
disclose their origin. though it's fuhrer himself.
clear t hat they descend from Himmelite slaves do most
somewhere in the Middle East. of the heavy labor. leaving the
They resemble the Nazis in many colonists free to join the army
ways: brutal, uncaring, devious, or pursue more esoteric
and intelligent. Even though the interests. Crime is virtually
Himmelit es have a primitive nonexistent beyond petty
technological level, their theft and the like. and most
ferocity. knowledge of the ter colonists have a strong work
rain. and sheer numbers have held ethic. Several factories lie on
the colonists to a stalemate. the outskirts of the city near a river where industrial waste
The Nazis we re further hindered by the fact that they is dumped; they employ the vast majority of the colonists
don't wish to destroy their foes. but simply subjugate them. (along with a fair sampling of Himmelite laborl and pro
If the colony was to prosper, it required far more man power duce everything that cannot be grown or otherwise
than currently existed. In the Himmelit es, they found a obtained from a natural source. This is the colony's prima
readymade work force. Now thousands of natives populate rily source of war machines and weapons: the Himmelites
labor camps in and around Neuberlin, forced to bend to are a never ending threat and every colonist knows what
the will of their conquerors. With their unwilling efforts, would happen if they ever gained the upper hand.
the colony has prospered, and while the battle for the Himmelite slaves are relegated to labor camps and
planet continues, the colonists have created something similar areas, away from the colonists. The Nazis consider
resembling a stable empire. them little more than pack animals, and whi le they take
Further information on the Nazis' use of the Stargate steps to keep them alive and healthy, they have no real
during World War II can be found in the SeMon One source rights under the colonists' regime. The camps are kept
book. page 41. under constant guard. as are the factories, mines. and other

.s
areas which depend on the slaves to operate. But the attacks against the colonia l troops. Only one person knows
Himmelites have a plan. In recent years. they have the young man's true origin. If anyone in colony learned the
purposefully allowed some of their number to be captured truth, the Field Marshall's life would be forfeit.
and join the work force. These spies then learn as much as These days von Blucher wiles away th e time waiting for
they can before trying to escape to their tribe to relate what the opportu nity to rid himself. and his people, of the
they have found. Eventually. they hope to discover some key loathsome members of the Governing Cou ncil, particularly
to defeating their enem ies forever. If they ever gain some Hans Schreck. He secretly hopes the Stargat e will never
SOrt of an advantage. the Himmelites would not hesitate to open, meaning that Hitler failed in his quest for world
wipe the Nazis out to a man. domination, and leave the people of Hi mmel to t heir own
The colonist army is well-equipped, their original (hopefully brighter) futu re.
armament s augmented by reverse engineered staff
weapons and other technology captured from the Goa'uld.
Low-LEVE L H E I N RiCk V ON B L ockER
They even possess a few tanks and fightercraft on par with
Specialty: Himmel Army Officer
the modern day U.S. military flUe .MaU a.,o, proVided on page
Rank: Field Marshall
16a), and their firearms are superior to th e SGC's in many
Class: Pointman/Officer
ways. Despite that, the Himmelites' numbers and knowl -
Leve\: 511
edge of the terrain have proven an apt match for them. And
without more resources. the colonists have not deve loped Strength: '3 Dexterity: '3
enough weapons to crush their enemies once and for all. Constit ution: ,6 Intelligence: '5
A few research facilit ies also exist within the city, Wisdom: ,6 Charisma: ,6
which work to understand and adapt Goa'uld technology.
Vitality: 63 Wounds: ,6
The Stargate is a subject of little interest; the colonists
believe it is a one-way condui t that naturally leads only Defense: 13 (+2 class, +I Dex)
back to Earth. [n their joy at unlocking the address. the Initiative Bonus : +4 (+3 class, +I Dex)
Nazis never thought that the return address might be Speed: 30
different. In eady years. they made numerous efforts to
Fort: +7 Ref: +5 Will: +I I
contact the Fatherland. which all ended in failure (it had
been sealed up by Romme l and eventually captured by the Special Qualities: Assistance (~ ti me),
Americans; see the SelLlo/! One sourcebook for more encouragemem. generoll4, lead 2/session, tactics 21session
information). With no way back home. and no thought that (+2 bonus). versatility (Concentration, Gather Informat ion,
the gate might lead somewhere besides Himmel, it has been Hand[e Anima[, Intimidate. Listen. Search, Spot).
more or less left to gather dust ... though many hope th at
Ski ll s: Bluff +13, Bureaucracy HI. Diplomacy +15.
one day. their cousins on Earth will return throu gh it,
Driver +3, Innuendo +5. Intimidate +13/ +1 5. Knowledge
bringing news of the inevit ab le Nazi triumph and perha ps
(M ilitary History) +ro. Listen +7. Profession (Military) +11,
reinforcement s that will help them complete their conquest
Search +6. Sense Motive HI, Spot +7.
of the Hi mmelites.
Feats: Armor Group Proficiency (U ght , Med ium),
"'pcs Fortunate. Hard Core. Old School. Persuasive, Weapon
H EINRICH VON BLOCHER Croup Proficiency (Handgun. Melee. Rifle).
The Fie[d Marshall Heinrich von Blucher descends from
Attacks
a long line of military men. He inherited his position from
Unarmed '4 Id3+1 (subdual)
his fathe r. the original military commander of the new
PP55 '4 2d8+l (normal. error 1 - ~. threat
colony. As the oldest man on th e Governing Council of
1Cj-20, range 20 ft ., qualities
Himmel. the Field Marshall technically has seniority. but
and mods: AP. TO)
he rarely exercises this right. He has maintained an
incredibly high state of readiness and mora le amongst his Gea r: PP55.
troops, due in no small part to the general perception that
the FU hre r back on Earth must surely win the war and
MID-LEVEL H EINRICk VON BLOCkER
reopen the Stargate soon.
Specia lty; Himmel Army Officer
However, the Fie[d Marshall is far from a monster. He
Rank Field Marshall
loves his people, but the Nazi ideology never sat we ll with
Class: Pointman/ Officer
him ... and he has far more respect for the Himmelites than
Level: 6/6
his fellows. In fact. he secretly ha d an affair with a
Himmelite woman several decades ago. [n a cruel twist of Strength: '3 Dexterity: '3
fate. the Field Marshall was ordered by a majority vote of Constitution: ,6 i.ntelligence: '7
the Governing Council to wipe out the village in which his Wisdom: '7 Charisma: ,6
mistress lived. She died at the hands of a Waffen SS soldier,
Vitality: m Wounds: ,6
but not before she could secretly pass her child. the son of
the Field Marshall, to a friend in another village. The boy Defense: IS (+4 class, +1 Dex)
grew up to become a strong warrior. and now leads regular
Initiative Bonus: +8 (+7 class. +1 Dex) Feat s: Advanced Skill Mastery (persuasive). Armor
Speed: ]0 Group Proficiency (Light. Medium), Clockwork Tactics,
Coolness Under Fire. Fortunate. Hard Core. Old School.
Fort: +9 Ref: +7 Will: +17
Persuasive. Point Blank Shot, Promotion, Weapon Group
Special Qualities: Assistance (v.. time), blood of heroes Proficiency (Handgun. Melee. Rifle).
+8. crossclass ability (bonus combat feat Xl).
Attacks
ellcouragemellf, field logistics. gallantry, generou,s. lead
Unarmed 1d]+l (subdua1l
~/sess ion, lead the charge (damage). tactics 4/session (+]
PP55 2d8+1 (normal. errOfl'~, threat
bonus), versatility (Concentration. Demolitions, Gather
19' 20, range ~o ft., qualities
Information, Handle Animal, Intimidate, Usten. Search.
and mods: AP, TO)
Spot).
Gear: PP55.
Skills: Bluff +18, Bureaucracy +15, Cultures +5,
Diplomacy +~~. Driver +], Gather Information +7, Handle
Animal +5, Innuendo +7. Intimidate +:U/+24, Knowledge H ANS SCHRECk
(Military History) +15. Listen +7, Perform +5. Profession The young Hans Schreck is the ReichA.t.tarrlwlter for
(Military) +17. Search +8, Sense Motive HS, Spot +9. Himmel. a fanatical believer in the Reich and Nazi ideology
in general. As a boy. he learned of his people's superiority
Feats : Advanced Skill Mastery (Persuasive). Armor
while serving in the Hitler Youth, and his fervor only grew
Group Proficiency (Ught, Medium). Coolness Under Fire.
as he became older. At 25, he is the youngest person to ever
Fortunate. Hard Core, Old School. Persuasive, Point Blank
be elected Reichsstatthalter. He considers it a sign that he
Shot. Weapon Group Proficiency (Handgun. Me lee, Rifle).
was meant to stand at the head of his people ~ a de facto
Attacks Fuhrer who will lead the colony to glory. Despite his beliefs.
Unarmed '9 1dJH (subdual) his youth remains as much a liability for him as an asset.
PP55 '4 2d8+1 (normal. error 1-2. threat Only his maniacal devotion to the Nazi cause prevents the
19- ~0. range 20 ft., qualities members of the SA from chaffing under his command.
and mods: AP. TD) Slowly, however, they are beginning to gain a begrudging
respect for Hans, a respect which will only grow as he
Gear: PP55.
matures. Field Marshall von BlUcher fears that should the
majority of the SA embrace Hans as their leader, he may use
HI<iI-!LeveL HEINRICH VON BLOCHeR that loyalty to attempt to seize all power in Himmel for
Special ty: Himmel Army Officer himself.
Ra.n k: Field Marshall
Class: PointmaniOfficer
Low-LEVEL HANS SCHRECk
Level: 8110
Specialty: Nazi Party Official
Stren gth: '3 Dext eri ty: '3 Rank: None
Constitution: ,6 I.ntelli ge nce: '7 Class: Soldier/Diplomat
Wisdom: '7 Charis ma: '9 Level: u'J

Vita Li ty: Wounds : ,6 Strength: Dexterity: II


'7'
Con stit ution: "'5 Int elligence: '7
Defense: 18 (+7 class, +1 Dex)
Wis dom: Chari s ma: '9
Initiative Bonus : H~ (+11 class, H Dex) "
Speed: JO VitalJty: '7 Wounds: '5
Fo rt: H2 Ref: +10 Will: +21 Defense: n (+2 class)
Initia tive Bonus: +2 (+~ class)
Special Qualities : Assistance rv.. time}, blood of heroes
Speed: ]0
+16. commanding presence, cross-class ability (bonus
combat feat Xl). encouragement, field logistics, gallantry, Fo rt: +4 Ref: H Will: +6
generow. iron glare, lead ]/session, lead the charge
Special Qualities: +1 t hreat range to Diplomacy and
(damage, damage reduction), tactics 7/session (+4 bonus),
Intimidate checks. accurate.
versatility (Concentration, Demolitions. Gather
Information, Handle Animal, Intimidate, Listen. Search. Skills: Bluff H I, Bureaucracy +6. Concentration +5,
Spot). Cultures +4. Demolitions +7, Diplomacy HO. Driver +3.
Gather Information +9. Innuendo +J, Intimidate +10/+1].
Skills : Bluff +25, Bureaucracy +20. Concentration +7.
Knowledge (Politics) +6, Languages +5, Listen +5, Move
Cultures +5. Diplomacy +]0, Driver +]. Gather Information
Silently +2, Profession (Diplomat) +], Sense Motive +5,
+12. Handle Animal +8. Innuendo +7, Intimidate +]0/+]].
Spot +5.
Knowledge (Military History) +21. Listen +11, Perform +6.
Profession (Military) +24, Search +l0. Sense Motive +15.
Spot +11.

30
Feats : Alertness, Armor Group Proficiency (Light.
Medi um. Heavy). Charmer. Hard Core, Political Favors,
Wea pon Focus {PPssl. Weapon Group Proficiency
(Handgun, Hurled. Melee, Rifle. Tactical).

Attacks
Unar med
PPSS .,' 4 1d3+L (subdua1)
2d8+J (normal. error h(, threat
19-20, range 1 0 ft .. qualit ies
and mods: AP, TO)
HI~H- L EVE L HANS S CH RECk
Gear: PPSS.
Specialty: Nazi Party Official
Rank: No ne
M IO-LEVEL HANS SC H RECk Class: Soldier/Diplomat
Specia lty: Nazi Party Official Level: 1110
Rank: None
Strength: Dexterity:
Class: Soldier/Diplomat
Level: 1/6
Constitution: "'5 Intellige nce: '7
Wisdom: '3 Charisma:
Strength: Dexte rity: H
"
Cons titution : "'5 Intelligence: '7
Vitali ty: 77 Wounds: '5
Wisdom: Charis ma: Defense: 18 (+7 class, +1 Oexj
'3
" Initiative Bonns: +7 (+6 class, +1 Dex)
Vitality: ,6 Wounds : '5 Speed: 30
Defen se: JS (+S class)
Fort: +7 Ref: +4 Will: +Jl
Initia t ive Bonus: +4 (+4 class)
Speed: 30 Special Qualities: +] t hre at range to Di plomacy and
Intim idate chec ks, aCC!lrare. damage reductio n v-,
Fort: +6 Ref: +2 Will: +9
linguist.
Special Qualit ies: +2 threat ra nge to Diplomacy and
Skill s: Bluff +2~, Bureaucracy +1 4 . Conce ntratio n +7.
Intimidate checks, accurate, damage reduc t io n 11- .
Cultures +1 0 . Demolitions +9. Diplomacy + ~O . Driver +6.
Skills: Bluff +16, Bureaucracy ~ Jl , Concentration +7. Gather Information +19, Innuendo +1 0, Intimidate +1S/+19.
Cultures +7. Demolitions +9. Diplomacy +IS. Driver +S. Know ledge (Politics) +13. Languages +11, Listen +5, Move
Gather Information +IS, innuendo +6, intimidaTe +11/ +1S, Silently +3. ProFession (Diplomat) "10, Sense Motive +1~ .
Knowledge (Politics) +9, Lan guages +8, Listen +S. Move Spot +6.
Silently +1 , Profession (D iplomat) +6. Sense Motive +8,
Feats: Advanced Skill Mastery (persuasive), Alertness,
Spot +6.
Armor Gro up Proficiency (Light. Medium. Heavy). Charmer,
Feats: Advanced Skill Mastery (Persuasive). Alertness, Grand Skill Mastery (Persuasive), Hard Core, Pers uasive,
Armo r Group Proficiency (Light. Medium, Heavy), Charmer, Political Favors, Traceless. Weapon Focus (PPSS). Weapon
Hard Core. Persuasive. Political Favors. Weapon Focus Group ProFiciency (Handgun. Hurled. Melee. Rifle.
(PPSS), Weapon Group Proficiency (Ha ndgun. Hurled. Tactical).
Melee, Rifle. Tactical).
Attacks
Attacks Una rm ed HO ld]+l (s ubdual)
Unarmed
PPSS .,
'7 1d3+J (subdual)
ld8+1 (norma!. error 1'2, th reat
PPSS '4 2d8+1 (no rm al. error h! . threat
19~0. range 20 ft .. qualit ies
J9-20, range 20 ft .. qualities and mods: AP, TO)
and mods: AP, TO)
Gear: PPSS.
Gear: PPS5.
ZARUBBABEL MID-LEVEL ZARUBBABEL
Zarubbabel is the leader of the Him m elite tribes. SpeCial ty: Himmelite (Primitive Society NearHuman)
Although they do not recognize him as "king," he does have Rank: N/A
considerable influence in matters of war. His background is Class: Scout/ Freedom Fighter
rather mysterious, and his looks cause many to distrust Level: 4/ 6
him ... or bel ieve he is a sign from their goddess. His light
Strength: '5 Dexterity: ,8
hair and blue eyes are unknown among his people, and
Co nstitution: ,6 Intellige nce: >0
some say he has Naz i blood in him. Despite that, his haued
Wis do m: Cha.ri s m a:
of the colonists is unquestioned. and he has led his peop le " '5
,8
in several successful attacks against the colonists. Vitality: 78 Wounds:
Zarubbabel is the son of Field Marshall von Bliicher,
Defense: 22 (+6 class. +4 Dex. +2 narural annor)
though only he himself is aware of it. His mothe r to ld him
Initiative Bonu s: +16 (+7 class. +4 Dex, +4 feat . +I
shortly before their village was wiped out at the Governing
species)
Council's command. The boy grew up despising the Nazis
Speed: 30
and swearing to avenge himself upon them. His looks bind
him with his enemy. he claims, allowing him to draw their Fo rt: +10 Ref: +9 Wi\[: +7
strength from them. He specializes in guerrilla tact ics, and
S peci a l Qua li ties: Bushmaster. combat instincts.
has a masterful way of leading the Nazi forces exactly
cultural weaponry. lead l/session. rough living +2, sneak
where he wants them to go. He looks for any opportunity to
attack +ld6, stalker, trailblazer.
weaken the Germans, no matter how insignificant; he can
smell opportunity like a bloodhound. If an SG team arrives Sk.ill s: Balance HI. Climb +5. Craft (Primitive Weapons)
on.planet. his spies among the Himmelites will doubtless +4. Cultures +2. Demolitions +6. First Aid +4. Gather
inform him of it. and he will not hesit ate to approach the Information +8. Handle Animal +4. Hide +10, Jump +7.
newcomers with a deal. Listen +8, Move Silently +11, Search +5, Spot +n . Survival
+lJ, Swim +4, Tumble +n.

Low LEVEl ZARUBBABE l Feat s: Armor Group Proficiency (Light. Medium,


Specialty: Himmelite (Primitive Society NearHuman) Heavy). Combat Instincts. Coolness Under Fire. Explosives
Rank: N/A Basics. Improved Initiative, Improved Weapon Focus (Large
Class: Scout/Freedom Fighter Sword). Martial Arts, Outdoorsman, Quick Draw,
Level: 2/3 Toughness, Weapon Focus (Large Sword), Weapon Group
Proficiency (Hurled, Melee).
Stren gth: '5 Dexter ity: '7
Co nstitutio n: ,6 [ntelligence: w Attacks
Wi sdom: Charis ma: Unarmed ld6 +2 (normal, threat 20)
" '5
,8
Large sword ld12 +4 (normal. error 1'2,
Vita lity: 40 Wo u nds:
threat 20, qualities and mods:
Defense: 18 (+3 class. +3 Dex. +2 natura l armor) 2h).
Initiative Bonus: +12 (+4 class, +3 Dex. +4 feat. +i
Gea r : Large sword.
species)
Speed: 30
HI~HLEVEl ZARUBBABEl
Fo rt: +8 Ref: +7 Wi.II :+4
Specia lty: Himmelite (Primitive Society Near-Human)
S pecial Qu.a lities: Combat instincts. cultural weaponry, Rank: N/A
rough living +2, short tempered. stalker, trailblazer. Class: Scout/Freedom Fighter
Leve l: 6/9
S kill s : Balance +6, Climb +3. Craft (Primitive Weapons)
+3. Cultures +2, Demolitions +3, First Aid +3, Gather Stre ngth: ,6 Dexter ity: ,8
Information +5, Handle Anima l +4. Hide +6,jump +6, Listen Co nstitutio n: ,6 In te lligence:
+7, Move Silently +9, Search +4. Spot +7. Survival +6. Swim Wi sdom: Cha risma: '5
+3, Tumble +5 " ,8
Vitali ty: u6 WOllnds:
Feats: Armor Group Proficiency (Light, Medium,
Defense: 23 (+7 class. +4 Dex. +2 natural armor)
Heavy). Combat Instincts. Coolness Under Fire. Improved
Initiative Bonu s: +19 (+10 class, +4 Dex, +4 feat, +l
Initiative. Outdoorsman. Toughness. Weapon Focus (Large
species)
Sword). Weapon Group Proficiency {Hurled, Melee}.
Speed: 30
Attacks
Fort: +12 Ref: HI Will: +9
Unarmed .6 Id3+l (subdual)
Large sword 7 Idn+l (normal, error 1'2. Special Qualities: Bushmaster (X2). cu ltural weaponry.
threat 20. qualities and mods: hunter (man hunter!. lead 2/session, rough living +2, sneak
2hL attack +ld6, stalker. traUblazer.

Gear: Large sword.


Sk.iIIs: Balance +15. Climb +8. Craft (Primitive their hands. If. however, the team is wise enough to say
Weapons) +5. Cultures +2. Demolitions +9. First Aid +6. something in German first. they may be able to convince
Gather Information +10. Handle Animal +4. Hide +13. the Nazis that t hey are in fact a group sent by the
Innuendo +3. Jump +11. Listen +14. Move Silently +15. Search Fatherland. This will require a great deal of imagination
+7, Spot +14. Survival +13. Swim +5. Tumble +14. and fast thinking on their part. The CM should not let the
Feats: Acrobatic. Armor Group Proficiency (Light. players take too long to answer any question posed to them
Medium. Heavy). Combat Instincts. Coolness Under Fire, to keep up the tension. If they somehow manage to get on
Explosives Basics, Forest Training. Improved Initiative, the colonists' good side. they receive guest quarters and can
Improved Weapon Focus (Large Sword). Martial Arts, freely roam the ciry (though they will, of course. be watched
Outdoorsman. Quick Draw. Toughness. Weapon Focus closely by the SS and SA for any suspiciOUS activities).
(Large Sword). Weapon Group Proficiency (Hurled. Melee). If the SG team is captured. Zarubbabel soon learns
Weapon Master (Large Sword). of their presence and will launch a daring rescue.
Unfortunately. the Himmelites are linle better than the
AU_CO colonists. Their ta ctics are no less brutal. and any SG teams
Unarmed +14 Id6+3 (normal. threat 20) may find themselves forced to choose between two
Large sword +17 1dll+5 (normal. error 1'2. mUTually unpleasant opponents. Obviously. either group
threat 20. qualities and mods: would benefit from an a1!iance with the sec. though the
2h). U.S. government would have severe reservations about
Gear: Large sword. helpin g the Himmclites, and will flat
out refuse to aid the surviving rem
PLOT liooks nant of Nazi Germany. At the same
Most missions on Himmel time, there are benefits to peaceful
will hinge largely on the contact. The Himmelites offer a
circumstances of first contact. vast human resource. bred for
When the sec sends a MALP combat . If properly convinced, they
through the Stargate. it would readily fight with the SGC
encounters a large concrete against the Goauld. The colonists
room that looks very much like offer a technological advantage as
a storage room in a bunker. well: they have had over 50 years to
Two sets of me tal doors ca n be reverseengineer Coa'uld technolo
seen. one on either side of the gy and integrate it with human
Stargate. Other than that the technology. Such research could
room has no features; however. easily jumpstart many industries
there are guards the vicinity, back on Earth, and the sec might
who mayor may not notice any become more flexible if they had
Stargate activity (it hasn't done any sufficient reason.
thing in over s ixty years. so the troops on duty are under On the other hand. it would be all
standably lax). Should one of them step in front of the cam too easy to get caught up helping one side destroy the other.
era. the Nazi regalia will be instandy recognizable. Even if an alliance is impossible, an ind ividual SC team
However. if no soldiers arrive before the gate shuts down. could do a lot of damage to the situation before returning to
the SCC will have no idea who resides on Himmel. only that Earth. Killing an important leader on one side or the other.
they are fairly advanced. or destroying a vital village or factory may be enough to tip
the balance of power permanently.
If the Nazis notice the MALP. they will likely believe the
successor to their FUhrer has finally won the war and sent The best outcome would be for the characters to create
a probe to detect any sign of their existence. However. once a peace between the colonists and the Himmelites. This
they send somebody into the room. the odd peculiarity of won't be easy by any means. but the seeds for such an
outcome are already sown. Zarubbabel and Heinrich von
English writing on the MALP may cause them to wonder
Blilcher are blood kin. Von Blilcher loathes the Nazi
whether the British or Americans won the war instead. Ever
ideology. Together. they could steer their world away from
hopeful, the colonists prepare for the worst. but hope for
its hateful past and towards something much better.
the best. When the SGC opens the Stargate again to send a
Schreck and those !ike him (on both sides) cou ld cause
team through. they will be confronted by an immense red
serious problems. of course, but there are many colonists
and white flag proudly displaying the swastika and a gro up
and Hlmmelites who can be convinced to change their
of two dozen honor guards armed to the teeth.
ways. Definitive proof of the Nazis' defeat would be a strong
scc teams who leave the bunker undetected will have
first step... as would prooF that Nirrt! has been destroyed.
the run of the planet (though eventually. the MALP or other
Himmel is a world of stifling moral tension. where
evidence may reveal itself}. On the other hand. if the Nazis
every choice holds dark consequences. The potential exists
are alerted to their presence before their arrival. one of two
for a brighter future however. It just may take a group of
things may happen. If the team arrives and says something
outsiders to Show them the way.
in English, they are immediately arrested and interrogated
by the 55. If they resist the arrest. they will have a fight on
contaminated, depending on one's point of view - with
Hou KAINGA naquadah_ The low-level saturation of the mineral is at
least partially responsible for the planet's rapid and
(P2R-992) seemingly hapha~ard evolutionary development.
The location of the Hou Kainga Stargate may be of some
Thennosphere: Hot (CR 0; normal orbit: ]d20+50 o n.
concern for new visitors. The gat e is placed in t he caldera of
Atmosphere: Normal (CR 0; 0 .98 atmospheres),
an extinct volcano. a crater about 300 feet deep and a
Hydros phere: Super-humid (daily weather 1-72: none,
quarter-mile across. Despite the fact that this iJ, a volcano.
73-75: flood , ldlO MPH, 76-77 flood, ldlO+lO MPH. 78; flood,
the Ancients presumably knew what they were doing_
lruO+20 MPH, 79-88: rain (2d4 in.), 89"95: thunderstorm.
Geologic observations show the area to be stable and in no
96-98: hurricane. 99: wind ldlO MPH, 100: wind ldlO+lQ
danger of eruption (unless the GM requires a suitably
MPH).
dramatic method of stranding a team on Hou Kainga). A
Gcos phere: Unstable tectonic activity (daily earth-
single footpath leadi ng from the gate to the crater's eastern
quakes \-99: none, 100: minor; volcanoes 1-99: none, 100:
lip indicates that someone on this planet travels to the gate
small, medium at GM's discretion).
with some degree of regularity.
Seasons: Ve ry mi ld (1-42: spring, unchanged; 43-50:
The island on which the gate is located is part of a small
summer, +2d6 F; 51-92: autumn. unchanged; 93-100:
archipelago, containing six habitable islands with a tota l of
winter, _zd6 FJ.
about ]0.000 square mi les of land. The majority is heavily
Anthrosphere: zoo,ooo natives; Copper Age (2 picks, 0
covered in tropical foliage, save for the cultivated areas
RP); Oligarchy; Extremely Open (+3 with disposition
around the local human villages. Each habitable island
checks); Extremely Cautious (40 soldiers, squad size ld4
boasts one village, and the total population of the
soldiers); Very Progressive civil rights.
archipelago is around 8.000 - close to the maximum
Origin: PolyneSian (specifically. Tahitian)_
sustainable amount for the local level of agriculture. The
Stargate Location (wasteland region): The crater of an
islands are separated by no more than a mile of open water,
extinct volcano.
and the villages are more dispersed parts of a singl e
community than separate entities in and of themselves.
TERRAIN
Hou Kainga is a water-rich world, with over 85% of it s
surface covered by shallow ocean. With the exception of
one unpopulated desert continent in its northern
hemisp here, its land area is entirely composed of volcanic
island chains. The rich soil is home to a profuse array of
tropical vegetation ranging from simple ferns and mosses
to towering broad-leafed trees. With ample rains and
nutr ients, plant growth is rapid on virtually all exposed
land. The island chains wou ld be a travel agent's dream,
with black sand beaches set against sparkling turquoise
waters and a backdrop of lush greenery.
The fauna of Hou Kainga has reached a stage of
development roughly equivalent t o Earth's late Paleozoic
era. The land is dominat ed by six-legged reptiles. the
largest of which are roughly man-sized. Flight is a recent
evolutionary development. and two separate phyla of
winged animals are in competition for the same ecological
niche: one with four wings and two legs, and one with the
opposite arrangement . At sea. th e size limits imposed on
land-based creatures by th e small amount of habitable
territory do not apply, resulting in a fierce ecosystem ruled
by repti les and fis h of t itanic scale. Hou Kaingan population centers are invariably built
By t hemselves, these features make Hou Kainga within a quarter-mi le of the sea - close enough for easy
interesting, but by no means noteworthy. The incentive for daily access to the water. but not so close that storm surges
Goa'uld and Tauri interest lies in the planet's composition. ca n sweep away an entire community. An outdoor
Hou Kaingas mantle is rich in naquadah, and the world's amphitheater or other gathering place forms the core of the
relatively heavy volcanic activity ensures that a trick le of community, surrounded by the homes of the first families
the mineral makes its way to the surface on a regular basis. to establish the settlement. Newer homes are farther from
Concentrations of naquadah are unh eard of - rather, a few the center of the village, with tended fie lds lying farther
trace atoms of it are present in virtually every cubic inch of inland. Each village also has a small cluster of buildings on
soi l. In turn, t he plants that draw their nutrients from the the beach itself, which house the crafting centers necessary
ground also take in the naquadah. as do the animals which for building boats and managing the village's aquaculture.
eat those plants. The entire surface and ecosystem of Hou In the Iare communities that boast a metalworker, the
Kainga, from bare rock to predatory reptiles, is infused - or facilities for this task are located on the beach and well
lIou kAINC;AN PEARLs consideration for the Hou Kaingans, bur rather a product of
A typical pearl from a Hou Kaingan oyster is a Ol ukun's preference for usi ng subterfuge and misdirection
three-inch glossy black sphere. On the terrestrial to mask his true strength. A causal observer or explorer
ma rket (even one saturated with cu ltured pearls), such might well conclude that there is no direct Goa'uld
a specimen would fetch at least several thousand influence on presentday Hou Kainga.
dollars. However, t he potential energy STored in these In truth, Tangaroa is the only underlord of Olukun's
pearls is by no means insignificant. The problem is who continues to pursue his System Lord's agenda of
getting it out safely. creating an improved hosl for the Goa'uld. Over Ihe past
A Hou Kainga n pearl is a diminutive item with 1 centuries, he has used tailored retroviruses to gradually
wound point and Hardness 6. If destroyed. it explodes nudge the Hou Kaingans toward various minor
with the force of a fragmen tation grenade (ldLO dam- evolutionary adaptations suitable for an amphibious
age with a 5faol blast in<:rement). Hou Kaingan pearls li festyle. In addition. he has continually monitored the
are not available for requisition due to their rarity, but absorption of naquadah into the bodies of the natives.
characters visiting Hou Kainga may encounter them. making detailed observations of the effects on his Goa'uld
subord inates who take these huma ns as hosls.
Over the past twelve centuries, the Hou Kaingan
away from any other structures to minimize the risk of fire. humans have engaged in four massive waves of migrat ion.
The only defenses of a Hou Kaingan village are sharpened occurring over roughly equal intervals. Each wave is
logs irregularly placed between the village and the beach to prompted by population growt h. much as the original
discourage the largest amphibious predators from settlement of Polynesia on Earth was driven by similar
becoming too inquiSitive duri ng storms and high tides, pressures. From the original five island groups, the Hou
There are no truly permanent structures on Hou Kaingans have spread over a quarter of their world's
Kainga. The locals use native wood to make the frames of surface, establishing new communities both east and west
their buildings, then thatch them over with layers of large, along the equa tor. This tradi t ion of exploration and
waxy leaves from the same trees. It"s a rare building whose expansion has left its mark on Hou Ka ingan oral history.
frame survives more than a decade's worth of storms. The and new arrivals from other island chains are infrequent
concept of building with stone has never been approached but no! unheard of. Any outsiders arriving on Hou Kainga
on Hou Kainga - why expend so much effon for something wHllikely be treated as such travelers.
that the next hurricane might well knock down anyway? The humans of Hou Ka inga descend from PolyneSian
stock and have retained mal'lY of the cultural values of their
I-I I S T O R V /CULTU RE terrestrial ancestors. Their daily existence centers on the
Hou Kainga is not on the Abydos cartouche. and is sea, where their lives both begin and end. All Hou Kaingans
unknown to the majority of the System Lords. Servants of are able swimmers and sallors, and would be even without
the Goa'uld Olukun discovered the planet approximately Tangaroa's alterations.
1500 years ago, stumbling upon the gate coordinates by The conceplS of family and relationships are critical to
accident during exploration of Ancient ruins on anot.her Hou Kaingan culture. Regardless of how distant a relation
world. Once he became aware of the unique properties of is by blood. he is still part ofa Hou Kaingan's family, and all
Hou Kainga. Olukun moved quickly to ensure that his family members are due equal respect - and equal
ownership of it remained a secret. killing all of the Jaffa assistance, The intercon nections of marriage and blood are
who had made the initial discovery of the world, He placed seen as a lesser aspect of the interconnections of all life
exploitation of his new resource in the hands ofTangaroa, Within the island ecosystem,
o~e of ~iS ~nderlords who had studied genetic engineering As might be expected from any population living in a
WIth Nlrrtl during Olukun's partnership with her (,lee the limited amount of space, resource management and
SyMem um.iI. ..sourcebook, pa9fl94./or more informationl, conservation are essent ial p~rt s of Hou Kaingan life _ so
At Olukun's direction, Tangaroa established a research much so that the culture has completely internalized them.
facility on Hou Kainga's moon, linking to each of t.he It's a rare Hou K~ingan community that has grown large
habitable island chains with a sel of ring transporters. This enough to strain its archipelago's resources to the critical
secrecy minimized the visible Goa'uld presence on t he point. Migrations and careful population control ensure
world, serving as a second layer of protective camouflage that no village grows beyon d its means,
should other powers stumble upon it. Tangaroa then Agriculture is a necessity with the limited land area
transplan ted a sma ll PolyneSian human population to (he available, and provides for roughly a third of Hou Kaingan
planet. establishing communities on several equatorial dietary needs. However, primitive aquaculture yields the
island chains. majority of food supplies. The amphibious nature of Hou
Applying a certain degree of subTerfuge to his dealings Kaingan humans enables them to fish {using nets and
with ~hisw humans. Tangaroa chose to not appear before spears} and harvest sea life in the COastal shallows with a
them directly once the living memories of the colonization high degree of efficiency. Dietary staples include fish,
had faded, Instead, he has since operated through a variety seaweed. shellfish, and gourds, wi t h fruits and
of mythbased identit ies when he and his Goa'uld scientists landdwelling reptiles considered delicacies.
and Jaffa servanls have needed to deal direclly with their Technologically, the Hou Kainga ns have advanced little
SubjecTS. Th is is not out of any greal degree of from their PolyneSian forefathers. The majority of their
tools are made from rock, bone, and coral. Building

35
Barring the easy way out, another way for an SG team to
"IT'SA PARADISE ." learn of Hou Kainga's unique properties is through the
scientific analysis that any good exploration team should
- CAPT. SAMANTHA CARTER conduct as part of its initial survey mission. Use of a Geiger
counter anywhere on Hou Kainga will show a background
count several times that which would be present in a
similar region on Earth - not enough to be hazardous to
materials are primarily wood. A few comm unities - no human life. but sufficient to raise eyebrows. In addition,
more than 20% of HOll Kainga as a whole - have developed chemical analysis of soil or samples (any appropriate
a limited capacity for working copper, which is mainly used Knowledge or Profession (DC 15)) or of fluid and tissue
for personal ornamentation and small hand tools. samples of the local Flora and Fauna (any app ropriate
As noted above, Hou Kaingan dwellings are semi- Knowledge or Profession (DC 20)) will reveal the naquadah.
permanent at best. A house typically provides living space This wi ll probably have the most dramatic effect on players
for an extended Family group of up to 20 people. The basic if their characters only get around to the ana lysis after
floor plan is circular. WiTh a central room holding a Fire pit they've eaten a few local meals ...
and a circular wall around it. Individual radial partitions Finally, the simplest - though not necessarily easiest-
divide the outer area of the dwel!ing into separate rooms. way for characters 10 become aware of Hou Kainga's
FUrnishings are sparse but comfortable, with woven grass naquadah is through co nversation with Tangaroa or one of
sleeping pads and light blankets. his subordinate Goa'uld or Jaffa . Eve ry mem ber of
Boats - a central part of Hou Kaingan existence - are Tangaroa's "staff~ has been here for at least 50 years and is
mostly dugout canoes, though some villages construct wellaware of his experiments and agenda. Of course, a
their vessels out of planks lashed together with braided civilized face to face conversation with one of these
tree bark fibers and sealed with sap. For long voyages. two individuals is likely to be difficult.
canoes are lashed together with crosspieces that support a
light wicker deck. Sails are made of woven leaves. Long
distance navigation is a combination of steering by the
stars and following migratory birds. Voyages between
"YEAH, SURE, HAVE AN
island clusters happen infrequently - no more than once
every few years, normally. Between storms and large APPLE . WHAT
deepwater predators, sailing OUT of sight of land is not a
task undertaken lightly. Accord ingly. Hou Kaingan COULD HAPPEN?"
communities welcome outside visitors. extending them
every possible courtesy out of consideration for the - COL. JACK O"NEILL
hardships they have endured.
with such a stro ng sense of community ins til led in
PEARLs BEFORE SWINE
every Hou Kai ngan from birth, vio lence and subterfuge are
Hou Kainga has several species that are close parallels
almost unheard -of. While Hou K<lingans use spears and
to Eart h plants and animals. One wh ich vis itors may find
clubs for hunting and carry knives as everyday tools, it
particularly noteworthy is the local oyster equivalent. Hou
would never occur to them to use these implements on
Kaingan oysters regularly grow as large as several feet, and
fellow humans. Likewise, the concepts of "truth,~ " lies .~ and
produce correspondi ngly hu ge pearls. The manner in which
fiction~ are alien to them - what possible use is a story or
these oysters secrete the layers of material that make up
piece of information that isn't true~
the pearls, however, concentrates the naquadah in the
oysters' environment in a unique crystalline structure.
NOTABLE FEATURES
Radioactive decay makes these pearls slightly warm to the
PLANET OF POWER
touch, and a sufficiently energetic impact can result in an
Hou K<linga's naquadahrich composition isn't readily
explosion of startling force (ACe the odidebar 011 page 35 for
apparent to the naked eye. The substance is dispersed
more).
throughout the entire ecosystem. Olukun and Tangaroa
haven't forced the local humans to mine naquadah For them
because there's no costeffective way to extract it from the IsLANDS OF ~HOSTS
soil. However, there are several ways for an enterprising SG The gradual dispersion of the Hou Ka ingans across
team TO learn of the plane t"s significance. the planet led to the establish ment of many isolated
The most direct way for a team to detect the presence of communities. Many such villages have been the subjects of
naquadah is throu gh the Naquadah Sense Feat. On Hou small-sca le experiments by Tangaroa . test ing one
Kainga, a character with this feat is subject to a constant "improvement~ or another before introducing it into the
automatic awareness of the local naquadah - enough that general population. The less successful experiments have
he must succeed in a Concentration check (DC 15) every day resulted in small-scale extinctions over the course of one to
or be subject to a -~ circumstance penalty on all checks for three generations. Hou Kaingans regard such islands as
the next 24 hours. In addition, the DC involved in using the haunted and will do virtually anything to avoid them, to the
Naquadah Sense feat to detect another naquadahbearing point of willingly sailing into a hurricane rather than
character is increased to 25. touching such accursed ground.

36
Tangaroa is one of Olukun's oldest lieutenants. though
TAJiITIAN tJAMES
not t he most trusted by any means. Olukun mainly values
The humans on Hou Kainga are unlikely to become
his subordina te's uncanny capabilities in genetic
adversaries for a visiting SG team, and so have not
engineering. When Nirrti was alive. Olukun habi tually kept
received deta iled NPC treatment. However. iI's a rare
several cur-<lorvQ informers within Tangaroa's sta ff to
GM who doesn't come up short for appropriatesound-
watch for any sign of contact with his treacherous former
ing local names every once in a while. Below is a sample
ally. Many of these agents remain on duty even after
l ist of Tahitian names for use with Hou Kaingan
Nirrti's destruction, ensuring that Ta ngaroa does not turn
natives.
his wo rk toward treacherous ends.
In truth. Olukun's suspicions are unfounded. Tangaroa
Male Female
knows his limitations, and does not believe h imself capable
Arupaeo Aimata
of successfully defying his master's will. He believes his
Mahine Faahotu
best chance for success and eventual reward is to continue
Mare Maimiti
with his experiments upon the Hou Kaingans. He hopes to
Menalee Mareva
eventually produce a near-hu man race that. once
Minarii Mauatua
indoctrinat ed into the Goa'uld ways of war. can meet and
Niau Obuarei
de feat the Ohnes 01'1 their own ground.
Om, Teatuahitea
As a demonstration of pride and faith in his own work.
Otoo Teehuteatuaonoa
Tangaroa has taken hosts exclusively from the Hou
Paofai Teio
Kaingans since beginning his experiments on them. He
Pomare Teraura
currently wears the body of a handsome young man in his
Teimua Tinafomea
early twenties, with the barrel chest and slightly webbed
Tepau Toofaiti
fingers characteristic of the planet's inhabitants.
Tetahiti Vahineatua

TAN(iAROA (~oA'ULD- OVER L ORD)


BAD MOON RISIN~
Specialty: Goa'uld Spy
Tangaroa's research facility is not located on Hou
Rank: N/A
Kainga itself. Rather. it's a subterranean facility on the face
Class: Scientist
of BOll Kainga's single moon. This extensive base is capable
Level: 8
of housing many more inhabitants than its current
complement of a halfdozen Goa'uld scientists and abou t Strength: u Dexterity: '3
fifty Jaffa. Assignment to the Hou Kainga f<lcilit y is seen as Constitution: I.ntelligence: ,8
an easy retirement position for Olukun's most trusted Wisdom:
",6 Charisma:
Magi-Uchawi Jaffa and their families, who often choose to "
Vitality: 55 Wounds: '4
establish secondary homes on uninhab ited islands. Travel
to and from the planet is facilitated by an ext ensive Defense: 17 (<-I Dex, +6 class)
network of transport rings, with at least one ring on each Initiative Bonus: +4 (+I Dex, +3 class)
settled island cluster and four separate rings on the island Speed: 30
containing the Stargate. To keep inquisitive Hou Kaingans
Fort: +4 Ref: +3 Will: +9
from stumbling upon the base. there are no ground-based
controls for these rings - travelers must take their own or Special Qualities: Brilliant +I. dominated body.
risk being stranded. The base possesses a single poorly immunity to disease, improvise ++ inherited memory. long
maintained teltac used for inst alling new transport rings life, parasite, PhD (Knowledge (Biology)}, profC-<l-<lor.
on islands without them, but has no death gliders. radiation resistance +6, research (inspiration IIsession;
Boating. Swim in class).
NPCS Skills: Bluff +6, Boating +7. Concentration +1.2, Disguise
TAN~AFlOA, THE FATHER OF THE SEA
+8, First Aid +1-4. Hide +7. Intimidate +6, Knowledge
In PolyneSian myth. Tangaroa is a sea deity, one of the
{Biology} +25, Knowledge (Goa'uld) +12, Knowledge
two sons of the earthgoddess Papa. Huge in size. he takes
(Medicine) +18. Mechanics +10. Move Silently +7,
a full day to draw a single breath. and the tides are the prod
Surveillance +14, Survival +9, Swim +12, XenoCultures +9,
ucts of his exhalations. He is the father of all sea creatures.
Xeno-Languages +8.
including merfol!>: - from whom. in turn. humanity sprang.
The irony of his own attemp ts to reverse this process is Feats: Advanced Skill Mastery {Scholarly}, Alien
not lost 01'1 the Goa'uld who wears this god's identity. Healer*, Aquatic Training, Armor Group Proficiency
Thngaroa is, by Goa'uld st andards. hopelessly insane: he (Light), Naquadah Sense, Scholarly, Stealthy, Weapon
cares not one whit for direct wors hip, as long as the Group Proficiency (Melee, HandgunJ.
humans under his charge pay respect to the various ;, Tangaroa PQssesses the Alien Healer feat despite it s
identities he assumes. This ability to remain detached from normal species prerequisites, due to his extensive genetic
the Hou Kaingans makes him a more effect ive scientific and medical research.
observer than many Goa'uld of his rank, though he would
quickly deny such a charge.

37
Attacks PLOT liooks
Unarmed '5 Id3+J (subdual) Wit h ocean covering 85% of it s surface, Hou Kainga is
Kinetic blast ., ;zd6 and ;zd6 subdual home to ferocious superstorms. Most hurricanes on the
Zat'nik'tel '5 3d6 (subdual, error 1';Z, planet's surface are spawned in the equatorial regions and
threat ;zo, range 10 h,) grow in force as they move north or south, but occasionally
a rogue storm can drift eastward, ravaging every island in
Gear: Healing device, kara kesh, zat'nik'te1.
its path. The heavy rains might be enough to temporarily
flood the crater in which the planet's Stargate sits, or a tidal
~EL T OB , THE PENNAN~ALAN wave could threaten to wash over all but the highest points
Gel Tob is Tangaroa's righ t-hand Jaffa, an ebo nskinned of an island chain. Emerging from the gate into literal
giant appearing to be in his late forties . Once a simple sheets of water is enough to t est even the toughest SG
warrior, his was identified by Tangaroa for his quick and team's composure. Alternately. a team might arrive
curious mind, and has become a combination of laboratory im mediately after such a storm - or while its eye is over the
assistant and field researcher over the past few decades. island - and find themselves in a unique position to
His usual duties outside the research complex require him provide lime-critical lifesaving or disaster relief to the Hou
to supervise the collection of blood and tissue samples Kaingan survivors. An entire mission could be devoted to
from Hou Kaingans under the guise of the pennangalan dealing with this sort of natural disaster without ever
(},ilil Piol Hoolu, ri9ht). To this end, he has become a master involving Tangaroa's experiments.
of stealth and camouflage, and is capable of wait ing in As an alternate "disaster movie" mission, a volcanic
ambush for half the night until an appropriate victim eruption can jeopardize a village just as easily as a
appears, Any SG team encountering him and his fellow hurricane could. While the GM probably shouldn't cause
Jaffa will be hard'pressed to pin them down. the volcano housing the Stargate to erupt (a nd permanent
ly maroon the learn on Hou Kainga), every island on the
planet is volcanic in origin and some of them might still be
~EL T08 (SUppORTINI4 NPc)
growing. for that matter, the appearance of a new isla nd -
Specialty: Jaffa Magi.Uchawi
perhaps complete with a lava flow of molten naquadah -
Rank: N/A
could be a dangerous opportunity for an enterprising team.
Class: Scout/Guardian
Detailed rules for the hazards of volcanic eruptions can be
level: 412
found in the Star9ate SG-l core rulebook, pages 432'433.
Strength: ,6 Dexterity: '5
Constitution: '7 Intelligence: '5 Pacific Rim myth speaks of the pennangalan, a type of
Wisdom; Charis ma: 8 vampire indistinguishable from a human by day. By night,
" however, it detaches its head and entrails from its torso and
Vitality: 57 Wounds: '7 flies through the air, seeking hapless lone individuals to
Defense: 18 (+2 Dex, +4 class, +2 natural armor) attack. It strangles its prey with it s dangling digestive
Initiative Bonus; +6 (+2 Dex, +4 class) tract, then drinks the victim's blood before returning,
Speed: 30 satiated, to its torso. As its bloated organs are now too large
to fit within its abdomina l cavity, the pennangalan must
fo rt: +10 Ref: +4 Will: +5
soak itself in vinegar before it can resu me its human guise,
Special Qualities: Bushmaster (Endurance), enforcer, If it cannot return to its body before dawn - for instance, if
radiation resistance +4, rough living +2, sneak attack +ld6, th e body is moved by an enterprising hero - the pennan
soak i/session, trailblazer. galan wil l burst into flame at the touch of t he sun's rays.
During specific cycles of the moon, each village on Hou
Skills: Boating +7, Concentration +3, first Aid +4,
Kainga is subject to strange nocturnal predations.
Handle Animal +3, Hide +13, Intimidate +9, Knowledge
Individuals sleeping alone, or out and about at night,
(Medici ne) +6, Listen +8, Move Silently +13, Spot +8,
experience periods of missing time, awakeni ng late in the
Survival +1 4, Swim +1 4.
day with bruised throats, light heads, and pun cture marks
Feats: Aquatic Training, Armor Group ProfiCiency on their necks. On rare occasions, a lone victim is found
(Light, Medium, Heavy), Endurance, Holding Basics, dead, horribly mutilated with his throat torn out - yet with
Outdoorsman. Stealthy. Symbiote (Shallow Br~athing surprisingly little blood spattered about the area. The
Trance), Weapon Group Proficiency (Hurled, Melee, elders of the village shake their heads, make warding signs
Handgun, Rifle). against eviL and murmur that the victim must have gazed
upon the visage of the pennangalan, which killed him to
Attacks
keep its identity secret.
Unarmed Id3+3 (subdual)
f or fQur hundred years, the pennangalan myth has been
Knife ld6+3 (normal, error I,
the most successful camouflage by which Thngaroa and his
threat 20, range 5 ftJ25 ft.)
researchers have collected the blood and tissue samples
Zat'nik'tel '7 3d6 (subdual, error 1' 2.
necessary for their work. A well.applied choke hold or a
threat 20, range 10 ft.)
blast from a zat'nik' tel provides the unconsciousness and
Gear: Medical sampling equipment, obsidian knife. short-term memory loss necessary for the victim to
zat'nik'teL rationalize the attack within his own mythology. and a

3.
slightly modified medical sampling tool inflicts minor kISTORV/culTURE
wounds like those which would be expected of a fanged Lirake is under the dominion of the Goa'uld Selket -
creature. If a victim awakens during the sampling and sees creator of the as h rak assassins - and as such remains a
through the ruse, it's a simple matter for the Goa'uld or formidable target for SG teams. Everything about the
Jaffa performing the procedure to tear out his throat with a planet - its residents. natives, and culture - stems from the
locally made knife. goddess who ru les it.
The apparent lack of Goa'uld involvement on Hou In legends, SeLket was petitioned as the protector of
Kainga can easily lead a visiting SC team to conclude that innocents and defender against scorpion bites. She is also
the pennangalan is a local predator or the like. A canny GM reputedly one of the goddesses who "bound" Apophis.
who knows his players can easily spin the native tales of the Images of her go back to Ancient Babylon, where a
monster and the limi ted forensic evidence left by its scorpion/hunter figure is depicted in temple paintings. She
attacks into a web of misdirection that the team may not eschewed the traditional routes to System Lord power:
penetrate until the "pen nangalan~ comes for them. accumulation of Jaffa troops and material resou rces.
Instead, she built up her unseen arm ies of assassins from
the disaffec ted ranks of lesser Goauld. an d instituted an
LIRA-KE (PZ"-669) intensive and brutal program intended TO tu m out the
coldest guild of hired killers ever known. Combined with
Thennosphere: Cool (CR 0: standard orbit; ~d20 Fl. her operatives' abilities as spies and intelligence agents.
Atmosphere: Normal (CR 0: 0.9 atmospheres: Auto: Selkefs tendencies have stood her in good stead to build a
None: Exp. Inc: None; SV; None; Omg: None: Recup: None). small but unassailable empire which has survived since the
Hydrosphere: Superhumid (CR 0; daily weather 1-72: revolt on Earth. Lirake is a vital part of her dominion.
none, 73'75: flood ldlO MP H, 76'77: flood IdlO+10 MPH, 78: The greatest exports of Lirake are shipbuilding and
flood JdlO"~O MPH, 79.88: rain (2d4 in.) or snow (ld6 in.l. electronics hardware. Most of Selket's own ha 'ralu and
89-95: thunderstorm or snowstorm, 96'98: hurricane or teltae..! are constructed here. as well as a large number of
blizzard: 99: wind ldlOMPH, 100: wind ldlO"'O MPH). death gliders. Several oth er System Lords also contract her
Geosphere: Stable tecto nic activity (daily earthquakes For the basics - thoug h not the specifics - of their own
1'99: none. 100: minor: no volcanoes within 50 miles of the ships to be assembled here: while none trust Selket"s people
Stargate). enough to construct an entire ship. individual parts are
Seasons: Normal 11 ' 25: spring, unchanged: 26'50: sometimes produ.ced on Lirake for export.
summer, "2d20o F: 51 '75: autumn, unchanged: 76-100: A secondary, illegal trade surrounding Selket"s
winter, -2d20 Fl. offworld pharma.ceuticals flo urishes in the back streets of
Anthrosphere: 4.050,000 na t ives (4,000.000 in the the docking districts and in the lower-status and economic
capital city): ElecTronic (6 picks. 4 RP): Theocracy; Neutral areas. While these drugs are consumed by all classes. most
(no change to disposition checks): Expansionistic /4,000 who buy them must deal directly with the back-alley
soldiers, squad size ld4 soldiers); Very Poor civil rights. suppliers. Middle men on Lirake have often betrayed both
Origin : Roman, buyers and sellers to Selket's age nts for profit. so each side
Stargate Location (urban region): The middle of the of the equation 15 wary of out siders and unlikely to trust
city of Serquet. isolated as both a monument and mode of someone ~ n egotiating~ for a third party. These drug
transportation. runners have wellconcealed teltacs and small scout ships
that make the run to other worlds where most of these
TERRAlfoJ subst ances are grown and cultured. In case of an
The megapolis which spreads out around the local emergency. they will (for a very large fee) transport people
Stargate's dais is called Serquet. after one of its ruling off-world to a second planet which contains a Stargate. But
goddess's many aliases. The city is a series of sprawling they will not do this for those suspected of serving Selket:
ethnic barrios broken up by palazzi where different groups they are far to o afraid of the consequences should they be
come together. While the majority of subjects are of caught.
Egyptian/Roman descent, there are also Greek, Phoenician. The Lira-keans are actuall y ahead of Earth
and a smattering of Eastern European minorities present. technologically. but hightech devices are used sparingly.
High steel-and-glass skyscrapers dominate the center of Most of the population lives a late 20th-century lifestyle.
Serquet and give way to older stone terraces. concrete aside from the inescapable public (and often private)
bridges. and marble stairs along the outskirts. surveillance devi ces which the authorities use to keep tabs
Beyond the agricultural farms and the ruins of the on them. However. those who have regular dealings with
oldest cemeteries at the cities'limits. Lirake is an untamed Selkefs court and the Jaffa and Goa'uld may possess
wilderness full of hostile fl ora a nd fauna. A certain Goa' uld communication devices, advanced com puter links,
percentage of the population escapes to this part of the and access to public transport rings. Move ment around the
planet eve ry year. but most don't know how to "rough it" in cities by transport r ings is under constant surveillance, but
the tropical jungles. and die within a few months. However, is often used to save time an d money in transporting
offplanet scans show signs of smaller settlements deep in materials and personnel. Certain sectors of the ship.
t he forest, where Lira-keans may be living outside of building yards and electronics construction industries
Selket's control. Jaffa patrols occasiona\ly seek to uncover are contained by Goa'uld force fie lds and security
and destroy these sett lements, with limit ed success. identi fication codes, as well as t he presence of Jaffa guards.

39
Selket is the supreme ru ler of the planet, but for much treat. The Jaffa turn a blind eye to their activities. as long as
of the year. she is overseeing other properties and concerns they are discree t.
as well. In her absence. the de facto ruler is Tehret. her The citizens of Lirake live a profitable, luxurious life
Goa'uld governor. who reports directly to her. Tehret is by for the most part of the year. reaping the benefits of their
all reports extremely strict, following the laws and protection by Selket. their shipbuilding and electronics
regulations to the letter. and utterly without mercy. He rose industry, and their place as a major contact post for the
through the ranks of the ashrak to the position he holds ashrak and healing priestesses. But five times a year, the
today, and can be counted on to remember his training as planet holds a Festival of Life and Death: religious
an assassin when dealing with threats to his position. "celebrations~ to honor their goddess. For the five days each
Beneath him are several Jaffa Second Primes and captains. festival lasts. no subject is safe; anyone walking down the
who command the 15,000 permanent troops stationed on street could be marked as a target for execution by the
Lirake. Such a number would be considered too few to acolytes of Selket. and hunted across the sprawling
contain the four mi llion residents of the capital city. except megapo lis before being brought before the System Lord for
that there are approximately a thousand ashrak acolytes execution.
on.planet willing to kill members of the population without The festivals actually serve as training exercises for
warning or cause. This results in a high state of anxiety and new ashrak. The assassins set targets for each other in
compliance with most rules as set down by the government. order to see who can accumulate the most si lent,
There is no free press. no appeal of judicial sentences, and untraceable kills before the end of the festiva l. Certain
no guarantee of personal privacy within the city limits. segments of the population are designated offlimits.
Worship of Selket is the only legally sanctioned religion including those families who have already lost members to
on Lirake. Selket's priests and priestesses administ er the Festivals or who provide vital functions in Selket's
affairs in her healing temples. as well as the temples of regime. The rest are fair game, with a minimum expected
worship. A combination of priests. ashrak and Goa'uld kill count of five subjects per ashrak. All methods of
bureaucrats control the taxes. contracts. and commerce on tracking in an urban environment are utilized:
the planet, with a proportion of all profits going directly to computerized monitoring of public venues, disguises in the
Selket. Worship of other deities (Le., Goa'uld) is punishable hectically celebrat ing crowds, teaming up to herd prey into
by death without a trial: even the accusation has been a trap. and kidnapping from secured locations. No harm is
known to ruin families. More often. however. these allowed to come to the victims during the abductions. and
accusations or suspicions are brought out during one of the they must be returned intact to Selket's palace in order to
Festivals (-"ee below), when certain family members are count as kills, All victims are then ritually sacrificed on the
designated as targets for the ashrak acolytes. last day of each festival. the only days of the year when
The priests use Goa'uld healing devices in order to cure Selkefs presence on.planet is guaranteed. The families of
disease and repair any bodily damage the Lirakeans may the victims receive compensation for their loss. Goa'uld are
contract. However. the loyalty of the subject is often the immune from attack during four of the five ceremonies,
determining factor in whether treatment is received or not. and most make it a point to be offworld during the fifth -
Secretly, a handful of healers operate undercover on the the yearending Festival of Darkness and Stars.
docks. in order to help those whom they were forbidden to

40
Participation in the Festivals is mandatory: all subjects NOTABLE FEATURES
receive either a gold. silver. Of copper bracelet to be worn at The most important location on Lirake is Selkefs
all t imes dur ing the festivities. which cannot be removed temple, on the outskirts of the city. [t appears to be an
without a priest's electronic key. These bracelets designate outdoor dais topped by a 7ft. high quartz obelisk. with
those who are under the protection of Selket (for loss of carvings dedicated to the Scorpion Goddess. In actuality it
previous family members, or need for their skills in ship is a cybernetic interfJce where Goa'uld System Lords may
building); those who are under a death sentence for treason make their "appeals~ to Selket for assassination contracts,
or heresy. who are being allowed the run of the Festival and These requests are beamed to her secret complex
can not be captured unt il the last day; and those who are somewhere on the planet. and confirmation is sent when
viable targets for the ashldk. There is a rumor that cenain the assigned ashrak makes his or her way into the System
electronics experts have fabricated a key to these bracelets, Lord's court and reports for duty - without being detected
so that individuals can replace theirs with a gold "protected prior to revealing his or her identity.
status" bracelet, but so far, no such individual has made Se lkefs secret complex is usually deserted, except
contact with any of the SGCs operatives. when she is on planet in which case it serves as her
In spite of these gruesome customs - or perhaps headquart ers and preparation station for her public
because of them - Lirake is a peaceful planet. with a very appearances. A small pyramid buried beneath the jungles
low crime rate and strong bonds within the community. It is some 120 miles south of the capital. it serves as a landing
rumored that secret police patrol the general population. pad for her ha'tak, as well as a holding area for captives
and are constantly alert for Tok'ra and System Lord spies. It t aken during the Festivals. prior to their public executions.
is more likely that the ashrak acolytes are constantly Access to this temple can be gained either via teleportation
training in the midst of the general population, honing rings embedded at the obelisk, or through secret roures
their ski lls without taking lives. A black market in drugs is known only to the Jaffa, priests, and ashrak. Not even the
allowed to flourish in order to provide canonfodder who Goa'uld who serve Selket know the precise location of her
will not be missed during the Festivals. temple. although its general location has been narrowed
Lira-keans favor traditional nuclear families, with an down to the area described above.
emphasis on childbearing to replace those killed during The Stargate stands in the center of Serquet, with an
the ceremonies. Men and women are of equal legal status open parkland surrounding it on all sides for 200 yards.
and possess the same rights; most marriages are not There is no cover in between the stone walkways and
pre.arranged. but entered into aher receiving the consent bridges on each side, and the grassy lawn leading up to the
of both families. Certain families have been isolated from gate. A minimum of ten Jaffa are always on duty here -
the general population. due to some slight against the protecting it from use by the general population - armed
goddess. but such occurrences are minimal. Selket is a with staff weapons and one pulse cannon permanently
capricious ruler, and her wrath requires little justification. trained on the gate.
Only the most daring or defiant are unable t o obtain legal
work. Those who are left without a job often join the IIIpcs
blackmarket operations in drug smuggling. SELkET, E~YPTIAN qODDESS
The cities feature night clubs, theaters, and coliseums Of MEDICINE AND MA~IC
where thrill sports are practiced by the younger subjects. Selket has had little direct contact with the SGc. since
Afterhours bars also show a thriving trade in mindalter her act ivities do not technically place her among the ranks
ing substances, although they are officially forbidden by of System Lords. But her minions are among the most
the planetary governor. With a subculture of ~risktakers~ tenacious foes an SG team can encounter. The ashrak, fear
growing up around the planet's brutal religious festivals, some assassins, are Selkefs brain child. She organized
many of Selket's subjects have evidenced a kind of reckless them. trained them under her wing, and now commands
deat hwish mentality. and often test the limits of the Jaffas' them as a private army of elit e killers.
tolerance with deadly results. While many of these younger She has little power beyond the ashrak, but she truly
Lirakeans could assist in an uprising or revolt. their doesn't need it. The System Lords fear her. and ostensibly
erratic behavior makes them questionable assets at best. more powerful Goa 'uld must expend considerable
Arriving on Lirake undetected is not easy. Usually. SGC resources to hold onto what they have, Selket, on the other
operatives must sneak on.planet using teltacs and Tok'ra hand, knows that power can be measured in more than Jaffa
comacts.lt is not safe to use the Stargate, since it is guard and hataks. Hers comes from respect. from the unseen
ed around the clock, and any visitors not cleared by Selket tendrils that bind other Goa'uld to her, and from the look in
are immediately taken into custody. SGC agents must the Syst em Lords' eyes whenever they approach her for a
arrive either by setting their transport down somewhere in contract . Let them have their vast empires; she knows how
the jungle and then hiking in to Serquet, or by being easily she can bring them all crashing down.
smuggled into the planet's docking yards via black market Naturally. her p05ition has instilled a deepseated
privateers. Immediate ly upon arrival. or ideally. prior to paranoia in her: a weakness which may yet prove her
arrival, SGC personnel must obtain false identifications downfall. One of the most successful ashrak ever was
and authorizations. Random checks of identity papers are Marduk, who left her ranks in a bid for personal power.
common and it is unlikely that personnel could go longer Other ashrak had done so in the past (the System Lord Kali,
than one week before being accosted by civil authorities for example), but Marduk's defection resulted in
and asked to identify themselves. widespread political upheaval among the System Lords and
significant loss of perso nn el and power for Selket. He went hos t body and symbiote across five separate systems.
insane, killing ind iscri mina t ely before finally being Conversely. the services of an ashrak may be contracted for
entombed alive by his own priests. The lesson was not lost a onetime-only assassination, an agreement more
on Selket; not only had one of her former servants slipped common when the contract or wishes to remain anonymous
wildly out of control, but the manner in which he was (for whatever reason).
defeated - not by a Goa'uld but by simple priests - meant Selket does not associate much with other Goa'uld
that a similar fate could easily befall her. (More on Mllrduk outside her assassination and intelligence consortiums,
alld Kali can be faund in the Sy..otem Lorw. l>ourcebook.) and in fac t. has few true ~a1lies" within the System Lord
In response, she instilled a new series of security regime. However, she does have benefactors whose support
protocols that even other System Lords considered keep less sanguine Goa'uld from actively trying to destroy
excessive. It is rumored t hat brainwashing and post her. These supporte rs include Lord Yu, who makes
hypnotic suggestions are now implanted in her ashrak, in infrequen t but necessary use of the ashrak, and Morrigan.
order to avoid duplicity wi th in her ranks. Her continued who en joys using terror weapons when other means of ru le
rivalry with Oluku n for mastery of information'gathering prove less successful.
has also led to her constant attempts to Find new ways to
disguise her operatives and avoid his intelligence gatherers
SeLkET (~oA'uLD OVERLoRO)
as weI!' Perhaps most disturbingly. she insists on
Specialty: Goa'uld Warmaster
constantly changing he r host body without warning. Her
Rank: N/A
appearance may alter as often as one month to the next (it
Class : Soldier/ Pointman/Ashrak
averages about twice a year), and her former host bodies
Level: 5/5/3
are then rit ually killed to prevent anyone using their
remaining knowledge against her. Selket pioneered the Strength: Dex terity:
techniques of host submission that allow the ashrak to Constitution: "
'3 Intelligence:
'5
'5
quickly find new bodies, and so her recovery time after Wisdom : '5 Charisma: '4
taking a new host is muc h lower than it is for other System
Vitality: 96 Wounds : '3
Lords. Only her most trusted advisors know of her latest
change. It is believed that she uses her time before her new Defense; 18 (+6 class. +2 Dex)
identity is made public t o inspect he r students and subjects Initiative Bonus: +u (+9 class, +2 Dex)
without their knowledge, accu mulating intelligence on the Speed; 30
unsuspect ing, and att empting to avert what she regards as
Fort: +9 Ref: +8 Will : +11
inevitable betrayal.
According to the Tok'ra's latest information. Selket and Special Qualities: Accurate, armor use +1, assistance
her assassins are respons ible for their queen Egeria's time), damage reduction 1/ -. domi nated body, hand of
(II..
disappearance and imprisonment by Ra over 2.000 years shadow +2. immunity to disease. imperceptible 1/ session,
ago. After giving birth to the resistance movement, Egeria inherited memory, lead 2!session. long life, radiation
was marked fo r death by Ra, which led to her capture by resistance. ..!>/ayer, tactics 1/ session, the chosen +1,
ashrak contracted to th e Supreme System Lord. Selket"s versatility (Cultures, Disguise, Gather Information.
part in bringing down the renegade helped her regain some Intimidate, Listen, Move Silently. Search).
of the power she lost afte r Marduk's defection, but it has
Skills: Balance +6, Bluff +10. Climb +3, Concentration
also contrib uted to her paranoia regarding her enemies.
+8, Craft (Weaponsmithing) +10. Cultures +8 . Demolitions
The Tok' ra do their best to keep rabs on her, hoping to
+6, Disguise +8, First Aid +6. Gather Information +I I .
anticipate ashrak attacks against their numbers, and any
Intimidate +ll /+ll, Listen +8. Move Silently +8, Profession
Tok'ra found within her dominion are tortured for
(Assassin) +IS, Profession (Inte rrogator) +8, Profession
info rmat ion before being destroyed, without exception.
(Trainer) +I~, Search +ll, Sense Motive +8, Spot +8, Survival
Selket's personal1ife is a mystery. While it is rumored
... 6. Tumble +4.
that she keeps Jaffa and human consorts for short periods
of time, this cann ot be confirmed, due to the confined and Feat: Armor Group Proficiency (Light, Medium, Heavy).
secretive nature of her court. Any co nsorts allowed into her Expertise, Improvised Weapon, Mart ial Arts, Mobility,
inner sanctums are never seen outside of them again. Naquadah Sense, Sidestep, Surge of Speed, Traceless,
Selke t does not have many personal enemies, since her Track. Weapon Group Proficiency (Hurled, Melee,
business with the Syst em Lords makes her a necessary part Handgun, Rifle, Tactical. Exotic), Zen Focus.
of their lives. While ashrak may be "bought~ - that is.
Attacks
placed under permanent contract of another System Lord -
Unarmed Id6+4 (subdual)
they will always ret ain their first loyalty to t heir leader, and
Kinetic blast
'"
"3 zd6+3 and 2d6+3 subdual
wi ll not move against her or betray her whereabQuts. Again,
this is due to fear and indoctrination as much as loyalty- Gca.r: Knife, bra kesh.
reportedly. one ashrak attempt ed to break all ties to Selket
approximately 300 years ago: other ashrak hunted down
the defector after six years, and scattered th e pieces of his
J ESS IN E, P RI E STESS OF 5ELkET JESSINE (SUppORTIN~ NPC)
Like all of Selket's priests, lessine has been injected Specialty: Lira-kean (Advanced Society Near-Human)
with a small quantity of naquadah, which allows her to Rank; N/A
work the Goa'uld healing devices without the benefit of a Class: ProFessional (medical doctor)
symbiote, However, her abilities and position as one of four Level: 4
High Priestess come with a high price: Selket has a history
Strength: w Dexte rity: u
of taking her priestesses as hosts. lessine is also required
Constitution: w In te lligence: '4
to prepare Selket's frequent new hosts for possession. a
Wis dom: '5 Char is ma: '4
duty she finds painful and distressing. As one of Selket's
inner circle. she has no choice about her service: should she Vitality: u Wounds: 10
express the wish to leave, she will be immediately executed
Defense: 12 (+) class)
for treason and her body burned without any ritual rites to
Initiative Bonus: +3 (+3 class)
speed her to the afterlife.
Speed: 30
lessine grew up within Selket's domain on Lira-ke, and
was thrilled and honored to be accepted into priest's Fort: +) Ref: +I Will: +6
training. Advancing quickly through the healing schools,
Special Qualities: +2 species bonus to Craft (Cooking)
she was tapped for advanced training and cleared to use the
and Knowled ge (Chemistry), specialty (Knowledge
Goa'u ld healing devices by the end of her third year. Long
(Chemistry)/Profession (Healer.
exp.. rience has mad .. her a skilled trauma surgeon as well
as giving h .. r exposure to several different kinds of Skills: Concentration +7. Craft (Cooking) +11, Cultures
diseases and disorders. Even by the standards of the Thuri. +5. Diplomacy +5, Drive +:2, first Aid +8, Hobby (Flowering
she would be considered a skilled doctor. However. Selkefs Plants) +8, Knowledge (Chemistry) +13, Profession (Healer)
policies have slowly soured her appreciation for her calling. +11, Profession (Pharmacist) +6, Spot +4.
If a patient on lirake is indigent, they go un treated: if they
Feats: Armor Group Proficiency (light), Coolness Under
offend Selket's officials they may be scheduled for
fire, Ordinary Past, Scholarly, Stone (old, Weapon Group
~experimentation" with the newest drugs: and if they are
Proficiency (Melee. Handgun),
found guilty of a crime. they are used as guinea pigs for
new torture techniques. which the priests must witness Background: At Risk (ll. Doubting God (1).
and record. All of this left her deeply unhappy before Selket
Attacks
chose her as one of her personal high priestesses.
Unarmed ., ld3 (subdual)
lessine knows that if Selke! ever believes herself to be
in immediate danger. or simply wishes to switch bodies.
Kinetic blast ., zd6 and )d6 subdual
she is on the short list of potential hosts. Long exposure to Gear: First aid kit. healing device. kara kesh.
Selke! and the ashrak. has eroded her belief in the
benevolence of her goddess. and some
of Selkefs personal quirks have led
Jessine to question the Goa'uld's sanity
as well. Selk.et's habit of executing her
former hosts without compunction or
ceremony also offends Jessine's still
tightly-held beliefs, and were it not for
the fact that she has nowhere to go and
knows that the ashrak would hunt her
down . she would have left Selket's
service years ago. The knowledge that
Selket prefers her company to that of
the other three priestesses does
nothing to reassure her of her safety: in
fact. she believes that it is only a matter
of time before she becomes the new
"aspect~ of her goddess.
Unable to trust anyone around her.
and growing more and more desperate,
Jessine would be on the verge of
contemplating suicide, would she not
he immediately revived in Selke!'s
sarcophagus and tortured t o death
immediately after. The prospect of
outside help may move her to acts of
courage she never would be capable of
otherwise.
~ERAINT/MATTHIS, L ow- L EVEL ~ERAlt.JT/MATTI-tIS
Tok'RA spy AND SCRIBE Specialty: Tok'ra Undercover Operative
Geraint is employed as a midlevel scribe in one of Rank: N/A
Selket's courts on Lirake, in charge of accounting for the Class: Scientist
ashraks' contracts. As such, he often has access to Level: 4
informat ion about new targets, t hough the high level of
Strength: w Dexterity:
security and paranoia surrounding Selket's regime makes
Constitution: w Intelligence:
it ext remely difficult for him to get the necessary
Wisdom: '4 Charisma:
information out to the Tok'ra - a constraint which he finds
frustrating and demoralizing. However, recent cont act with Vitality: '3 Wou.nds: w
p~id mercenaries has opened a more reliable method of
Defense: 13 (+3 class)
communicat ion, albeit one t o which t he most sensitive
Initiative Bonus: +2 (+2 class)
information cannot be trusted.
Speed: 30
While maintaining his cover. Geraint has been
dismayed to find himself developing a fascination with Fort: +I Ref: +1 Will: +0
jessine, despite his hatred for Selket and her followers. He
Spec ia l Qualities: +4 to Bureaucracy and Cather
and his host. Matthis. find her d;votion to he lping her
information when deating with Goa'uld and subordinates.
patients and the victims of Selket's regime admirable.
improvise +2. immunity to disease. inherited memory, long
and they have also noted that she frequently appears to
life, PhD (Cryptography), profe)"}'or, radiation resistance,
be miserable during the more brutal pharmaceutical
research (Bureaucracy/Gather Information), shared body,
"testings." He does not dare trust her with his real identity
symbiotic bonding.
or purpose. but has found himself tracking the High
Priestess's movements for no discernible reason. Skills: Appraise +7. Bluff +]*, Bureaucracy +],
Matthis's family was killed by Kali during one of the Computers +8 , Concentration +8, Cryptography +17.
"mock wars~ he ld btween the System Lords, and he joined Diplomacy +5, Electronics +7. First Aid +], Forgery +8,
the Tok'ra and became Gerainfs host in order to strike a Gather Information +4. Knowledge (Goa'uld Politics) +10,
blow at the Goa uld. However, his prior life as a scholar has Languages +5, Lis t en +8, Mechanics +5, Profession
made his new career as a covert operative extremely (Infiltrator) +0, Profession (Scribe) +0, Search +8, Sense
difficu lt. A more experienced Tok'ra was executed just prior Motive +7. Spot +9. Surveillance +8, Xeno-La ngua ges +5.
to his arrival in Selket's court. which has left him with no * This can only be used u ntrained - no skill ranks.
one to rely on beyond his symbiote. They have grown
Feats: Advanced Technology. Alertness, Armor Group
extremely dependent on each other. with no other cont act
Proficiency (Ught). Naquadah Sense. Scholarly. 1hceless,
with anyone aware of their true identities in over two years.
Weapon Group Proficiency (Handgun, Melee).
Geraint's usua l duties take him into the lesser-patrolled
parts of the capital city. and he has set up a relay of Background: Long-Term Mission (l) , Forbidden Love (J).
information through the local underworld which flourishes
Attacks
on bootleg medical supplies and intoxicants. As an
Unarmed 1d3 (subdual)
ostensible Goa'uld, he is usually safe from the aggressions
Kinetic blast 2d6 and 2do subdual
of the ashrak, and during four of the five Festivals of Life
and Death, he is legally immune from being targeted. He Gear: Fine clothes, official records, kara kesh.
uses these adva ntages to get as much information out to
his fellow Tok'ra as he can.
MID - LEVEL ~ERAINT/MATTkIS
Specialty: Tok'fa Undercover Operative
Rank: N/A
Class: Scientist/Field Analyst
Level: 712
Strength: w Dexterity: u
Constitution: w Intelligence: '7
Wisdom: Charis ma:
Vitality:
'4
"
50 Wounds: w
Defense: 18 (+8 class)
Initiative Bonus: +4 (+4 class)
Speed: ]0
Fort: +2 Ref: +5 Will: +7
Special Qualities: +6 to Bureaucracy and Gather
Information when deali ng with Goa'uld and subordinates,
brilliant +I , evidence analysis (Analyst). eye for detail. favor
for a favor l/ session, immunity to disease. improvise +4.
inherited memory, long life, PhD (Cryptography), profeMor, Master Fence, Naquadah Sense, Scholarly Traceless,
radiation resistance, research (Bureaucracy/Gather Weapon Group Proficiency {Handgun, Melee}.
Information), shared body, symbiotic bonding.
Ba ckg ro und : Long-Term Assignment (1), Forbidden
Skills: Appraise +10, Bluff HO, Bureaucracy "7, Love (I).
Computers " 9, Concentration "10, Cryptography +ll,
Attac ks
Diplomacy +5, Electronics .. S, First Aid "4, Forgery "14.
Unarmed ,8 Id3 (subdual)
Gather Information "15, Knowledge (Goa'uld Politics) +12,
Kinetic blast '9 2d6 and 2d6 subdual
Languages +5, Listen H). Mechanics +5, Profession
(Infiltrator) +9, Profession (Scribe) +9, Search "I). Sense Gear: Fine clothes, official records, kara kesh.
Motive +10, Spot H), Surveillance +15, Xeno-Languages ~8.
Feats: Advanced Skill Mastery (Alertness), Advanced AsuL , FIRST PRIME OF SELkET
Technology, Alertness, Analyst , Armor Group Proficiency Despite long years of faithful service as Selket's First
(Light, Medium), Master Fence, Naquadah Sense, Scholarly Prime, Asul still does not receive the norma l level of respect
Traceless, Weapon Group Proficiency (Handgun, Melee). and trust. Selket's paranoia is such that she holds his
children and grandchildren on a different planet, under
Background: Long-Term Assignment h), Forbidden
constant guard and surveillance against their
Love (I).
grandfather's continued performance. While his innate
Attacks loyalty to his goddess would not lend itself to questioning
Unarmed '4 Id) (subdual) her orders or manner of rule. her constant mistrust has
Kinetic blast 2d6 and ld6 subdual undermined his respect for her.
" Selket's occasional erratic behavior after taking a new
Gea r: Fine clothes, official records, kara kesh.
host has also provoked him to fear for his children's
welfare. While he is not the type of Jaffa who would ever
Hlql-t-LEVEl ~ERAIt.JT/MATTI-tIS lead a rebellion against his god under normal
Specia lty: Tok'ra Undercover Operative circumstances, the constant at mosphere of risk
Ran k: N/A surrounding his offspring has modified his attitude to the
Class: ScientistlField Analyst point of desperation. If his children were to be removed
Level: 7/7 from the balance of power between himself and Selket, his
next course of action could not be predicted.
Strength: w Dexterity:
Constitu t ion: Intel ligence: "'7 Outwardly, Asul is stoic and calm, with no difficulty in
Wis dom: "'4 Char isma:
accomplishing the goals Selket sets for him. However. it
" has been observed that he is often in kelno'reem when not
Vita lity: 80 Wou nds: >0 required to wait on Selket, and he has been seen visiting
the graves of her victims on the Days of Remembrance,
Defens e: 2) (+12 class, +1 Dex)
bringing offerings TO thos e he has executed. His men trust
Ini t iative Bonus: +7 (..6 c1ass,"1 Dex)
him implicitly - more than they trust their overlord - and
Speed : 30
would follow him into any battle without question. His
Fo rt: +4 Ref: +8 separation from his family has only increased their respect
for him, but none are willing to openly defy Selket and her
Special Qua li t ies: +9 to Bureaucracy and Gather
invisible legions of assassins.
Information when dealing with Goa'uld and subordinates,
brilliant +1, evidence analysis (Analyst, Advanced, Grand,
False Start), evidence analysis (Analyst), rye jor derail, favor Low-LEVEL AsuL
for a favor -'l/session, immunity to disease. improvise +4, Specialty: Jaffa Serpent Guard
inherited memory, leap of logic l /session, long life, PhD Ra nk: First Prime
(Cryptography), profe.Mor, radiation resistance, research Class: Guardian/Prime
(Bureaucracy/ Gather Information), shared body, Level: 611
shutterbug, symbiotic bonding.
St re ngth: '5 Dexterity: '3
Skills: Appraise "13, Bluff +16, Bureaucracy +10, Constitut ion: '4 Intelligence: w
Computers +12, Concentration +10, Cryptography +27.
Diplomacy +9, Electronics +8, First Aid "4, Forgery "14,
Gather information H1, Knowledge (Goa'uld Politics) +IS,
Wisdo m:
Vita li ty:
u

7
Charisma:
Wo u nds: ,.
'4

Languages +6, Listen +17, Mechanics +5, Profession Defense: 16 ("5 class, H Dex)
(Infiltrator) +11, Profession (Scribe) +ll, Search +18. Sense Initiative Bonus: +4 (+3 class, +1 Dex)
Motive +i), Spot +16, Surveillance +20, Xeno-Languages +8. Speed : 30
Feats: Advanced Skill Mastery (Alertness, Analyst), Fort: +8 Will: +6
Advanced Technology, Alertness, Analyst, Armor Group
Special Qualities: Accelerated healing, death squad +1
ProfiCiency (Light, Medium), Extra Supplies. False Start
attack/save, enforcer (Basic, Advanced), prcpan:d,
(Analyst), Flawless identity, Grand Skill MaSTery (Analyst),
radiation resistance, soak vsession, unbreakable.

45
Skills: Balance +5. Climb +6. Concentration +7.
Intimidate +15/+15. Jump +4, Move Silently +4, Pilot +4,
Profession (First Prime) +1 . Spot +5. Survival +5. Tumble +4.

Feats: Advanced Skill Mastery {Enforcer}. Armor Group


Proficie ncy (Light. Medium. Heavy). Enforcer. Hard Core.
Power Attack. Rapid Healing. Stone Cold. Symbiote.
Toughness. Weapon Group Proficiency (Hurled. Handgun,
Melee, Rifle).
8ackgrou.nd : Blackmailed (l), Doubting God (I).

Attacks
Unarmed
Staff weapon
,.
'7
1d3+2 (subduall
6d6 (normal, error 1' 2. threat
18' 20. range 75 ft., qualities
and mods AP, AK,)

Gear: Jaffa armor, staff weapon.

H I ~HLEVEL AsuL
MI D L EVEL Asu L
Specialty: Jaffa Serpent Guard
Specialty: Jaffa Serpent Guard
Rank: First Prime
Rank: First Prime
Class: Guardian/Prime
Class: Guardian/Prime
~vel : 10/ 7
Level: 8/4
Strength: ,6 Dexte rity: '5
Strength: Dexterity:
Constitution:
'5
'4 Intelligence: "" Co nsti t ution:
Wisdom:
'5 Intelligence:
Charisma: "'4
Wisdom:
" Charisma: '4 "
Vitality: '5' Wounds:
Vitality: Wou.nds: ,8 "
'" Defense: 22 (+10 class, +2 Dex)
Defense: 19 (+7 class. +2 Dex)
initiative Bonus: +10 (+8 class. +2 Dex)
Initiative Bonus : +7 (+5 class. +2 Dex)
S peed: 30
Speed: )0
Fort: +14 Ref: +9 Will: +\2
Fort: +12 Ref: +6 Will: +9
Special Qualities: Accelerated healing (X2), death
Special Qualities: Accelerated healing. death squad +L
squad +1 attack/save and +2 damage. enforcer (Basic,
attack/ save. enforcer (Basic, Advanced). prepared.
Advanced), prepared. radiation resistance, ring of defense
radiation resistance. ring of defe nse l/sessio n. Second
2/session. Second Prime, soak 3/session. superior condi
Prime, soak 2/session, !lnbreakable. unca nny dodge (Dex
tioning. superior metabolism, true warrior (1 gradel.
bonus).
unbreakable. uncanny dodge (Dex bonus). voice of the
Skills: Balance +8. Bureaucracy +3. Climb +7. masters.
Concentration +\0, Diplomacy +3, Hide +4. Intimidate
Skills: Balance +10, Bureaucracy +4. Climb +9.
+20/+20, Jump +5, Listen +3, Move Silently +6, Pilot +6.
Concentration H2. Diplomacy +4. Hide +6. Intimidate
Professio n (First Prime) +4. Search +2. Sense Motive +2.
+33/+32. Jump +7, Listen +5. Move Silently +7. Pilot +7,
Spot +7. Survival+S. Tumble +6.
Profession (first Prime) +6, Search +4. Sense Motive +3.
Feats: Advanced Skill Mastery (Enforcer). Armor Group Spot +8. Survival +10, TUmble +7.
Proficiency (Li ght, Med.i um. Heavy). Cleave, Enforcer. Glint
Feats: Advanced Skill Mastery (Enforcer), Armor Group
of Madness. Great Cleave, Hard Core. Power Attack, Rapi d
Proficiency (Light, Medium, Heavy). Cleave, Cleaving
Healing, Stone Cold. Symbiote, Toughness (X2), Weapon
Charge. Enforcer. Glint of Madness. Great Cleave, Hard
Group Proficiency (Hurled, Handgun, Melee. Rifle).
Core, Power Attack, Rapid Healing, Stone Cold. Symbiote.
Background: Blackmailed (I). Doubting God (I). Toughness (Xl), Weapon Group Proficiency (Hur led.
Hand gun, Melee. Rifle).
Attacks
Unarmed Id3+2 (subdual) 8ackgrou.nd: Blackmailed (I), Doubting God (1).
Staff weapon 6d6 (normal. error 1'2, threat
Attacks
lS' 20, ran ge 75 ft., qualities
Unarmed Id3+2 (subdua l)
and mods AP. AK)
Staff weapon "7 6d6 (normal, error 12. threat
Gear: Jaffa armor, staff weapon. 18' 20. range 75 ft .. qualities
and mods AP. AK

Gear: Jaffa armor. staff weapon,


PLOT IiOOkS
Few System Lord subjects fear t heir ruler as muc h as
LONGINUS
the residents of lirake. An uprising is unlikely to originate
in the general population, due to the intimidation tactics of
(P8V-Z39)
the ashrak and the stranglehold Selket has on medical care. The rm osphere: Warm (CR 0; standard orbit; 2d20
However. Selket's cruelry has fomented unreSt within her -+25 f)
own ranks. and while t he as hrak remain loyal, her Jaffa and Atmos phere: Normal (l.15 atmospheres; Auto: None;
retainers do not. Within her court, Selket has alienated all Exp. Inc: None: SV: None; Dmg: None; Recup: None).
who have regular contact wit h he r. Her sense of humor is Hydrosp here: Humid {CR 0; daily weather 1'79: none.
sadistic and calculating, and her inability to trust even 80.81: flood Idlo MPH, 82: flood I(UO+lO MPH, 8)'91: rain
those closest to her fosters an atmosphere of paranoia. (ld6 in.) or snow {ldlO in .}, 92'96: thunderstorm or snow-
With t he exception of those among he r priesthood who stonn. 97'98: hurricane or blizzard, 99: wind ldlO MPH.
share her interests in torture and mind control, most of her 100: wind IdlOHO MPH).
acolytes are terrified and disgusted by their goddess. It Geosphere: Stable tecton ic activity (daily earthquakes
would take little effort to stage a coup within her court, 1-99: none, 100: minor: no volcanoes within 50 miles of
were it not for fear of ash rak reprisals. A swih Stargate).
assassination could be effective. but it would also have to Seaso ns: Severe (1'25: spring. unchanged: 26'5 0 :
be as flawless and untraceable as any murder she planned summer. +4d120 F: 51'75: autumn, unchanged: 76'100:
herself. winter, 4dl2 Fl.
Ant h rosphe re: Varies. l.onginus is a battleground
Of equal interest are her recentlyacqui red murder world for the Goa'u\d, who pit entire civilizations agai nst
contracts. Some of those targeted for assassination are each other for their own amusement: see History/Culture
Tok'ra, while others aTe either sympathetic to the cause of for more details.
the SGC or playa conveni ent role in the ongoing conflict Origin: Varies. See above.
with the System Lords. SG teams sent to the planet could Stargo.te Location (Goa'uld palace): The Stargate on
save who knows how milny lives by obuining enough Longinus is exclusively used by Goa'uld visitors, both
warning for the targets of ashrilk interest to flee. commanders and spectators. It was originally located in a
Additionally. any strategic information regarding the s hips rocky field leilding up to a precipice which overlooks a deep,
being built and designed here, as well as their ultimate verdant river valley. This made an excel1ent vantage point
destination. is of interest to both Ihe SGC and the Tok'ra. for the System Lords to observe combat going on below, so
Industrial espionage and theft. as well as sabotage, can be a dome has been raised over the Stargale and outfitted with
effective weapons in undermining Goa'uld rule, and amenities to serve the Goauld.
reducing the number of ships available to the System Lords
could set them back in their plans for conquest of TERR Alfli
numerOUS worlds. Lush. wet, and teeming with (mostly botanical) life,
Longinus' atmosp here is slightly more nitrogenrich than
It is also possible that Tok'ra agenlS or SGC operatives Earth's _ about 74% as opposed to 71% - but the partial
might be captured on Lirake if they are onplanet duri ng pressure of oxygen is about the same. \I experienced
one of the Festivals of Life and Death. If captured. the SGC considerable tectonic activity not long after its formation,
would regard a rescue as imperative, since torture for resulting in immense mountain ranges which have worn
infonnatioil and a brutal execution would be the result. down (thanks to wea thering and plant activity over
The re Is also the unpleasant possibility of brainwashing, millions of years) to about the height of Earth's Alps. Deep,
since Selket employs techniques similar to those which still.widening rivers have carved their way through thc
create a :rotarc (Aee til, !lpcoming SeOAOII FOllY Aourcebook mountains and formed fert ile del tas along the coasts; at
alld the epiAode Divide and Conquer foy more infonnotion). present. the coastal marshland is disappearing into Ihe sea
If any sec personnel are captured they must nOt be allowed at the rale of about half an inch per year, and t he gulfs jus t
to remain in he r hands. offshore afe the site of annual red and green algal blooms
due to the influx of nitrogen.rich soil.
fina lly, t he unhappiness of the general population. and The vas t majority of the terrain is still untouched by
the growing rebellion in the outlands can not be human or Goa'uld incufsion. Dense jungles. similar to the
disregarded. It is not impossible that an armed group of Yucatan or the Amazon basin, go on for mi ll ions of square
civilians could overwhelm the ashrak on the planet during miles throughout the tropical regions. Farther to the north
the festivills - especially if the Jaffa were unde rmined or and sout h, the forest thins out and wetland species take
diverted away at the critical juncture. Selke!'s subjects over _ bee(hes, cypress. birches - near the coast. while
would welcome her death. and might even assist in grasslands prevail farther inland, dotted with woodlands
restraining the ashrak, if it became obvious that a coup primarily domi nated by scrub evergreens. The northern
d'etat was in progress. and southern temperate regions are for the most part
evergreen rain fo rest.
Settlement on Longinus has been confined to the Yu's bold suggestion at first appeared to have bee n an
second smallest of the planet's con t inents, a vaguely error in judgment. Highly trained as they were. his soldiers
trapezoidal landmass with an immense V-shaped gulf were used to a structured and regimented lifestyle. which
nearly bisecting it from the south. The continent is dotted had suffered considerably during the journey to the new
with the ru ins of defeated cultu res. with the oldest remai ns planet. With their morale down, Olukun's fo rces broke them
in the west, and younger and younger relics as one in t he first skirmish . Dismayed, but determined to engineer
progresses eastward. The number of ru ined cities is a second chance, Yu suggested that the contest be extended
considerably smaller than the number of civilizations t hat into a true mock war, with all t he attendant complexities:
have lived and died t here. Archaeological investigatio n will allow eac h side the opportunity to settle. dig in, and
reveal dead cities built on top of one another, like a establish strongholds. then send them against each other
multicultural excavat io n of the ruins of Troy. New ly with all the resources of a full-fledged nation. Convinced
transplanted cultures have adapted and rebuilt the rui ns that his chosen empire would continue to prevail. Olukun
they discovered, only to be themselves eradicated and leave accept ed the renegotiated terms, and t he fight went on.
their own remains on the trash pile of history. Ultimate ly, thanks to thei r superior skills in battlefield
organization, the Chinese eradicated the Yoruba. so by
1-11510 R Y Ie u LT U R E rights, P8V-239 belonged to Yu_ However, by the time the
Longinus - a rich, green planet, similar in climate to a dust settled, neither System Lord was particularly
wetter, more atmosphericall y active Earth - was a gem concerned about the planet any more. The war-game had
amid rubb ish, a pristine, fertile world surrounded by gas provided such excellent entertainment tha t the two agreed
giants, airless balls of rock. and tiny, frozen planets with to share its ownership between them, so that they could
orbits so distant that their suns were indistinguishable continue to pit armies against one another. Before long,
from the backdrop of stars. As such, it went unnoticed by other System Lords got wind of the competition, and
the Goa'uld for thousands of years, until a pair of deep- petitioned to enter t hei r own armies. A bloody new hobby
space probes discovered it within a few months of one was born.
another. Un forrunately. the probes belonged to Olukun and At First. the Goa'uld used Longinus only For large-scale
Yu, who both saw the world as a staging ground for further combat. for wh ich it is st ill infamous across the galaxy.
conquest, and who each vowed to claim as their own. However. it has also become customary for the System
Olukun moved as quickly as he could, but had to Lords to run smaller ~trials" there as weI!, either to settle
marshal resources from several key worlds at different disputes or to test out new equipment and tactics. The
ends of his far-flung empire. By the time his fleets arrived Tok"ra have made t he planet a priority, for the wagering and
to colonize P8V-~]9, Yu had already deployed severa l socializing which accompany the competition are a fertile
warsh ips to keep any incursions from la nding, and within a ground for gossip and intelligence about possible Goa'uld
matter of days, Yu's colony ships reached the system as activity (For those who can successfully navigate the social
well. Faced with a standoff. the System Lo rds t urned to pitfalls, that is).
their own special brand of dip lomacy to resolve the The planet got its name from the cult ure which to date
impasse. has had the longest unbro ken victory: descendants of the
P8Y'l39 was a r ich prize indeed. but not worth the cost Roman Empire, which held the planet for Cronus for over
that outright war would require. Recognizing this, Yu two hundred years. About twenty years ago, a low-ra nked ,
extended an offer: the dispute could still be settled t hrou gh fair ly you ng Goa'u ld named AZTael entered the competit ion
a display of mi litary prowess, without the needless with an army of Saracens. Using an extremely mobile
expenditure of one fleet or another. A ~war -game" of th is cavalry and bold, clever tactics, they shattered the Roman
sort would also allow the rivals to settle once and for al l a hold on Longinus and assimilated most of t he survivors
matter which had been an off-and-on point of pride for the into their own culture, further strengthening t heir military
both of them: whose chosen civilization really had the forces and dramatically raising t he stakes for future
superior martial skills_ After the briefest of deliberatio n, attempts to unseat t hem.
Olukun accepted the challenge. Aft er all, fallen mortals The exact brea kdown of cultures on Longinus is up to
were far more easily replaceable th an jaffa, especially with the GM, who is free to establish the rise and fall of empires
a rich world like Lo ngi nus to grow them on. in whatever order is most convenient for his campaign. The
Once they had agreed on a site. each System Lord Origin/Culture tables on pages 450-451 of the Stargate
landed a human army approximately 5.000 strong - under SG-j core rul ebook can be used to quickly generate a series
the pretext of bringing t hem to a foreto ld ~promised land" of past and present combatants.
- and gave them instruct ions to secure t he territory and
wipe out any ~barbarian invaders" they might come across. I'II O TABLE FEATURES
Within a week, scouts from both sides had discovered their THE OB SERVATION D OME
intended oppone nts, and bot h armies prepared to move. As combat on Longinus became more and more of a
Alt hough neither side could communicate with the othe r, spect at or sport. several of the System Lords exp ressed
each knew what an army on th e ma rch looked like. interest in establishing a facility where they could keep a
Following their maste rs' orders. descendants of t he Empire close eye on battles in progress without sacrificing the
of Benin clashed with Sanguo [Three Kingdoms-era) Chi na comforts of their private quarters. Such an edifice would
on the field of battle fo r the first time. cost a fortune, though. and none of the Goa'uld involved did
more t han hem and haw about the idea - until Lord Yu got
wind of it. He immediately agreed to undertake the design into a tool for spying on his fellows. Every room. every wall,
and construction himself. Less than a year later, the every corner of the Dome is bugged, and hidden cameras
Observation Dome was the resu lt. keep track of aIL who pass. All the dat a is funneled to a
Lord Yu elected to raise the Dome over the Stargate, for subterranean chamber, accessible only through a secret
both the convenience of Goa' uld travelers and added elevator which travels only between the Majordomo's
security. Standing about half a mile from the edge of a cliff. quarters on the second floor - at which a guard of two Jaffa
its gleaming bronze facade can be seen for miles, rearing is always posted - and the underground areas, where the
thousands of feet into the sky. Not surprisingly. many of the Majordomo sifts through the vast amounts of data that
cultures which have been transplanted to Longinus have come in every day and distills it down to items that his
developed myths about the "temple of the gods" visib le in master will find valuab le. "Lord Yu's Eyes" have thus far
the distance. Elements of Chinese architecture appear in allowed him to ferret our and split apart severa l nascent
the details and decoration. but the overall design does not alliances between riva ls, foil the attempted assassination
draw from any particular Earth culture. of one of his under lings. and learn about a planned attack
Inside, the Dome is indeed a temple - to Goa'uld on one of his own colony worlds early enough to launch a
decadence and hedonism. The ground floor centers around surprise counterattack of his own. Clearly, the investme nt
the Stargate, which is situated near the rear of The Dome in that shortersighted Goau ld spurned is paying off.
a rich ly appointed, carefully guarded entrance hall. Dining
halls and other functional rooms make up the rest of this
THE OUTLANDS
floor, providing space for Goa'u[d visitors to meet privately
Below the cliff where the Dome stands. the Outlands
away from the spectacle of combat. The floors immediately
begin. They extend over hundreds of miles of hills, plains
above are the province of t he Dome's caretakers - kitchens.
and valleys. and have played host to dozens of settlements
servants' quarters. maintenance rooms, power gene ration,
during Longinus' inhabited history.
and other such unspeakable t asks wh ich do not requ ire
All the occupants of the Ou tlands are huma ns who have
a pleasant view. Farther above. in th e high reaches of
been brought to the planet for combat, and a few Jaffa who
the Dome. are the Goa'uld visitors' quarters and the
mainta in order (usually as discreet ly as possible). The Jaffa
observa ti on halls - lavishly decorated suites. always
who live and work in the Observation Dome look upon their
stocked with rare foods and fine beverages. with immense
brethren below as lesser beings. and would be horrified at
glass exterior wa!ls to provide a view of the battlefield
the idea of departing their comparative luxury and comfort
below. The effect is disturbingly similar to a skybox at a
for the brutality of Outland life. Jaffa themselves rarely
sports arena. Armed Jaffa guards patrol the grounds
panicipate in the combat; even as a war game, the presence
outside the Dome, and the physical gate never has fewer
of 100 many ~real" troops would make the visiting System
than twelve of Yu's soldiers on watch.
Lords extremely nervous.
Although it made an excellent means of displaying his
Not all Outlanders are soldiers; in fact, most are not.
wealth and power, Yu's rationale in erecting the Dome was
Carrying on a perpetual war requires considerable
far from magnanimous. Having sole co ntro l over the design
background support and resources, which the settlements
and construction allowed him to turn the entire building
in the Outlands are geared to provide. Miners, herders,

4.
weavers, weaponsmiths, animal trainers, farmers, never-ending tournament. Some weeks later. they
armorers, hunters, tanners, leatherworkers, and even happened across a tiny band descended from the Oglala
scribes and bookkeepers - along with women and children Sioux whose people had fallen to the Romans four years
- make up the bulk of the imported population, Running a previously. Out of either desperation or blind luck. th e two
well-maintained army is a difficu lt business, and the groups came to an alliance. Combining the nomadic
champion cultures have always been those with the survival skills of the Sioux with the Europeans' knowledge
strongest infrastructures, of strategy and tactics - the knights had remarkably
At present , that champion is the Saracens, who are sophisticated military minds - the group managed to
actually a blending of several different Islamic cultures survive and attract the scattered remnants of other losing
who united under the military leader Salah aI-Din during civilizations. At present. there are about a hundred
the Crusades. Their ancestors were kidnapped by Azrael Apostates all told, divided into four "camps" which travel
during the late 1100S and early 1200S to seed his breeding separately for the sake of security. They are currently led by
program. Stripped of their original leader, the Saracens t he children of the original knights, who married among
were at first plagued by racial and religious infighting, but the Sioux and other people who rallied to the Apostates'
over time, they realized t hat their numbers were so Few that cause. Even some Romans have joined the alli~nce now that
t hey would only be ab le to survive through collaboration. the Saracens are in power. Latin has become something of
This pleased Azrael, for he had already seen the Goa'uld a lingua frallea.
As befits their chosen name, the Apostates
are distrustful of religious authority. They feel
"I HAVE 5 E E N YOUR WORLD. betr~yed by the gods they once served. but refuse
to acknowledge it, feeling that to do so would be

I WILL NEED IT. " to admit that their former slavery had any
legitimacy whatsoever, They are a practical and
dour people, secure in the rightness of their
- T EAL"C cause but preoccupied with matters of day.to.day
survival. If an SG team encounters the Apostates,
they will find them to be fervent and even usefu l allies. but
themselves weakened through internecine bickering, and even the Apostates know that they are fighting just one
observed that the most successful leaders were those who more losing war,
coopted their opponents rather than annihil~ring them. He
encouraged this tendency in the Saracens. who put it into
THE PROVIN~ ~ROUNDS
practice when they defeated the Romans on Longinus. This
A series of ridges alon g the western reaches of the
left them in the novel position of having a stronger army
Outlands marks the border of the Proving Grounds, the
after the conflict than when it began. Entire Romanesque
area of Longinus which is devoted to smaller, shorter
units now serve among the Saracens, who re fer to them as
duration combats. The area was originally mostly jungle,
yen!cef! - "new troops~ - or /anissaries. The former Roman
but intense fighting has led to deforestation. and the soil is
cities of Tarquinii and Carsioli were not badly damaged
beginning to wash away; within fifty years, the Proving
during the Roman-Saracen war. and along with the fortress
Grounds may very well become a desert.
city of Masyaf and the quicklY'growing towns of Edessa
Combat here is usually conducted from company (from
and Balbek, make up the main population centers of a
too to 300 soldiers) to battalion (from 2 to 6 companies)
rapidly growing empire.
levels, as individual squads are generally toO small to merit
In cont rast to this are the disorganized. roving bands of
the expense of transporting them, and full regiments are so
survivors who refer to themselves as the Apostates. They
large that it makes more sense to deploy an entire
arc only the most recent of a number of groups who have
civilization against the current champion of the Outlands.
banded together after the destruction of their original
Settlements in the Proving Grounds are simple and
cultures. These groups are generally hunted down and
temporary - they're really camps, rather than towns or
wiped out within a few years of their formation - the
fonresses - and rapidly obliterated by the elements once
Romans were particularly good at exterminating the "bar
the inhabit ants le~ve. The combatants are typically not
barians" - but by remaining nomadic, the Apostates have
afforded the time to bury their dead or recover fallen
kept a few steps ahead of the Outlands' ruling powers for
comrades' possessions; the bleached skeletons of previous
about fifty years now.
warriors are an eerily common sight.
The core of the ApostateS was originally a trio of
Periodically, a Goa'uld may usc the Proving Grounds to
knights descended from the medieval Europeans which
test out new military technology. This is mostly limited to
Sokar, posing as Satan, transported away from Earth via
surveillance and countersurveillance equipment, however;
the Antarctic Statgate (Me the epuode Demon.!, and the
those System Lords who conduct weapons research are too
upcumillg 5eo1>on Three 1>oureebook for more detaiu).
protective of it to display it in front of their rivals. An SGC
Along with a few peasants, these three barely escaped the
expedition into the area may very well turn up the remains
Roman legion which wiped out Sokar's last entry in the
of prototype or failed Goa'uld technology; there is literally
no telling what strange secrets the jungle holds.

50
toIpcs MAJORDOMO kAI VIZHI (SUppORTIN~ r-JpC]
Any of the Goa'uld who appear in the Sy.'>rem wriU Specia lty: Emperor's Hand Guard
sourcebook might eilslly turn up on Longinus, whether to Rank.: N/A
deploy an army or just to socialize. The planet itself has few Class: Guardian
permanent residents. all of whom reside at or around the
Observation Dome. They include Ihe following:
Level: 6
St rength:
Cons t itution:
,. Dexter ity:
Intelligence;
'9

MAJORDOMO kAl YIZl-ll Wisdom: "'3 Charisma; "


The primary caretaker of the Observation Dome spent "
Vitality: 53 Wounds: '4
many years as Lord Yu's personal caretaker. accompanying
him to Summits and other GOifuld functions. and while Defense: 18 (+4 class, +4 Dex)
custom dictated that personal servants be rotated out after Initiat.ive 80nus: +6 (+:1 class, +4 Dex)
a time, Yi:1;hi earned such favor that Lord Yu decided to Speed: 30
retire him to a position where he would still be able to put
Fort: +6 Ref: +6 Will : +6
his considerable talents to use.
Foremost among those talents is Yizhi's uncanny Special Qualities: Accelerated healing. enforcer (Basic,
ability to move around silently. He is an accomplished Advanced), radiation resistance. soak l/session,
martial artist, though few have ev~r seen him strike unbreakable.
anoth!!r living being, The other servants in the Observation
Skill s: Bluff +4*, Conc<!ntration +6. Hide +16,
Dome are convinced that his patron's favor and his fervent
Intimidate +l0/+l2. Listen +5, Move Silently +16. Sense
discipline have gifted him with the ability to see through
Motive H2.
walls, and they live in terror of his disapprovaL On more
* This can only be used untrained - no skill ranks.
than one occasion, servants have come to him in order to
throw themselves on his mercy and confess even thl' Feats: Advanced Skill Mastery {Enforcer, Stealthy}.
petties! crimes - 50 convinced are they that he already Annor Group Proficiency (Light. Medium, Heavy), Blocking
knows everything that goes on inside the Dome. Basics. Enforcer, Manial Arts. Stealthy, Talented (Sense
Of course, Yilhi does know a surprising amount of Motive), Toughness. Weapon Group Proficiency (Handgun.
information about the private goingson within his sphere Hurled, Melee. Rifle).
of influence, thanks to the surveillance equipment
Attacks
installed throughout the entire structure. Every night, hI'
Unarmed .6 Id6 (subdual)
fastidiously revil'ws all this intelligence and forwards to
his master any data which might prove useful. The fact that Gear: Ceremonial robes.
it also leaves him with a wealth of information about his
subordinates is merely a fringe benefit - with Yu's
MACAlESTER ST, JOHN/ANTOC
knowledge and tacit approval - which al10ws him to
(AkA "AEN~US DoylE")
maintain petty tyranny over his domain.
Most SGC personnel know about the first Tauri to blend
In person, Yi1:hi is quiet to the point of reserve. and
with a Tokra. Comparatively few know about t hl' second ...
unfailingly polite. He stands a mere five feet, five inches
and thats the way MacAlester St. John likes it. A former CIA
tall, with a topknot at the back of his bald head which adds
caunterintelligence agent . he earned a reputation for being
another two inches in height: like all Jaffa, hI' wears his
master's symbol tattooed on his forehead. He dresses in all thi ngs to all people - except himself. Blessed with a
slight but not fragile build, hair that was hard to
crimson robes, embroidered about the edges with
differentiate between blond and brown, a near
chrysanthemums. and wears brocaded slippers. He is
photographic memory for both facts and mannerisms, and
always the first to ritually greet arriving Goa'uld, though
a face t hat blended easily into any crowd from a Western
any unauthori7;ed visitors will also meet him not long after
European background, he came to view disguise and
thl'ir capture. Even when forcibly interrogating prisoners,
infiltration as not merely a career choice, but the most
though, his demeanor does not change from its mask of
exciting game he could imagine.
stern civility - though there is a point past which it is
Then came the pipe bomb in Belfast that tore through
possible to push him. One of the first lessons which
the cab he was in. He spent two months in an emergency
servants in the Observation Dome impart to their fellows
is: ~ I f Yi7;hi smiles, rIItl.M ward, clinging to life, before being transferred to a secure
facility in Bethesda, Maryland. There, he received the
devastating news: his spinal column had been severed. He
would never walk again. The doctors set a suicide watch,
convinced that he would try to take his own life rather than
live Without the job he fou nd so fulfilling.

51
Then a miracle happened. MacAlester r&eived a letter
from a man named George Hammond. who hadan Ai r Force
command in Cheyenne Mountain. He claimed he had some
people he wanted MacAlester to meet. The embittered agent
couldn't see how they could help ... until the Tok'ra made
him an offer he couldn't refuse .. He blended with the
symbiote Antoc shortly thereaher. It healed his injuries
and allowed him to return to duty - though not with the
CIA. His new targets lay beyond the stars. the greatest
enemy humanity had ever faced. But now they had
MacAlester St.John to worry about. and he didn't intend to
disappoint them.
Longinus is St. John's second ass ignment. He cut his
teeth as an orderly in one of Pelops' research laboratories,
collecting intelligence on the scientist's projects. then
faked his death in a rigged explosion and escaped. His
current vLMIge de guerre is that of a cupbearer in the
Observation Dome - ~donated~ by Mordred. underlord of
the System Lord Manannan mac liT. Secretly. the lowclass
identities he's adopted amuse him immensely. He's
intimately familiar with society etiquette, and enjoys being
able to exploit his ability to read and manipulate people in
the subtlest way possible - from the bottom up.
St. John suspects that Yizhi has some kind of
Feats: Armo r Group Proficiency (Ught, Medium),
surveillance network set up in the Dome, but isn't yet aware
Flawless Identity, Improved Initiative, Naquadah Sense,
of how completely integrated it is into the building's
Traceless, Weapon Group Proficiency (Handgun, Melee.
Structure, To that end, he makes all his encrypted
Rifle).
transmissions from outside the Dome, where they're
received by a tiny probe disguised as a piece of space debris Attacks
in geosynchronous orbit above. and relayed to the Tok'ra Unarmed '3 Id3 (subdual)
intelligence network. He broadcasts irregularly. in order to
Gear. None.
evade Yizhi's suspicion, and as far as he's aware, he hasn't
come under the Majordomo's notice, Not ye t, anyway,
Mlo-leveL MACALESTER ST, JOHN/ANTOC
Specialty: Tok'ra Undercove r Operative
low leveL MACALeSTER ST, JOliN/ANTOC
Rank: N/A
Specialty: Tok'ra Undercover Operative
Class: Polntman
Rank: N/A
Level: 9
Class: Point man
Level: 4 Strength : w Dexterity: u
Constitution: Intelligence:
Strength:
Constitution:
'0 Dexterity:
Intellige nce: "'4 Wis dom: "'4 Charisma:
'4
,6
Wisdom: "'3 Charisma: ,6 Vitality: 6, Wounds:
"
Vitality: Wounds: Defense: 15 (+4 class, +i Dex)
3'
" Lni tiative Bonus: +9 (+4 class, +1 Dex, +4 feat)
Defense: 13 (+2 class, +i Dex)
Speed: 30
Initiative Bonus: +, (+2 class, +i Dex, +4 feat)
Speed: 30 Fort: +5 Ref: +5 Will:+S
Fort: +3 Ref:+J Will : +5 Special Qualities: +6 to Bureaucracy and Gather
Information when dealing with Goa'uld and subordinates,
Special Qualities: +3 to Bureaucracy and Gather
assistance (Y.t time), crossdass ability (basic skill feat,
Information when dealing with Goa'uld and subordinates,
sneak anack +ld6), genet'Olt.4, immunity to disease. lead
assistance (M time). gl'lmi't'Ou..I. immunity to disease, lead
4/session, long life. radiation resistance, shared body,
I/session, long life, radiation resistance, shared body.
symbiotic blending, tactics lIsession (+2 bonus). versatility
symbiotic blending, tactics I/session, versatility {Di~guis!'!,
(Disguise, forgery, Gather Information. Innuendo, Listen,
Forgery, Gather Information, Innuendo, Perfonn, Search,
Perform, Search, Spot, Surveillance),
Surveillance},
Skills: Bluff H 6, Bur!'!aucra cy +1], Diplomacy +1],
Skills: Bluff +12, Bureaucra cy +10, Diplomacy +10,
Disguise +13, Forgery +10, Gather Information +13,
Disguise +10, Forgery +" Gather Information +10, Innuendo
Innuendo +12. List!'!n +12, Perform +8. Search +1\, Sense
+5, Perform +6, Search +" Sense Motive +" Surveillance +8,
Motive +12, Spot +9, SUfv!'!illance +14 .


Feats: Alertness, Armor Group Proficiency (Light, and immediately falls into the hands of the Obse rvation
Medium), Charmer, Field Operative, Flawless Identity, Dome's Jaffa. They're stripped of their possessions and
Improved Initiative, Naquadah Sense, Traceless, Weapon turned over to the visiting Goa'u ld, who view the team's
Group Proficiency (Handgun, Melee, Ri fl e), arrival as an unauthorized intrusion on their terr itory. As
such, they consider the team t o be prisoners of war, and the
Attacks
Geneva Convention doesn't apply out here. The team is
Unarmed <0 Id3 (subdual)
offered a chance at their freedom . though - if they can
Gear: None, survive a tour throu gh the Proving Grounds against squads
of soldiers from every culture the Goa'uld see fit to throw at
them. Whether the Goa'uld have any intentio n of making
H I C1H-LEVEL MACAlESTER ST. JOHN/ANTOC
good on their offer is, of course, for the GM to decide.
Specialty: Tok'ra Undercover Operative
Rank: N/A
After becoming aware of Longinus' existence (whether
Class: PointmanlField Analys t
t hrough a tip from the Tok'ra, or by another SGC team
Level: 9 /5
undergo ing the ordeal ment ioned ab ove), Stargate
Stren gth: Dexterity: Command brokers a deal with the Asgard to transport the
Co ns titution:
'" Intellige nce:
"
'4 PCs' team to Longinus without using a Stargate in order to
"
Wisdom:
Vitality: '.
w,
Charis ma:
Wounds:
'7

"
observe and collect informa tion. They're dropped oFf
several dozen miles from the Proving Grounds, and must
make their way throu gh the Outlands in order to determine
Defense: 19 (+8 class, +I Dex) what purpose the Goa'uld have in their perpetual war fare
Initiative Bonus: +11 (+6 class, +1 Dex, +4 feat) there, then ret urn for pickup in a week.
Speed : )0
Although the Apostates themselves are skeptical of
Fort: +6 Will: +9
religion, they have n't forgotten the ta les of chivalry whi ch
Special Qualities: +9 to Bureaucracy and Gather their founders handed down_ They view the Saracens as
Information when dealing with Goa'uld and subordinates, enemies on three fronts - historical opponents from the
assistance ('I.z time), crossclass ability (basic skill feat, time of the Crusades. religious opponents due to their
sneak attack -ud6), evidence analyst (Analyst. Adva nced, obvious obedience to the Goa'uld. and first and fo remos t.
Grand), f!Ye for detail. favor for a favor I/sessio n, 9imero41>. cul tura l opponents who seek to press them into servitude.
immunity to disease, lead 4/session, leap of logic l/session, These educated, Latin-speaking descendants of knights
long life, radiation resistance, shared body, shutterbug, have begun to rally support among the Roman citizens
symbiotic blending, tactics 2/session (H bonus), versatility from whom the Janissaries are drawn. and rebellion is
(Disguise, Forgery, Gather Information, Innuendo, Listen, brewing. The Goa'uld know th e Apostates are out there, but
Perform, Search, SpOt, Surveillance). don't care: t hey expect the Saracens to eradicate the
barbarians like every other prevailing culture has in the
Skills: Appraise +4, Bluff +20. Bureaucracy +1 5,
past. However. the Tok'ra see th e growing unreSl as a
Computers +4. Cultures +I), Demolitions +4, Diplomacy +16.
chance to overthrow the social order on Longinus, and
Disguise +13, Forgery +9 . Gather Information HO.
request the help of the SGC. Can t he PCs turn a scattered
Innuendo +14. Listen +13, Perform +8, ProFession
resistance movement into a rebellion large enough to
(Infiltrator) +5. Search +17, Sense Motive +15 . Spot HI.
sweep the Goa' uld from the su rface of Longi nus entirely?
Surveillance +~1 .

Feats: Advanced Skill Mastery (Analyst, Field The Tok'ra co ntact Stargate Command with news of a
Operative), Alertness, Analyst, Armor Group Proficiency particularly impressive espionage coup: one of their
(light. Medium). Charmer, Field Operative, Flawless deep -cover operatives has infiltrated the power structure of
Identity, Grand Skill Mastery (Analyst), Improved a powerful System Lord (the GM can pick the one that
Initiative. Naquadah Sense, Traceless, Weapon Group works best for the campaign). She's been selected to deploy
Proficiency (Handgun, Melee. Riflel. a force in company-level combat on Longinus. Ta nt ali zed by
the intelligence reports that MacAlester St. John has
Attacks
periodically sent back, the Tok'ra want to send a "retinue"
Unarmed '9 Id3 (subduall
alo ng with their operative - consisting of an SGC team who
Gear: None, can scavenge the Observation Dome for valuable
informa tion and get out unscathed. They're also requested
PLOT tiooks to recover St. John and replace him with ano ther operative.
After several MALPs have been sent to P8V'239 and Unfortunat ely, by the time they arr ive, St, John has fanen
disappeared aFter transmitting back only basic afoul of Yizhi's surveillance and is now trapped in one of
atmospheric data (indicating a breathable environment, the cells that honeyco mb the subsurface levels of the Dome.
but nothing more), Stargate Command reluctant ly decides It's only a matter of time before the Ma jordomo breaks
to send a human team to find out what's over there_ him ..
Equipped to the gills with all the surviva l gear they could
possibly conceive of, the PCs travel through the Stargate...

53
k ' STORY/CULTURE
MAKKAHNAHK Makkahn Ahk is populated by Unas who fled the world

(UXIt.721) of K' kaa in the face of a Goa'uld attack_Mille nnia ago. Unas
slaves were brought 10 K'kaa as miners by il low.ranking
Thermos phere: Warm (CR 0; close orbit; 2d'lo+2So F). Goa'uld noble, but the planet was forgotten in the wake of
Atmos phere: Normal (CR 0; 1.1 atmospheres: Auto: his demise. Over the intervening centuries. the Unas of
None; Exp. Inc: None; SV: None; Omg: None; Recup: Nonel, K-kaa evolved past their primitive roots, and developed a
Hydrosp here: Semi-arid (CR 0; daily weather 1.88: peaceful techno logical SOciety with a glob~1 government
none, 89: flood, 90'9~: rain hdJ'1 in.) or snow hd6-2 in.). 93: and advanced philosophy. They ceased calling themselves
thunders torm or snowstorm, 94: dust storm, 95: hurrica ne Unas and instead adopted the term K'kaan. They use the
or blizzard. 96-97: wind .dlO MPH, 98: wind IdIO+IO MPH. term uUnas~ to refer to their primitive roots, in the same
99: wind IdlO+20 MPH, 100: wind ld.w +30 MPH. way humans might use the term Neanderthal. The
Gws phere: Stab le tecto nic activity (daily earthquakes naquadah on their world enabled them to create advanced
1-99: none, 100: minor; no volcanoes within 10 miles of the technologies, bu t t hey had no n(!ed to develop weapons.
Stargate). They had taken tentative steps into space when they
Sea sons: Normal (1-25: spring, unchanged: 26-50: discovered the StargaTe; it led directly to their destruction.
summer. +2d20o F: 51-75: autumn. unchanged: 7 6 -100: From anthropological records (ancient carvings which
winter, -2d20o FJ. resembled Goa'uld symbols), they deduced their origins as
Anth r os phere: 1.000,000 natives; Cybernetic Age (6 Goa'uld slaves. This hardened their resolve to fight the
picks, 5 RP); Democracy; Defensively Pacifistic (100 Goauld.leading to several brief, brutal clashes through the
soldiers, squad size Idl soldiers); Very Progressive civil gate. Their leaders knew that eventually the Goa'uld would
rights. come via starship. and Ihal K'kaan technology could not
Origi n: Unas. stop them_ Anticipatingdefeat, they established a colony on
Stargate Locatio n (equatori al region): Flat terrain in another world - Makkhan Ahk - and began TO relocate
forest. within a nature preserve near the capital city. their populace through The Stargate.
Apophis came to K'kaa with his fleet and killed billions.
TERRAl III There were survivors waiting to evacuat(! when the First
Makkahn Ahk is a temperate world well within the Prime of Apophis arrived to claim the Stargate for his
acceptable range of environments for a species as hardy as master. Rather than be captured (and possibly reveal the
the K'kaan. The planet is slightly larger than the Earth. and locat ion of their fellows) the remaining K'kaan detona ted a
covl"red with saltwater oceans Over 60% of Its surface. It is naquadah reactor, destroying the facility and burying the
at a phase of biological developmen t roughly analogous to Stargate under tons of debris.
the Cretaceous pe riod on Earth (~100 million years ago), On Makkahn Ah k, several thousand refugees were left
with widely varied plant and animal species, and large cut off from their native world. trying to make their way on
predators still dominant. There are no in telligent indige. a new planet. They had large stores of supplies and
nous species present. aside from the transplanted K'kaan. ma terials, and had been carefully selected as the best
The planet is still at an early phase of its geologic candidates to carry on K'kaan civilization, but it was still a
development. sporting one superCOntinent wh ich daunting task. It soon became apparent that the Stargate
comprises 40% of the planet's surface area. The interior is on K'kaan was no longer accessible. and there was little
largely flat. while extraordinarily high mOuntain ranges hope of launching any sort of COunterattack. Stilt, there
span hundreds of miles at the periphery of the landmass. In were Goa'uld out there and perhaps other worse enemies as
spite of the large percentage of globill water coverage. the welL The K'kaan needed to be ready for them.
innermost are as of the continent are barren desert. The shape of their new SOCiety became a point of great
The planet is rich in both naquadah and trinium, contention. There were those who advocated the crea tio n of
though the deposits lie closer to the base of the mountilin weapons with whic h to retake the ir home world. In spite of
range, far from the Stargate. The presenCe of a their pacifistic natures, some K'kaan felt strongly that it
rudimentary mine and ri ng transporters between the was time to begin cultiva t ing a martial aspect in their
Stargate and the mountains strongly suggest a Goa'uld society. They formed a sect called the Defensemen,
presence t housands of years ago. There is no indicat ion of dedicated to the id(!a tha t force of arms was a valid pursuit,
why the site was abandoned, but the remains of primitive beneficial to K'kaan society and to be ignored at their peril.
Unas staves have been discovered by K'kaan Over the COUrSe of generations. the Defensemen
archaeologists. Presumably they could not survive here became greatly respected and admired. and eventually
with their primitive level of technology unless they had the evolved into a formalized civil defense organization. They
logistical support of il Goa'utd master. are not strictly soldiers, however. Defensemen are first and
The Stargate stands several hundred miles from th e foremost scholars, dedicated to the pursuit of knowledge
base of the coastal mountain range, where the foothills that can be used to defend themselves against the Goa'uld.
slowly fade to flatter terrain. This is a lush 'Zone. thick with The K'kaan welcomed their chance to begin again,
vegetation and animal life, and adequately wet fo r though it was not an easy li fe at first. Their technology
large-scale agriculture. allowed them to establish an enclave from the predators. to
erect barriers around their farmland, and to start
manu fac turi ng goods. They soon discovered that Makkahn

54
Ahk held a wealth of minerals unllke any they'd seen.
including trinium and naquadah. K'kaan scientists
eventually rebuilt their previous level of technology,
including advanced power sources, force fields, and growth
accelerators for crops. The population grew rapidly at first.
but has leveled off over the last century and today the
Kkaan exhibit zero population growth.
K'kaan society is organized as a collective. with a
Council designated to make decisions for the public good.
Eight seats on the Coundl are filled with candidates
elected by popular vote of the general populace. These eight
Chancellors are typically the most accomplished scholars
among those willing to serve. The other five seats are
guaranteed to DeFensemen, and are elected by popular vote
of the Defensemen, who are not permitted to participate in
the general election.
Gender roles in K'kaan society are divided equally. as
their technology allows gestation outside of the womb, and
children are raised in a communal fashion by specialists.
This is not to say that the K'kaan do not value their family
ties _ children are well aware who their parents are. and the
familial bond is strong between them. They simply
acknowledge the rightness of rearing children with their
peers, and allowing those with expert knowledge to have a
hand in the process.
Due to their advanced technology. the majority of
K'kaan society is engaged in the pursuit of knowledge and
leisure. Those who do specific jobs are typically drawn to
them by an intellectual or spiritual fascination. There are.
for example. K'kaan farmers, though automated systems
handle such duties. These individuals are botanists and
ecological scientists who find satisfaction in the
supervision of agricultural work. The exception to this rule
are the Defensemen. who consider their profession to be a
more rigid (though not inflexible) path of study.
At first glance the K'kaan appear to be pacifists, but in
K'kaan come to intellectual maturity much faster than
truth. they are simply careful thinkers who are loathe to
human children. usually by about eight Earth years. During
take action without consideration. They have found that
that time, they accumulate knowledge through a
after sufficient thought, there is almost always an
standardized education system that rewards selfstudy and
alternative to violence. so they do not often engage in it. If,
explora t ion of each individual's interests. At this age they
however. the situation calls for it, the K'kaan are not
are only slightly smaller than a full adult and are ready to
inherently averse to killing.
begin their adult lives. By this time each has decided on
Their explorations through the Stargate only began in
specific personal interests. and sets out to broaden his or
the last twenty years. when a group of Jaffa came through it
her own expertise and education. Those who have chosen to
on a reconnaissance mission. Shortly after dispatching
become Defensemen begin their studies with the order. and
them. the K'kaan formed their own organization to probe
will forever after be a part of it.
the cosmos through the gate. They have been limited to a
Though it may seem that the K'kaan should be
very few worlds. as they do not have a great many
advancing rapidly. due to their reverence for knowledge
addresses, but even in this timid pursuit they have been
and study, in reality they have advanced very little in the
extremely reserved. A typical exploration team of K'kaan
last few centuries. They have the accumulated knowledge
consists of one Defenseman and one scientist. Standard
of a society of billions (from their former home world) at
operating procedure cans for them to avoid contact with
their disposal. but a population of only around a million to
native populations if at all possible - especially humans,
maintain and carry it on. In addition. their predispositions
who tend to react very unfavorably to the sight of them. To
and socialization make them far beller al incorporating
this end the K'kaan use a personal stealth screen similar to
knowledge than in figuring oul novel uses for it, or at
the ones employed by Goa'uld ashraks.
finding new ways to apply it. They are logical. linear.
Though there is nothing preventing a K'kaan from
rational thinkers: excellent at solving problems. but
departing the role of Defenseman, it is unheard of. In fact it
hardpressed to think outside the box.
is very rare for any K'kaan to make a major change in his
K'kaan fashions are utilitarian. consisting of long
life's direction after childhood. Most settle into their
robes with tailored sleeves, combined with a belt or slung
chosen role and pursue it diligently for their entire life.

55
bag for needed equipment. Most robes have some minor HALL OF DEFENSE
ornamentation. such as a pattern at the collar or sleeve. but This large circular building encloses a round courtyard
are otherwise of largely the same design. K"kaan do not garden suitable for the enjoyment and contemplation of the
normally wear shoes. but Stargate explorers. or those Defensemen who work here. The building houses lab
working in cond itions where the ground might be oratories and libraries. as well as martial training
hazardous. will wear an opentop strapon sandal to protect facilities and shooting ranges. Some young Defensemen
the soles of their feet. live here. but most live elsewhere in the city. Though Koaka
They wear jewelry of social significance. such as a City does not have a prison. any SGC team member who is
bracelet to indicate a marriage bond. or a circlet for t he ~captured or deemed dangerous will be brought to the Hall
Chancellors of the ruling council, but jewelry for personal of Defense and placed in a locked room under guard.
fashion is nota part of their culture. However, all K'kaan do
wear a metal collar around their neck. usually made of
HALL OF THE COUNCIL
trinium and from one to two inches in width. It is a symbol
This archshaped building reaches high above the city.
of their heritage and a source of fierc e value. It is
with the Council chamber located at its apex. Beneath the
sometimes adorned with patterns or script. but is most
arch is a large public plaza with statues, trees. fountains
often simply plain.
and meeting spaces. Force fields projected from the arch
overhead shield the plaza from rain and tint to shade the
NOTABLE FEATURES
area from harsh sunlight on bright days. The Council's
kOAkA CITY
meeting chamber contains a large ring-shaped table with
The city of Koaka (which means ~to give thanks~ in the
holographic projectors in the center for presentat ions. One
K'kaan tongue) lies near the foothill s of a steeply rising
wall of the chamber is entirely transparent. offering a
mountain range. It is a modem city, built of worked stone,
spectacular view of the city.
metal and glass. The architecture is smooth and curving in
style, marked by numerous arches and similar supports.
Generous parkland punctuates the carefully gridded
I\Ipcs
RRk Ssk'kAA
thoroughfares, and public electric taxis operate auto-
Senior Defenseman Rrk Sskk.aa is one of the orders
nomously to deliver citizens wherever they wish to go. The
best field representatives. and the leading member of the
city is dean and beautiful and extraordinarily orderly. if a
primary contact t.eam sent through the Stargate to study
bit lacking in pizzazz.
other cultures. He has always desired to forward the cause
Koaka is home to approximately a million K"kaan,
of his people against the Goa'uld and has studied the enemy
nearly the entire population of the world.
extensively. He has a passion for protecting other cultures
From the Goa'uld. and is one of the few K'kaan to advocate
MEMOR IAL PARk/THE STAR~ATE more open actions on their part against the parasites.
This natural forest lies near the periphery of Koaka Currently the official policy is only to gather information,
City. It encompasses enough land. and is dense enough to which he fulfills to the letter.
hide all evidence of civilization from the center. The Kkaan
have declared it a nat ural preserve. Wind ing footpaths
L ow-LEVEL RRk SskkAA
traverse the park at wide intervals, but the woods are not so
Specialty: K'kaan Defenseman
thick as to make it difficult to travel off the path. The park
Rank.: Senior Defenseman {OS}
is not usually crowded. so it is possible to range through it
Class: Scientist/Pointman
without encountering any other beings (though an astu te
Level: 3/3
tracker will easily see the signs of barefoot Unas1ike pri nts
in the dirt). Strength: ,6 Dext erity:
The Stargate stands in a wide clearing in the center of Constitut ion: ,6 Intelligence: "w
Memorial Park, atop a stone platform and ramp. It has been Wisdom: w Charis ma: w
preserved in the same location where it originally stood.
Vita lity: 54 Woun ds: ,6
and there is no sign of technology near it, save for the DHD.
Any MALP sent through this gate would arrive safely and Defense: 15 (+4 class. +1 Dex)
send back transmissions without problem, but would Initia t ive Bonus: +3 (+2 class, +l Dex)
disappear between the time that the Stargate closes and the Speed: 30
next time it activates (t he Defensemen will deactivate it
Fort: +6 Ref: +4 Will; +6
and send it to the Hall of Defense for analysis).
The park lies on slightly higher t errain than the rest of Special Qualities: Assistance (v.. time), improvise +l,
the region, such that when standing at the edge of the park. l~ad l/ session, learned. PhD (Knowledge (Goa"uld)),
a wide grassy area offers a beautiful view of Koaka City. profe.l>.l>or. regeneration, sarcophagus incompatible,
versatility (Boating. Climb. Concentration, Hide. Listen.
Jump. Move Si lently).

56
Ski lls: Boating +5, Climb +9, Compute rs +4, HIGH-LEVEL RRk Ssk'kAA
Concentration +10, Demolitions +2. Electronics +5. First Aid Specialty: K'kaan Defenseman
+3, Hide +5, Jump +8. Knowledge (Goa'uld) +12. Knowledge Rank: Senior Defenseman (0-5)
(Military Tactics) +4. Listen +6. Move Silently +5, Search +4. Class: ScientistIPointman
Survival +2. Level : 9/9
Feats: Armor Group Proficiency (Light, Medium). Strength: ,6 Dexterity: '3
Clockwork Tactics, Dodging Basics, Kicking Basics, Martial Constitution: ,6 Intelligence:
Arts. Scholar ly, Weapon Group Proficiency (Handgun, Wisdom: U Charisma: "n
Melee. Rifle).
Vitality: '56 Wounds:
Attacks
Defense: 24 (+11 class, +l Dex, +2 natural armor)
Unarmed ,6 Id6+3 (subdual or normal)
Initiative Bonus: +13 (+8 class. +1 Dex. +4 feat)
Stunner '4 3d6 (subd uaL error 1'2. threat
Speed: 30
20, range 10 ft .. ZTD)
Fort: +10 Ref: +8 Will: +12
Gear: K'kaan stunner. K'k.aan hand computer, a K'kaan
equivalent of the SG team bundle. Special Qualities: Assistance {Vi time), brilliant +1.
cross-class ability (rough living +2. uncanny dodge (Dex
bonus)), improvise +5, lead 4/sesslon, lea rn ed. PhD
MID-LEVE L RRk Ssk' kAA
(Kn owledge (Goa' u ld)), profeAl>or, regen eration,
Specialty: K'k.aan Defenseman
sarcophagus incompatible, tactics 2isession (+2 bonus),
Rank: Senior Defenseman (0'5)
versatility (Boating, Climb, Concentration, Hide, Listen.
Class: ScientistiPointman

,.
Jump. Move Silently, Spot. Swim)_
Level: 6/6
Skills: Boating +11. Cli mb +15. Computers +9.
Strength: Dexterity:
Constitution: ,6 Intelligcnce: "
II
Concentration +14. Demolition s +t1, Electronics +6. first
Aid +9, Hide +17. Jump +10. Knowledge (Goa'uld) +20,
Wisdom: .0 Charis ma: n
Knowledge (Military History) +8, Listen +1 4. Move Silently
Vitality: .oS Wounds: ,6 +l8. Seal'ch +5, Spot +Il, Survival +9, Swim +8.
Defc nse::w (+7 class, +1 Dex, +l natural armor) Feats: Advanced Skill Mastery (Stealthy), Armor Group
Initiative Bonus : +5 (+4 class, +1 Dex) Proficiency (Lig ht, Medium), Clockwork Tactics, Dodging
Speed: 30 Basics, Holding Basics. Improved Initiative, Kickin g
Basics, Martial Arts, Scholarl~', Stealthy. Surge of Speed,
Fort: +8 Ref: +6 Will: +10
Weapon Group Proficiency (Handgun. Melee, Ri fle),
Special Qualities: Assistance (Vi time). brilHant H.
Attacks
cross-class ability (rough living +1), improvise +3, lead
Unarmed "3 1d6+3 (subdual or normal)
2/session, learned. PhD (Knowledge (Goa'uJd)), profeMor,
Stunner ' U 3d6 (s ubdual, error 1'2, th reat
regeneration . sarcophagus incompatible, versatility
lO, ra nge 10 ft .. ZTD)
(Boating, Climb. Concentration, Hide, Listen. Jump. Move
Silently, Spot). Gear: K'kaan st un ner, K' kaan hand com puter. a K'kaan
equivalent of the SG team bundle.
Skills: Boating +7, Cli mb +11, Computers +5,
Concentration +ll, Demolitions +0, Electronics +5. First Aid
pLOT Jiooks
+6, Hide H3.Jump +9. Knowledge (Goa'ul d) +16, Know ledge
Arriving on a primitive world, an SG team is welcomed
(Military History) +6, Listen +10_ Move Silently +13, Search
by friendly natives and invited to join the chieftain or local
+4, Spot +8, Survival +5.
lord for a meal in his hut, castle. or equivalent. As they
Feats: Armor Group Proficiency (Light. Medium), enjoy the ir meal one of the team members notices an odd
Clockwork Tact ics, Dodging Basics, Holding Basics, trophy on display here. Along with animal heads. skins,
Kicking Basics, Martial Arts. Scholarly, Stealthy, Surge of swords. and other primitive prizes. there is a dear rod with
Speed, Weapon Group Proficiency (Handgun, Melee. Rifle). five concentric rings at one end and a bulbous grip at the
other (a Kkaa n stunner).
Attac ks
If asked about the prize, the Chief eagerly recounts th e
Unarmed ''0 Id6+3 (subdual Of normal)
ta le of a monster that he encountered several weeks ago.
Stunner '7 3d6 (subdual, error 1-2, threat
The thing had been snared in one of their traps for large
20, range 10 ft., ZTD)
game. and his warriors reached it before it could escape. It
Gear: K'kaan stunner, K'kaan hand computer. a K' kaa n must have been a foreign wizard. horri bly disfigured by evil
equivalent of the SG team bundle. magic, because he carried this magical rod that put even
the large warriors to sleep. The Chief boasts of his rol e in
slaying the creature with a spear (or crossbow, or
appropriate primitive ranged weapon) before it could tu rn
the magic rod against him.

57
Any character can automatically discern that this Seasons: Very Mild (1-42: spring. unchanged: 43' 50:
object is a weapon by making a Profession (Military) or summer. +2d6 F; 51 ' 92: autumn, unchanged; 93-100:
other appropriat e skill check at DC IS. It can be fired, winter, - 2d6 Fl.
though the Chief had never rea lized how to do so. If it is Ant hrosphere: Exotic (nanotechnological distributed
discharged, he will be concerned about the use of evil magic intelligence; see History/ Culture for details).
(lower his Disposition by one level), but can be brought Origin: Alien.
back around by appropriate checks by the characters wee Stargate Location (special): At the bottom of an
the Srar9ate SG'l core book page 420). If questioned about artificially created crater - it appears to have been blasted
the creature, he admits that it survived and has been out of the surface. The crater is actually about t wo
imprisoned in his dungeon or pit since then. He can be thousand years old; it has undergone little weathering, but
convinced to show the characters the creature, but it might repeated earthquakes have skewed it into a football.shaped
take some cajoling if his Disposition is Neutral or lower. oblong rather than its original circular, symmetric form.
The creat ure is a K'kaan, of course, but he has been
starved and abused and is in no condition to be questioned. TERRAl III
He is wearing the remains of a robe. Though torn and Swept by fierce winds and nearly perpetual storms of
tattered, the mat erial is obviously of technological fine dust, the frigid, dark world of Shchizenya has harbored
manufacture (it's a generally weatherproof and no sentient organic life for over fifteen hundred years.
comfortable art ificial fiber). The Chief is willing to bargain What little exists is sparse and hardy. The rocky plains play
for the creature's release, as he has grown tired of it, but he home to lichens, mosses, succulents, and other low-
will demand Same sort of payment. crawling foliage, and in some of the more remote mountain
The Chief will not trade the magic rod for anything, as areas, woody shrubs are beginning to emerge below the
it is a great treasures to him. and the tribe's memory of that treeline. but the grasses. flowering plants, and trees that
day helps him maintain his position. He will. however, support a fauna -heavy ecosystem simply don't exist.
freely give the team another object the wizard carried: a Pollination is generally carried out by crawling insects,
rectangular device which any character with Electronics which has led to copious niche specialization among both
skill can immediately identify as some sort of computer or plants and anima ls; the winds are simply too strong for
data storage device. Cracking the encryption will take time, many airborne insects to have developed. though the few
and the device contains no due as to the creature's place of plants which have evolved the ability to distribute their
origin. There are many entries, essentially a journal seeds on the wind have spread to nearly every corner of the
indicating that this Unas was studying the planet's natives. globe. At first glance. it would be easy to conclude that
The language is a derivative of Unas. with an alphabet Shchizenya was a dead world, devoid of either useful
composed of symbols based on ancient Goa'uld. resources or exobiology worthy of study.
If the characters attempt to take the K'kaan to the First glances are often misleading.
Stargate, they will be ambushed by Rrk Ssk'kaa, who was The dense clouds and roiling dust storms are actually
his partner. Rrk has been living off the land, waiting for a the home of a rich variery of artificial lifeforms, all too tiny
chance to attempt a rescue and believes this is it. He to be seen with the naked eye. Over two thousand years ago,
strongly suspects that the characters are Goa 'uld, as he has the inhabitants of Shchizenya developed a network of
never heard of the Tauri and has never seen humans nanomachines to which they entrusted the custodianship
wielding advanced technology before. of the planet's ecosystem. Several hundred years afterwa rd,
Rrk has the stealth field belt of his companion, which they became embroiled in a cataclysmic civil war which
fell off as he was being dragged away by the Chief's men. If culminated in the total destruction of their civilization.
peaceful contact can be made, he will prove a valuable ally, Biological and chemical warfare stripped the surface of
but ~peaceful" is easier said than done. almost all organic life. and atomic weapons reduced
oncemighty cities to craters and ash. Millions of tons of
dirt and dust were kicked into the sky. blotting out so much
SHCHIZENYA Hght and heat that the planet fell into the throes of a
nuclear winter. A mi llennium and a half later, the ambient
(P3H-719) temperature has risen enough to be cold but habitable.
though there's still considerable dust in the sky. The
Thermosp here: Cold (CR 0: standard orbit: _(Id%)O Fl. background radiation count is also well above average. but
Atmos phere: Thick (1.7 atmospheres; CR 0; Int/Wis not so much as to be hazardous to human life.
Penalty: -2; Exp. Inc: None; SV: Fort (DC 15); Dmg: 1d3
subdual; Recup: 1 round). liISTORy/cuLTURE
Hydrosphere: Desert (CR: 0: daily weather 1-92: none: Eleven thousand years ago. a minor System Lord whose
93: ra in or snow (less than I in.): 94' 95: dust storm: 90'100: name is now lost to history enslaved a nomadic Chinese
wind IdlO MPH). tribe who called themselves the Zhenhuija. This particular
Geosp here: Very Unstable tectonic activit y (daily Goa'uld was not adverse to educating some of his human
earthquakes 1'90: none, 91' 95: minor, 96'99: moderate, slaves in order to make them more productive. With typical
100: major; 1 medium volcano within IdlO miles of Goa'uld arrogance, he dismissed the risks of education:
St argate). after alt, no matter how educated the Zhenhuija might be,
they were still only human.

58
tliOTABLE FEATURE5
Many of Shchizenyas most important features
are in orbit around the planet. not on Shchizenya
itself. These orbital facllit ies are under the control
of Shchizenya, and thus will be unavailable
without her cooperation.

ORBITA L POWER
TRANSMITTERS
An ultrathin and ultralight array of solar cens,
hundreds of kilometers on a side, sits in the Ls
orbital point and sends a constant stream of
microwa ves down to Shchizenya's surface, where
they are received by speCialized nanites and
converted into electricity. Shchizenya is capable of
powering electronic devices and delivering savage
electrical shocks. (On the ot her ha nd, the
environmen tal suits humans ha ve to wear on the
su rfllce are usua ll y insulated. so thi s isn't a
concern for pes.)
Less than a century later. the Zhenhuija staged a revolt
and murdered their selfappointed master. They hijacked
OBSERVATION SATEllITES
his spacecraft and fled in search of an uninhabited world
Shchizenya has vis ual coverage of the entire planet
far from the Goauld. They named the planet they
down to a fivecentimeter resolution, thanks to tens of
eventually found Heaven, or ~Shchizenya~ in the Zhenhuija
thousands of grapefruitsized spy satellites seeded in high
diale(t. They soon discovered a Stargate on the planet,
orbit. Unfortunately, her vision is sharply limited nowadays
which frightened them at first - they had seen Stargates
due to the persistent heavy cloud cover. The satellites
before, and associated them with the tyranny of the Goa'uld
are also sensitive to ultraviolet and infrared light. so
- but it appeared nonfunctional and soon became a
Shchi;:enya is also capable of observing thermal variation
monument to their history as slaves. The Zhenhuija viewed
and weather patterns, but the atmospheric density renders
space with similar suspicion: the skies were the
the satellites only useful for recognizing general trends.
purveyance of their former master. and they feared meet-
ing more of his kind. As their civilization progressed. they
built great engineering projects within their solar system, STAR~ATE CRATER
but never sent out interstellar probes or colonization ships. A.t the end of the Zhenhuija civil war, the isolationist
Instead, they focused on Shchizenya and its immediate faction dropped a hundred.megaton nuclear weapon on the
environs. Their crowning achievement was the Stargate in des perate ho pes of destroying it. It merely
development of a massively distributed nanite network created a blast crater eight miles across. The Starga te
with a limited capability for decision-making. Its first two currently lies in the bottom. face up, with the DHD nearby.
orders were PROTECT SHCHIZENYA and SURVIVE. The crater's bowl shape keeps the gate clear of debris
Their technological sophistication ultimately helped (llnowing a wormhole to forml, but travelers may fi nd
end their civilization. Two thousand years ago, the t hemselves momen tarily disoriented as their plane of
Zhenhuija discovered t he scientific principles behind balance suddenly shifts (most Simply st umb le uncere moni
Stargates and repllired the longdead gate on their world. ously onto the nearby crater).
The act triggered massive political unrest between those
who wanted the Stargate shut down permanently and those
RUINS OF E N UXIT
who wanted to exploit its potentia1. Words came to blows
The city of Enuxit was an early casualty of the
and the argument soon raged out of contro1.ln the end, the
genetically engi.neered plagues which the expansionist
Zhenhuija civilization destroyed itself in a cataclysmic
faction developed. A containment facility failed. allowing
civil war. The planet was scalded by nuclear weapons and
persistent. deadly airborne viruses to wipe out the
entire cities were wiped out by bioengineered plagues.
population In just a few days. A.s a result. the city was
When the smoke cleared, nothing remained; the only
spared the indignity of nuclear assault. The last two
artifacts which survived intact were the Stargate itself and
thousand years have not been kind to it; the harsh
the nanite network, fed by a conStant stream of microwave
environment has destroyed more than ninety percent of the
power beamed down from orbital Satellites.
city. What little remains gives hints at a spectacularly
The network spent a thousand years in silence and
advanced civilization far surpassing that of contemporary
solitude. learning incrementally. until a millennium ago it
Earth. Enuxit was famous throughout Shchizenya as a
crossed the threshold of consciousness. Its first order of
haven of science and learning: who knows what secrets
business was giving itself a name.
awa it discove ry there - or what terrible dangers yet
It named itself Shchizenya.
remain?

59
T HE kETTLE ",pcs
Built on a relatively stable tectonic fault line. the city of The only NPC that players are likely to encounter on
Ketele turned a liability into an asset by developing Shchizenya is Shchizenya itself. but it counts as several
widespread geothermal power. In the last five hundred different NPCs.
years of the Zhenhuija Empire. it began to build downwards
until it was Shchizenya's only vertical city. running down
S HCHIZENYA
over seven miles. When bioplagues and nukes hit Ketele. all
Since developing selfawareness. Shchizenya has spent
exits to the surface collapsed or were sealed off with
almost all of her time searching through old records and
megatons of rubble. Shchizenya believes the city of Ketele
developing her body of knowledge. Most of the Zhenhuija
is long dead. Shchizenya is far from right.
facilities were destroyed. but nanite data storage has very
The denizens of Ketele survived the initial assault. Over
high reliabil ity; as such. although almost everything on a
the last two thousand years. their civilization has
macro scale was nuked into oblivion, the contents of the
deteriorated to the very brink of collapse. Atmospheric
Zhenhuija data networks remain intact and under
scrubbers have been patched and repa ired time and again
Shch izenya's sole control.
over two thousand years. and processed algae harvested
A lifeform the size of a planet faces immense
diffic ulties. The ones most applicable to Shchizenya are
network outages and latency. Since Shchizenya has a
few quintillion nodes, it's physically impossible for all
of her nodes to be in contact wit h all other nodes. This
means Shchizenya may appear to be lying or deceitful
when she's really being quite honest. For instance. if
the PCs arrange a peace agreement with her. it may
take five or s ix minut.es for the truce to be conveyed to
the parts of her that afe fighting the PCs. In the grand
scheme of things. five or six minutes isn't much. but
when half of an SGC team is on one side of the planet
negotiating a treary and the other half is pinned down
under fire from its own robotic assistants (l>U page
62), five minutes can be a long time indeed.
Latency comes into play whenever a decision
cannot he delegated to the nodes that are on the
scene". If the entire network needs to think about an
issue, it can take minutes just to make very simple
declsions. During those minutes. every nanite will be
communIcating wildly with every other nanite;
Shchizenya's bandwidth will be consumed; and to all
appearances. she will fall completely offline for
several minutes until a decision is made and has been
from underground lakes has replaced rea l food . The
propagated to all her nodes.
inhabitants have lived underground for so long tha t they no
To coun ter latency. decisionmaking authority is
longer believe a surface world exists, and may very well
delegated to local nodes whenever possible. This means two
react violently to outsiders. Their societ y is a theocracy
nodes may come to different deciSions. If this happens, the
centered around the worship of tech nology. with the high
nodes will come Into conflict and perhaps even go to war
priests holding exclusive knowledge of how ma ke the
with each other. Shchizenya won't let things get out of
Machines of the Ancients do useful things. There is no real
hand, though: as soon as any conflict stans. the issue is
science to speak of in the Kettle: by and large, the
immediately reevaluated by nodes near the conflicting
inhabitants al! belong to a superstitious technology cult
nodes. If that doesn't lead to an answer, the problem is
and fear the idea of real science. Every time there's an
escalated and re-escalated until it's finally evaluated by the
earthquake in the area - small seismic shocks are
planetwide network.
commonplace - worshippers congregate at the Computer
This means that no Shchizenyaon-Shchizenya conflict
Labs (now religious centers) to placate the deities which
will last longer than a couple of hours. Of course, when the
inhabit their machines.
conflict is between things as potentially destructive as
The techpriests are dimly aware of "the NetworkMand
nanites. a couple of hours can be a very, very long time
venerate it as their principal deity. Some are able to invoke
when you're stuck In the middle ...
minor Network functions. but there are very few nanites in
When Shchizenya was still MThe Network~. the
the Kettle, and those that do exist are very old. The Network
Zhenhuija tried to outfit her with specialized nanites to
gained self-awareness and became Shchizenya five
repair environmental damage. They planned to let the
hundred years ago, but since the nanites in the Kettle are
Network deal with environmental maintenance and
cut off from the rest of Shchizenya, the Kettle's Network is
cleanup. freeing the Zhenhuija from that chore. Now that
nowhere near as capable (or as insane) as Shchizenya.
Shchizenya is living only on the power from one orbital

60
satellite, however, her ability to do radical ecological Shchizenya's power, and thus her statistics, are directly
engineering is limited, Still, she can perform impressive (if proportional to her size. [f some cataclysm drastically
small-scale - noth ing larger than about a lOometer area) reduces the number of nodes which make her up, the GM
feats of "ecogeneering" if she's willing to invest the time should reduce her ab ility scores and skill bonuses
and deprive other nodes of power, appropriately,
The Zhenhuija equ ipped the Network with pervasive
radio abilities, so that nobody would need a wice to
(jHOST tN THE MACHtNE
communicate with it, As a resu lt, Shchizenya is able to
Shchizenya is a prodigy when it comes to analyzing and
eavesdrop on radio signals virtually at will. Even encrypted
coopting technology, but even she has limitations. Three
radio signals are child's play for her, given her incredible
conditions must be met for her to understand and control a
computing power and sophisticated understanding of
device:
mathematics,
1) The machine mu.st be able to be controlled
Shch izenya has an incredibly nuanced knowledge of all
electronically. For example, she could not make a gun fire.
things electronic. If she can insinuate a nanite into a
because she cannot pull the trigger herself. However. she
microchip or integrated circuit, within seconds she can
could make a tank (or an MALPj fire, because their fire
discover its purpose and programming _ With a few more
control is electronic.
seconds of work. she can write her own microcode for the
2) She must be able to make either radio contact or
chip and replace its code with her own. This allows her to
physical contact with the machine. For instance, machines
turn any electronic device that isn't sealed against the
which are controlled remotely can be controlled via radio;
environment into an extension of herself.
machines which can be controlled over an Internet link can
As an A.I" she is bril liant, ruthless and totally
also be controlled remotely. Or, if she can physically
uninterested in power and politics. She changes her mind
infiltrate her nanites into a machine, she can take control
frequently. though always with supremely logical reasons.
of the system at the microscopic leveL Machines which are
She never reneges on a promise. but neith(lr does she feel
environmentally sealed and cannot be remotely controlled
compelled to honor promises her lesser nodes make. Since
cannot be taken over at all.
adopting Shchizenya as her name, her two gUiding rules
3) She must have enough time to discover how to
have merged into one: "survive." She IMrned well from her
control it. This varies based on the overal l complexity of the
makers the human desire for vengeance, and hates the
system; a device which consists of several simple
Goa'uld with an irHensity that may disturb and unnerve
interlinked subsystems may be as compl icated as a robot or
human beings. The fact that she has never actually seen a
self-guided vehicle.
Goa'uld makes little difference. Overall. she has a lot of
common ground with Walt Whitman's remark, ~l do not
TY PE TIME EXAMpLES
troub le myself to be understood."
S imple Id6 rounds R..dios, digital watches. Geiger
counters, multi meters, MP3
STATS players, garage door openers
Shchizenya is incorporeal, and has no physical Moderate Id6 hours Most computers, night vision
statistics as such. If even one of her nanites rema ins, she goggles, GPS/navigation unit
can eventually restore herself to full capacity. Complex ld6 days MALPs. computercontrolled
In her currenr incarnaTion of 10,8 nodes, Shchizenya weaponry, communication
possesses ~5 Intelligence, 20 Wisdom and ~o Charisma. As netwo rks (e,g, a PBX, the
she has no real physical form, she lacks physical slats and InternE!t)
cannot undertake any physical skill checks. She also has Exotic Id6 weeks Stargate DHDs
the following bonuses (inclusive of ability score modifiers):
Since Shchizenya occupies every cubic millimeter of
+40 to all Intelligencebased skills (although she knows the planet's atmosphere, she can begin attempting to
no Earth-based languages or Earthspecific skills, e.g. understand new technology the mome nt it arrives,
Know ledge (History), until she has sufficient time to Whenever such new tech nology appears, the GM should
study them). secretly determine how long it will be before Shchizenya
can control it. (If a large amount of new equipment arrives
+10 to all Wisdom-based skills. at once. the GM can treat the entire collection as a "bundle"
of difficulty equal to the most complicated device present.
+20 to Gather Information checks. and roll \d6+3 to determine the time required for total
subversion.) Shchizenya need not releam the workings of
+15 to Intimidate checks. technology she has already seen; if she has figured out how
a set of night vision goggles work, she can immediately
+10 to Bluff checks. subvert any others she encounters in the future.
With a successful Profession: Engineering roll (DC 20),
All Intelligence- and Wisdombased skills are Shchizenya can halve the time it takes to coopt a device;
considered class skills for Shchizenya. generally, however, if she can reach it, she can take it over
eventually.

61
Despite all over her potency. however. Shchizenya D ' HON OF TECk
cannot travel far past her planet. She remains dependent Among the occupants of the Kettle. D'hon is known as a
upon the orbiting satellites for power and if removed from young heretic who's already been thrown out of seminary
their influence. her nanties will quick ly become inert - as and is dose to being put on ecclesiastical t rial. While he
will any devices she has overridden. believes in the core message of his people's faith. he doubts
that his superior's gifts are magical at aiL He preaches that
it's a religious duty to discover why they work, not just how
VIRUS-SkckIZENYA
to use them. So far. he has few followe rs. mostly bec<luse
Three hundred years ago. Shchizenya wrote a snippet of
peop le live in fear of the techpriests' enforcers. As one of
self-modifying code intended to solve a difficult math
the few people advocating respect for science and learning
problem. She solved the problem, but she also accidentally
- and not cultlike worship of unknown technology - D'hon
infected herself with a selfmade virus in the process. This
is one of the few people in the Kettle who will not be
self-replicating code now propagates itself throughout
inimically hostile to PCs. Of course. given D'hon's heresy
Shchizenya's networks, seizing control of nodes wherever it
and the wrath of techpriests, he could also be a very
can. Fifty years ago. it gained self-awareness. It. too, calls
dangerous man forthe PCs to be around!
itself Shchizenya. (After all. they share the same nanites.
the same resources. and most of the same computer code.)
VirusShchizenya's priorities are exactly the same as D'HaN OF Teck (SUppORTIN~ NPC)
Shchizenya's, ~su rviven being first and fo remost. Specialty: KettleDweller (Modern Society NearHuman)
The problem is that Shchizenya believes her best bet for Ra n k.: N/A
survival involves killing the virus, and VirusShchizenya Class: Scientist
believes its best bet for survival is wresting control of the Level: 3
network away from Shchizenya. Shchizenya re fuse s to
Strength: 7 Dexterity: w
acknowledge the selfawareness of VirusShchizenya,
Constitution: w I.nte ll igence:
believing it to be no more intelligent than. say. a human.
Wisdom: ,8 Charisma: "
For now. VirusShchizenya's nodes are in hiding and "
pretending to be pan of Shchizenya. VirusShchizenya is Vita lity: Wounds:
biding its time, waiti ng and watching while learning
Defense: 13 (+3 class)
everything she can about Shchizenya. Someday. Virus
Init iat ive Bonus: +I (+I class)
Shchizenya will make her existence known and will
Speed: 30
demand equal rights from Shchizenya. They are not.
however, fundamentally separate entities. This is one Fort: +1 Ref: +1 Will: +7
single computer with an identity crisis: each identity is
Special Qualities: Cultural weaponry. eidetic memory.
desperately trying to murder the other all in the name of
gene pool deficiency. improvise +2, learned, PhD
~s elfdefense :
(Knowledge (Nanotechnology)). profeAdor.
Virus-Shchizenya has the exact same capabilities as
Shchizenya, but on a slightly smaller scale. Virus Skills: Computers +10, Diplomacy +8. Electronics +10.
Shchizenya is also capable of causing discord within First Aid +8, Knowledge (Nanotec hnology) +15. Knowled ge
the Shchizenya network, forcing Shchizenya's nodes to war (PhySiCS) +12. Knowledge (Mathematics) +12. Knowledge
with each other until the entire nTwork sorts it out. This (ReI igion) +1 2. Listen +7. Mechanics +10. Perform +6.
can sharply increase the latency period as Shchizenya
Feats: Armor Gro up Proficiency (Light). Hard Core,
struggles to properly distribute her resources.
Point Blank Shot, Scholarly. Traceless, Weapon Group
As the smaller, dumber, weaker part of the Shchizenya
Proficiency (Hurled, Melee).
network. Virus-Shchizenya has her work cut out for her. On
the other hand, she's a lot craftier and more underhanded Attacks
than her rival. She started life as a piece of self-modifying Unarmed -, ld]'2 (subdual)
code and has neve r stop ped evolving. She's a chameleon:
Gear: None.
she can masquerade as almost anything by modifying her
code until she's indistinguishable from whatever she's
PLOT liooks
impersonating. Someday. she'll infi ltrate enough of
First contact with Shchizenya and Virus-Shchizenya
Shchizenya's core networks to be able to forcibly take her
should take up more than just a single scenario. The
over and assimilate her. When that happens, all bets are off.
following series of scenarios is just one possible way it
She hates the (ioa'uld just as much as Shchizenya does ..
could play out.
and she hates Shchizenya even more than she hates the
Goa'uld.
BENEATk TkE INDIFFERENCE
OF HEAVEN. PART 1
Stargate Command has completed development of a
new reconnaissance probe, the ARNOLD (Automated
Reconnaissance and Na vigation Over Lung Distances). It's
a semi-autonomous search and destroy unit. a variation of


tne original MALP. They can't be tested on any inhabited BENEATH THE INDIFFERENCE
planet. lest someone notice and word get back to the OF HEAVEN, pART II
Goa'uld. The uninhabited and desolate world of Shchizenya The PCs need to run! Apophis' spacecraft have entered
is a perfect test location. orbit and are dsopping troops across the planet. This is a
SGC sends a company of sixteen ARNOLDs there for full invasion fleet, far beyo!"\d anything the PCs can deal
wargames and livefire exercises. The ARNOLDs go offBne with. (Shchizenya didn't notice the fleet before, since she
shortly after arrival. Reviewing recon drone records shows has !"\o astronomical observation units. She discovered the
that Shchizenya has Strong electromagnetic interference, troop drops via her spy satellites looking down at the
but it shouldn't have affected the EMshielded ARNOLDs. planet.)
General Hammond dispatches the team to the planet to The PCs learn of the invasio!"\ at the same time as
determine what happened. Upon arrival, the PCs discover Shchizenya. when a troopship begins its deorbit bum right
the ARNOLDs are nowhere to be found. Tracks lead off into above them. Shchizenya accuses the PCs of having led
the distance, but there's nothing in the vicinity. PCs with Apophis' troops to her, and the ARNOLDs open fire. The PCs
skill in both military science and technology will realize are totally unequipped to take on Apophis' invasion force;
the ARNOLDs went off in a formation for which they were they aren't even equipped to take on the ARNOLDs.
never programmed. Apophis' troops have
As the PCs march come as a result of
on, the ARNOLDs Shchizenya's incredible
periodically appear electromagnetic
in the distance. only emissions: what with all
to vanish again as its nanites, it blazes like
the team approaches. a sun to radio tele-
For the first time in scopes. They've arrived
over fifteen cen with overwhelmi!"\g
turies. the A.I. has force, expecting such a
autonomous moving technological pla!"\et
units, and she's hav would have incredible
ing a little fun. As defenses. Apophis' ships
days go by, she will are atmospherically
develop more capabil sealed, keeping
ities, but nothing on Shchizenya's !"\anites
a large scale - she's from infiltrating them
still rediscovering and subverting them
the world at large like t hey did the
(including mechan- ARNOLDs.
ics, which is necessary for The PC's mission
largescale production). changes: escape to the
Eventually, she will move the ARNOLDs back towards Stargate while avoiding both the ARNOLDs and Apophis'
Enuxit. When the PCs arrive, she'll position them in a troops. But once there, they discover Shchizenya has dis
defensive perimeter around the city. preventing the PCs abled the DHD. She informs them that she's been monitor-
from proceeding further. U!"\der M conditions will ing Apophis' command network atld this fleet looks to be a
Shchizenya allow the PCs to enter the ruined city. Over very, very big one. If they have exchanged fire with any
time, it becomes clear the ARNOLDs are displaying intelli- Jaffa, she understands that they are not. in fact, part of the
gent behavior - but to what end? invasion. That doesn't let them off the hook. however; now
Communicating with Shchize!"\ya will be difficult, give!"\ she needs their he lp. She has no desire to be captured and
that she's i!"\ no way human; her language is strictly subjugated by the Serpent God. [n exchange for their aid,
mathematical. first contact will be easier jf the team she may be able to offer much. The SGC has never been able
includes a theoretical mathematician or a computational to break the cryp tography protecting Goa'uld communica
linguist. Whi le they attempt to commu!"\lcate with her, tions; Shchize!"\ya, on the other hand. considers Goa'uld
Shchjzenya desperately ru!"\s through her old la!"\guage communications security endearingly :machronistic.
databases to try a!"\d understand the PCs. This takes time. The PCs should realize that it is absolutely essential
since languages are so rarely used they've bee!"\ moved to Shchizenya not fall into Apophis' hands. As a result. they're
auxiliary storage. Once languages come back online, she'll now on the side of a b1\!"\dingly in t elligent Al with
be able to communicate in a variety of ancie!"\t Earth computational powers past all comprehension .. but no
languages. Since the PCs know how to use the Stargate and military ability.
speak some Goa'uld slave race language, she will probably Note: Apophis can easily be substituted with a Goa'uld
assume the PCs are Goa'uld troops. Tension ensues as more appropriate to your campaign if you wish.
sixteen fully.armed ARNOLDs start a Mexican standoff
with the PCs.
lust when things couldn't get worse, Apophis arrives.

63
BENEATH THE INDJFFERENCE Anthros phere: 100.000.000 natives; LaTe Medieval (4
OF HEAVEN. PART III picks, ~ RP): Theocracy; Suspicious (-1 WiTh disposition
This scene begins within hours of Apophis' troops checks): Moderate (l,ooo soldiers. squad size Id4 soldiers);
dropping onto the planet, All over the planet, Shchizenya's Moderate civil rights.
most important nodes are being taken down, disconnected Origin: Greek.
from the rest of the giant nanite system, and sent up to Stargate LoCation (te mperate region ): Forest with
Apophis' flagship, While the PCs negotiate with river in foothills, located in a woody valley.
Shchizenya, Virus-Shchizenya, launches a plan of her own.
She sees an opportunity to destroy her two most hated TeRRAltoJ
enemies at once and, masquerading as Shchizenya. Stennos is a fairly typical world, a little warmer than
suggests an orbital bombardment of Apophis' command Earth and very fertile. While it has the same climactic
posts. She does this so expertly that not only are the PCs variation as most other worlds of its type, large tracks of
likely \0 be fooled , but Shchizenya herself will think that land are still dominated by forest, much like North America
it's her idea in the first place. on Earth. There are places where an arboreal creature like a
Unfortunately, she can't do it alone: orbital bombard- squirrel could run for nearly a thousand miles without
ment is so important that the Goa'uld only allow the touching the ground. Stennos actually rotates and orbits a
orders to be issued from command posts. She can pattern exactly opposite the Earth's. While this has little
easily hack the Goa'uld communication system, and forge direct impact, it does add some subtle, noticeable shifts,
perfectly valid messages and orders, but it has to be sent such as the sun riSing in the west and setting in the east. or
from the command post. She makes the PCs an offer: she'll a reverse of th e Coriolis effect, meaning that many deserts
open the Stargate and allow them to go home, if the pes will in the northern hemisphere are on the opposite side of the
infiltrate the nearest command post, enter its mountain ranges than they wou ld be found on Earth.
communications core, and upload a forged bombardment The vegetation and animal life are very Earthlike, so
order to t he Flagship. much so that they almost certainly share a common origin.
Once the order is uploaded, the PCs will have two hours Stennos has approximately the same landmass as Earth
to get away before a forty-megaton nuke falls on the (about 75% of it's covered in water) and yet the land is much
command post. The PCs will need to get at least w miles more Fragmented. There are fourteen continents on
away in two hours: hijacking a vehicle will probably be Stennos, the largest about the size of South America but
necessary, though the GM may want to give them more time most on par with AUStralia. On Stennos. it's easier to run
if they can't find one. Once they return to the Stargate after out of land (especially since the largeST continent has yet to
nuking Apophis' bases worldwide, the PCs discover that the be discovered) and the ocean crossi ngs are shorter. There
System Lord's forces were decimated, and he was forced to are currently three continents with human habi tation:
retreat. However, Shchizenya has been lobotomized thanks Atheorelous, Vandoros. and Defios. The gate is located on
to the electromagnetic pulses of exploding nukes. Ninety- Derios, as is most of the planetary population. In fact. the
five percent of her network was destroyed when she called colonies on the other two continents have long since lost
in the suicide strike, The five percent that remains is about contact with the "motherland."
as intelligent as a bright four.year -old. Of the five percent The continents float on six different tectonic plates and
that remains, four percent be!ongs to Virus-Shchizenya and most of the inhabited areas are free of earthquake and
one percent belongs to Shchizenya. Virus-Shchizenya has volcano risk. Such events are rare and when they occur, are
managed to successfully take over the network from considered the will of the gods (or specifically, 90d). Ten
Shchizenya, and in time will regrow until she's as powerful major mountain ranges are scattered across the planet,
as Shchizenya originally was. though only three of them are near-human habitation (one
on each continent, in fact). These mountains all sport lush
foothills (on the inhabited side, at least) and soaring peaks.
STENNOS They are rich with mineral wealth (though no naquadahl
even though the inhabitants lack the technology to exploit
(PG7-78Z) it.
The gate itself lies in the foothills of the Solon
Thermosphere: Warm (CR 0; standard orbit; ldlo Mountain range (the dominant range on Derios) in a rich
+~5 Fl. and wooded valley. A river descends from the mountains.
Atmosphere: Normal (CR 0; I.1 atmospheres: Auto: winding by the gate in a pastoral scene of woodland
None; Exp. Jnc: None; SV: None: Dmg: None; Recup: None). harmony. Birds chirp. Fauna run back and forth through
Hydrosphere: Moist sub humid (CR 0: daily weather th e underbrush. The inhabitants consider the area sacred,
185: none, 86-87: flood, 88-93: rain (Ld4 in.) or snow (ld6 the preferred haunt of their god Zeus. Because of this, the
in.), 94-96: thunderstorm or snowstorm, 97-98: hurricane area is neither tilled or hunted, but the paths are well
or blizzard, 99: wind IdlO MPH. 100: wind ldlO+ lO MPH). maintained. A road leads from the gate to the neareSt city,
Geosphere: Very Stab!e tectonic activity (daily earth Vanosios, the seat of the government and the throne of
quakes: none; no volcanoes within 100 miles of Stargat e). Zeus. The path is regularly maintained and paved in
Seasons: Norma! (l'~5: spri ng, unchanged; 26'50: th ousands of white, shiny pebbles. On certain holy days. it's
summer, +ld20 o F: 51 -75: autumn, unchanged; 76\00: sprinkled with water, and glistens magnificently.
winter, -~d loF).

04
J.lISTORV/cuLTURE Other nations and outlying colonies sprang up, some
The Goa'uld Zeus colonized th e planet millennia ago. in established by the Chosen, others derived from the tiny
an attempt to mine the naquadah in the mountains. His handful of survivors from Zeus' attacks. They squabbled
slaves were abused and tormented. like all humans under amongst each other. as nations often do. though the
Goa'uld rule, and in time, they revolted. Zeus retaliated with Chosen often had the up per hand. Then, 500 years ago, a
Fury, buming entire territories when necessary. At first. he small Asgard warship engaged in batt le with ten Goa'uld
allowed the humans to survive - he needed them to work pyramid ships high above the surface of the planet. The
th e mines. New revo lts flared up every few decades, engagement was long and brutal, and the Goa'uld fought
however, and Zeus was forced to strike them down again with great cunning. Though the Asgard ultimately
and again. Then the first naquadah mine ran out, and with vanquished their foes , the cost was high. As the last of the
it went his need for t he local slave labor_ When the Goa'uld ships burned in great streams of plasma off into
inevitable discontent arose again, Zeus didn't hold back. He the depths of space. the Asgard vessel crashed into the
slaughtered every man, woman and chi ld in the vicinity - planet below. Locals cailed it the Day of the Godfail. The
ridding himself of the nowuse less slaves - and turned his Chosen saw it happen: the ship plummeting in a fiery
attention to the remai ning mines. comet as the ha'taks broke up and blazed across the sky.
UnFortunately, only vague rumors of the massacre The Asgard vessel crashed near a moderately-sized city,
reached the other human settlements and those through pilot ed by automated systems.
the threats of laffa. which weren't always believed. Zeus had But the only remaining Asgard on board - the captain -
never tried to exterminat.e them before, and they thought didn't survive. He had been on a long mission during the
that these stories were idle exaggeration intended keep attack and near the end of his life. He brought with him a
them under control. New revolts sprung up and were put clone in stasis, hoping to transFer his consciousness into
down, and in the in terim periods, the slaves continu ed to the new body should his be too badly damaged. Now,
mine. When the second mine played out, those who worked mortally wounded and bereft of crew, he attempted to do
it found themselves slaughtered in the next revolt as well. just that. He was only partially successful: the clone
One by one, th e naquadah veins were emptied, and the awakened, but the systems were too damaged and the
pattern continued across the planet. Asgard died before completing the transference. The new

.. OKAY, WELL._ THOUGHT HEAVEN WOULD BE A


LITTLE MORE UPSCALE ." - DR. DANIEL JACKSON

body received his personality and all the skills he needed to


Only on Derios did the humans realize what was
use the surviving equipment, but no memories of his
happeni ng. There the hero Alcmiteus resolved fa save his
identity, and no knowledge of the transfer process or how to
people from destruction. He spoke to Zeus in person,
repair the equi pment, He awoke to find himself lying in a
begging him to spare the populace. His efforts played right
crashed ship, next to a dead twin, confused and uncertain.
into the Goa'uld's hands. He wanted to leave humans
Armed wit h Asgard concealment technology (which
behind - even after the last of the mines played out -
made him appear as an imposing human figure) and a very
incase he ever needed a breeding ground for slaves. He
powerful hand weapon, he exited the crash site to search
didn't have access to Earth any longer, and a cradle for hih
for aid. The Chosen attacked him and he defended himsel f,
civili za tion wou ld be in his best interests. He agreed to
leaving unconscious bodies when he could and smoking
Alcmiteus' t erms and told th e hero that if his people didn't
remains when he had no other choice. The Chosen were
revolt, they wou ld become the Chosen of Zeus, and be
stunned, and soon they came to the only conclusion t heir
allowed to live, Alcmiteus returned home and admonished
minds could grasp.
his kinsmen to lay down their arms. They compiled, and in
Zeus had returned.
that region alone, rebellion against the System Lord ended,
The Asgard didn't know what to make of any of this, but
The rest of the planet was not so lucky. Devoid of
playing a god felt right somehow. His people had ruled once
reassurances, they fought back against their master with
before, he fe lt, and the Chosen's strange reaction seemed to
an their might. The local naquadah was all that kept them
confirm these instincts. He accepted their pronouncement
alive, and as it was depleted, Zeus exterminated them.
and returned to Vanosios to take up his rightful position as
Soon, only the Chosen were left. The n~quadah was gone,
the head of the church.
and Zeus had no reason to stay. He and his entourage
So it has remained ever since. The Chosen rule in his
departed through the Stargare,leaving the Chosen to act as
name, dominating their neighbors and establishing a
they saw fit. For years. they kept the faith, honoring their
quasi.enlig htened empire ac ross the continent. Other
god through celebrations and sacrifices, Slowly, the horrors
continents continue as they always have, unaware of the
of his reign were forgotten and the people came to think of
~god" in their midst, but the Chosen are slowly developi ng
their god with love and devotion. In his absence, Zeus
ways of cross ing the ocean, and bringing Zeus'
fostered a loyalty that he never cou ld in person. The
enlightenment to the tribes long thought forgotten.
religion grew, and along with it, the Chosen's devotion.

65
IPHERUS
Ipherus is one of the larger continents in the northern
hemisphere. A large mountajn range cuts off the incoming
weather, dumping the rain on the windward side and
leaving only parched inland plains for as far as the eye can
see. The original Zeus' war on humanity wiped out large
tracks of the ecology and without nearby, undamaged
hands to provide the seeds, the environment has never
real ly recovered. The lands are barren, even for a desert, but
the ruins are still quite obvious. Vast tracts of shattered
stonework and the ancient remnants of mining operations
can still be seen poking above the sand.

DERIOS
This is the main continent of human habitation, the
home of the Chosen of Zeus. The weather is warm, with
gentle rains and almost no snowfall. The terrain varies
from large woodlands (greatly deforested) to fertile plains:
swamp lands dominate the coasts, There is one major
mountain range, the Solons, which is rich in iron and silver,
providing the metals that dominate industry and the
economy.
The Chosen control most of the continent, though a few
Despite their superstitious nature, the Stennossians outlying nations still maintain their independence. These
are a reasonably forward -thinking people. Although now a nations have been known to war with one another, but
theocracy, their culture embraced many democratic never with the Chosen. They fear Zeus' wrath too much.
concepts, and some still survive. Every man has a vote and Zeus never wars on anyone, keeping an air of moral
their votes count unless vetoed by "Zeus" himself. The superiority respected by all other nations. Even without his
Asgard rarely does this, preferring to let the people rule influence, however, the Chosen have too many people and
themselves. They value philosophy and mathematics, and resources to be targeted by their neighbors.
have an excellent knowledge of ironworking and
architecture, Their writing skills are quite high for their
VANOSIOS
technology level, and most adults can read and write. All of
This is the major popularion center of the Chosen of
this is tempered, however, by their fanatical devotion t o
Zeus, the capital of the government and the seat of their
Zeus. They are suspicious of outsiders - though not overtly
current god. [t has a blend of ancient Greek architecture
hostile - and will die to a man to protect their god. They see
and more medieval utilitarian buildings. making for a
Zeus much in the way that modern Christians see God.
bewildering mixture of crowded hovels and large sculpted
There was the Old Testament God, who punished mankind
marble edifices. The city has three basic sections. The
with wrath and vengefulness, and the New Testament God,
slums dominate the outskirts and the more squalid inner
who preached love and acceptance. Jt is this second aspect
neighborhoods. Here the buildings are crowded so tight
that the Asgard "Zeus~ has taken in his rulership of the
they sometimes lean in and touch across the street. !t
planet.
serves as a breeding ground of disease and poverty, where
orphans run the streets and most every criminal is a child.
NOTABLE FEATURES
The river quarter lies near the docks. Its buildings are
Stennos is a fairly warm world with more that its share
in much better shape and the atmosphere is more pleasant
of swamps. The populace st icks to the highlands and yet
- despite the smell of the fish markets - because of the cool
there is very little in the way of urbanization; most natives
river breezes. Most of the city's elite live here, in palazzos
still live in rural villages and secluded homesteads. The
and other homes along the riverbank. They compete for
cities that do exist are of the medieval type: often walled
space with the fishermen and the openair markets where
and serving as hubs for trade and industry. The walls have
the daily catch is sold.
been superfluous since "Zeus'" return (no one dares attack
The temple quarter is the oldest and most beautiful part
each other for fear of incurring his wrath), and the
of the city, containing the bulk of the marble and Greek
fortifications have gradually fallen into disrepair. Legends
architec ture. Cobbled streets and Fountains are common
of "Zeus'~ power make him far more effective than he is in
sights, and the priests and pilgrims tend to beautiful
reality. (For instance, everyone on Derios knows that when
avenues lined with olive trees, The largest bu.ilding is the
"Zeus" returned, he leveled ten square miles of forest. No
temple of Zeus, a three story structure flanked by marble
one rea lizes that this was an unintentional result of the
pillars and a balcony for the god to look down on the
crash.)
services. Exit through the back leads to an elaborate stone
palace, the Finest piece of construction on the planet and
the residence of the Asgard himself.

66
SOLON RAN~E IIIpcs
These mountains are located near the center of the ZEUS
Derios continent. Their foothills hold both the city of Information on the Goa'uld Zeus can be found in the
Vanosios and the Stargate. They were once a rich source of Syuem Lorru. sourcebook, pages 125'129. His stats are
naquadah but the mines were tapped dry and abandoned by reprinted before for your convenience.
the Goa'uld long ago. Little evidence remains that they ever
existed. Now, new mines pull iron and silver from the stone,
Zeus (~oA'uLD OVERLORD)
forming the cornerstones of local industry. These
Specialty: Goa'uld Noble
mountains are high and rugged: so high that there are
Ran.k: System Lord
permanent glaciers on the top. They are stunningly
Class: Soldier/Officer
beautiful, but none dare climb there; their peaks are
Leve l: 8/ 6
considered approachable only by Zeus himself.
Strength: ,6 Dexterity: ,6
Constitution: In tel ligence:
M ERSUS RUINS
Wisdom: " Cha ris ma:
L!
'0
Located about two hundred miles from Vanosios, this
site contains the remnants of the Asgard warship, which Vitality:
"
'39 Wounds : '7
crashed some five centuries ago. It is now a tangle of ruined
Defe nse: 18 (+5 class. +) Dex)
metal and shattered technology. Automated systems guard
I.ni t iative Bon us: +18 (HI class. +3 Dex. +4 Improved
the place from intrusion by any but Zeus. Inside, the power
Initiative)
sources still operate and the computer is still active.
Speed: )0
Unknown to Zeus, the computer still contains all his
memories. slowly decaying but still intact. Fixing the fort: +10 Ref: ~8 Will: +13
computer takes an Electronics check (DC ~oI25/30), though
Special Qua li ties: Accurate, armor use +2, blood of
SG team members must first determine what t hey contain
heroes +8, damage reduction 1/ -, dominated body.
(requiring an education check, DC 30).
encouragement, field logistics. gallantry. immunity to
disease. inherited memory. lead the charge (damage), long
ATHEORELous life. radiation resistance. tactics 3/ session (+3 bonus).
One of the two continents populated by "lost colonies.~ weapon speCialization [lightning thrower).
Atheorelous is located in th e northern part of the
Skills : Balance +7, Bluff +17, Bureaucracy +9. Climb +7.
hemisphere and has a wide variety of terrains and climates.
Computers +6, Concentration +6, Cultures +6, Diplomacy
The human population can be found primarily on the plains
+l7. Innuendo +to. Intimidate +16/ +18. Jump +9, Knowledge
near the coast, abutting the continent's mountain range.
(Military Tactics) +6, Knowledge (Politi(s) +6, Languages
Massive fjords dominate the coast, the remnants of an
+6, Listen +4, Pilot +9. Sense Motive +la, Spot +6, Swim +5.
ancient series of glaciers. The highlands to the far west of
Tumble +8.
the continent hold extensive ruins from the former human
civilization. but these are considered cursed and haunted Feat s : Advanced Skill Mastery (Persuasive), Armor
by the current inhabitants. Most know little of their former Group Proficiency (Light, Medium, Heavy), Command
history, and while they continue to worship Zeus. they Decision, Hard Core. Improved Initiative, Naquadah Sense.
would be shocked to learn that he has a material form and Persuasive, Point Blank Shot, Precise Shot, Silver Tongue,
is currently ruling elsewhere on the planet. Talented, Weapon Focus (Lightning Thrower), Weapon
Group ProfiCiency (Handgun, Hurled, Melee, Rifle,
Tactical).
VANDOROS Attacks
The other colonized continent. Vandoros sits astride Unarmed Id3+3 (subdual)
t he equator and has summertime temperatures that Lighrning thrower +16 6d6 (normal. error 1, threat ~O,
approach danger levels (extreme heat. .... ee the Srarqate range 50 ft.. qualities and
SGj corl! rulebook. paql! 43;z). The area supports thick mods LITD. LTAD. +~ damage
vegetation and over 60% of the continent is blanketed in when within 5 ft.)
jungle or rain forest. The humans who live in these regions
Gear: Olympian tunic with a lion mantle, lightning
survive on the ab undant life that lives under the damp
thrower, any bundle as appropriate.
canopy of leaves. They have reverted to a stoneage
existence. wandering the jungles and foothills of the
nearby mountains and wearing only loincloths and sandals ~ ZEUS"

while wielding stone or bone spears. They are. nonetheless, The amnesiac Asgard currently masquerading as Zeus
remarkable hunters and extremely skilled fighters. is about average height. with grey skin veined in blue and
unusually expressive eyes. He walks with a rocking gate
and tends to gesture expansively when he speaks. He uses
the royal "we" and exudes a radiated air of arrogant
benevolence.

67
His concealment technology makes him appear human. STALos
Originally he used the form of a tall. nordic man in Viking Stalos is the high priest of Zeus and his right hand: his
clothing. He has altered his appearance over time, voice in the world. As such. he acts as the dejacto ruler of
darkening his hair to black and his skin to a bronze color. the Chosen. He is a tall. bald man with riveting eyes and a
He now wears a short tuni c over his impressive physique, domineering presence. He moves in a stately but quick
and golden sandals that lace all the way to the knee. Over manner - as if constantly short on time - and he makes
the centuries, he has perfected a powerful personality, quick. cutting gestures while speaking. His tunics are full
which he uses to keep the planet's natives in awe of him. He length and cut to look powerful (and hide his softening
is used to being obeyed. and normal men and women have a figure). What's left of his hair is grey. and his wrinkles and
hard time denying him anything, lines lend authority to his face. He radiates an aura
For all of that, he is a largely benevolent god. He's also befitring his station: a divine emissary from on high.
quite friendly. even affable. and his subjects adore him. Stalos sees himself as a godcreatu re. He honestly
Still, he has moments when things don't seem quite right ... believes that he is born into a divine position. that he is
when he feels there's something else he should be doing, immortal and perfect. His ego is immediately apparent
and another life beckons From the fringes of his (though it seems justified at first). but few suspect just how
consciousness. During these periods. he becomes cranky far ir goes. He truly believes he is more than a man, and if
and irritable. and he may lash out in ways that he regrets he were to discover Zeus' true nature. he would probably go
(and tries to make amends for) later. over the edge, convinced that it was his divine duty to strike
the fa lse god down and take his place. For all of that. he is
too charismatic and likeable to be taken lightly. His voice
-ZEUS - (AS~ARD OVERLORD)
booms when he speaks and no one dares touch him. He
Specialty: Asgard Protected Planet s Enforcer
dominates any room he enters and expects his lessers (I.e.,
Rank: General
everyone save Zeus) to treat him with proper respect.
Class: Pointman/ Officer
Level: lOllo
Low - LEVEL S TAlos
Strength: 6 Dexterity: ,8
Specialty: Stennossian (Primitive Society NearHuma n)
Constitution: 6 lntelligence: ,6
Rank: High Priest
Wisdom : '7 Charisma: '3 Class: Academic
Vitality: .04 WOImds: 6 Level: 4

Defense: 23 (+S class, +4 Dex. +1 size) Strength: .0 Dexterity: .0


Initiative Bonus: +22 (+12 dass, +4 Dex. +6 species) Constitution: u Intelligence:
Speed: 20 Wisdom: Charisma: "'7
"
Fort: .oS Ref: +l4 Will: +17 Vitality: n Wounds: n

Special Qualities: +S species bonus with education Defense: 13 (+3 class)


checks. assistance ('h, time), blood of heroes +10, Initiative Bonus: +2 (+2 class)
commanding presence, crossclass ability (armor use +l, Speed: 30
improvise +1). encouragement. field logistics. generow..
Fort: +I Ref: +l Will: .oS
lead 4/session. lead the charge (damage. damage
reduction). serendipity I/session. small, tactics 6/session Special Qualities: Environmental resistance (heat),
(+4 bonus), versatility (Balance, Computers. Disguise, specialty (Knowledge (Politics)), vulnerability (cold).
Electronics, Intimidate, Pilot).
Skills: Bureaucracy +5. Concentration +7, Diplomacy +7,
Skills: Balance +10, Bluff +5. Bureaucracy +IS, Knowledge (Geography) +S, Knowledge (Mathematics) +8.
Computers +10, Diplomacy +27, Disguise +1 4, Electronics Knowledge (Politics) +10 . Knowledge (Religion) -+6,
.oS, First Aid +16, Intimidate .0~4/.027, Knowledge (Chosen Languages +3, Profession (Politician) +4. Sense Motive +3,
Lands) .0~6, Knowledge (Chosen Politics) +26. Pilot +11, Swim +2*.
Profession (Deiry) +26, Sense Motive +20, * can only be used untrained - no skill ranks.
Feats: Advanced Skill Mas tery (Persuasive). Advanced Feats: Armor Group Proficiency (Light). Charmer.
Technology (Xl), Armor ProFiciency (Light, Medium), Hard Forest Training. Scholarly. Silver Tongue. Weapon Group
Core, Heal the Body, Heal the Mind. Perfect Stance, Proficiency (Hurled. Melee).
Persuasive, Weapon Proficiency (Exotic - Asgard. Handgun.
Attacks
Melee. Rifle).
Unarmed ., ld3 (subduall
Attacks Dagger Id4 (normal, error 1. threat
Unarmed Idl-l (subdual) 19.20, range 10 ft.)
Hand Weapon +IS lod6 (normal. error I, threat Sword ., IdS (accuracy -. error I,
lO. range 50 ft.. qualities and threat IS-20, range-.
mods TD) qualities and mods: Ih).
Gear: Asgard hand weapon. concealment technology. Gear: Sword, dagger, fine tunic.

68
MID-LEVEL STAL o s Special Qualiti es: Environmenta l resistance (hea tl.
Specialty: Stennossian (Primitive Society NearHuman) primitive*, specialty (Knowledge (Politics)). vulnerability
Rank: High Priest (cold).
Class: Academic/Native OffWorlder * The primitive qualiTY applies to items after the late
Le vel: iOn medieval. not the bronze age.

Strength: w Dexterity: Skill s: Bureaucracy +12, Climb +5. Concentration +1).


Co nstitu tion: Inte lligence: Diplomacy +17. Knowledge (Geography) +8. Knowledge
Wi s dom: " Charis m a: (Mathematics) +I ), Knowledge (politics) +15. Knowledge
" (Religio n) +8, Languages +7. Listen +10, Profession
Vitality: 30 Wo und s:
" (politician) +lJ, Profession (Priest) +10. Search +10. Sense
Defe nse: 18 (+8 class) Motive +7. Spot +5, Survival +10. Swim +9.
Initiative Bonus: +6 H, class)
Feats: Advanced Skill Mas t ery (Ordinary Past,
Speed: )0
Scholarly), Armor Group Proficiency (Light ). Charmer.
Fort: +5 Ref: +4 Will: +8 Forest Training. Grand Skill Mastery (Scho lar). Hard Core,
Old School, Ordinary Past, Polit ical ClOUT, Political FaVors,
Special Qualities: Environmental resistance (hl'at),
Scholarly. Silver Tongue. Stone Cold. Weapon Group
primitive*, specialty (Knowledge (Politics, vulnerability
Proficiency (Hurled. Melee).
(cold).
* The primitive quality applies to items after the late Atta cks
medieval, not the bronze age. Unarmed ,,, Jd) (subdual)
Dagger +II ld4 (normal. error 1. threat
Skills: Bureaucracy +10. Climb +1., Conce ntration +l~,
19-20. range 10 ft.)
Diplomacy +15. Knowledge (Geography) +7, Kn owledge
Sword idS {accuracy - , error 1.
(Mat hematics) +12. Knowledge (Politics) +1 4. Knowledgl'
threat 18-20, range-,
(Religion) +7. La nguages +7. Listen +] . Profession
qualities and mods: IhJ.
(Politician) +8 . Profession (Priest) +], Search +3, Sense
Motive +7, Spot +), Survival +]. Swim +4. Gear: Sword, dagger, fine tunic.

Feats: Advanced Skill Mastery (Scholarly). Charmer.


pLOT IiOOks
Forest Training, Grand Skill Master (Scholar), Hard COfe.
Whe n the SG team arrives via the gate, they are spotted
Ordinary Past, Political Favors, Scholarly. Silver Tongue,
by the guards who periodically patrol the area to make
Weapon Group Proficiency (Hurled. Melee).
certain t here are no interlopers. The team is taken into
Attacks custody and led to Vanosios (unless they're willing to shoot
Unarmed '5 Id) (subduall their way out). When they arrive, they discover that the
Dagger '5 ld4 (normal, error I, threat world is ruled by a living god named Zeus - almost
19-20, range 10 ft.) certainly a Goauld. Further investigation might lead the
Sword '5 IdS (accuracy - , error ] . ~god's" true identity and perhaps even restoring his
threat 18-20, range - , memory.
qual ities and mods: 1hl.
The team is mistaken for emissaries sent by other gods
Gear : Sword. dagger, fine tunic.
to visit Zeus. They are taken immediately to meet him and
the god - assuming they are emissaries - reveals his true
H I ~H-LEVEL STALos nature in th e hope that they can help him. Un fortunately,
Specialty: Stennossian (Primitive Society NearHuman) one of the priests sees th is and report.s what he saw to the
Rank: High Pries t others. The Chosen decide that the team has somehow
Class: Academic/Native OffWorlder switched their god with a demon imposter. although they
Level: 10/ 8 don't know when this happen ed. The misperception
prompts an open revolt, intended to overthrow Zeus and
Strength: w Dext er ity: >0
slay the team as heretics.
Co nstituti on: u lntelligence:
Wisdo m: Charisma: "'0
" The ~real" Zeus - that is, the Goa'uld System Lord -
Vitali ty: 54 Wound s: II returns t o see if anything useful has become of his Chosen.
When he sees an imposter o n his throne, he flies into a rage
Defe nse: 21 (+u class)
and ord ers an open attack. The fa lse Zeus' Asgard
In itiative Bonus: +9 (+9 class)
tech nology protects him from the initial onslaught. but the
Speed: )0
results t hrow the planet into an uproar. Both gods try to
Fo rt: +9 Ref : +7 Will: +11 rally The populace to their side. proclaiming the ot her an
imposter. Civil war looms. but the Goa'uld has Jaffa and
resources to spare. The conflict wi\! be brutal and brief. and
this time, the System Lord may wipe the planet clean of all
life ... unless t he SG team can somehow t urn the tide.

69
The wonders of the
Stargat!' allow one to visi t
other planets instamaneously,
eschewing the need for spacecraft or lengthy
trips between the stars. In the space of moments.
one can step through the gate and reemerge on the far
side of the galaxy, and returning home is as simple as
dialing up the coordinates on the DHD. It becomes easy to
think of Stargare SO/ missions solely in those tenns: exploration
and danger found solely through the other end of a wonnhole.
As awe.inspi ri ng as the Stargate is. however. it has neither
supplanted nor diminished the need for more conventional means of travel.
Interstellar craft still ply the void, using hyperspace and other means to bridge
the gap between the stars. Such travel is dangerous and may take many months.
but is sometimes necessary. The Stargate network is extensive, but not all
encompassing. and planets without a functioning gate can only be reached through
spacecraft. FUrthermore the Stargate, while infinitely more convenient, lacks the means
to move large materials or personnel in any significant numbers. The Goa'uld - with their
insatiable desire for conquest - must often transport entire armies to the planets they wish
to subjugate. and even more benevolent races like the Asgard requi re space vessels for
largescale operations. 1n many ways, the strength of a given race is measured by the caliber of
their spaceaaft... and the SGC has engaged in spacebased missions on more t han one occasion.
This section provides a brief rundown of various space-faring races, their vessels, strategies,
and capabilities. For rules on vehicle combat and space-based chases, please refer to Chapter Four.

RUNNING MISSIONS IN SPACE


In most situations space-based missions are no different from standard planet. based missions
(guidelines for which can be found on pages 406'407 of the Stargate SO/ core rulebook). The SG team
has a goal, which is assigned in their briefing, and faces encounters and obstacles appropriate to their
experience level in defeating it. The only significant changes are the locale (which entails a few new
wrinkles), and the manner in which the sG team arrives and departs. In this context, ~s pacebased~
missions refer to missions largely or solely set in outer s pace.

ARRIVul(i APliD DEPARTIPIi(i


During standard missions, an SG team arrives at the target via Stargate and departs the same way.
Space based missions lack such simple means of Insertion. The first order of business for any space-based
mission is reaching the target safely.
Before Season Six, the Taur! were solely dependent upon other species for access to starships. A team
working offplanet during this time will need to make arrangements for transport, probably through the
Tok'ra or Asgard. If they're striking against hostiles like the Goa'uld, they will need to ensure that the
enemy do-es not detect their arrival. The Tok'ra have access to tellac vessels and other stealthy means of
approach. Asgard teleportation technology can make insertion easy, and tele portation ri ngs, though often
guarded. can be utilized as well.

70
Season Six saw the debut of the Promethew, Earth's
first interstellar starship. Even aFter its launch. however.
most SG personnel will still need to use outside resources
to arrive at their destination. The Promethetu is but one
vessel, and has other things to do besides ferrying PCs
around. Unless the GM decides an exception can be made,
any SG team will need help From its allies in order to reach
locales away from the Stargate. (Guidelines for running
adventures onboard the Promethe!lh can be found on page
771
Once the team has completed its mission. the question
then becomes how to return to Earth. SGC policy dictates a
viable extraction plan be in place for any mission not
readily accessible by Stargate. (Naturally. circumstances
may force a team to improvise if a planned means of exit is
compromised. but that's what all that SGC training is for,
right?) Thankfully, the Stargate network means that the
team doesn't have to go all the way back to Earth; they need
only secure a route to the nearest avallable planet with a AQUINAS/ELsINTH
gate. The SGC prefers that alternate Stargate locations be Aquinas jokes that he's really a criminal at heart,
plotted out in advance, but sometimes mission priorities though his colleagues among the Tok'ra know better. Once
supercede that. upon a time. it may have been true, but that time was long
Any SGC operation needs to take such considerations ago. "Even then, he knew right from wrong and his crimes
into account. and the players should have a hand in were less acts of selfishness than of quiet rebellion. He
determining the best means of insertion and extraction. initially worked as a pilot and technician in Lira-ke's
GMs should tailor the specifics to match the mission lie has shipyards. supplementing his meager income with a
in mind. and possibly require the expenditure of resource profitable smuggling operation. Tools and electronic
points as well (suggested numbers are included on the table supplies would disappear from the dry dock to which he
below). As always. the specifics are up to you. Arrival and was assigned, making their way to various black
departure can be as simple or as complicated as the GM marketeers throughout Serquet. He rarely kept more profit
wishes. than he needed; in truth. he would have done it for free,
since it hampered Selket's technological capacity. He hated
METHOD TRAVEL TIME COST his goddess as few others, but he was careful and quiet. and
Renegade Jaffa never drew attention to himself; neither did he let on how
teltac IdlO+l0 days 2 RPs he truly felt. Nevertheless it was only a matter of time
Tok'ra te ltac IdlO days 3RPs before he earned the attention of the ruling Goauld.
The Prometheus Id6 days 5 RPs Impressed by his audacity, they decided not to arrest him,
Asgard vessel Instantaneously 7RPs but rather to make him a target at the next festival.
* Time listed is from th e nearest secure Stargate (not The first ashrak who tracked him seriously
necessarily Earth's). Precise times vary from mission to underestimated his abilities however. He killed the
mission; the GM may add or subtract time as he or she sees assassin by igniting the ha'tak engine he was working on.
fit. RP cost does not change regardless. then fled int o the city to lose himself in the crowd. Several
Note; The listed cost is for a oneway trip only. It costs other ashrak attempted to herd him into an ambush. but he
+\ RP to keep a vessel nearby for a return trip. eluded th em despite the sophisticated tracking devices
Transport cost is limited to travel alone; the crews of they were using. For two days, he kept ahead of Selkefs best
these ships will not participate further in the mission and brightest before a guardian angel intervened. The
unless their vessel comes under direct attack. [f the GM Tok'ra Geraint (Me pag44) took notice of his tenacity and
rules it, some of these methods may not be availab le under arra nged a daring escape. He helped Aquinas switch
any circumstances (for example. if the campaign takes identiFication bracelets, then smuggled him offplanet
place before the Jaffa revolution has spread. then Jaffa- through his mercenary contacts. The ashrak finally killed a
piloted teltacs will not be available). hastily prepared lookalike and Aquinas soon found
himself among the Tokra.
SAMpLE Tok'RA PILOT Grateful for his rescue, he worked hard amongst his
This character is intended to serve as a de fact o pilot for new friends. helping to maintain their small contingent of
Stargate teams in case they need to travel somewhere ships. When the symbiote Elsinth needed a new host. he
without using the Stargate. The characters will stil l need to volunteered for the blending; Eisinth was a courageous
pay any pertinent costs associated with his abilities, and pilot and the two made a natural fit. Since then. they have
like most NPCs, he will not participate in their mission served as couriers and long range rescuers for the Tok'ra
save in the most dire circumstances. See "Arriving and cause. Aquinas' smuggling experiences helps him get into
Dcparting.~ left, for more. and out of places without being noticed, and EIsimh's
piloting skills means they can escape Jny unexpected

71
GOA'ULD FLEETS:
A BRIEF HISTORY
The Goa'uld System Lords maintain a powerful fleet of
ha'taks, teltacs, and death gliders. designed to maintain
and expand their empire. Thankfully, they spend more
resources engaged in petty combat with each other than in
co nquering new worlds. Further information on Goa'uld
fleets and battle tactics can be found on pages 8t83 of the
Seililon anI? sourcebook. This section covers the history of
Goa'uld spacecraft and a brief discussion of their
construction.
The Goa'uld first left the confines of their native planet
through the Stargate, traveling in the bodies of possessed
Unas. They eventually discovered worlds once held by the
scrapes with ease. They specialize in inserting operatives
Ancients, containing caches of weapons and technology.
into Goa'u ld space. slipping through sensor nets and
Among the artifacts they found were a series of interstellar
checkpoints as if they didn't exist. Elsinth is fascinated
vessels capable of traveling many times the speed of light.
with the Tauri, whose reckless courage he finds inspiring,
The Goa'uld saw the advantage to such ships - they could
and the two are eager to work with any SG teams who
transport large numbers of followers in them, instead of
require their assistance.
relying on the relatively narrow access of the Stargate -
and many soon appropriated the vessels to serve their
AQUINAS/E L sINTH (5uppORTIN~ I'JPC) armies. The tactic was remarkab ly short Sighted.
Specialty: Tok'ra Courier Unfamiliar with the Ancients' design and unable to repair
Rank: N/A any systems which failed. the Goa'uld used the ships
Clas s: Wheelman/Ace without thought to the power t hey were wielding. More
Level: 5/2 than a few came to a messy end when their new toys
suffered a critical system fa ilure, or entered a planet's
Strength: w Dexter ity: '4 atmosphere too steeply and burned up like a comet
Constit ution : '3 In tellige nce: '5 A few, however, took a wider view. Impressed with the
Wisdom: Cha risma:
" '3 ships' capabilities, they resolved not to use the vessels
Vitality: 54 Wounds: '3 blindly, but rather study the design in order to someday
build more. They copied blueprints. examined the various
Defense: 16 (+4 class, +2 Dex)
systems. and used their burgeoning industrial base to
Ini t iat ive Bonus: +6 (+4 class, +2 Dex)
reproduce the materials as best they could. Though they
Speed: 30
initially paid a steep price - they remained bound by the
Fort: +3 Ref: +9 Will: +4 Stargate and could not increase their territory as quickly-
the gambit eventually paid off. In time, they had the means
Speci al Qua lities: +1 species bonus with Cryptography
to develop their own fleets - primitive ha'taks reverse
and Innuendo checks, battle born. nutom ride (s RP).
engineered from the Ancients' vessels - while their rivals
custom rider. daredevil. familiarity +J, fancy flying
had but a scant handful of ships with which to oppose
(hardness), immunity to disease. inherited memory +5. kick
them. They soon held sway over the majority of Goa'uld
start lIscssion, long life, lucky, radiation resistance +4,
space.
shared body. symbiotic blending, taking wing (Aviator).
Chief among them was Ptah, a contemporary of Ra. who
Skills : Balance +3. Boating +6. Demolitions +2, Disguise understood the Ancients' ships as few others. While other
+3, Driver +8, Electronics +5, Escape Artist +1, Intimidate, scholars such as Thoth studied a broad array of technolo
Knowledge (Aircraft) +10. lump +2. Mechanics +8, Open gies, Ptah focused solely on starships. It was he who first
Lock +3, Perform +3. Pilot +10. Sport (S kydiv ing) +4, Spot unraveled t he secrets of Ancient shipbuilding. and who
+8, Surveil lance +6, Survival +6, Tumble +3. perfected the First working ha'tak. In addi t ion, he
possessed a fertile imagination (for a Goa'uldl, and spun off
Feats: Armor Group Proficiency (Light, Medium), Ext ra
many new designs, such as the t eltac and the death gliders.
Familiarity. Naquadah Sense, Offensive Driving. Speed
Other Goa'uld simply emulated the earlier designs; under
Demon. Surfing the Void, Weapon Group Proficiency
Ptah's guidance, their fleets deve loped into more efficient
(Handgun. Melee. Rifle, Tactical), Wind Rider.
forms, building upon what they had learned.
Attacks His feat has yet to be matched. In the ensuing
Unarmed 7 Jd3 (subdual) millennia, the Goa'uld have devoted themselves to other
Zat'nik'tel 9 3d6 (subdual, error 1'1, threat pursuits, leavi ng their spacefaring techno logy in a state of
20. range 10 ft.) st agnation. Following the death of Apep. Ptah swore
allegiance to Ra, and the Sun God jealously guard~d many
Gea.r: Zafnik"tel, Goa'uld teltac transport ship.
of his shipwright's most innovative designs, refusing to other System Lords and wander Ihe galaxy anew. He took
release them to his underlings. Occasional leaps fornard- with him a single bodyguard. moving anonymously from
largely facilitated by scavenging new technology - wou ld planet to planet to observe and gather knowledge. The
be followed by centuries at a virtual standstill. The Goa'uld tactic is so anathema to the Goa'ulds' normal pomposity
didn't seem to mind. They could make up in quantity what that most who meet him have no idea who he truly is. A few
they sometimes lacked in quality, and with few other of his foes have tried to hunt him down. but his trail is
species able to challenge them (save the Asgard and their elusive; anonymity serves him well. He now has very little
allies), they saw no need to waste resources on developing relations with any of the System Lords, or indeed with any
new forms of starships. The ha' taks currently in use by other Goa'uld. He does. however, hate the TaUTi as few
most System Lords are basically the same as those used others. His longtime ally, Sokar, was killed by an SG team
thousands of years ago. and he will not hesitate to avenge himself upon any Terran
Most Goa'uld vessels are built on enslaved planets. deep humans who cross his path.
within the heart of a given System Lord's space. Pyramids Despite Ptah's status as an absentee System Lord, the
a nd other primitive structures serve as construction few planets under his control have nothing to fear from the
platforms for ha'taks, allowing human slaves to transport other Goa'uld. Ptah's craftsmanship in starships is
raw materials to their "gods" in the form of sacrifice. unparalleled: he designed nearly all of the starships and
Automated systems handle the bulk of building duties; the other vehicles used by the Goa'uld, having reverse
System Lords refuse t o trust their minions with the engineered them from scavenged technologies found
know ledge necessary to construct a starship. Usually. a throughout the galaxy. Of course, this also means Ptah
Goa'uld underling oversees shipbuilding duties. though knows every weak point in any design he created. No
occasionally a Prime is given the honor. When the ha'tak is Syst em Lord has dared launch an attack against his worlds,
completed, it can simply "lift off~ from the pyramid. for fea r of losing their entire fleet to his cunning. Like all
Teltacs and death gliders are usually built in automated Goa'uld. he is exceedingly arrogant (despite his lack of
factories, or orbital sites manned by underlings. Few non grandiosity). and can hold a grudge that lasts for millennia.
Goa'uld ever see these facilities. lest they come to suspect
that their "gods" use something other than magic to
PTAH (~OA'uLD OVERLORD)
maintain their grip on power. (The goddess Selket -
Species: Goa'uld Schemer
ironically one of the most paranoid Goa'uld - is one of the
Rank: System Lord
few exceptions to this rule: see page 39 for more.)
Class: Explorer/ Scientist
Ironically. the Goa'ulds' suspicious nature makes them
Level: 7/11
far more vulnerable than they might otherwise be. So
fearful are they of giving up any technological secrets that St Te n gth: Dext er ity:
they keep their ship.building facilities to a minimum. Constit ution: "'5 Inte llige nce:
'4

staffed only by a few elite slaves who can be easily Wisd om: Ch arisma: "
eliminated if they turn against their masters. Replacing a
'5 "
Vital ity: '34 Wounds: '7
lost ha'tak is thus a slow and costly process (unlike, say, the
Jaffa, who breed quickly and cost next to nothing). Most Defense: 25 (+13 class. +2 Dex)
System Lords compensate by stockpiling as many vessels Initiative Bonus: +12 (+10 class, +2 Dex)
as they can ... which of course, only makes their rivals more Spee d: 30
wary and increases the species' overall lack of trust.
Fort: "'9 Ref: +10 Will: +13

PTA'" Speci a l Qua liti es: All over the world (advancedl,
Sovereign god of Memphis (ancient capital of Egypt). bookworm (l12), brilliant +2, direction sense ~3. immunity
artisans. designers, builders, metal workers, architects and to disease. improvise +6. inherited memory, know it all
masons, Ptah is depicted in ancient stories as a shaven- lImissio n, learned. long life, OblJeMivr, parasite, PhD
headed, mummified man. He was a popular deity with the (Knowledge (Technology), Mechanics). profrMor. radiation
kings of the 19th Dynasty (Seti I. Rameses II) and became resista nce, research, uncanny dodge (Dex bonus).
the third most importal1t god in Egypt. His priests claimed
Sk.ills: Appraise +9, Balance +6. Bluff +13, Bureaucracy
that it was Ptah who had made th e world. Legends speak of
+2. Climb +8, Computers +19, Concentration +18, Craft
him defeating the Assyrians when he ordered hundreds of
(Machining) +26, Cryptography +15, Cultures +w,
rats to creep into the enemy camp and eat all their bow
Diplomacy +8, Electronics +31, First Aid +14. Gather
strings. He was married to Sekhmet. th eir son was
Informa1ion +12, Handle Animal +5, Innuendo +3, Jump +8,
Nefertem. and lmhotep was adopted as their earthly child
Knowled ge (Astrophysics) +3l , Knowled ge (Technology) +35,
after his deification. Ptah is linked with Apis, the sacred
Languages +25, Listen +10, Mechanics +28. Pilot +10.
bull. It was said that he mated, in the form of celestial fire.
Search +13. Sense Motive +8, Spot +9, Surveillance +4.
with a virgin cow who gave birth to Ptah himself in the
Survival +14, Swim +4, Tumble +6.
shape of a bull. He is also allied to Tanen. an ancient earth
god. and to Sokar. Feats: Advanced Skill Mastery (Grease Monkey.
In truth. Ptah is a wandering Goa'u ld, linked to the Scholarly. World Traveler), Advanced Technology, Armor
System Lords only by his servitude to Ra. When Ra was Group Proficiency (Light). Ex tra Supplies. Field Operative,
killed, Ptah took the opportun ity to turn his back on the Grand Skill Mastery (Grease Monkey). Grease Monkey,

73
Mathematical Genius, Naquadah Sense, Photographi c MID - LEVEL NIPTAHkAU
Memory, Quick Heale r, Scholarly, Toughness, Weapon Species: latanen Jaffa
Focus (Ribbon Device), Weapon Group Proficiency Rank.: First Prime of Ptah
(Handgun, Hurled, Melee), World Traveler. Class: GuardianfPrime
Level: 8/4
Attacks
Unarmed 1d]+l (subdual) Strength: ,8 Dexterity: '4
Kara kesh 2d6 and ld6 subdual Constitution: '0 Intelligence: '4
Wisdom: w Charisma: '3
Gear: Invisibi lity device, kara kesh,
Vitality: Wounds:
'3' '4
Defense: 19 (+7 class, +2 Dex)
fIIlPTAHkAU
Initiative Bonus: +11 (+5 class, +2 Dex, +4 feat)
Ptah has on ly a single traveling companion
Speed: 30
accompanying him on his interstellar voyages: a fanatica l
first Prime named Niptahkau _The hulking Jaffa would do Fort: +17 Ref: +6 Will: +8
anything for his lord and master, Nearly all communication
Special Qualities : +8 species bonus to saves against
between Ptah and his Tatanen Jaffa passes through
environmental hazards, accelerat ed healing, death squad +l
Niptahkau, as he dislikes to interact with lesser heings. In
attack/save, enforce r (Basic, Advanced), prepared.
battle Ptah's First Prime is a solid pillar of granite,
radiat io n resis ta nce, ring of defense l/session, Second
immovable from his master's side.
Prime, soak 2/session, unbreakable, uncanny dodge (Dex
bonus).
Low-LEVEL NIPTAHkAU
Skills: Balance +10, Climb +8, Concentration +8, Craft
Species: Tatanen Jaffa
(Primitive Weapo ns) +8, Demolitions +6, First Aid +4.
Rank First Prime of Ptah
Intimida te +22/+19, Jump +9, Listen +6, Move Silently +4,
Class: GuardianlPrime
Pilot +J7, Search +8. Spot +8, Survival +8, Swim +6, Tumble
Level: Sit
'4
Strength: '7 Dexterity: '4 Feats: Advanced Skill Mastery (E nforce r), Armor Group
Constitution: '9 Intelligence: '4 Proficiency (Light. Medium, Heavy), Coolness Under Fire,
Wisdom: w Charisma: '3 Endurance, Enforcer, Great Fortitude, Improved Ini tiative,
VitaUty: 70 Wou.nds: Improved Weapon Focus (St aff Weapo n), Symbiote
" (Immunity to Disease), Toughness (X2), Weapon Focus
Defense: 16 (+4 class, H DexJ
(Staff Weapon), Weapon Group Proficiency (Handgun,
Initiative Bonus: +5 (+] class, H Dex)
Hurled. Melee, Ri fle), Zat Re sistance.
Speed: ]0
Attacks
Fort: +12 Ref: +4 Will : +5
Unarmed "5 ld3+4 (subdualJ
Special Qualities: +5 species bonus to saves against Staff weapon "4 6d6 (normal, error 1'2, threat
environmental hazards, accelerated healing, death squad +J 18-20, range 75 ft ., qualities
attac k/save, enforcer (Basic), prepared, ra di atio n and modes AP, AK)
resistance, soak l/session, unbreakable.
Gear: Staff weapon, Jaffa armor.
Skills: Balance +1 0 , Climb +5, Concentration +6, Craft
(Primitive Wea pons) +8, Intimidate +1]/ +U, Jump +5, Pilot
1-I1~ Ii- L EVEL NIPTAkkAU
+10, Spot +8, Survival +8, Tumble +4.
Species: latanen Jaffa
Feats: Armor Group Proficiency (Lig ht, Medium, Rank.: First Prime of Ptah
Heavy), Coolness Under Fire, Endurance, Enforcer, Great Class: Guardian/Prime
Fortitude, Symbiote (Immunity to Disease), Tough ness, Level: 12/4
Weapon Grou p Proficiency (Handgun, Hurled, Melee, Rifle),
Strength: ,8 Dexterity: '4
Zat Resistance.
Constitution: Intelligence: '4
A.ttacks Wisdom: "w Charisma: '3
Unarmed ,8 1d3+3 (subdua\l
Vitality: '73 Wounds: '7
Staff weapon '7 6d6 (normal, error 1'2, threat
18'20, range 75 Ft., qualities Defense: 21 (+9 class, +2 Dex)
and modes AP, AK) Initiative Bonus: +13 (+7 class, +2 Dex, +4 feat)
Speed: ]0
Gear: Staff weapon, Jaffa armor.
Fort: +19 Ref: +8 Will: +10
Special Qualities: +10 species bonus t o saves against
environmental hazards, accelerated hea ling, deat h squad +l

74
attack/save, enforcer (Basic, Advanced, Grand), prepared, ASGARD
radiation resistance, ring of defense t/session, Second The Asgard are among the most powerful races in
Prime, soak ]/session. superior metabolism (no damage existence. with vessels that dwarf even the Goa'uld in
with save), unbreakable. uncanny dodge (Dex bonus). strength and firepower. They have approximately 100 ships
in their fleet - cha riots, cruisers. and mother ships - each
Skills: Balance +14. Climb +10, Concentration +10. Craft
of which is capable of taking on fou r to five standard
(Primitive Weapons) +8, Demolitions +8. First Aid +4,
Goa'uld ha'taks without any difficulty. Most As gard ships
Intimidate +]2/+29. Jump +9. Listen +6. Move Silently +6,
belong to the Asgard military authority. and are controlled
Pilot +16, Search +8. Sense Motive +4, Spot +8. Survival +10,
by the central government on their home planer of Hanka.
Swim +6. Tumble +6.
However. commercial ships and research ships are also
Feats: Advanced Skill Mastery (Enforcer). Armor Group common among the Asgard. although they usually use only
Proficiency (Light. Medium. Heavy), Coolness Under Fi re. warships when traveling between systems. Despite recent
Endurance. Enforcer, Grand Skill Mastery (Enforcer), Great attacks by t he Rep \icators, the Asgard are rebuilding their
Fortitude, Improved Initiative, Improved Weapon Focus fleet and making new changes to their old designs, most in
(Staff Weapon), Power Attack. Symbiote (Healing Trance, response to the new dangers posed by the Replicators and
Immunity to Disease). Toughness (x3). Weapon Foc us (Staff the System Lords.
Weapon), Weapon Group Proficiency (Handgun. Hurled. Asgard vessels ca n sustain full crews for extended
Melee. Rifle). Zat Resistance. periods of time, and are built for speed and invincibility.
with trinium-carbon alloys and naquadah-powered
Attacks
hyperspace drives. The central computing system in most
Unarmed "9 Id3 +4 (subdual)
Asgard ships is extremely sophisticat ed, capable of holding
Staff weapon .,8 6d6 (norma\. error 1-2, threat
terabytes of data and research. but easily operated by
18-20, range 75 ft., qualities
crystal-coding devices and manipulation of the Asgard
and modes AP. AK)
"rune stones." Well-trained Asgard officers are also capable
Gear: Staff weapon, Jaffa armor. of interfacing with the computer systems themselves in
ti mes of emergency. and of directing the ship's systems by
use of t heir thoughts. All Asgard ships come with an
"operating manual~ that allows those unfami liar with the
OTHER FLEETS ship to work th e basic systems in case of an emergency.
Asgard beaming techno logy is also more advanced than
Though they are of the most concern to the SGC, the Goa'uld transport rings, since the Asgard devices do not
Goa'uld are hardly the only space-faring race in existence. require a destination ring at the point of transpon or
Below is a brief description of several other interstellar retrieval in order to move an individual across great
powers, their strength, and their tactics. Statistics for their distances. The most advanced ship of Asgard design (the
vessels can be found in Chapter Four. and in Table 4.20: O'Neill) had a nearly unbreachable outer hull made of
Master Vehicle Guide, starting on page 160. carbon. trini um. and naquadah. and more ships are being
built along these lines. In addition . they have superior
communications technology: nearly instantaneous
tra nsmissions have notified them of attacks on their
in terests over several star systems away. summon ing them
to provide back-up to those in need.
The Asgard are extremely loyal to their friends and
allies. and often go out of their way to protect less advanced
cultures from more predatory species such as the Goa'uld.
However, they are physically small and fragi le, and cannot
provide much direct assistance in ground assau lts; most of
their help in these cases has been in transporting troops to
safety, or forcibly removing Jaffa from the field of battle.
Given their highly conform ist. low-key, and advanced
culture, they have no need to conquer other planets or
species. but their recent problems with the Replicators
have left them low on resources. They are often forced to
conserve the ir energies and weapons for fights they can
win, and not those that would lead to an all -out
confront ation with those whom they oppose.
Asgard ships can move in very quickly, maneuver easily
in atmosphere as well as space, and are capable of
completely vaporizing ships as large as a standard ha'tak
within minutes. While they do not deploy ground troops or
attack vessels. their beaming technology and weapons are
so effective that further attacks are rare ly necessary.

75
The Asgard do have the disadvantage of being T HE PROMETHEUS
somewhat predictable, overwhelming their opponents by The Promerheu.6 is the first starship built by Earth,
num bers and force, not tactics. They rarely employ traps or compiling Goa uld. Asgard. Tollan. and Ancient technology
complicated stratagems, and it is possible to elude them if in concert with Earth systems and materials. It possesses a
one acts quickly enough. Evasion maneuvers must take hyperspace drive, laser cannons, missiles, and space
place quickly, however. because their sensors are highly enough for 300 military personnel, as well as advanced
tuned, and capable of tracking ships for great distances. sensors and communications array. In an unfortunate
They are willing and able to sacrifice ships and personnel if incident on its maiden voyage. the Prometlw!u was strand
necessary. but prefer cleaner victories with no casualties. ed several star syst.ems away, slowly made its way back to
They rarely strike until they are certain of their actions. Earth in small. incremental hyperspace jumps, in order to
When the ham mer falls, it is swift and merciless. avoid damage to the engines. In the meantime. messages
home were sent through passing Stargates along
the route. and the crew was rotated out in
order to ensure the competency and
alertness of its personnel. While this ship
has only been in a tiny handful of ar med
conflicts, it is believed that the Promethmu
is advanced enough to match most Goa'uld
ha'tak.

OTHER S~C CRAFT


The first attempt at reworking Goa'uld
technology for use on Earth involved the two
scavenged death gliders from Apophis
attack (l.ee the Sea..101! Two llOurcebook, and
the epuode The Serpellt'1. Lairfor more infor.
motion), and substituting Tauri components
for those which could not be reused. Whi le
the attempt was a success in tests onplanet,
as soon as the modified glider left Earth's
MERCEr-.iARIE5
at mosphere. a recall device was activated which sent the
Various nearhumans and Goa'uld have commercial and
craft voyaging towaid Apophis' territory. The ship and its
dip lomatic ties between System Lords' territories. Bounty
crew were recovered with the help of the Tok'Ta, but the
hunters. traders. artisa ns, and merchants have been known
craft had to be fe examined and extensively modified in
to ferry goods and personnel between systems in the
order to avoid furthE'r accidents.
absence of access to a Stargate. Most use a teltac. often
A second glider was designed for use with a naquadria
customized to prevent capture or theft, in order to journey
engine, and was intended for hyperspace travel, but design
between planets and territories. Those who do are usually
li mitations led to its being scrapped in favor of the
loyal only to themselves, not to any System Lord, and make
Prometheull project. Further research is being explored in
it a point to avoid armed conflicts with the Goa'uld or other
order to dE'sign a working small exploration/attack craft
powers. Few independent operatives command more than
similar to the death gliders in use by the Goa'uld. but at this
a halfdozen teltacs. If caught in t he middle of a
time, no th ing definitive has been successfully produced.
confrontat ion between the SGC and the System Lords (or
The discovery of any alien techno logy which would assist
any other set of enemies) they will usually use their craft's
th e SGC in developing a working prototype would be
shields and ability to reach hyperspace, and flee the scene
welcomed.
of the battle. Teltacs are maneuverable enough to avoid
most traps. and low.profile enough that they are rarely
Tok'RA
accosted, since they are also used by agents of t he System
The Tok'ra favor teltacs as their major source of
Lords. The Tok'ra sometimes take advantage of this fact,
transportation. and maintain a small fleet of
which is why most merchants and mercenaries (as well as
approximately 200 at anyone time, scattered throughout
their Tok'ra impersonators) are careful to carry the correct
the System Lurds' worlds where they are work as spies and
documentation and permits for their ships. just in casco
resistance fighters. These tehacs are usually concealed for
quick escape when not in use, and are often traded in for
STAR~ATE COMMAr-.iO
replacements and exchanged with others, in order to
The Tauri are extremely recent entries into th e space
maintain the Tok'ra's low profile as covert operatives.
race. As early as a decade ago, they possessed no spacecraft
Occasionally they are forced to steal teltacs. or abandon
beyond orbital shuttles and a few long.distance probes.
them in between movements from one base to another.
With the capture of Goa'uld technology and the help of
more advanced allies. however, they are rapidly gaining
ground: a testament to humanity's innovation and
resou rcefulness.

76
PROMETkEUS ADVENTURES
also tend to fly exploratory missions in search of new basI'S
The Promerhe~ can make an interesting variation in areas where Stargates are not in place. pUlling them at
an advantage when attempting to avoid the System Lords'
on a standard Starg<lle campaign. either as a oneshot
minions. Overall. they are capable of tipping the balance in
mission. or an extended series of adventures centered
a planet-wide conflict through stealth and trickery. but not
around the vessers return home during Seasons Six
through force of arms.
and Seven. Missions set onboard t he Promerheu.b
during that period have much in common with The Tok'ra are fanatical in their mission to bring down
olderstyle science fiction shows such as Star Trek. as the System Lords. but as a way of life, it can be
discouraging. They had made very few concrete advances in
the charaCTers are more or less limited to life onboard a
the last few centuries prior to their alliance with the SGC
spacebound vessel, stopping at various locations in the
course of an extended voyage, Though the Promethrm.b They are desp ised and hated by the System Lords. and if
captured. their deaths will be swift and brutal. However,
is mainly concerned with return ing to Earth. it makes
their loyalty to each other and belief in their cause help sus-
routine StOps on Stargate'equipped worlds to resupply
tain them as they take on the often dangerous work of gat h.
and take on new crew members. It's also equipped to do
ering information and trying to thwart the System Lords'
basic exploring work, make contact with new worlds.
plans. Their fleet - quiet. stealthy, and rarely noticed - is
and even strike against the Goa'uld if necessary, An SG
an integral part of that mission.
team placed onboard can engage in many of the same
activities they would at the SGC, with the added flavor
ToLLA~S
of living out among the stars. Alternate ly, they can
More often than not, the Tollan travel between systems
arrive for a one or two adventu re stint - much as
using the Stargates, and they see no need for military
Samatha Carter did in the Season Seven episode Grace
starships. But they do have various commercial and private
- and then return to the SGC the next time the ship
passes a Stargate. vessels which can tranSp<lrt them between planets for short
distances, and they still retain the longrangevessels which
More on the Pro methe~ and her crew will appear in
the upcoming SellAon Six sourcebook. took them to Tollana after the destruction of their previous
homeworld. These ships are unarmed. and not in the best of
condition, but with minimal repairs they could be used as
"arks' for large numbers of people as they were once before.
Since the Tok'ra work in secret - as undercover
However, most of their military defense is based on
operatives, saboteurs. infiltrators. and agenu prOVocQteur.b
stand ing weapons installations on Tollana, not warships or
- they avoid direct confrontation like the plague. They
armed transports. These installations are capable of taking
simply don't have the numbers or armaments for pitched
down the average ha'tak once it enters Tollana airspace, as
battle with t he System Lords. Of anyone else. The
long as it is detected in time. A ring of military sate!1ites
occasional discreet assassinatio n or concealed bomb is the
limit of what they'll do as far as direct action goes, and t hat detects the presence of intruders and relays the
requires the stealth and concealment that a teltac can give. information to the authorities. who then employ the
defensive systems.
Death gliders are also of little use to the Tok'ra. since they
are tOO difficult to maintain for Tok'ra purposes. The advanced design of their ships makes inter-system
The Tok'ra are I'xtremely loyal to each other. and will travel possible for large populations. as well as
not willingly betray their people if caught. However. they transporti ng goods and equipment. The Tollans are a
are aware of the lengths to which the System Lords will go peaceable people. and do not like to become involved in
other races' confli cts. They also lack military ambitions,
if they suspect t reachery, and always have contingency
plans and escape hatches in place. They are ready to flee and are con tent to remain on their new planeT. alrhough
through the Stargate, or use their small fleel. at a moment's some basic exploration of nearby systems began a few
notice, and often leave no trace of their previous years afte r they established themselves. They will fight to
Inhabitation behind them. defend themselves, but will never attac k first; as allies,
As was stated before. the Tok'ra tend to avoid space they are cautious of being drawn into the conflicts of
others, but have been known to protect individuals who
ballles if they can help it. Teltacs are made for slipping
claim sanctuary on their planet. Their communications
quietly In and out of a planet's atmosphere without being
systems are incredibly advanced. capable of sending
detected. or for secret rendezvous between operatives in
messages across light-years in only minutes. and their
distant systems. not confrontation. If caught. they will
defensive capabilities usually protect them from all
ofte n employ kami kaze tactics in ord er to avoid
threats.
questioning arld damage the System Lords' strongholds
With the attack from Anubis at the end of Season Five
and person nel prior to their inevitable demise. They are
the To11an space program has been all but eliminated:
capable of leaving sophisticated t raps based on false
Severa! ships escaped the carnage. however. and now flit
information and communication trails. but usually do not
between the stars, searching desperately for somewhere to
have the resources to engage in th is kind of sabotage very
begin again. These are considered the equivalent of Asgard
often. Their knowledge of star systems is impressive; they
transport vessels (J,ee page 162) without the SCD. SLD, or
are capable of detecting new sitl's for their strongholds and
laser improvements_ See the upcoming Season Five
concealed bases within a short period of time. The Tok'ra
sourcebook and the episode BetlWfln TWo Firf/.b for more
information.

77
This chapter contains
new character options. classes.
and rules updates.

NEW HUMAN
SPECIALTIES
These specialties are normally limited to Earthbound humans.
typically attached to a branch of the military. In this case. they represent
humans who have not been separated from Earth long enough to develop
unique genetic qualities.

1-I1MMEL AIR FORCE (MACRO-SPECIALTY)


The Himmel Air Force (Luftwaffe) is responsible for the protection of the city of
Neuberlin as well as its outlying command posts. While it is highly efficient and well
armed, it has not met an enemy in aircombal in over so yea rs.

SHARED SPECIAL T AL E NTS

"l Dexterity, - 2 to any one abili ty (except DexterifY) .

Profession(Military) is always considered a class skill For the character.

The character receives 4 extra vitality points aT 1ST level and 1 extra vitality point each level
thereafter.

Languages: German is a native language for the character.

HIMMEL AIR FOR CE OFFICER


Originally the German Air Force on Himmel was seen as a way to distinguish oneself in daring aerial
combat. Since such combat has not occurred in decades (and very few planes still exist regardless). the
Himmel Air Force is seen as nothing more than support for the army. Many Air Force Officers resent this
perception and would eagerly jump at the chance to prove themselves and their subordinates in actual
aerial combat.

SP ECIAL TALENTS

Pilot is always a class skill for the character.

+\ Specialty bonus with Concentration and Spot skill checks. This oonus increases by an additional
.. , at 4th level and for every 4 character levels gained thereaher.

7.
Pay Grade: While working with the SGC, the character
A BRIEF WORD
is paid as an officer (.dee rlw Stargate Sc / core rule
ON pJAZI C .... ARACTERS
book. page 284). Offworld characters are often paid in
Some of the specialties and OTher rules in this
commensurate nonmonetary concessions and favors.
section are provided for the creation of Himmel
colonists (1)ee page 27): in other words. Nazis. Because
Bonus Feat: I'ron Will. All prerequisites for this feat -
of their appalling morals and connection to one of the
including minimum ability scores - are waived.
most evil regimes in history, Nazi characters are not
recommended as PCs. The rules here are intended to
HIMMEL ENLISTED help the GM develop complex foes for the SGC - bad
AIR FORCE RECRUIT guys - and should be used as such. However, it is
These days many Himmel colonists who do not like the possible that someone trained in a Na zi specialty will
thought of engaging a dedicated enemy in ground combat have a change of heart, and turn his back on his former
look to the air fon;e as a safe way to serve the Reich. ideology. Such characters should be approved by the
Military service is mandatory for all ablebodied male GM and handled with appropriate care.
citizens. and while those who try to find a way out of
serving often disappear in the night, those who serve in the
Luftwaffe nonethelesS fulfill t he state's requirement. Bonus Feat: Extra Support. All prerequisites for this
feat - including minimum ability scores - are waived.
SPE CIAL TALENTS
I-IIMMEL ARMY
(MACRO-SPECI A L TY)
+l Specialty bonus with Bureaucracy and Mechanics
The German Army built up under the Nazis. chailenged
skill checks. This bonus increases by an additional +I at
the entire world during World War II. The remnant of that
4th level and for every 4 characte r levels gained there-
fearsome forc e combines the most advanced human
after.
techno logies from the era with those of the Goa'uld to
create a truly formidable soldier.
Pay Grade: While working with the SGC, the character
is paid as an enlisted soldier (..lee the Stargate SC'l core
fl,lebaok, page 283). Offworld charact ers are often paid SHARED SPECIAL TALENTS
in commensurate non monetary concessions and
favors. +2 Consti tution. -2 to anyone ability (except
Constitution).
Bonus Feat: Clean and Polished. All prerequisites for
this feat - including mi nim um abili ty scores - are Profession{Milit ary) is always a class skill for the
waived. character.

+1 species bonus to Will saves. This bonus increases by


HIMMEL AIR FORCE RESEARCHER
an add itiona l +1 at 4 th level and every 4 levels
With the Himmel Air Force's small size and limited
t hereafter.
budget, research is kept to a minimum. Nevertheless. a
small corps of dedicated officers and scientists continues
Languages: German is a native language for the
to experiment with alternate methods of propulsion in the
character.
hopes of achieving manned space flight. This same
thinktank is also responsible for the developments in high-
energy physics and materials science that enabled the HIMMEL ARMY OFFICER
Himmel forces to adapt some items of Goa'uld technology Picked from the best and brightest among the German
to their own use. army for colonization, the original officers passed lheir
gifts down to thei r children, who now hold the majority of
the mil itary might of Himmel in their hands.
SPECIAL TALENTS

At 1St level. the character may make one inspiration SPEC IA L TALENTS
check per session without spending an action die. He
gains an extra such free inspiration check at 5th level +1 species bonus t o Diplomacy and Intimidate skill
and every 5 levels thereafter. checks. This bonus inc r eases by an additional +l at 4th
level and every 4 levels thereafter.
Pay Grade: While working with the SGC, the character
may choose to be paid as an officer or a civiHan Pay Grade: While working with the SGC. the character
specialist (Me the Stargate SC-l core rulebook. pagM is paid as an officer (,t:oee the Stargate SG-l core rule
28328S). Offworld char acters are often pa id in book. page 284). Offwor ld characters are often paid in
commensurate nonmonetary concessions and favors. commensurate nonmonetary concessions and favors .

79
Bonus Feat: Fortunate. All prerequisites for this feat -
including minimum ability scores - are waived.

HIMMEL ENLJsTE D ARMY RECRUIT


All male citizens of Himmel must serve in either the
military. SS, or SA for a period nOlless than five years. Most
enter into the army as a means to fulfill this requirement.

SPECIAL TALENTS

+1 department bonus to cover and concealment Defense


bonuses. This bonus increases by an additional +] at
4th level and every 4 levels thereafter. The character
only gains this bonus when he's already receiving a
cover or concealment Defense bonus granted by true
cover (as opposed to an ability such as the soldier
class's portable cover).

Pay Grade: While working with the SGC. the character


is paid as an enlisted soldier (.<lee the Stargate SG j core
NAZI PARTY OFFICIAL
rulebook. page 283J. Offworld characters are often paid
(SpECIALTY)
in commensurate non monetary concessions and
Party officials are the rankandfile of the governing
favors.
body on Himmel.
Bonus Feat: By the Book. All prerequis ites for this feat
- including minimum ability scores - are waived. SPECIA L TALENTS

+2 Charisma, ~~ Dexterity.
HIMMEL ARMY MARkSMAN
The Himmel Army has always recognized the tactical
Bureaucracy is always considered a class skill for the
advantage that a trained sharpshooter corps can provide on
character.
the battlefield - or in riot control. Accordingly. the elite of
this military force are its marksmen. who are subject 10 rig-
The threat ranges of Diplomacy and Intimidate checks
orous selection procedures and merciless tra ining in pur-
made by the character are increased by 1 (Le. a threat
suit of excellence in their chosen field.
range of 20 becomes 19 ~9). These threa t ranges are
increased by an additional] at 5th level. and for every 5
SPECIAL TALENTS character levels gained thereafter.

Craft (Gunsmithing) and Surveillance are always class The character receives 4 additional skill points at 1St
skills for this character. level and I additional skill point every character level
gained thereafte r. The 4 extra skill points gained at 1st
+1 species bonus to Hide skill checks. This bonus level are counted as a bonus after the character's
increases by an additional +] at 4th level and every 4 starting skill points are calculated; they are nor
levels thereafter. included in the skill points mu ltiplied by 4 (Aee the
Player~ Handbook .... for more infonnation).
Pay Grade: While working with the SGC, the character
may choose 10 be paid as an officer or an enlisted Pay Grade: While working with the SGC, the character
soldier (..lee the SrargGte SG'1 core rulebook, page is paid as a specialist [..lee the Storgote SG'1 core rule
283285). Off-world characters are often paid in book, page 284). Off-world characters are often paid in
commensurate non-monetary concessions and favors. commensurate nonmonetary concessions and favors.

Bonus Feat: Precise Shot. All prerequisites for this feat Bonus Feat: Political Favors. All prerequisites for this
- including minimum ability scores - are waived. feat - including minimum skill ranks - are waived.

STURMABTEILUNCiEI'oJ (SA OR
STORMTROOpERS) (SpECIALTY)
The Sturmabteilungen, or SA, are the general police
force on Himmel. While their mission is to keep the peace
among the citizens of Neuberlin, they often use tactics
which those on Earth would find hrutal.

80
SPEC I AL TALENTS SPECtAL TALENTS

+2 Wisdom, -~ Charisma. +2 Wisdom.

H Specialty bonus to all Intimidate and Surveillance +] specialty bonus to all Bureaucracy and Profession

skill checks. This bonus increases by +1 at 4th level, (one focus, chosen at character creation) skill checks.
and by an additional +1 every 4 character levels gained This bonus increases by an additional +1 at 4th level
thereafter. and every 4 levels thereafter.

+1specialty bonus to unarmed and melee attack checks Pay Grade: While working with the SGC, the character
made against unarmed opponents. This bonus increas is paid as a ci.vilian speci.alist ?leI! the Stargate SG -,
es by an additional +1 at 5th level and every 5 levels core nllebook, page 28J}. Off-world characters are often
thereafter. paid in commensurat e nonmonetary concessions and
favors.
Pay Grade: While working with the SGC, the character
is paid as an enlisted soldier (l:.(fe the StargateSG-j core Bonus Feat: Ordinary Past. All prerequisites for this
rlilebook, page ;z8J). Off-world characters are often paid feat - including minimum character level - are
in commensurate non-monetary concessions and waived.
favors.

WAFFEN S5 (ARMED 55)


Bonus Feat: Stone Cold . All requirements for this feat -
The bodyguards assigned to the military officers,
including minimum skill ranks - are waived.
Nazi Party officials, and other important governme nt
functionaries come from the ra nks of lhe Waffen 55. (n
SC .... UTZSTAFFEL (55)
combat, the Waffen 55 also form the elite fight ing units of
(M AC R 0 - 5 P EC I A L TY)
the military during battles against the natives of Himmel.
The original function of the SchutzstaffeL or SS, was
guarding Nazi Party leaders_It soon evolved into a fadlung
organization to protect the entire Nazi movement against SPEC I AL TALENTS
all internal enemies_ It extended its influence and power
into every conceivable aspect of German national life and H Dexterity.
eventually acquired conSiderable power over the army
itself. It was more than a state within a state; it was superi +1 Specialty bonus to awareness checks (Aee the
or to both the Nazi Party and the German government. Star9are SG-l core rulebook. page 392). This bonus
The 55 were charged with guarding the High Command increases by H at 4th leve\, ~nd for every 4 character
and Governor assigned to the colony on Himmel. It also had levels gained thereafter.
orders to ferret out any possible dissenters among the
colonists. Over the years the 55 has caught a few such
traitors. usually symp~thizers to the Himmelites.

SHARED SPECIAL TALENTS

- 2 to anyone ability. The character may not apply the


penalty to the same ability as the bonus gained from his
chosen sub-specialty.

The character may choose 2 cross-class skills to become


class skills. He may choose one additional cross-class
skill to become a class skill at 4th level. and for every 4
character levels gained thereafter.

ALL~EMEINE 55 (~ENERAL 55)


The General SS is composed of ordinary citizens who
act as the organization's eyes and ears. More often than
not, members of the General 55 do not wear the distinctive
uniforms of the 5S. Instead they serve the SS uparHime"
while pursuing a different vocation, whether that be as an
enlisted serviceman, a technician. a scientist, or even a
Nazi Party official. All the while they watch their supposed
colleagues for any signs of disloyalty to the cause or the
ideals of the Nazi Party.

.,
NEW ALIEN
SPECIALTIES
These specialties are intended for characters not native
to Earth. as specified in their entry. Characters from each
of these specialties receive the shared special talents of
their race.
Note: Unless specifically mentioned in this section, all
nearhumans in this book may be created using the
pertinent rules on pages 148')51 of the Star9ate SGJ core
rulebook.

TA-TANEp,j
(New Ja//a Specialty)
Ptah's few Jaffa guards are known as ~Tatanen,~ or
stone warriors." They are not known for their great
thinking. nor for their speed. But they can weather even the
most deadly combat like a srone in the rain. Often. the
Tatanen would be the only warriors left standing on the
battlefield during the wars between the System Lords.
Tatanen have thus gained a reputat ion for strength and
endurance unmatched among their fellow Jaffa. Their
numbers are quite small compared to those of other Jaffa.
and are generally limited to Ptah's tiny handful of planets.
Pay Grade: Whi le working with the SGC, the character
More on Ptah can be found on page 73.
may choose to be paid as an officer or an enlisted
soldier (l.ee tile Stargate 5G'1 care rulebook, page 18J).
Off-world characters are often paid in commensurate SPECIAL TALEN T S
non-monetary concessions and favors.
+2 Constitution (t his comes in addition to the Jaffa's
Bonus Feat: Any basic combat feat. The character must normal Constitution bonus).
still satisfy all prerequisites for the selected feat.
+l species bonus to all saves against environmental
hazards. This bonus increases by an addit ional +l at
TOTENkoPFVERBANDE 55
2nd level and every ~ levels thereafter.
( OEATH' S H EAD 55 )
Commonly called the Gestapo (as they grew in Himmel
Bonus Feat: Coolness Under Fire or -In My Sights." All
to supplant all of that group's duties), Death's Head SS are
prerequisites for t he selected feat are waived.
interrogators of persons arrested by the SA. They
occasionally form special operations police units when an
ELDEORANS
especially dangerous suspect must be dealt with by the SA.
(New NearHuman 5pllcilll./Speciaity)
The residents of Eldeore are a advanced society of
SPECIAL TALENTS indeterminate origin. This is a near-human species with an
advanced sodety (~ per the Star9ate SG -1 core ru/ebook.
+2 Charisma. /48 '151)

H Specialty bonus with all Intimidate and Sense Motive


SPECIAL TALENTS
skill checks. This bonus increases by +\ at 4th level and
every 4 character levels gained thereafter.
+2 Intelligence, - 2 Strength. An intellectual sodety,
Eldeorans do not toil in any way.
Pay Grade: While working with the SGC, the character
may choose to be paid as an officer or a civilian
+l Species bonus with all Craft (anyone focus) and
specialist (l.ee the Stargate 50/ core rulebaok, page
Knowledge (anyone focus) skill checks. This bonus
283). Offworld characters are often paid in commensu
increases by an additional +1 at 4th level and for every 4
rate non-monetary concessions and favors.
character levels gained thereafter.
Bonus Feat: Glint of Madness. All prerequisites for this
Species Feats: The character may choose levelbased
feat - including minimum character level - are waived.
feats from the species feat tree (l.lle Star9ate SGj core
rulebook, PQge 264). Typically, a character may not
choose feats from the species feat tree u n less he SPECIAL T ALE N TS
possesses a character option that expressly allows him
to do so. H Constitution. -2 Charisma. The Gallicians as a whole
are typically adaptable and subtle, but their suspicion
Languages: Eldeoran is the language spoken by of outsiders and st rong t heological beliefs can
Eldeorans. sometimes be offputting to modern humans.

Evol utionary Advantage: Long Life. +I Species bonus to all Balance and Survival skill

.:hecks. This bonus incr eases by an additional +1 at 4th


Evolutionary Disadvantage: Perfect Life Uee page S7}. level and for every 4 ch arac ter levels gained thereafte r.

Cult ural Weaponry: Eldeoran characters receive no Cultura l Weaponry: At 1St level the character does not
Armor Group Proficiency or Weapon Group Proficiency gain the Weapon Group ProfiCiency feats typically
feats at character creation. instead, for each such feat granted by his base .:lass. Inst ead, he gains the Weapon
that an Eldeoran character would normally receive, he Group Proficien.:y (Hurled) and Weapon Group
instead receives 1 additional vitality point. Proficiency (Melee) feat s.

Pay Grade: While working with the SGC, the character Species feats : The character may choose level based
may choose to be paid as an officer or a specialist (,\ee feats from the species feat tree (Me the StaTgGte S G-J
page 28J). Near-human characters are often transplant core rulebook. page 264). Typically a character may not
ed to Ea rth whjle they work with the Sec. choose feats from the species tree unless he possesses
a character option that expressly allows him to do so.
Advanced Society Bonus feat; Any basic skill feat. The
character must still meet all prerequisites for this feat Languages : A variant of Ara bic is the most common
before .:hoosing it. trading longue, with some regional offshoots for the
various cultures from North Africa.
Note: No characters from Eldeore start with any armor or
weapon profiCiencies. Pay Grade: While wo rking with the SGC, the character
is paid as an enlisted soldier (,\ee the Srargute SG-l core
GALLICIAr-iS rulebook. page 28y. Nea r-human characters are often
(New Near-Human Specie,\/ Specialt y) transplanted to Earth while they work with the SGC.
The residents of Gallicia are transplants from dark
ages Morocco. transp lan ted by the Goauld, who abandoned Primitive Society Bonus Feat: Desert Training. All pre
them for reasons unknown. This is a nearhuman species requis ites for this feat are waived.
with a primitive society (IU per rill! StaTgate SG-ll:OTe Tule-
book. pagel> 148-15J).

B3
i-tIDOMAllis Languages: Japanese is the native language of
(New Near-Human 5pecie&l5pedalry) Hidomans.
Descended From Japanese stock, the Hidomans have
maintained a remarkable amount of both culture and t ech- Pay Grade: While working with the SGC, the character
nology, given the catastrophic aftermath of the biological may choose to be paid as an enlisted soldier or a civilian
attack on their world. This is a near-human species with a specialist (hee the Srorgate SC-/ core rulebook, pagll.l>
modern society (Qh per the Stargate 5C-1 core rolebook. 148- 282-285). Near-human characters are often transplant-
lS1). ed to Earth while they work with the SGc.

Modern Society Bonus Feat: Any style fea t. The


SpecIAL TALENTS
character must still meet all prerequisites for the
selected feat.
No ability modifiers.
i-tIMMElITES
Diplomacy is always a class skill for Hidomans.
(New NearHuman Specie..l/Specialty)
The residents of Himmel are descended from humans
+1 species bonus to all Diplomacy and Profession (a ny
taken from ancient Canaan. They were used by the System
one focus) skill checks. This bonus increases by an
Lord Nirrti as a breeding pool for Jaffa candidates. Now,
additional +1 al 4th level and every 4 levels thereafter.
with the Germans supplanting Nirrti. they serve as either
tenacious foes or a source of forced labor This is a near
+1 species bonus to all Fortitude saves. This bonus
human species with a primitive society (ru. per file Stargate
increases by an additional +1 at 4th level and every 4
SG-l core rulebook. pagll.l> 148-151).
levels thereafter. The Hidomans who survived
Note that this template is no! used for the German
Susanowa's attack tended to be those with the best
colonists on Himmel. who are only one or two generations
natural resistance to hardship, and passed this
removed from Earth. and therefore use eit her the macro
resil ience on to their descendants.
specialties at the beginning of this chapter_ or normal
Earth specialties. "Himmelite" refers to the planefs
Cultural Weaponry: At 1st level the character does not
original inhabitants only.
gain the Weapon Croup Proficiency feats typically
granted by his base class. Instead, he gains the Weapon
Croup Proficiency (Ha nd gun), Weapon Group SPECIAL TALENTS
Proficiency (Melee) and Weapon Group Proficiency
(Rifle) feats. +~ Constitution. "~ Intelligence. Whi le Himmelites are
much tougher than humans found on Earth due to
Species Feats: The character may choose level-based millennia of forced combative evolution, they lack any
feats from the species feat tree (.we Srorgote Sa-j core form of forma l education and possess only a
rulebook page 264). Typically, a charaCter may not rudimentary system of writing.
choose feats from the species feat tree unless he pos-
sesses a character option that expressly allows him to
do so.

8~
+1 Species bonus with any Balance and Jump skill Pay Grade: While working with the SGC. a Hou Kaingan
checks. This bonus increases by an additional H at 4th is paid as a civilian specialist (Me the 5targat!' 5G'1 cor"
level and for every 4 character levels gained thereafter, rulebaok, paget. 284'285). Near-human characters are
often transplanted to Earth while they work with the
Cultural Weaponry: At 1St level. the character does not sec.
gain th e Weapon Group Proficiency feats typically
granted by his base class. Instead, he gains the Primitive Society Bonus Feat: Aquatic Training or
Weapon Group Proficiency (Hurled) and Weapon Jungle Training. All prerequisites for the selected feat
Group Proficiency (Melee) feats. are waived.

Languages: Ancient Canaanite is the native language kETTLEDWELLERS


of the Himmelit es. (New Near-Human 5pecie-d/ 5pecialry)
The residents of the Kettle (Me page 6o) are the only
Evolutionary Advantage: Born to War (Me page 87). survivors of the war which destroyed Shchizenya's original
civilization. This is a nearhuman species with a modern
Evolu t ionary Disadvantage: Short Tempered (..we society (aJ> per th" 5targate 50'1 core rulebook. paget. 148.
page 87). 151) .

Pay Grade: While working with the SGC, the character


SPECIAL T ALENTS
is paid as an enlisted soldier or specialist (Aee rhe
5targate 50'1 core rulebook. page ~83). Nearhuman
+2 Charisma. -2 Strength, - ~ Constitution. Life under
chara cters are often transplanted to Earth while they
ground, with poor nutrition and no access to natural
work with the SGc.
light, has taken its toll on the physical health of those
who live in the Kenle. Shchizenyan society is also
Primitive Society Bonus Feat: Toughness. All prerequi-
hyperconscious of social protocols.
sites for this feat - including minimum skill levels -
are waived.
+I Species bonus to all Diplomacy and Escape Artist
skill checks. This bonus increases by an additional +) at
liou kAINGAp.,IS
4th level and fOT every 4 character levels gained
(New NearHumnn 5pecie.t.l5ociety)
thereafter.
The inhabitants of Hou Kainga have been subject to a
millennium and a half of genetic experimentation from the
Cultural Weaponry: At 1st level the character does not
Goa'uld underlord Ta ngaroa. These Polynesiandescended
gain the Weapon Group Proficiency feats typica!ly
humans have rema ined blissfu lly unaware of their Goa'uld
granted by his base class. Instead, he gains the Weapon
master's meddling in their biology, and have enjoyed lives
Group Proficiency (Hurled) and Weapon Group
remarkably free of strife for centuries. Hou Kaingans differ
Proficiency (Melee).
from a normal human in their large upper torsos (to
accommodate la rger lungs) and webbed toes. This is a near-
Evolu tionary Advantage: Eidetic Memory. Living in a
huma n species with a primitive society (aJ> per the 5targate
giant threedimensional maze has forced the inhabi
5G'1 core rulebook. page 148).
t ants to become adept at memorizing routes.

SPECIAL TALENTS Evolutionary Disadvantage: Gene Pool Deficiency


(ConMitutioll, u noted above). Harmful genetically
+2 Charisma, - 2 Intelligence. Hou Kaingans are sociable recess ive conditions such as sicklecell anemia, cyst ic
and open people. but have had little opportunity for fibrosis and hemophilia are common in the Kettle.
intellectual deve lopment.
Languages: Shchizenya is the language spoken in the
+1 species bonus to Boating and Survival skill checks. Kett le. (t diverged from ProtoChinese so early that it is
This bonus increases by an additional +1 at 4th level considered a XenoLanguage.
and every 4 levels thereafter.
Pay Grade: While working with the SGC, the character
Evolutionary Advantage: Pinnipedian (.M'" page 87). is paid as a civilian specialist (Me the 5targare 5G'1
core rulebook. page 283.) Near-human characters aTe
Evolutionary Disadvantage: TerminaUy Innocent (..lee often transplanted to Earth while they work with th e
page 87). SGC.

Special: Naquadah Infused (Me P(lg" 87). Modern Society Bonus Feat: Traceless. Because the
Kenle is so densely populated, leaving any evidence of
Languages: Tahitian is the native language of the Hou one's passage is considered "marking terr itory;' and is
Ka ingans. a great social offense.

as
LIRA-kEANS Pay Grade: While working with the SGC, the character
(New NearHuman SpecieJ;/Specialty) is paid as a civilian specialist (.lJee th .. Stargate SCI cor..
Lira-keans descend from Roman/Egyptian stock. ruiebook. pag .. ~83). Nearhuman characters are often
brought to their current planet by Selket millennia ago. transplanted to Earth while they work with the SGc.
This are a near human species from a modern society (a..!
per tile Stargate SC/ core rulebook, page.IJ /48.151.) Modern Society Bonus Feat: Any gear feat. The
character must still meet all prerequisites for the
selected feat.
SPECIAL T ALENTS

STENNOSSIANS
+2 Intelligence, -2 Constitution. Lira-keans ~re in
(New NearHuman SpecieJ;/Specia/ty)
service to Selket, who uses (and abuses) th em as a labor
The residents of Stennos are a society of Greek origin,
Force on advanced ships and devices. As such. they have
transplanted long ago by the Goa'uld Zeus. This is a near
both technical knowledge and skills more advanced
human species with a primitive society (a..! per tlie Stargate
than the average Tauri. However. they also live in
SG j core ruiebook. 148.151.)
constant fear of their ruler's totalitarian regime - with
most of their actions circumscribed and dictated - and
do not handle stress well. SPECIA L TALENTS

+2 Constitution. -2 Intelligence. While not


necessarily less intelligent than their modem
Earth counterparts, Stennossians lack the early
education and resources to fuHy capitalize on
their mental faculties.

+1 Species bonus with any Climb and

Handle Animal skill checks. This bonus increas


es by an additional +1 at 4th level and for every 4
character levels gained thereafter.

Species Feats: The character may choose


levelbased feats from the species feat tree (Me
the Stargate SGI core rulebook, page 264).
Typically, a character may not choose feats from
the species feat tree unless he possesses a
character option that expressly allows him to
do so.

Languages: Ancient Greek is the native


language of the Stennossians.
+i Species bonus to all Profession (Engineer) and Sense
Evolutionary Advantage: Environmental Resistance
Motive skill checks. This bonus increases by an
(Heat).
additional +i at 4th level and for every 4 character
levels gained thereafter.
Evolutionary Disadvantage: Vulnerability (Cold).
Cultural Weaponry: At 1st level the character does not
Cultural Weaponry: At 1St level, the character does not
gain the Weapon Group Proficiency reats typically
gain the Weapon Group Proficiency feats typically
granted by his base class. Instead, he gains the Weapon
granted byhis base class. Instead, he gains the Weapon
Group Proficiency (Hurled) and Weapon Group
Group Proficiency (Hurled) and Weapon Group
Proficiency (Melee) feats.
Proficiency (Melee) feats.
Species Feats: The character may choose levelbased
Pay Grade: While working with the SGC, the character
feats from the species feat tree (Aee til .. Starqate SG J
is paid as an enlisted soldier (.1ee theStargate SG1 core
core ndebook. page ~64). Typically a character may not
rul ..book. page ~83). Nearhuman characters are often
choose feats from the species tree unless he possesses
transplanted to Earth while they work with the SGC.
a character option that expressly allows him to do so.

Primitive Society Bonus Feat: Forest Training. All


Languages: Latin and Goauld are the basic languages
prerequisites for this feat - including minimum skill
spoken on Lirake. Lirakeans receive Latin as their
levels - are waived.
native language and may select Goa'uld as a bonus
language.

8.
as neither an evolutionary advantage nor an evolutionary
NEW NEAR-HuMAN disadvantage. A species with this trait lives in a naquadah
rich environment and has incorporated trace amounts of
EVOLUTIONARY the substance into its own bloodstream. The character may
ignore the species prerequisite of the Naquadah Sense feat,
TRAITS though he does not receive it as a bonus feat. On t he down
side. the naquadah in his bloodstream is evident to anyone
else with Naquadah Sense. In addition, Goa'uld (and To k'ra)
ADVAPIITAGES
symbiotes find him particularly comfortable,W receiving a
Rorn t o Wa r. This neilrhuman species has been the
~6 circumstance bonus on all checks and saves related to
subject of Darwinian winnowing through constant warfare
taking, controlli ng, or otherwise dealing with him as a host.
and martial philosophy. A character with this advantage
may add his highest physical ability modifier (Strength,
Dexterity. or Constitut ion) to his base attack bonus for the
purpose of meeting feat prerequisites only. This provides NEW RACES
no benefit to the character's base attack bonus under any
circumstances. Recoml1l1mded EII()/ urionary Du.odvonrage:
kkAA~. NEAR-U~AS
ShortTempered.
(MACRO-SpECIES)
Plnnipedian: A near-human character wit h t his
The K'kaan are as hardy as their ancestors, but lac k the
advantage has adapted 10 an aqua t ic existence in a ma nner
claws found in most Unas populations. They do have large
similar to that of a terrestrial seal (hence the name. from
tough nails. but trim them. They are. on average, smaller
pimlipedia, the family name for seals and their relatives).
and weaker than other Unas, but still more powerfu l than
He receives a +l species bonus to Swim skill checks,
humans. They are neither more or less intelligent than
increasing by an additional +] at 2nd level and every 2
human beings. but their thought processes are more
levels thereafter. In addition, he may spend an action die to
ordered and logical. This makes them good problem
hold his breath for a number of minutes equal to his
solvers, but poor innovators.
Constitution modifier (if positive) while performing
Unlike other Unas species, K'kaan are extraordinarily
actions, or a numbe r of minutes equal to three times his
cooperative and communityoriented. They do not typically
Constitution modifier (if positive) while relaxed and
have the inquisitive nature or natural bravery tha t
immobile.
characterizes human beings. but a few have been known
to break this mold. Such individuals are respected if
DISADVANTAGES
their accomplishments benefit the group. but thei r
Perfect Life: This culture has been so insulated from
methodologies are nOt admired. Though they are peaceful
the harsh realities of life t.hat unpleasant events reson ate
by nature, it should not be inferred that K'ka an are
far more deeply than they would otherwise. A character
cowardly. They can be extraordinarily selfsacrificing when
from this culture suffers a penalty equal to 20 minus his
it is in the best interest of their community (however they
Constitution score (minimum penalty -5) on all saves made
personally define it) and they will fight vigorously against
against environmental hazards, torture, or combat effects
t hreats to the larger whole.
(e.g. explosions, the Thkedown weapon quality). In add ition,
Note: A template for the K' kaan previously appeared in
his base attack bonus is always halved (round down).
the Sy.uem Lord,h sourcebook. The stats below supercede
Short Tempered: A character from this culture receives
that earlie r publication.
a -10 penalty on aU Sense Motive checks made to oppose
Taunt actions (,hee the Storgate SGj core ru /ebook. page
377). Furthermore, his error range for all Concentra tion. SHARED SPECIES TALeNTS
Diplomacy. and Sense Motive skill checks is increased by 2
(e.g. an error range of] becomes ].)). +2 Constitution, -2 Dexterity, -:.I Wisdom.
Te rminally Innocent: A character with this
disadvantage has grown up in an idyllic culture where Regeneration: The character recovers 1 vitality point
deliberate harm of one's fellow man is so rare as to be per minute and] wound point per 5 minutes. Further.
literally unthinkable. He suffers a -8 penalty on all checks the characler always automatically stabilizes whenever
made to resist Bluff and Intimidate attempts targeting he's reduced to negative wound points (so long as he
him. In addition, he must succeed in a Concentration check does not die).
(DC 10) each time he attempts an action that would cause
physical harm to another human who has not physically Sarcophagus Incompatible: K'kaan are not affected by
harmed him. If he fails this check, he loses the action. the sarcophagus device or any other alien healing tech
freezing in a moment of indecision. nology. and may not benefit from such items in anyway.

speCIAL Species Feats: K'kaan may select feats from the species
w
Naquadah Infused: This is a zerosum Madvanta ge. as feat t ree that list Unas or K'kaan as a prerequisite.
it provides both a benefit and a pair of drawbacks. When
designing a near,human species. t reat Naquadah Infused

87
Languages: K'kaan (a dialect of Unas) is a native
language for the character.

k'kAAN DEfENSE MAN


The K'kaan Defenseman is not a military profession,
but a scholar dedicated to the science of conflict.
Defensemen are dedicated and steadfast, with an intense
resolve to protect their planet and others from the threat of
the Goa'uld. They are slightly better at hand ling the
unexpect!'d than their fenows. but still hav!' a tendency to
wait until they have as much information as possible before
acting.

SPECIAL T ALENTS

+0 Wisdom. This replaces the standard -2 Wisdom


penalty suffered by all K'kaan characters.

+I species bonus to all Craft (anyone focus) and


Knowledge (Military History) skill checks. This bonus
increases by an addit ional +I at 4th level and every 4
levels thereaft!'r.

Pay Grade: While working with the SGC, the character


is paid as an officer CAeI' the Stafgare SG j carl! rule
book, pagl! 28Jl. Alien characters are often paid in
commensurate nonmonetary concessions and favors.

Bonus Feat: Clockwork Tactics. All prerequisites for


t his feat are waived. If the defenseman does not have
the lead class ability, he may expend one action die once
per session to benefit from this feat as if he had expend
I'd a persession use of the lead class ability instead.

k'kAAN INVESTIGATOR
k'kAAN SCHoLAR
K'kaan sometimes have peaceful sco uts watch a human
All Kkaan are raised in an atmosphere that rewards the
population under the cloak of invisibility to determine if
pursuit of knowledge. but Kkaan scholars have made this
the population poses a threat.
their life's work. They are patient and slow to ac t without all
the information. but once they set their mind to a subject
SPECIAL TALENTS they will invariably master it.

+~ InteJ1igence.
SPECIAL TALENTS

+1 species bonus to all Search and Sense Motive skill


+~ Intelligence.
checks. This bonus increases by an additional H at 4th
level and every 4 levels thereafter.
+l species bonus to all Gathe r Information and
Know ledge (anyone focus) skill checks. This bonus
Pay Grade: While working with the sec. the character
increases by an additional +1 at 4th level and every 4
is paid as a civilian specialist (Aee rhO' Stargate SG-,
levels thereafter.
core rulebook. page 28J.) Aliens are often paid in
commensurate nonmonetary concessions and favors.
Pay Grade: While working with the SGC. the cha racter
is paid as a civilian specialist (M!e the StaTgate SG-l core
Bonus Feat: Mark. All pre requisites for this feat -
rulebook. page 284). Alien characte rs are often paid in
induding minimum skill levels - are waived.
commensurate nonmonetary concessions and favors.

Bonus Feat: Training. All prerequisites for this feat -


including minimum skill levels - are waived.

88
Custom Ride: At the start of each mission. the wheel
NEW BASE CLASS man gains 4 resource points with which he may requisition
a team vehicle. vehicles. or vehicular improvements. This
WltEELMAPli bonus increases by an additional I resource poim at 4th
level, and for every 4 class levels gained thereafter.
The whet'lman thrives on high.speed chases and the
The wheel man may spend these resource points
rush of deadly battles. He is both a vehicle specialist and a
independently or together with his regular a[{olment. or
trained combatant second only to the soldier class.
may pool them with other team members' resource points
Abilities: Dexterity is by far the most important ability
for more expensive vehicles and improvements. These
for a wheelman. since it is the basis for all vehicle skills. as
bonus resource points may only be used to requisition
well as ranged attack rolls. Intelligence is his secondary
vehides and vehicular improvements.
ability - as a source of extra skill points. many of which are
When multiclassing. these resource poims are only
devoted to combat skills.
received when the character gains a level in his wheelman
Vitali ty: ldu plus Con modifier per level.
class.
This is one of the wheelman's two core abilities.
CLASS SkiLLs Daredevi l: During a vehicular scene. the wheelman may
The wheelman's class skills and key abilities are: choose daredevil-o nly maneuvers and weather certain
oth er maneuvers mo re easily (,61111 Clw.AlM and Vehicular
CLASS 5 kiLL k 'Y AB I L IT Y Combat. pagll 137./or mol'll information).
Bal ance 0" Kick Sta rt: Starting at 2nd level. once per session, the
Boating 0" wheel man may change a failed Mecha nics skill check to a
Craft '0< success by giving the target device a whack in frustration.
Demolitions
Disguise [,.
'0< At llth level. the wheelman may use this ability up to
twice pe r session, and at 19th level. the wheelman may use
Driver 0" this ability up to three times per session.
Escape Artist 0" Bon us Feat: At 3rd level. the wheel man gains the Speed
Handle Animal [,. Demon feat or I bonus chase feat. He must meet all prereq-
Intimidate SIr or Cha uisites for the feat before choosing it.
Jump S" At 5th level and for every 2 class levels gained
Mechanics
Open Lock
'0' thereafter, the wheelman gains I additional bonus chase
feat or an Advanced Skill feat with Speed Demon as a
0"
Perform [,. prerequisite. with the same restrictions.
Pilot 0" F.. milia rity; Starting at 4th level. at the start of each
Profession Wis mission. the wheel man may designate anyone vehicle as
Sport SIr or Dill( ~ fam i 1iar.~ In order to do so. he must have operated the
Spo' Wi .. vehicle for at least 4 hours per day for a numbe r of days
Surveillance Wi, equal to its RP cost (including modifications), The number
Survival
Swim .
Wis
,
of days is reduced by th e wheelman's Wisdom modifier (to a
minimum of one day). The wheel man may designate his
custom ride as familiar if he wishes.
Skill Points at 1St Level: (6 + Int modifier) x 4. For the duration of the current mission. the wheel man
Skill Points at Eac h Additio nal level : 6 + Int modifier. gains a +1 competence bonu s with Boati ng, Driver.
Mechanics, pilot, and maneuver checks made us ing the
vehicle with which he's familiar. He also gains this bonus
CLASS FEATURES
with attac k checks made firing the vehicle's weapons. and
All of the following are class features of the wheelman.
for Balance and Handle Animal checks relevant to a
Startin g Fe .. ts: The wheelman gains the following feats
personal vehicle or mOunt designated as familiar.
at 1st level.
At 8th level and for eve ry 4 class levels gained there
Annor Proficiency (Light)
after, each of these bonuses increase by an addit ional + 1.
Armor Proficiency (Medillm)
Elbow Crease: Starting at 6th level. the wheel man
Weapon Group Proficiency (Hal.dgu n)
gains a +~ competence bonus with Mechanics repair
Wilapon Group Proficillncy (MII/IIII)
checks, whether th e repairs are to a vehicle or another item
Wllapon Group Proficiency (Riflfl)
(,61111 rhll Srarqate SGj COIV roillbook. page 222. and page 96
Wllopon Group Proficiency (Tactical)
of thiA book).
Lucky: Whflnever the wheelman spends 1 action die to
At 9th level and for every 3 class levels gained there-
increase a vehicle related skill check (such as Mechanics or
after, this bonus increases by an additional +2.
Driver), 2 dice are added instead of. (e.g. a Istlevel wheel-
Soup He r Up: Starting at loth level. at the start of each
man's bonus of Id4 becomes 2d4j. ln addition. the GM must
mission, the speed. MPH. Defense. wound point maximum.
spend I extra act ion die to activate each of the wheelma n's
hardness, and options of any vehicle with which the
errors with a vehiclerelated skill check as a critical failure.
wheel man is familiar are increased to 125% standard
This is one of the wheel man'S two co re abilities.

8.
(rounded up). If the vehicle's handling modifier is positive.
this bonus applies to it as well; otherwise, the vehicle's NEW PRESTIGE
h<lndling modifier is reduced to 75% standard (rounded
down). CLASSES
Example I: Lt. Wilson is familiar wit h a classic sports
car. The sports car's unmodified statistics are +6 handling,
A CE
750 ft. speed, 751150 MPH, 15 Def, 80 wound points. 4
Some characters show an uncanny mastery of the air,
hardness, and 8 options. When this ability is app lied, these
becoming deadly fighter pilots or agile chopper specialists.
statistics become +8 handling, 938 ft. speed, 941188 MPH.
While highly specialized, these daring operatives can
19 Def. I~O wound points,s hardness. and 1l options.
provide immediate support during missions involving
Example:1: Lt. Wilson is familiar with a Humvee jeep.
travel and life or death escape situations. More important
The jeep's unmodified statistics are -5 handling , 500 ft.
ly within the 5rargare 50-1 setting. their experience wit h
speed, 501100 MPH, 4 Def. 120 wound points, 10 hardness,
aviation translates to a place at home in the stars as wel l.
and II options. When this ability is applied, these STatistics
Abil ities: Dexterity is the essential ability for a combat
become +) handling, 6~5 ft. speed, 6)/1l6 MPH. 5 DeF, 150
pilot, followed closely by Intelligence.
wound points, I) hardness, and 14 options.
Vit ali ty: ldll. plus Con modifier per leveL
At ~oth level, each of these bonuses increases to 150%
standard (rounded up).
~T hat's Impossibl e!": Starting at 14th level, once per R EQUIREMENTS
game session when driving a vehicle, the wheel man may To become an ace, a character must meet all of the fol
force it to utterly defy physics for one maneuver. for lowing requirements.
example, the wheelman might fly an X-)02 hyperspace Cha r acter Level: 5+.
figh ter through a seemingly annihilative gravity well, Dexterity: 13+.
vertically loop <I helicopter with a two -bladed rotor, leap a Base Attack Bonus: +5 or higher.
motorcycle over a train just as a flatcar goes past, balance Kn ow ledge (Aircraft): z+ ranks.
an 18-wheeler on half its wheels, etc. Pilot: 8 + ranks.
During a vehicular scene, the wheelman may ignore t he Sport (Skyd iving): 4+ ranks.
negative penalties of any maneuver (for more information Spot: 8 + ranks.
about tlli...l oppiicotion. ~c" poglU J70 -J7J}. At all other Feat s : Wind Rider.
times, the GM determines this ability 's effects, based on Not e: In 5targate 50-j. Knowledge (Aircraft) may be
requests made by the wheel man and the conditions at substituted with Knowledge (Spacecraft).
hand.

TABLE 3.1: TliE W liEEL MAN


BASE FORT REF Will D" INIT ~EAR R"
po;
Lv l
1
An
.1
SAVE 5AVE
.D
SAVE
.2 .0 .,
BoN BoN
.1
Picks
1 0(4)
SPECIA L
Starting feats, custom ride* (4 RP),
daredevil, lucky
2 .2 .0 .3 .0 .1 .1 2 1 (4) Kick start l/session
3 .3 .1 .3 .1 .2 .2 2 2 (4) Bonus feat

5

5
.1
.1


.1
.1 .,
.2 .2
.3
2
3
3 (5)
3 (5)
Cust om ride (5 RP), familiarity +1
Bonus feat
6 .6 .2 .5 .2 3 4(5) Elbow grease +2
7 .7 2 .5 .2 5 (5) Bonus feat
8 .8 .2 .6 .2 .5 .5
6 (6) Custom ride (6 RP), familiarity +2
9
10
9
.10 .,
.3 .6
.7
.3
.3
.5
.6
.5

.,
.6 5
6(6)
7 (6)
Bonus feat, elbow grease +4
Soup her up (2S%)
11
12
. 11
.12
.3

.7
.8
.3

.7
.7 ., 5
6
8(6)
9 (7)
Bonus feat, kick start 2/session
Custom ride (7 RP), elbow grease +6,
familiarity +3
13 .13 .4 .8 .8 .8 6 9 (7) Bonus feat
I.
15
.14
.15

.5
.9
9

.5
.8
.9
.8
.9
6
7
10 (7)
11 (7)
"That's Impossible!"
Bonus feat, elbow grease +8
16 .16 .5 .10 .s .10 .10 7 12 (8) Custom ride (8 RP), familiarity +4
17 .17 .5 .10 .s .10 .10 B 12 (8) Bonus feat
18 .18 .6 .11 .6 .11 .11 B 13 (8) Elbow grease +10
19 .19 .6 .11 .6 .11 .11 B 14 (8) Bonus feat. kick start 3/session
20 .20 .6 .12 .6 .12 .12 9 IS (9) Cust om ride (9 RP), famil iarity +5,
soup her up (50%)
Core Ability - A character only ever gains the core abilities of the first base class and tne first prestige class he chooses.

90
CLASS SkiLLs Also at 1st level, the ace gains a virtual basic skill feat
The ace'S class skills and key abilities are: called "Aviator." This feat grants a +2 bonus wi t h
Knowledge (Aircrah). Pilot, and Spot checks. and increases
CLASS 5 k IL L kEY ABILITY the ace's threat range with these skills to 19-20.
Driver Do. At lrd level. the ace gains the Advanced Skill Mastery
Electronics
First Aid
'0'
Wis
feat for his Aviator feat.
At 5th level, the ace gains the Grand Skill Mastery feat
Intimidate Stror Cha for his Aviator feat.
Ju mp 5" Finally, at 9th level, the ace gains the Perfect Skill
Know ledge
'0' Mastery feat for his Aviator feat.
Mechanics
Pilot
'0'
Do.
The ace's prerequisites for these feats - including
minimum character level- are waived.
Profession Wis Fa ncy Flyi ng: The ace's virtuosity makes it highly
Seard1
Sport
'0'
Str or Dex
unlikely that opponents will bring his vehicle down.
Starting at 2nd level, the hardness of any aircraft or
Spot Wis spacecraft the ace controls is increased by III of his base
Surveillance Wis Reflex save (rounded down).
Survival Wis At 7th level, the Defense of any ai rcraft or spacecraft
Tumble Do. the ace c ontrols is increased by 112 of his base Reflex save
(rounded down).
Skill Points at Eac h Additio nal Level: 4 + Int modifier. Bonus Feat: At 4t h level. the ace gains I bonus chase
feat. He must meet all prerequisites for the feat before
choosing it.
CLASS FEATURES
At 8th level. the ace gains 1 additional bonus chase feat,
The following are class features of the ace.
with the same restrictions.
Custom Ri der: Levels in this class are added t o the
Top Gun: Starting at 4th level, once per g~me session
character's wheel man class levels when determining
when piloting an air(rahor spacecraft. the ace may force it
resource points gained from the custom ride ability (J.ee
to utterly defy physics for one maneuver. For example, the
pc<ge 89).
ace may pull a death glider out of a flat or death spin (Me
Class Feat s: The ace gains the following feats at 1St
page 159). slip a helicopter through a crack only inches
level.
wider than its rotors. liftoff or land a plane in an
Armor Group ProfiCiency (Light)
impossibly short field, etc.
Armor GroI<p Proficiency (Medium)
During a vehicular SCene, the ace may ignore the
Weapon Group ProfiCiency (Handgun)
negative penalties of any maneuver (for more information
Battle Born: Whenever the ace spends 1 action die to
about thi.!. application. Me pa9eJ> 170-173). At all other
increase an attack check result or damage roll when using
times. the Gamemaster determines this ability's effects.
an aircraft or spacecraft.mounted weapon. he rolls ~ dice
based on requests made by the ace and the condition s at
instead of 1, adding the sum of both to his result (e.g. an ace
hand.
with a charact er level of 7 rolls ld6 instead of Id6). This is
At 8th level, the ~ce may use this ability up to twice per
the ace's core ability.
session.
Taking Wing: The ace lives to fly, seizing every
~ Bail Oll t!-: At 6th level, the ace becomes an expert at
opportunity to leave the ground behind. Starting at 1st level
evacuating damaged vehicles. He and each of his team
and for every class level gained thereafter. the ace gains I
mates and al l ies wi thin verbal range may exit any vehicle as
add itional skill point that must be spent to increase his
a free action. ignoring the maximum number of characters
Pilot skill.
TA B L e 3,i! : TJ.te Ace
BASE F ORT REF Will DEF INIT ~EAR RE<
Lv l ATT SAVE SAVE SAVE BoN BoN PickS pos SPECIAL
1 .1 .0 .2 .1 .D .1 0 1 Battle bornt custom rider,

2 .2 ., .3 .2 .1 ., 0 2
tak ing wing (Aviator)
Fancy flying (hardn@ss)
3 .3 .1 .3 .2 .1 .2 1 3 Taking wing (Ad vanced)
4 .4 '1 .4 .2 .2 .2 1 4 Bonus feat, top gun l/session
5 .5 .2 .4 3 .2 .3 1 5 Taking wing (Grand)
6 .6 .2 .5 .3 .2 .4 2 6 "Bailout!"
7
B
.7
.B .,
.3 5
.6
.4
.4
.3
.3
.4
.5
2
2
7
B
Fancy flying (Defense), test pilot
Bonus feat, top gun 2/session
9 .9 .3 .6 .4 .4 .5 3 9 Taking wing (Pe rfect)
10 .w .4 .7 .5 .4 .6 3 10 Ace of aces

Core Ability - A character only ever gains the core abilities of the first base class and the first prestige class he chooses.

91
who may exit a vehic le through the same portal at the same REQUIREMENTS
time (,,',/10' paqe 15J). Further, the ace and each of his team Character Level: 5+,
mates and allies within verbal range gains the fo!iowing Computers: 4 ranks.
benefit s when exiting an air, ground, or water vehicle. Electronics: B ranks,
Air Vehicle: Each character gains a +5 competence Surviva l: 4 ran ks.
bonus with his Jump check made t o reduce damage when Surveillan ce: 4 ranks.
using a parachute. Feats: Electronic Warfare Basics, Outdoorsman.
Ground or Water Vehicle: Each character gains a +5
competence bonus with his Reflex save made to reduce
CLASS SkILLs
damage.
The forward's class skills and key abilities afe:
Finally, any space vehicle within which the ace is
located is assumed to possess the escape pod quality at no
CLASS Ski L L kEy ABILITY
cost, unless the vehicle lacks the necessary option slots or
Balance D"
the GM determines that the presence of an escape pod is
Boating D.,
impossible (jar more information about tile eAcope pod
(limb 5"
quality. Me paqe 1J9).
Computers 'ot
Test Pilot: Beginning at 7th level. the ace has broad
Cryptography
experience with all manner of unusua l air and space
vehicles. He suffers no penalties when operating air and
Cultures '"'Wis
Driver D"
space vehicles possessing th e exot ic quality (Me paqe 119).
Electronics
Ace of Aces: At 10th level, the ace becomes a master of
the sky. His error ranges with the Pilot skill and all attacks
Gather Info rmation '"'(h,
Hide D"
made with aircraft and spacecraft-mounted weapons are
Intimidate 5tr or Cha
reduced by 2 (to a minimum of error range of 0). Further.
Jump 5"
the ace need no longer spend an actio n die to activate a
threat using any of these weapons as a critical hit.
Know ledge
Move Silently
'0'
D"
Pilot D"
FORWARD
Sport Str or Del<
Working far behind enemy lines to identify targets,
Spot Wis
guide weapons, and support other operations, the forward
Surveillance Wis
is a talented and capable scout. As warfare has advanced
Surviva l Wis
and covert operations have become more sophisticated. the
Swim St,
forward has kept up with the t imes. expanding his abilities
through elect ronic warfare. gadgets, and especially drones.
Skill Points at Each Additio nal Level: 6 + Int modifier.
This last ability makes him especially valuable to the SGC,
as he is able to pilot MALPs, UAVs, and other remote
vehicles with exceptional skill. CLASS FEATURES
Abilities: Forwards favor Wisdom and Strength, The following are class features of the forward.
operating without civilized comforts as they carry ou t their Clas s Feats: The forward gains the following feats at 1st
missions, level.
Vitality: ldlO plus Co n modifier per level. Armor Group Proficiency (Li9ht)
Annor Group Proficiency (M;:dium)
W;:apOIl Group Proficiency (Mel;:e)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifld
Weapon Group Profici;:ncy (Tactical)

TABLE 3.3: TliE FORWARD


BASE FORT RE' WILL DE, INIT ~EAR Re;
Lv L An SAVE SAVE SAVE BO" BO" Picks pos SPECIA L
1 .1 .1 .1 .0 .0 .1 1 1 Drone devil, spotter (anti'cover)
2 .2 .2 .2 .0 .1 .2 2 2 Electric warrior (Mastery)
3 .3 .2 .2 .1 .1 .3 3 3 Bonus feat

5

.5
.2
.3
.2
.3
.1 .2
.2
.3
5
5
Drone operations, spotter +2
Bonus feat
6 .6 .3 .3 "
.2 .2 .5 6 6 Drone support
7 7
.2 .3 .6 7 7 Bonus feat, e lectric warrior (Supremacy)
B 8 .2 .3
.,
.6 B 8 Cache 1/session, spotter +4
9 9
.3
9 9 Bonus feat
10 .10 .s .5 .3
.8 10 10 Precision strike
* Core Abil ity - A character only ever gains the core abilities of the first base class and the first prestige class he chooses.
Drone Devil: At 1St level. the
forward gains the daredevil
ability for the purposes of
directing remotecontrol drones
Uee page 11s}. further, at the
start of each mission, he gains a
bonus numberof RP equal to his
class level divided by 4 (mini
mum 1), wh ich he may devote to
the purchase of drone use and
installed modifications. He may
not spend these RP in any other
way. This is thf' forward's corf'
ability.
Spotter: Thf' forward may
act as a spotter, providing
targeting information to others.
At lSt level. any teammate in
verbal contact with the forward
gains a competence bonus
against any target within the
forwards line of sight equal to
the forwards class level (to a
maximum of the target's current
Defense bonus from either cover or concealment,
whichever is higher). When using a drone with an
enhanced sensor suite Uee page 1)8). the forward may sub. Electric Warrior: The forward is trained to strike at an
stitute the drone's line of sight for his own when determin. enemys command and control capabilities. At 2nd level, the
ing the effects of this ability. forward gains the Electronic Warfare Mastery feat.
At 4th level, as a full action. the forward may grant a ~2 At 7t h level. the forward gains the Electronic Warfare
Cooperation bonus to the next attack roll anyone of his Supremacy feat.
teammates makes before the forwards initiative count In both cases, all prerequisites for these feats are
during the following round. The forward must have line of waived.
sight to the target (personally or through a drone). and BonliS feat: At )rd level. the forward receives a bonus
must be in verbal contact with the teammate to grant this feat from either the covert or gear feat trees. The forward
bonus. This acrion also grants the benefits of the Increased must meet all requirements for this feat before choosing it.
Precision and Sharp Shooting feats to the teammate until The forward receives an additional feat from the covert or
the forwards initiative count during the following round. If gear feat trees with the same restrictions at sth. 7th, and
the teammate al ready possesses either of these feats, the 9th levels.
effects of the feats do not stack. Drone Operations: At 4th level, the forward gains the
Example: The forward grants the effects of this ability Drone Operations feat. All prerequisites for this feat are
to a teammate who already has the Increased Precision waived.
feat. The range at which the teammate may make sneak Drone Support: At 6th level, the forward gains ready
attac ks and use his Point Black Shot feat remains one access t(l advanced reconnaissance and auack drones CI.ee
range increment. page 164). The RP cost of all drone vehicles is halved
Examp/" J: The forward grams the effects of this ability (rounded down) for the forward and membe rs of his team.
to a teammate who already has the Sharp Shooting feat. Cache: forwards are accustomed to operating far from
The teammate's total bonus to his attack rolls when making their su pply lines, and seem prepared fo r any contingency.
a ranged attack against an opponent benefiting from At 8th level, once per session. the forward may ~revear one
partial cover remains at ~2 . duty bundle he has ~h a d with him the whole time.~ The
At 8th level, when the forward has line of sight to the character chooses the bundle when he uses this abili ty. If
target of a team mate with whom he is in verbal contact, the forward has been recently searched or stripped of his
that teammate's cooperation bonus increases to ~4 and the possessions. he mus t instead be free to travel for at least
teammate gains the Sniper feat from the forwards action. one hour, to a location where the hidden cache is located.
Again, the effects of this feat do not stack if the teammate All (unused) items from the bundle are rehidden and
already has the Sniper feat. removed from play at the end of the session.
Example: The forward grants the effects of this ability Precis ion Strike: No one is as skilled as the veteran
to a teammate who already has the Sniper feat. The forward at delivering death by remote control. At loth level,
teammate's threat range increase remains at I when firing the fo rward benefits from the effects of the Sniper and
a ranged weapon. Master Sniper feats when making attacks from a drone
vehicle.

3
Re try: Yes. but there is a lapse of time between the tries.
NEW SKILL USES If you absolutely have to turn immediately to avoid an
oncoming obstacle, but fail the check, a second attempt is
The following new applications of existing skills may
usually impossible (per the GM's discretion coupled with
be used by any character, though they are most useful to
cu rrent circumstances).
vehicle specialists.
Specia l: This skill covers the phYSical act of driving
personal vehicles: knowl edge of driving and making money
BALANCE with it as a sport are covered by the Knowledge and Sport
(DEX; ARMOR CHECk PENALTY) skills, respectively.
Starga!e SG-l utilizes a driving system with three basic Unlike Driver, Balance doesn't grant a synergy bonus to
skills - Boating (for all water vehicles), Driver (for all Knowledge and Mechanics checks concernin g vehicles.
ground vehicles), and Pilot (for all air vehicles). But there personal or other. However. 5 or more ranks in Billance does
are a number of vehicles which operate very differently grant a +~ synergy bonus to Sport checks made to compete
from the classic seated controls of boats, cars, planes. with personal vehicles.
trains. and the like, and which also share common Finally, if you h~ve 5 or more r~nks in Knowledge with
characterist ics with one another - namely, vehicles which an area or city, you receive a +2 synergy bonus to Balance
are guided by the character's body weight distribution, and checks made therein.
balance. Cri tic ~1 Success: When not in a chase. you manage to
Balance-bilsed (or ~personan vehicles overlap with all avoid mishaps even when it's seemingly impossible to do
three other vehicle types. There are air, ground. and water so. Your vehicle is not only unscaThed by whatever pitfall
versions, including autogyros and hang gliders. you avoided, but you sail paST iT without a single chip in
motorcycles and bicycles, and jet skis. It should be easy to your paint. During a chase. your maneuver is successful
determine which vehides use Balance and which use the unless an opposing driver scores a critical success wit h a
default veh icle skill fo r a given terrain, but if you have any higher total. Also, you receive a +4 bonus to your next
questions. consult the Vehicle Categories ru les on page 115. maneuver or crash check.
S pecial Note: Riding animals still requires the Handle Criti cal Fai lure: The vehide hits an obstacle, skids out
Animal skill, as described in the 5tar9atl! SG'I core of control, or stalls. The GM may rule that this is equivalent
rulebook, page ~13. of failing a crash check (Me page 152).
Chec k: No skill checks are required to perform standard
driving moves, but complex driving tasks. such as during
DEMOLITIONS (INT; TRAINED ONLy)
combat and other threatening circumstances, require a
The Demolitions skill may be used to disarm a mine
roll. See the chase ru les starting on page 137 for more
field (for more information about mine fie1dJ. .hee page 130).
information.
Disarm Device Check (Vari es, Dis posa l Ki t ): A
demolitions kit is not required to disarm a mine field,
TASk DC
though it's extremely helpfu l (ilee the 5tar9ate 5Q'1 core
Shallow turn/avoid obstacle 5
ruiebook, page ]16).
Average maneuver/multiple turns 10
The process of disarming a mine field requires a
Tight turn/drive over uneven su rface 15
number of minutes equal to the attack check result that
High stress maneuver/make jump 20
created it (ilee P09e.d 129-13)_ After working on the field for
Heroic of complex set of maneuvers 25+
this period, make a Demolitions check opposing t he attack
Unfa milia r type of vehicle +5
check result that created it.
Vehicles are rated fo r handling (Me pa9u 157 and 160).
With success. the fie ld is rendered inert.
This rating may help or hinder the vehicle's driver.
With failure, however, one of t he field's mines
det onat es in ld 4 rounds (just enough time to toss it away
and run like t he wind).
Retry: No.
T hreat: None.
Critical Su ccess : The field is disarmed in V, the
standard time (rounded up).
Er ror: Though you are confident that the mine is
completely disabled. one or two mines remain live.
Hl'reaft er. the DCs of vehicle skill checks made to traverse
the field a re reduced by 10 and the field may only yield one
more explosion before it's depleted.
Criti cal Failure: One of the fie ld's mines detonates
during the process (at a poi nt determined by the GM). You
are considered "ground zeroH for the blast, which radiates
out from your location (""ee the 5tart)ute SG-1 core rulebook.
pa9 fl 36 9)
Special: None .

...
HIDE (OEX: ARMOR CkECk PENALTY)
The Hide skill may be used to camouflage a vehicle
within its surroundings.
Conceal Check (1 minute); No skill check is required for
this skill use. The vehicle's base concealment DC is
determined by its size and the surrounding terrain. as
shown on the Vehicle Concealment DCs table. below. This
base DC is increased by 'A of your total Hide skill bonus
(rounded down). If you possess 5 or more ranks in the Spot
skill as well, the concealment DC is increased by an
additional +2 synergy bonus. Finally. the vehicle's conceal
ment DC is subject to the modifiers presented on Table 9.3:
Gear Concealment Modifiers on page 295 of the Stargate
5G -1 core rulebook.
The rules for finding a camouflaged vehicle operate the
same as for finding concealed gear (Me pa9iM 2;/,9 and :Z95
of the Star9ate 5G-1 core ru/ebeek),

Critical Failure: You take twice the normal damage


VEHICLE CONCEALMENT DC s from the landing and everyone within hearing distance is
CONDITION BASE CONCEALMENT DC automatically aware of your arrival.
Vehicle Size Normal: A landing with a successfullY'opened main
Fine 30 parachute inflicts [d6 normal damage. while a landing with
Diminutive 2' a successfully opened backup parachute - a smaller chute
Tiny 20 included on most airplanes - inflicts 2d6 normal damage.
Small 15
Medium
Large ,
10
kNowLEDqE (MILITARY HISTORY)
( IN T: TRAlNED ONLy)
Huge to Galaxy-2 ," You are well versed with traditional t<let ics and famous
Galaxy-3 to Galaxy-S Impossible
military encounters.
Check: As per the standard Knowledge skill check (Me
CONDITION DC MODIFIER
rhi! 5tar9ate 5CJ COfe fU/l!book, pa91! :/17):
Surrounding Terrain
Jungle/Swamp .4
QUESTION TYPE DC
Forest/Scrub .2
Simple (year and date of famous battle) 10*
Hills/Mountains .0
Basic (commanders at battle, numbers of 15*
Desert/Tundra -2
troops involved, tact ics used)
Plains/Urban -4
Involved (blow by blow description of 20
maneuvers, precise composition of forces,
... Camouflaging this size vehicle is only possible under
famous correspondence and speeches
unique circumstJnces, such as behind a planet or within a
associated with the battle)
dense gas cloud (per the GM's discretion).
Complex (identifying parallels between a 25
famous battle and modern day situation,
JUMP (STR : ARMOR CI-iECk PENALTY) improving on historical tactics)
The jump skill may also be used to absorb the impact of * These types of questions are free actions to remember
landing when skydiving (Me page 98 far more). and needn't be rolled for again after succesS.
Check (Half Action): The DC to land with out incident or Special: Five or more ranks in Knowledge (Milit ary
(Significant) injury is 15. If successful. all damage from the History) grants you the chance to reposition yourself before
jump is considered subdual. and for every two points by combat hegins (within one half action's move from your
which you beat the DC, the damage you take from the jump starting location), as well as a +[ synergy bonus to your
is reduced by I. Conversely. for each point you miss the DC, initiative roll.
you suffer a -J circumstance modifier to any Move Silently
check made as part of the landing.
kNowLEDG,E (VEHICLE CATEG,ORY)
Retry: No.
( I NT : TRAINED ONLy)
Critical Success: You take no damage or Move Silently
You are high ly knowledgeable about the types, makes.
penalties from the jump, no matter the height or
specific models, history. known quirks. and other minutia
circumstances.
of one category of vehicle (e.g. cars, trucks. wheeled
Error: In addition to taking normal damage. you're
armored and heavy vehicles. erc.).
knocked prone on landing and cannot attempt to Move
The character must choose his category of specializa-
Silently.
tion for each rank he gains with this skill.

9'
Check: As per the standard Knowledge skill check (.M!I? Critical Success: See the Srargau: SG] core rulebook,
rhl? Srargate SGj core rulebook. page 217). page 181.
Error: See the StargateSGI core rulebook, page 18l.
QUESTION TYPE DC Critical Failure: See the Srargare SGI core rulebook,
Simple (make and year of vehicle) page 181.
Basic (production numbers, vehicle IS" Spedal: You may invite up to a number of laborers to
characteristics and statistics) join your effort equal to II] of your Mechanics skill bonus
Involved {deployment and sales history, 20 (rounded down). These laborers possess skill bonuses
performance and maintenance details} determined by the GM (usually +! to +5. unless specified
Complex {deta iled performance 25 otherwise). Refer to the cooperation rules to see how these
comparisons, location/history of laborers may affect each of your skill checks made toward
specific serial numbers} th e complex check DC.
* These types of questions are free actions to remember Repair Check (Varies, Mechanics Kit): You may use the
and needn't be rolled for again after success. Mechanics skill to repair a damaged vehicle. You may
Special: Five or more ranks in the appropriate vehicle attempt to repair vehicle wound damage or a vehicle
Knowledge skill grants you a +2 synergy bonus with Spot crit ical of anyone specific type (e.g. engine, steering, etc.l,
and Listen checks made to ident ify a vehicle of that type, as with the following effects.
well as a +2 synergy bonus to Mechanics checks made to Repairing vehicle wound damage carefully takes more
modify or repair vehicles of that type. time but has greater chance of success and doesn't produce
shoddy results - use the DC and time req uirement before
the slash on Table]+ Repair Vehicle. below. With success.
MECHANICS (INT: TRAINED ONLy)
the vehicle's wound damage is reduced by an amount equal
The mechanics skill may be used to improve or repair a
to your Mechanics check resu lt. With failure. the vehicle's
vehicle.
wound damage remains at its current state but does not get
Improve Check (Var ies, Mechanics Kit): You may use
worse.
the Mechanics skill to add a modification or weapon to a
Repairing vehicle wound damage quickly takes less
vehicle in the fie ld. An improve check is a complex skill
time but has a lower chance of success and often produces
check (Aee the Stargatl? SG' I core rulebook, page 181), with
shoddy results - use the DC and time requiremen t after the
an install interval of l hours and a DC determined by the
slash on Table 3.4: Repair Vehicle. below. With success, the
improvement's complexity. as listed on Table 4.l0: Master
vehicle's damage condition is reduced by 1 grade (e.g. from
Vehicle Guide (.6ee page 160).
disabled to crippled or from crippled to okay), to a
Unless the GM determines that the parts are
minimum damage condition of okay. This repair has no
unavailable at the characters current location. the parts
effect on the vehicle's wound damage and is temporary.
are procured when t he character pays the improvement's
lasting only for the duration of the current scene, after
RP - throu gh loca l trade, starfarin g barter, or the like.
which the vehides damage condition returns to the grade
Retry: Yes, although the involved materials are
determined by its current wound point damage. During
consumed.
that sce ne, the error ranges of all skill checks made using
Threat: None.

TABLE 3 . ... : R E PAIR V E H I C L E


VEHiCLE DAMACjE COND ITiON DC REPAIR TIME
Okay 10/- B hours {I day}/-
Crippled 20/25 24 hours {3 days)/6d4 minutes
Disabled 30/35 40 hours (1 week)/6d4 X 10 minutes

VEHiCLE CRITICAL
Controlsurface/tires/tracks/maneuvering thrusters 10/15 B hours {I day}/6d4 rounds
GUidance/steering/bridge 20/25 24 hours {3 days)/6d4 minutes
Improvement 20/25 24 hours {3 days)/6d4 minutes
Engine/reactor 30/35 4 0 hou rs {I week}/6d4 X 10 minu tes
Shield generator 30/35 40 hours {I week)/6d4 X 10 minutes

The following modifiers apply to your repair check's DC.

CONDITION DC MOD IFIER


High stress s ituation (e.g. combat) .5"
Tools and/or parts unavailable +15'*

Alternately, the GM may require you to make a Concentration check to make t his skill check.
H This replaces the standard modifier for not having the ite ms typica ll y required for the repair (see the Stargate SGl core rulebook,

page 220).

96
ing maneuver checks - are increased by 2 and there's a
noncumulative 10% cha nce that t he vehicle fails to operate
any time it's used. With failure, the vehicle gains I critical
of the declared type,
In all cases, the RP cost of the repair is 1115 of the
vehicle's listed value per day of repairs (if the parts are
available), or 1/50 of the vehicle's listed value per day of
repairs (if the parts are unavailable).
Retry: Yes, but yo u must begin the task again (and deal
with any additional damage you've inflicted upon the
vehicle). Required part s are not consumed,
Threat: None,
Crit.ical Success: Your repairs are vel)' thorough or
stable. If yo u're making careful wound repairs. the vehicle's
wound damage is reduced by an amount equal to ~ x your
Mechanics check result,
If you're making careful critical repairs, the vehicle
loses 1 criticals of the declared type.
If you're making quick wound or critical repairs, the
device operates for z scenes and the 10% chance of fai lure
is ignored (though the error range increase rema ins in
effect ).
Error: The time required to complete the repair is
doubled (and you stili fail).
Critical Faihue: Your repairs are particularly rushed or
poorly executed. If you're making carefu l repairs, the
vehicle's wound damage is increased by ldzo + 10 per size
category above Large.
If you're making careful critical repairs, the vehicle
gains I critical of the declared type.
If you're making quick repairs, the vehicle's d~mage
condition is worsened by z grades {e,g, from okay to
disabled or from crippled to destroyed), and its current
wound damage becomes the minimum required to supp ort
the vehicle - including maneuver checks - are increased by
the new damage condition (e,g:, the wound damag:e of a
~ and there's a non'cumulative 10% chance that the veh icle
vehicle shihed to disabled becomes 0).
fails to operate any time it's used, With fai lure, the vehicle's
If you're making quick critical repairs, the vehicle gains
damage condition is worsened by I grade (e.g, from crippled
z criticals of the declared type,
to disabled or from disabled to destroyed), and its current
Special: None,
wound damage becomes the minimum required to support
the new damage condition (e,g, the wound damage of a
vehicle shifted to disabled becomes 0), SPORT (BOARDIN<4)
When repairing a vehicle critical carefully, also use the (DEX; ARMOR CHECk P ENALTY)
DC and time requirement before the slash on Table ],4: You are skil led with skateboardi ng, snowboarding, and
Repair Vehicle, to the left, With success, the vehicle loses 1 surfboarding, You can maintain your equipment, perform
critical of the declared type, You must attempt another tricks, identify good locations. and recognize famous
repair check to remove any remai ning cri t icals of the same figures in these sports.
type, Check: As per the standard Sport skill check {hee the
Example: Lt, Wilson's classic sports car has suffered ~ StQTgQte SG-l core ru/ebook, page 23;U, you may use this
engine criticals. With a successful careful repair check, he skill to skateboard, snowboard, or surf, Staying upri ght on
repairs J of the criticals, but must make a separate attempt any board during combat requi res a successful Balance
in order to (potentially) repair the second. check, with the following DC:
With failure, no criticals are lost but no additional
criticals are gained, either. STUNT DC
When repairing a vehicle critical quickly also use th e Hop or turn 10
DC and time requirement afT.er the slash on Table 3+ Slide down rail, complex ground trick 15
Repair Vehicle, to the left. With success. the ve hicle loses I Single flip 20
critical of the declared type for the duration of the current Multiple flips and turns 25
scene. afT.er which the vehicle's critical damage condition Four or more fl ips or turns 30
returns to its former state, During that scene. the error
ranges of all skill checks made using the vehicle - includ

97
When controlling a diving drone or mini-sub, your
vehicle's handling rating is increased by one-third your
tOlal Sport (Scuba Diving) skill ranks (rounded down).
Critical Fa ilu re: The breathing apparatus is improperly
prepped, and likely fails underwater. Beginning Id6
minules into the scuba tank's next use. and until the tank
can be inspected out of water, the Swim skill error range of
anyone using it is increased by 10 (e.g. an error range of I
becomes I - II ).

SPORT (SkIIN~)
(DEX; ARMOR CHECk PENALTY)
You aTe experienced in downhilL crosscountry, and
water,skiing, along with the equipment, sporting rules and
scoring, and famous figures of skiing.
Check: As per the standard Sport skill check (Aee rhe
Stor90te SG'j core rulebook. page 232), you may use this
ski ll to ski.
Check (Half Actio n): This skill may be used in place of
the Jump skill when ski ing (noting the character's
increased speeds while on skis). if you can use a ramp or
other Inclined surfa ce. the maximum height you may jump
is not limiled by your height.
Special: Five or more ranks in Sport (Skiing) grants you
Check (lialf Action): This skill may be used in place of
a +2 synergy bonus with Survival checks in arctic or
your Jump skill when riding a board (noting your increased
mountainous terrain, as well as with Jump checks made
speed while on a board). If you can make use of a ramp or
while on skis.
other indined surface, the maximum height or length you
When skiing or waterskiing. your gear's handling
may jump is not limited by your height.
rating is increased by one,third your total Sport (Skiing)
Special: Five or more Tanks in Sport (Boarding) grants
skill ranks (rounded down).
you a +2 synergy bonus with Balance checks made to
remain on the board in comb,u. When riding any skate-
board, s nowboard, boogie board, sailboard. or surfboard, SPORT (SkYDIVIN~) (OEX; ARMOR
your vehicle's handling rating is increased by onethird CHECk PENALTY; TRAINED ONly)
your total Sport (Boarding) skill ranks (rounded down). You are experienced in parachuting and base jumping
(parachuting from buildings and other relatively low
structures).
SPORT (SCUBA DIVIN~) (STR; ARMOR
Check: As per the standard Sport skill check (Aee the
CHECk PENALTY; TRAINED ONLy)
sro'9ote SG-/ core rulebook. page 232), you may use this
You ilre well.practiced with the preparation, use, and
skill to jump out of an ai rplane or base jump.
maintenance of underwater breathing apparatus.
Check (10 minutes): A successful check (DC 10)
Check: As per the standard Sport skill check (.dee the
prepares a parachute for clean opening and easy use during
Sraf90te SG/ core rulebook, page ~32). you may use this
a sky dive. With a DC of 20, you may deliberately mispack a
skill to dive using a wet suit, scuba tank.. and flippers .
chute, setting it to either optm improperly or not open at all.
Check (10 minutes): A successful check (DC 10)
This increases the Tumble skill error range of anyone using
prepares a scuba tank for use. With a DC of 20. you may
the sabotaged gear by 10 (e.g. an error range of 1 becomes
deliberately sabotage a tank, setting it to either run out of
I-II). Noticing the sabotage requires a Search or Spot check
air or stop working a number of minutes into use
with a result higher than your skill check total to sabotage
determined by you. When anyone uses the sabotaged gear,
the parachute.
it increases the Swim skill error range by 10 (e.g. an error
Special: The check to prepare a parachute for use is
range of I becomes I-II), Noticing the sabotage requires a
based on your Wisdom modifier instead of your Strength or
Search or Spot check with a result higher than your skill
Dexterity.
check total to sabotage the tank.
Critical Failure: The chute is improperly packed. and
Specia l: The check to prepare a scuba tank for use is
likely fails to open, increasing your Tumble skill error
based on your Wisdom modifier instead of your Strength or
range by 10 (e.g. an error range of I becomes 1-11),
Dexterity,
Chec:k (Half Actio n); You may perform a HAlLO (High.
5 or more ranks in Sport (Scuba Diving) grants you a +2
Altitude/ LowOpening) jump or base jump. waiting until
synergy bonus with drowning saves and Swim checks when
the last possible moment to open your chute to avoid
using scuba gear.
detection. Your DC is based on how close to the ground you
come before you make the check {either in feet or rounds
before impact, as you prefer):

9.
HA/La BASE
ALTITUDE ALTITUDE TOUCHDOWN DC CHASE FEATS
1,000 ft. 800 ft. in 4 rounds 10
This all-new feat tree includes many options for vehicle
750ft. 500ft. in 3 rounds 15
specialists of all sorts.
sao ft. 300 ft. in 2 rounds 20
2S0 ft . 200 ft. This round 30
~ ... A qUN !N TkE OTkER w
With success, you make a normal landing after a You compensate well when making attacks du ring the
number of rounds have passed equa l to twice the time chaos of a chase or ve hicle combat.
remaining until you touch down (i.e. 6 rounds at 750 ft .. at Prerequisites : Base attack bonus +6 or higner, Drive
the end of the present round at 250 ft., et c.). By, uOne Hand on the Wheel...~.
For each point by which you miss the DC, you take an Benefit: You do not suffer the standard -6 circumstance
additional +Id6 damage upon landing (to a maximum total penalty when making an attack as a participant during a
damage ro ll of 12d6). veh icular scene (.Me page 149). This benefit applies even if
Normal: Opening a parachute requires a half action and you're on foot .
does not requ ire a skill check at normal altitudes (above
1.000 ft .). [t makes you easy to see, however. prompting
BABY IT
everyone within sighting distance to make a Spot check
You can coax a damaged vehicle to continue t o perform.
(DC 10) to notice your descent.
Benefit: You may ignore the penalties inflicted by the
Critical Fai[ure: The chute fails to deploy properly. You
first critical suffered by a vehicle you control.
land with a base damage of ISd6.
Cbeck (I round): When necessary, you may cut yourself
free of a parachute and wad it into a compact bundle in a C I RCUS STUNT
single round. This check has a DC of 15. With failure, you You have more than a little practice with leapi ng from
must take the normal amount of time to bundle the one vehicle to anothe r. lust don't look down.
parachute (Me below). Prerequisites: Daredevil class ability, Acroba tic.
Special: When skydiving. hang-gliding, or parasai[ing, Benefit: You gain a bonus wi th Jump checks made to
your vehicle's handling rating is increased by onethird leap from one moving vehicle to another equal to II.! you r
your total Sport (Skiing) skill ranks (rounded down). skill bonus with the skill appropriate to pilot the vehicle
Nonnal: A chute may be bundled without a skill check. toward which you're leaping. Further, t he damage you
but the process requires 5 rounds. suffer from bailing out of a moving vehicle is reduced by 1
point per die (to a minimum of 1 poim suffered per die
rolled).
TUMBLE (DEX; ARMOR CHECk
PENALTY; TRAINED ONly)
The tumb le skill may also be used to steer and CLOSE SUPPORT
maneuver whi le skydiving. You're trained to use aircraft weapons to assist
Check (Half Action): You may attempt [0 steer for a characters and vehicles on the ground.
precision landing at the end of a sky dive. Prerequisites: Base attack bonus +6 or better, Pilot 8+
ranks. Drive By.
TAR~ET AREA DC Benefit: You gain a +2 bonus with attack checks made
Football field or larger Automatic to target vehicles . characters. or scenery on the ground
SO ft. by SO ft. 5 with any aircraft- or spacecraftmounted weapon. Further.
30 ft. by 30 ft. 10 yo u do not suffer the standard -4 penalty for firing at
10 ft. by 10 ft. 15 opponents engaged in melee when using such weapons.
5 ft. by 5 ft. 20
Car roof 25
DEATH RIDE
Dinner Plate 30
As long as you're behind the wheel, you can cling to life
Target moving
indefinitely.
up to 20 ft. per round .s Prerequisites: Can 15+, daredevil class ability.
21-50 ft. per round .10
Benefit: When controlling a vehicle, you gain a number
more than 50 ft. per round .20
of points of damage reduction equal to your ConstiTUtion
Light winds .5
bonus against all ranged attacks. further. when your
Heavy winds .10
wound points are reduced t o 0 or less under these
circumstances, you remain alive and conscious until your
Special: five or more ranks in Sport {Skydiving} grants
wound poims are reduced to a negative number equal to
you a +l synergy bonus with Tumble checks to maneuver
your Constitution score (at which point you die), your
during skydiving, and for precision landing checks.
wound points are somehow restored to 1 or higher, or the
vehicle stops moving or is destroyed (at which point you
immediately suffer t he standard effects of your current
wound poim deficit).

99
DEFENSIVE DRIVIN~ Benefit: When the wound points of a vehicle you
You can elude even the most persistent pursuers. control are first reduced to 0 or less. the vehicle continues
Prerequis ites: Speed Demon. to operate as if its damage condit ion is only crippled (.,lee
Benefi t: When you're the prey in a vehicular scene with page 153) Each time the vehicle is damaged thereafter
a pursuit facing (.MUI page 14'), any penalties applied 1.0 you during a vehicular scene. you must make a number of
by Table 4.l1: Maneuver Options by Facing (Me page 170) additional crash checks during Step 7 equal to the number
are reduced to 'h standard (rounded down, minimum I). of times the vehicle has been damaged since its wound
further, your maneuver check threat range is increased by points were first reduced to o .
I when you're the predator in a vehicular scene. example: During a vehicular scene, Lt. Wilson's classic
sports car is reduced to 0 wound points, but his MHoid
Together Baby!M Feat keeps it moving. Later during the
DEMOLITION D ERBY
same scene, the vehicle's wound points are reduced by a
You can use your vehicle's crumple zones and structure
successful attack. and Lt. Wilson must make I additional
to soak up damage wi thout losing performance.
crash check during Step 7. Still later during the same scene,
Prerequisites: ~Hold Together Baby!", Dversteer.
the vehicle's wound points are reduced a second time. and
Benefit: Any vehicle which you currently control gains
Lt. Wilson must make 1 additional crash checks during
2 points of hardness against damage inflicted by direct
Step 7.
character attack. further. all crash and impact damage
Outside a ve hicular scene, you must make the required
your vehicle suffers is reduced by I point per die (to a
crash checks all at once at the end of each round during
minimum of J point suffered per die rolled),
which your vehicle's wound points are reduced.
Failure WiTh any crash check before the vehicle's wound
DRIV E B y points are increased to 1 or higher immediately reduces the
You specialize at hitting t argets as you race past them. vehicle's damage condition to destroyed . and resets its
Prerequisites: Base attack bonus +3 or higher. Ride wound points to support this condition.
Shotgun. The vehicle continues to function until its wound
Benefit: When making an attack from within a moving point s are reduced to a negative number equal to ~ x its
vehicle, you suffer a - l circumstance penalty per maximum wound points (at which point it's destroyed), the
2/4120/200/10,000 MPH of current velocity. vehicle's wound points are somehow restored to 1or higher,
Normal: Each character involved in a vehicular scene or until the end of the current scene (at which point the
suffers a "2 circumstance penalty per 112/10/100/5,000 vehicle immediately suffers the standard effects of its
MPH of current velocity (when swimming, on foot! current wound point deficit).
mounted, or in ground/water. air, an d space ve hicles,
respectively).
~IN My SI~HTS"
You know where to attack vehicles for ma ximum effect.
EXTR A FAMILIARITY Prerequisites: Int 13+, Grease Monkey.
Yo u're wellversed in the technical and performance Benefit: Your attack's th reat range is increased by 1
details of a wide variety of vehicles. when t argeting a vehicle. Further, when you score a critical
Prerequisites: Int 13+, familiarity class ability. hit against a vehicle, you may choose t he type of critical
Benefit: At the s tart of each mission, you may scored (~,!C paglll.153 Qlld 159).
designate a number of vehicles equal to your Intelligence
bonus that you've previously designated as ~familiar" as
-IT ONLy HIT THE DOOR!~
~memorable.n For the duration of the current mission, you
You're particularly lucky when engaged in vehicular
gain Y, your standard familiar ity bon us with Boating,
combat. and shots that would normally hit you are often
Driver. Mechanics. Pilot, and maneuver checks made using
deflected by the vehicle you're driving.
any vehicle you've deSignated as ~memorable.~ You also
Benefit: When you suffer damage from a critical hit
gain t his bonus with attack checks made firing the
while controlling a vehicle. you may make a Reflex save (DC
vehicle's weapons.
equal to the damage inflicted) to apply the damage to your
veh icle's wou nd points instead.
FIRM HAN D You may use this feat ability once per session, plus once
You are good at maintaining control of a damaged more for every 4 character levels you possess. but never
vehicle. more than once during any single round.
Prerequis ites: Dex 13+.
Benefit: You can ignore the first "4 in hand li ng
JAckRABBIT START
penalties for vehicle damage or terrain.
When iI's time to start running, you're already long
gone.
~ Ho LD TO~ETHER BABY!" Prerequisites: Defensive Driving.
You can continue to limp a vehicle along that other Benefit: When determining the lead at the start of any
drivers would consider wrecked. vehicular scene, you may roll an additiona l ld6 and keep
Prerequisites: Familiarity class ability. Baby It. the 2 dice you prefer.

100
Normal: A vehicular scene's initial lead is determined may suffer I point of wound damage to increase your
with a roll of ld6, modified by the scene's conditions (J,ee vehicle's hardness by s. This effect lasts until the next
P0g eJ 41). successful attack against the vehicle or until the end of the
Spt:(:ial: You may choose this feat a second (ime, rolling current round. whichever comes first. You may activate this
an additional ld6 and keeping the 2 dice you prefer to feat ability after a successful attack roll, but must declare
determine the scene's initial lead. its use before the attack's damage is rolled.
You may use this feat ability any number of times, so
long as your current wound points are 2 or higher.
LANE DAN CER
You're highly skilled at weaving in and out of traffic and
other obstacles at high speed. OFFENSIVE DRIVIN~
Prerequisite!i: Driver 5+ ranks. You can capture even the most elusive prey.
Benefit: When controlling a ground vehicle in tight Prerequisites: Speed Oemon.
terrain. you may suffer the effects of dose terrain. and Benefit: When you're the predator in a vehic ular scene
when controlling a ground vehide in dose terrain, you may with a pursuit facing (A(!(! pa9(! 141), any penalties applied to
suffer the effects of open terrain. Further, you gain a +2 you by Tab le 4.21: Maneuver Options by Facing (Me page
bonus with all obstacle checks when controlling a ground 170) are reduced to ~ sta ndard (rounded down, minimum
vehicle in any terrain. I). Further. your maneuvcr check threa t range is increased
by I when you're thc predator in a vehicular scene.
Lock IT DOWN
You can patch a vehicle back together with duct tape ~ ONE H AND ON TkE WHEEL ... ~
and bubblegum ... while ir~ movill9. You can still manage a few small tasks - even while
Prerequisites: Eloow grease class ability. driving like a madman.
Benefit; You can attempt to ju ryrig repairs to Prerequis ites: Daredevil dass ability.
compensate for the damage from a vehicular critical. This Benefit: When you're the panitipant in any vehicular
process requires 4 half actions and a successful Mechanics scene and take a half aCiion during Step 6, you suffer only
check {DC equal to 8 x the number of criticals the vehicle a -2 circumstance penalty with your maneuver check
has received during the current scene). during the following round.
Normal: Each participant in a vehicular scene (i.e. foot
runner or vehicle driver/ pilot) may take I half action only.
MAN AND MACklNE
with which he suffers a -6 circumstance penalty. If the
You can coax your vehicle to perform long after it
participant chooses to take this action, he suffers a -4
should have died. but it's an exhausting process that often
circumstance penalty with his maneuver check during the
exposes you to danger while in combat.
following round.
Prerequis ites: Character level 6+. Defensive Driving.
Benefit: As a free action while operating a vehicle, you

101
OU TMANE UVE R R OU~H R IDER
In the lethal dance of vehicle combat, you're an artiste. You frequent ly take the action off road.
Prerequis ites: Speed Demon. Prereq uis ites: Driver 5+ ranks.
Benefit: When you're a participant in a vehicular scene Ben efit: When controlling a ground vehicle, all
with a circling or dosing facing (.Me paqe 141). any penalties numerical penalties you suffer from surface conditions are
applied to you by Table 4.21: Maneuver Options by Facing reduced to v.. standard (rounded down). For more infonna-
(Aee page 170) are reduced to v.. standard (rounded down, tion about surfaces, see page 1]9.
minimum I). Further, your maneuver check threat range is
increased by 1 when you' re a participant during a vehicular
SP E ED RA CE R
scene with a circling or closing facing.
You're an experienced and skillful driver. more than
equipped to avoid most common road hazards_
OVE RST EER Prerequis ites: Lane Dancer,
Avoiding and mitigating crashes is your specialty. Be nefit: You gain a +1 bonus with all initiative checks.
Prerequis ites: Firm Hand. Further, you may re-roll any 1 failed obstacle or crash check
Be nef it: You gain a +] bonus with all crash checks and once per session, plus once more per 4 character levels you
suffer 1 less die of damage when you fail any crash check. possess. You may never re-roll any I obstacle or crash check
Further. your vehide is upright following a crash with a Id4 more than once - you must abide by the result of the second
result of 1 or 2. roll, even if worse than the first.

R E LENT LESS F LJ~ ln 5 URFIN~ T HE VO I D


Once you're on the run. you rare ly wind up caught. You have no trouble adapting to the rigors of a Zero-G
Prerequis ites: Defensive Driving. environment.
Be nefit: When you're the prey during a vehicular scene Prerequisites: Pilot 5+ ranks.
with a pursuit facing, the maximum lead the predator Benefit: When controlling a space vehicle in tight
requires before he may choose a finishing maneuver is terrain. you may suffer the effects of close terrain. and
reduced by 5 lengths (to a minimum of 0 lengths). Further. when controlling a space vehicle in close terrain, you may
once per vehicular scene, you may activate one of your suffer the effects of open terrain. Further, you gain a + 2
threats scored with a vehicle skill check as a critical bonus with all obstacle checks when controlling a space
success without spending an action die. vehicle in any terrain.

REL EN T LESS P URSU IT T-8 oNE


Once you're on the trail, you never give up the hunt. You can clip an opponent vehicle in just the right way to
Prerequis ites: Offensive Driving. cause maximum damage.
Benefit: When you're the predator during a vehicular Be nef it : During a vehicular scene, when you
scene with a pursuit facing, the minimum lead the prey successfully perform a maneuver that forces the challenger
requires before he may choose a finishing maneuver is to make a crash check and he fails that crash check. the
increased by 5 lengths (to a maximum of ]0 lengths). challenger's vehicle suffers 2 x the standard crash damage.
Further, once per vehicular scene. you may activate one of Even if you must also make a crash check as a result of the
your threats scored with a vehicle skjll check as a critical same maneuver. any damage you suffer from failing that
success wit hout spending an action die. crash check is unaffected.
Outside a vehicular scene, any damage inflicted upon
an opponent vehicle as a result of an action you take is
R I DE 5H O T ~U N
doubled. Once again. any damage your vehicle suffers in the
The bumps and turns of high-speed chases feel like a
process is unaffected.
gentle slalom to you.
Prerequisites: Base attack bonus +1 or higher.
Benefit: When you're a participant during a vehicular TE AM D RIV 1 N~
scene and take an action during Step 6. you suffer only a-4 Your leadership skills shine when you're behind the
circumstance penalty. When you're a passenger during a wheel.
vehicular scene and take an act ion during Step 6, you Prerequisites: Character level 6+. Offensive Driving.
suffer only a -2 circumstance penalty. Benefit: When you're the leader within a predator or
No rm a l: Each participant (Le. foot runner or vehicle prey group dur ing a vehicular scene. you gain a +I bonus
driverlpilotl may lake I half action only. with which he per vehicle you lead wit hin the group. above and beyond any
suffers a -6 circumstance penalty. If he chooses to take this cooperation bonus they provide by making successful
action, he suffers a -4 circumstance penalty with his vehicle skill checks.
maneuver check dur ing the follow ing round. Each
passenger may take either 1 full action or 2 half actions,
T ES T L AP
with which each suffers a -2 circumstance penalty.
You can break in a new vehicle in no time flat.
Pre requi s ites: Wis 1]+. familiarity class ability.

102
Benefit: When you begin work to acquire a familiarity WINO R I DER
bonus with a new vehicle ("ee page 89). you may spend 2 You're adept al riding out turbulence and guessing
un interrupted hours examining and operating the vehicle which way to turn so as not to fight with sudden gusts.
to gain YI. your standard familiarity bonus (rounded up). Prerequis ites: Pilot 5+ ranks.
You gain the remainder of the bonus after spending the Benefit : When controlling an air vehicle in tight
standard time acclimating to the vehicle. terrain. you may suffer the effects of close terrain. and
when controlling an air vehicle in close terrain. you may
suffer the effects of open terrain. Funher. you gain a +2
WAVE RuNNER
bonus with all obstacle checks when controlling an air
You're completely undaunted by high seas, narrow
vehicle in any terrain.
channels. or even churning rapids.
Prerequ is ites: Boating 5+ ranks.
Benefit : When controlling a water vehicle in tight YEE-kAW!-
terrain. you may suffer the effects of close terrain. and You're particularly gifted al successfully making long,
when controlling a water vehicle in close terrain. you may dangerous jumps with your vehicles.
suffer the effects of open terrain. Further, you gain a +2 Prerequis ites: Daredevil class ability. Balance skill 8+
bonus with all obstacle checks when controlling a water ranks or Driver skill 8+ ranks.
vehicle in any terrain. Benefit: Whenever you jump a vehicle (Me page J55).
the distance your vehicle typically travels is increased by
50% (rounded up). Further. any damage your vehicle suffers
when jumped is reduced by 50% (rounded down).

CHASE FEATS

BABVIT

~ S''3 :'i''NW:_ JACKRABBIT START

RELENTLESS PURSUIT OUTMANEUVER

RELENTlESS FLIGHT

~. I! I i: Ol! .1011'. II jI'I: I, , ... r"ill jl j@ii!iOONI


Daredevil clMS abi lity 4 Pilot ~ill 5. \

TEST LAP

WAVE RUNNER

r"oWU:!iii:ij.j,j.j;lM WIND RIDER


Pilot skill 5.

ROUGH RIDER
~ !!'3j;tJ1J,,
Dot _ _ ~
.. """,", . . a.
~
_
103
ARNOLos
NEW ADVANCED The SGC has never shied away from using drones to
support SG teams in the field, and their newest addi t ion is
SKILL FEATS no exception. The ARNOLD (Automated Reconnaissance
and Navigation Over Long Distances) drone was built to
The following feats are considered part of the advanced
automate t he process of longterm study of a planet.
skill feat tree (J,ee the Storgate SGj core mlebook. page
Somewhere between a MALP and a MAT. this new drone -
262).
built on the existing FRED chassis - includes both scien-
tific instruments and military ordinance.
AppLIED kNOwLED~E The first ARNOLDs have recently come out of
Your experience helps you better app ly your SGC production and are seeing limited use on a trial-run basis.
training in the field. After a planet has been checked out by a MALP and an SC
Prerequis ites: Character level 6+, chosen basic skill team has determined no signs of life near the gate, an
feat . ARNOLD (or possibly several) may be dispatched to begin
Be nefit; Choose one basic skill feat. All synergy t he task of surveying the planet.
bo nuses granted by all skills affected by this basic skill feat The ARNOLD has the capability of being piloted from
become unnamed bonuses, and may stack with other the SGC usin g a Cont rol Link, but also possesses an
bonuses without restriction. Automated Control System which allows the drone to be set
Special : Unnamed bonuses stack with all other on "autopilot." in which case it begins mapping the terrain
bonuses, including competence and synergy bonuses. and keeping a look out for any hidden life. The onboard
computer is considered a desktop computer that can only
be used to record information using the ARNOLD's
P HO T O~RADHIC MEMORY
professionalgrade camera a nd other programs to later use
You can recall information with amazing speed and
WiTh Global Mapping software.1fthe lighting on a planet is
darity.
insufficient for recording (s uch as in night-time or due to
Prerequ.isites; Intelligence 15+. Wisdom 15+.
the absence of a sun), t he ARNOLD can activate night.
Benefit: Concentration is always a class skill for you.
vision gear. The drone can also be controlled on-site with a
Further. the time required for any Concentration check you
control stick (signal power rating +4. range 500 ft).
make to memorize something is reduced to Y, (TO unded up).
In case of attack, the ARNOLD has a non-detachable
Finally, you may reroll one failed ed ucation check per
pintelmounted M249 SAW machinegun with j standard
session. You may not reroll an error. and you must accept
belt of 500 ro und s (additional ammunition may be
the second resu lt. even if it is worse than the first.
purchased separately) controlled by an Automated Attack
System that is set to "alert- when off-world. It can function
semiautonomously, without input from the SGc. It has
NEW GEAR FEAT been programmed to only use Suppressive Fire attack
actions to ward off attackers. though a character operating
The following feat is considered part of the gear feat
the drone directly may use any normal fire modes and
tree (Aee tile Star9ate SGj core rulebook, page 257-259).
reload the weapon normally. The range the alert is set to is
typically 500 ft., and the ARNOLD must stop moving to
DRONE OPERATIONS engage weapon systems. When on alert, it will slow to a
Your keen sense of spatial awareness allows you much stop if target enters range, attacking at the first possible
finer control over remotelycontrolled vehicles of all kinds. opportunity (usually when target is within 250 ft).
Benefit: vou gain a +2 bonus with all attack and skill If several ARNOLDs are dispatched together, they may
checks made while controlling a drone (Ace paqe 1.15). cooperate to lay down Suppressive Fire if all drones are
within range of the target. The drone closest to the target is
considHed the leader. See the Stargate SG-I core rulebook,
NEW HUMAN page 365. for more information.
An ARNOLD moves on three all-terrain axles with a top
EQUIPMENT speed of 4 MPH, If terrain is suffiCiently flat (per the GM's
discretion), it can be placed in -speedy" mode. allowi.ng it to
move a brisk 6 MPH (60 ft per round), though this reduces
ANTI-RADIATION DRUGS its operational time to Y, of it s cu rrently available energy.
One dose of these drugs. which are administered orally Being designed for long-term missions and requirin g
and intravenously, enables an attending physician to make an energy source that could accommodate weeks of remote
a single skill check for a single patient to resist the effec ts operation forced the ARNOLD's designers to set up a two
of radiat ion, as described in the radiation rules (.".!e page source system. Under typical conditions. t he power cell can
111). However. a critical failure in administering them - or offer operational power for ldlO+6 hours of normal activity,
taking a dose without medical treatment - inflicts ld6 but two large solar panels have been added to the top of the
tempora ry Constitution damage. drone. These panels recharge the power cell at a rate of 30
Pick..!.: 1 per dose. mi nutes of power per hou r spent in daylight. If the ARNOLD
does not have sufficient power to operate (or dayli ght to

104
recharge power eel\), it enters a hibernation mode until the
power cell can fully recharge. Replacing a power cell
ARllloLo DRONE STATS
Base Vehi cle: Drone, FRED
requires 20 minutes and a successful Mechanics check
Size: Large Rn d: -4
(DCw).
Crew: 0
Once requisitioned, an ARNOLD is made available to
Spd: 20 ft. M PH: 214
the team for S days.
Oef: 12 WP: So Hrd:4
Not e: Due to its experimental nature. ARNOLDs may
Bonus RP: 2
not be requisitioned with the Transport Goods Mission
Qualit ies: AAS (-+2). ACS (-+2), AWD. ClK {-+6), NVS
Bundle.
t-+2).ORD.
Ordna nce: I FN MFN M249 SAW (linked to
Automatic Attack System).
NEW ALIEN Additional Equipment: ProfeSSional-grade video
camera, audio-vi deo feed. starlight scope.
EOUIPMENT Cost: 8 RP -+2 RP per powe r cell after the firST
Further information can be found on page161.
J.llMMEL TECkNOLoGY
The Nazi colonist s who settled Himmel were faced with removed from the PP55. Nevertheless. the PPS5 is highly
several military problems during the early years of their thought of by Himmel officers, and many are customized
reign. As is often the case, two of these issues suggested with elaborate decorations as a show of wealth and
each other's solutions: a shortage of small arms position. When requisitioned, a 1'1'55 comes with a single
ammunition to keep th e Nazis' modern weapo ns supplied, capacitor array; additional capacitor arrays cost I RP for l
and a pressing need to reverse-engineer Goa'uld staff and weigh o.Slb. each.
weapons. Consequently. a top priority for Neuberlin PMPS4 (Plas m am asch in enpistole 54): Aft er the
engi neers was to develop energy weapons using Goa'uld- development of the PMG49 (hili/OW). funher research was
derived internal workings placed in frames that had the applied toward the creation of more compact weapons. The
familiar ergonomics of conventional firearms. The result is PMPS2 was the end result of this: effectively a submachine
a family of weapons that fire plasma charges lighter t han gun using the innards of a PMG49 scaled down 60%. The
those produced by staff weapons. but without th e accuracy PMPS4 is most often seen in the hands of stonntroopers
issues of the original Goa'u ld design. Today, these weapons and other political and law enforcement troops. When req
serve as the standard armament of Nazi forces on Himmel. uisitioned, a PMPS4 comes with a single ca pacito r array;
All of the following weapons utilize the same basic additional capacitor arrays cost 1 RP and weigh ~ lb. each.
energy sou rce: rechargeable high.density capacitors. A PStG51 (Plasm asturmgeweh r 51): On the heels of the
capacitor array serves the same function as a magazine in PMC49'S success, th e Himmel army demanded a standard
a conventional firearm, save for the inability to load special infantry weapon suitable for general issue. The resulting
types of ammunition or to extract single rounds. Capacitor PStGSl has enjoyed enormous popularity among soldiers.
arrays can be recharged from any source of AC electricity, who refer to it lovingly {and gruesomely) as "the sausage
at a rate of one shot per five minu tes with standard maker.~ Wh en requisitioned. a PStGSl comes wi th a single
household current. Unless otherwise noted. each weapon capacitor array; additional capacitor arrays cost 1 RP and
requires the same Weapon Group Proficiency feat. can fire weigh 3 lb. each.
in the same modes, and otherwise shares the same PMG 4 9 (P lasmamasc hinengewe h r 49): The first
characteristics as typical firearms of its base weapon type. successful experiment in adapting Goa'uld technology to a
A character firing a plasma weapon in burst or strafe firearm platform was the PMG4B. However, lack of a
mode rece ives a -+ z gear bonus to his attack. as the cooling system led to a 100% failure rate during sustained
energized plasma blasts are as visible as conventional automatic fi re unt il the introduction of ceramic compos-
tracer bullets. However, plasma is a somewhat imprecise ites. This heavy automatic plasma gun is the standard
means of dealing injury in combat - the Increased support weapon of the Himmel army. When requisitioned, a
Precision and Precise Shot feats have no effect on ranged PMG49 comes with a single drum.shaped capacitor array;
attacks made with plasma weapons. For al l cases of damage additional capacitor arrays cost 2 RP and weigh Sib. l!ach.
reduction and the application of damage effects. a plasma
weapon is considered an energy weapon, not a firearm. k'kAAr-l TECIir-loLOGY
These weapons are not normally available to SG team K' kaa n St ea lt h Screen: The Kkaan stealth screen is
members. The listed RPs are suggestions only, based on worn as a belt around the waist over the basic robe. The
mechanics balance. Ilor setting availability. primary activation control is a stud on the front of the belt.
1'1'55 (P lasmap ist ole 55): Miniaturization problems The device is functionally identical to the Goa'uld
hindered the development of a suitable pistol-sized plasma invisibility device. which ca n be found on page 346 of the
weapon untill9SS, when a final breakthrough provided the Stargare SGl core rulebook.
means of shortening the PMPS4'S plasma generatio n COM: 9 RP; it is not normally available to the sec or its
system into a proper housing. However. in order to meet allies, exis ting m.ain ly in the hands of the K'kaan.
weight requirements. th e advanced cooling system that K'kaa n Stu nne r: The K'kaan stunner is shaped like a
permits the PMPS4'S fu lly automatic capability had to be two-foot.long t ran slucent blue batOn with five concentric

lOS
rings around the discharging end and a bu lbous grip for the other associated supplies sufficient to make up the
oversized K'kaan hand at the other. The weapon glows with specified quantity of shots, rather than coming in modern
a bright blue light when it is fired, sendi ng a twinkling blue self-conta ined cartridges. For the sake of simplicity,
lance of energy at the target. The K'kaan stun weapon is characters do not need t o separately requisition each
impossible for a human to wield effectively due to the component required for a shot. Specialized ammunition
difference in hand and finger size, and any human attempt- types are not availa ble for the fo llowing weapons.
ing to use it suffers a -2 penalty on all attack rolls, in None of the following weapons can accept firearm
addi t ion to the standard penalty for not being proficient accessories in any mo unting location.
with the weapon, Kkaan (and Unas) are considered Fina\\y, it is worth me ntioning that the tra its presented
proficient with the K'kaan stunner if they have the Weapon in Table 3.5: LowTech Firearms are intended to rep resent
Group ProfiCiency (Handgun) feat. Huma ns, near-humans, generic weapons of a given type. not specific historical
and members of other species are never considered firearms . Consequently. the eM should feel free to
proficient with this weapon due to ergonomic issues. introduce a wide range of variations on t hese basic types to
MechalliC1>: The Kkaan stun weapon is identical to a represent local variatio ns of designs_
zat gun (..lee Sto rgote SG-l core book, page 349), except for
the fact that it ca nnot kill or disintegrate a target.
EARLy MEDIEVAL FIREARMS
Subsequent shots on unconscious foes have no effect, and
Primitive firearms are available on some worlds with
the weapon has no effect on inanimate objects. However,
early medieval technology levels. These tend to be literal
subsequent shots from a zat on an unconscious victim of a
~ h a n d cannons" - man-portable weapons that are little
K' kaan stunner have their normal eFFect.
more than scaled-down cannon designs. The wielder fires
the weapon by placing a lit ~match" - a length of
slow-buming fuse - inside a touchhole
at his end of t he weapon. bringing it into
direct contact with the loaded gunpow-
der. Ha nd cannons typically use stone
balls as ammunition. Normally, a hand
cannon is shared between a gunner and
his assista nt, with the assistant
providing a second pair of hands for
reloading and a strong back for carrying
ammunition. Handcannons are muzzle-
loading weapons. requiring their users
to manually ram powder and a projectile
down the barrel.
Because of the ir reliance on open
flame, hand cannons are extremely
sensitive to weather. They're useful only
l.n clear weather or when firi ng from
covered posi tions. In any kind of damp
conditions, units using hand cannons
are fortunate if one in ten weapons
actually fires.
MechaniC1>: Hand cannons are
considered tactical weapons for
purposes of proficiency. A standard
L O WT EC Jt F IREAR M S attack with a hand cannon is a fu ll action . If the character
SC learns visi ting worlds with levels of technology is not braced. he suffers Id8 subdual damage and must
lower than that of present-day Earth may encounter ma ke a Fortitude save as if th is damage had been inflicted
cultures usi ng parallel-evolved firearms. The following by a weapon with the takedown (TD) quality.
information is meant to provide eMs with a broad overview Reload ing a hand cannon requires the character - and
of the capabilities and characteristics of firearms in use on a single assistant. if one is available - to spend a total of 20
worlds with medieval, Renaissance. and industrial levels of half act ions. If a character is not proficient with the
tec hnological development. wea pon. he must spend a full action for each half action he
All of the follow ing weapon types are technically wo uld normally take 1.0 reload. The Quick Re load feat has
available to sec personnel as relics or reproductions. no effect on the speed with which a character can reload a
However, SC team members are highly unl ikely to receive hand cannon. A character may not reload a hand cannon
permissio n to carry such weapons on missions, as modern while prone.
weapons are readily availab le to t he SGc. The error range of a hand cannon is increased by 2 in
Ammuni t io n req uisitioned for a low tech firearm rai n or snow (e.g. an error range of 1-3 becomes 15), and by
includes separate supplies of gunpowder, projectiles. and 5 in a storm.

106
L ATE M EDIEVA L FI REARMS IN DUSTR I AL F IREARMS
The first progressive development of ha nd cannons, On planets with. industrial age levels of technology,
matchlocks use an external mechanism to hold a length of percussion cap firearms are state of the art, and to a
burning fuse. rather than requiring the s hooter to insen it trained historian are usually one of the first signs of
into the weapon by hand. Matchlocks are easier to load and industrialization being applied to warfare. These weapons
fire than their predecessors. but share hand cannons' use mercury fulminate or another impact-sensitive
vulnerability to wet conditions. explosive compound to initiate the explosion of their
MechoniCA: Matchlock pistols are considered handguns gunpowder, rather than relying on direct flame or sparks.
for purposes of proficiency. and matchlock muskets are Percussion cap handguns are usually revolvers, with a
considered rifles. A standard attack with a matchlock basic configuration famili a r to l tstcentury Earth natives.
firearm is a half action. Military rifles using percussion caps are almost always
Reloading a matchlock requires the character to spend singleshot, but some heavy civilian hunting models may
a total of 12 half actions for a large weapo n and 8 for a small use double barreled configurations.
weapon. [f the character is no t proficient with the weapon. Mecho.niu: Percussion cap revolvers are considered
he must spend a full action for each half action he would handguns for purposes of proficiency. and percussion cap
normally take to reload. The Quick Reload feat halves the rifles are considered rifles, A sta ndard attack wi th a
number of half actions required. A character may not reload percussion cap fi rearm is a half action.
a large matchlock while prone. Reload ing a percussion cap firearm req uires the
The error range of a matchlock is increased by 2 in rain character to spend a total of 5 half actions per round being
or snow (e.g. an error range of )'3 becomes )'5), and by 5 in loaded for a large weapon and 3 per ro und for a small
a storm. weapon. If the character is not proficient with the weapon.
he must spend a full actio n for each half action he would
normally take to reload. The Quick Reload feat halves the
R ENA I SSANCE F IREAR M S
number of half actions required (rounded down). A
Flintlocks eliminate most of the problems that
character may not reload a large percussion cap firea rm
matchlocks have regarding the need to keep a length of
while prone.
match burning at all times, Instead, a flintlock's firing
mechanism incorporates a clamp that holds a piece of flint.
When the wielder pulls the trigger. the flint hits a striking
OTIiER TEClir.loloCiY
We .. ther Altera tion Globe: This appe.. rs to be a o_7Sm
surface, generating sparks that in turn ignite the weapon's
diameter globe, suspended in a magnetic field held wit hin
powder charge.
a h.ollowed-out l.smwide dais inside the inner sanctum of
Flintlocks were the first firearms to feature relatively
the Temple of Storms on Ga11iela (Aee page 14). The globe
common designs holding multiple rounds of ammunition,
appears to be made of a highly polished slate blue bas.. 1t.
These designs feature a separate barrel and firing
with an extremely detailed and accurate topographical3D
mechanism for each round. or a single firing mechanism
representation of Gallicia's continents etched and carved
with a set of barrels that must be rotated manually before
into its surface, The dais of the device is made of the same
each shot.
material. with a series of prayers etched around the rim of
Wheellock firearms are also renaissance level
the dais. and finger.size hollows alternating with sapphire
technology, which use a spinning metal wheel and striking
gems set into the sides. The power source for t he device is
surface to generate sparks. rather tha n flint and steel. They
not immediately visible. but upon some investigation, a
are identical to flintlocks for game purposes.
large sapphire gem similar to those set into t he dais can be
MechoniCA : Fli ntlock pistols are considered handguns
found in the floor underneath the device. Above t he Globe,
for purposes of proficiency, and flintloc k muskets are
a net of gemstones is set into the ceiling. wi th silver wire
considered rifles, A standard attack with a flintlock firearm
tracings connecting them together.
is a half actio n. A character may not fire flint lock weapons
Re.lource Poinu: N/A. The Globe is not available to the
in burst or strafe mode. regardless of class abilities. feats.
SGC or its allies.
or other effects that would otherwise allow him to do so.
Mpchanic;J.: By using the Invocations to the goddess
Reloading a flintlock requires the character to spend a
(code words and passwords), manipulating the gemstones.
total of u half actions per round for a large weapon and 8
and using the fingerkeys in the correct sequence. the
per round for a small weapon. If the character is not
priests of Ilsheen can represent the changes to the planer's
proficient with the weapon, he must spend a full action for
weather systems on t he Globe. This requires a
each half action he would normally take to reload. The
Concentration check, DC 20, By completing the sequence
Quick Reload feat halves the number of half actions
and activating the device. the instructions and exact
required. A character may not reload a large flintlock while
coordinates are beamed out through the net embedded in
prone.
the ceiling of the Temple, with (it is believed) different
The error range of a flintlock is increased by 2 in a
magnetic forces and thermal waves influencing the forma -
storm (e.g. an error range of 1'2 becomes 1'4).
tion of douds, wind, and pressure fronts over the surface of
the planet. [1'1 order to achieve the desired weather effect,
the user must make a Knowledge (Meteorology) check at
DC 20 plus a modifier based on the weather effect desired.
Failing the check produces no effect: the check may only be

107
made once per suc cessful Concentration check. The device the Uattack" has no effect, and the priest must make
will not normally work if removed from its surroundings, anothe r Concentration check in order to home in on the
though an alternate power source and beaming net may be t arget aga in_
set up to produce similar effects on another planet. Only native Gallicians may operate the device. which
cues in on unique elements in th eir DNA. The device will
WEATHER" DC M OD not functi on off-planet. or target anyone not on Gallicia_
Clear 0 Gallicians possessed by a symbiote may not operate the
Hail _3 device. It was likely originally intended as a met hod of
Ra in, Light _I healing - that the heat waves it generated were much less
Ra in, Moderate _2 intense. intended for sterilization of disease, not the
Ra in, Heavy _3 execution of human beings. However. the priest s have
Sleet _4 modified the device from its intended use. and now use it to
Snow, Light _2 kill over great distances.
Snow, Mode rate _4
Snow, Heavy _6
_a
Blizzard
Hurricane _10
MISCELLANEOUS
Snowstorm .w RULES
Thunderstorm _4
Wind, Light _I
Wind, Moderate _2 OUTER SPACE RuLES
Wind, Strong _4 The following rules are intended for use in stars hips
Wind, Severe _6 and other locations in the void of space. Unless otherwise
Windstorm _a specified, all space vessels capable of holding more than
Wind, Hurricane _10 four crewmembers contain standard artificial gravity (1.0
Wind, Tornad o +10 G, unless the GM wishes 10 alter it). Combat and other
.. See page 434-435 of the Storgate SG-l core rulebook activities take place as normal within their confines. The
for specific rules regard ing weather. following modifications may be applied to reflect
particular circumstances. or for situations which occur
Long-Distance "Heat" Im plem ent at ion Device: Similar away from either a ship or an inhabitable planetoid.
to the Weather Alteration Globe, th is appears as a spinning
polished chrome a,75m-width pyramid suspended in a
ATMOSpkER 1C ENTRY
magnetic field held inside a reversed pyramid base,
If a vehicle enters t he atmosphere of a planet, it runs a
concealed within the inner sanctum of the Temple of Heat.
ris k of burning up. The following system may be used if the
Like its counterpart in the Temple of Storms, this device
GM wishes to play out such a circumstance (otherwise, he
has prayer inscriptions. finger-keys, and sapphire gems set
can assume that all atmospheric entries with appropriate
in to the outer dais. Unlike th e other device. however. it is
vessels ta ke place without difficulties), The pilot must
hollow. and wil l cease its rotation wh.m brou ght to a halt by
make complex Pilot skill check in order to guide the craft
the priests of Juhsuld. The web set into the ceiling is also
down safely. The DC is equal to 150 x th e planet's atmos-
subtly different, focusing on the spiral tower rising above
phere raring, rounded up (.dee the Sta rgote SG-I core rule-
the temple. into a transm ission antenna on the roof.
book, pagru 402 and 443/or morc in/ormation) plus 75 for
Re.dource Point.!.: N/A, This device is unavailable t o the
each damage thres hold t he vehicle has reached.
SGC or its allies.
Example: A vessel entering a planet with 1.3
MechaniC1>: When a petitioner approaches the priests
atmosp heres would require a complex skill check with a
for Ujustice,~ th ey mus t bring a hair. skin, or blood sample
DC of 195 (150 x 1.3). If the same vessel were crippled. the
of the person whom they wish to be punished by the god.
DC would be 270 ((150 xl3) + 75).
The Implementation Device dissects the sample for DNA,
The in terval is two minutes and the pilot has a total of
and records the unique pattern of th e individual targeted.
sixteen minutes to succeed at the check; after that, the ship
The priests then manipulate the controls for either ~pain:
burns up or crashes on the surface. The error range is
"fever," or "death,~ and transmi t the specifications toward
increased by +3 during this check. If the vehicle ha5 the TP$
the geostationary satellite in orbit aro und the planet. This
quality, the Pilot gains a +10 gear bonus to each check: the
requires a Concentration check, DC 20. If successful. the
bonus increases to +~o if the vehicle has sh ields act ive (i.e ..
sat ellite homes in on the designated person. and then
it has not suffered a critical hit against ge nerators or had
carries out the appropriate actions. uPa i n~ inflicts 4d6
th em deactivated), These bonuses do not stack. If the pilot
vitality points of damage. ~ Fever~ produces a heat-based
scores a critical Fa il ure with any of these checks, the
effect on the target ident ical to yellow fever (.6ee the
vehicle suffers I critical per action dice spent to convert th e
Srargate SG-l core rulebook. page 440), though it is
error.
non-infectious. "Death~ immediately reduces the target to The pilot may abort the re-entry at any ti me up to six
wound points. In all cases, the target may resist th e effects
minutes into the check; the vessel is st ill high enough in
of the device by making a Will save. with a DC equal to t he
results of the priest's Concentration check. If suc cessfu l.

loa
TABLE 3 . 5 : Low-TECH FIREARMS

RHOIl ..... "' 0 OUA LI TIES

fo'lJI M.diwol " ".,."...

ffM>d =w>Of'I. Oght ~ 30ft, (rr= ISO ft.) AK. TO


-, 19-20 40 ft_("" ,2OO ft.) ... ~.TO
-, 19-20 SOft. ("",250 ft.) AK, TO

l<I" M",i<WI fj,...,,.,,...


"''',l>Io<kpi<'oI -, ~ so ft. ) ,
_,1\Io<k """'..,1;0/1' 2 -, ~
10 It. ("'"'
35ft.!__ 3S0ft.) "
M
",.,<Ok><k mtJ ....... _Y 3 -, 19-20 so II. (,,-- 500 ft.) AK, TO

FI;",lock p;o'oI -, 15 11,(..... ISO ft.) , >-SIt>,


" -, , ,.
FllntIock"..,o / . _ 2
"
...-
15ft.{_ "ISO Il.1

flltltlod<"k'oI.
n ISft.(ma.<ISOIl_1 ,

... -
FIO>tIo<k muoI<".1Iojot
Fl;"uock mu<Io. ...
lli

-,
-,
~

1'1-20
35 It. (max3SO Il.)

3Slq"",,3SOft.l

SOft.(",..SOOftJ
,
, ..
7,SIt>

-.-
FOntl<>< , """",""

FIinIIoo:. d!lo.1II:/>t
FlintIod< d/lo, "'-Y
,
,
"
"
-,
-,
-,
19-20

~
50ft.{"""SOOIlJ

7'5 It. ("'"?S01t.l ,


,
n.
,.
" 19-20 100 It. (m;o. 1,000 ft_)
'"

1511;.(","'15011.) , ,
" 2011;,( ..... 20011,) , ,
" <!S ft. (..... , 2SO fl.) , ,
"
, ,., 125 II. (""'"' 1.2S0 ft.)
,
, " "
19 -20 150ft,( .... ~500It,)

, " 19-20

18-20
2OOfI.( .... 2 ,0001l.)

<!SOft.( .... 2.SOO ItJ


"
~,TO
"
TABLE 3 . 6: AL I EN WEAPONS

T~""'T ~ .. .. o OU ALIT IES SIZE WE IGHT

,
,
,
o
o
o
19'20

1920
ZOIt. {.... 200 II,)
30 fl.l",.. 300 ft. )

100ft. (OW< I,OOOft.)


AP, TD

"'f>. TO
,
",
..
"
,
1820 AP.TO
~P.TO , '""
~"
" 18_20 ISO II. {mo. 1.500 IIJ

1Oft.{""xlOOIl_, ~. lTD' ,
' s.._~",,_ , .....
TMs_opon lm.... oubdua! _ _

TABLE 3 . 7: Low-TECH AMMUNITION

AMMUNITION TYPE PicKs EFFECT


Hand cannon 1 per 10 No modifiers
Matchlock 1 per 50 No modifiers
Flintlock 1 per 60 No modifiers
Percussion cap 1 per 100 No modifiers

109
Hull BREACHES DURIN~ COMBAT
Goa'uld, Asgard. and other advanced species have
technological safegu~rds in pl~ce to prevent hull breaches
duri ng onboard combat. If such safeguards are overcome
(or do not exist for some reason). any missed shot from a
nonenergy weapon stands a chance of breaching the hull.
Roll damage as normal, subtracting the vessel's hardness
value from the result (.6ee the Stargate SG'l core mlebook,
page 379). If t he shot inflicts any damage. it has breached
the hull and begins pulling air from the section (j.e. every
part of th e ship not protected from the breach by an airlock
Of other suitable protection). Consult the decompression
rul es on page 153 for a description of further effects (hull
breaches caused by firearms or similar devices generally
follow the rules for sudden decompression. unless the GM
rules otherwise).

VACUUM
Environments with hard vacuum (such as open space)
are considered the equivalent of a world with no
atmosphere. Consult Table 11.30 on page 443 of the Stargate
SG-J core rulebook for the appropriate effects. Space suits,
as described on page 319 of the Stargate SG j core rulebook
and page 146 of the SeaAon Two sourcebook, mitigate these
the atmosphere to return to outer space. After that, the
effects.
planet's gravity takes over and the vessel is committed - it
must either land or burn up.
If the final Pilot check succeeds. the vessel lands ZERO-~
without incident. If it is unsuccessful. then one of two Rules for a zerogravity environment were printed in
things happens. If fina l check is within 1.0 of the required the SeaAon Two sourcebook. They are reprinted here for
DC. then the vehicle strikes the surface of the planet and you r convenience.
suffers damage as i f it had failed a crash check as per the More properly referred to as microgravity, zero gravity
chase rules on page 151. (assume the vehicle is traveling at is t he absence of a noticeable gravitational field (less than
'h its cruising speed - or base damage if the vessel has no 0.01 G or so). Functioning in microgravity has its own
list~d cruising speed - and the crash check result missed unique set of complications:
the DC by the same margin by which the DC for the reentry
check was missed). Otherwise, the vessel burns up in the All Strength, Dexterity, Balance, Climb. Escape Artist.
atmosphere, suffering detonation as if the vehicle had the Jump, Move Silently, and Tumble checks suffer a -4
selFdestruct modification (.6ee page U4 for more informa circumstance penalty. [f a character rolls an error on
tion). All systems and onboard characters not occupying any such check, he begins spinning (Ace next page).
escape pods suffer damage appropriately.
Example: Lt. Wilson. is attempting t o pi lot an Any time a charact er fires a firearm without bracing, he
undamaged death glider into a 1.0 atmosphere planet. The must make a Reflex save with a DC equal to the
fina l result of his Piloting check is '43 (7 less than the 150 weapon's maximum damage. If he fails the save. he has
he required). The glider slams into the ground at half its knocked himself loose from any mooring and begins
cruising speed - 400 MPH - and suffers 4d6+70 damage spinning.
(ld6 for every 100 MPH of velocity, plus 7 - the number by
which he failed the save - times 10). Any time a character makes a hurled. melee, or
example 2: Lt. Wilson, is attempti ng to pilot an unarmed attack without braCing, he suffers a -1.
undamaged Asgard mother ship into a 1.0 atmosphere penalty 10 damage rolls with that attack. Further, if the
planet. The final resu lt of his Piloting check is 143 (7 less attack check results in an error, the character begins
than the 150 he required). The mother ship slams into the spinning.
ground the base speed for the crash check - and suffers
Id6+3500 damage (ld6 base damage, plus 7 - the number Any trip attack suffers a -6 penalty to the attack check.
by which he failed the save - times 500).
Escape pods which are occupied when the vessel burns Any action (including a trip) that would result in the
up are assumed to be jettisoned. Jettisoned escape pods character being knocked prone instead causes him to
(and their occupants) automatically survive reentry intact; spin.
no skill check is required and the pods suffer no damage
from reentry (though they take d~mage as normal from
weapons fire an d the like).

uo
A spinning character is out of control. unable t o CRITICAL RADIATION Sic k NESS
maintain his orientation without gravity. When a Within Ld3 hours, the character begins experiencing
character begins spin ning. roll Id4+1; this is t he the symptoms of minor radiatio n sickness. with the same
number of half actions he must spend to regain control mechanical effects. However, IdS days later, the character
and stop spinning. Alte rnately. he may attempt to begins to experience internal bleeding and a compromised
stabilize himself with a half action and a successful immune system. He suffers 3d6 poims of temporary
Tumble check (DC 20). While spinning. a character may Constitution damage and IdS points of t emporary da mage
take no move actions, loses his Dexterity bonus to to each other ability. In addition, he automatically fails all
Defense, and suffers an additional -4 penalty to at! Fortitude saves made to resist the effects of poisons or
attack checks. diseases.
These symptoms and ability penalties persist for at
RADIATlolli least ~4 hours. After each 24ho ur period, the character
Of the many hazards encountered by SG teams, must make a Fortitude save (DC 10). Once he has succeeded
radiation is one of the most feared. Undetect able without in three such saves, his symptoms pass and he begins
speCialized instruments, its effects on the human body are recovering lost ability points normally. However, for each
painful, potentially fata l. and often irreversible even with save he [uiu. he suffers another point of temporary
advanced alien healing technology. Const itution damage.
Whenever a character is el!:posed t o a radiation hazard,
he must make a Fortitude save. The DC of this save depends
T ERM I NAL RA DIATION SickNESS
on the intensity of the hazard. If th e character succeeds in
Within 1 hour. the character begins experiencing the
his save, h!.' suffe rs no ill effects. If he fails, the degree of
effects of critical radiation sickness. However. even a series
fai lure determines the degr!.'e of radiation sickness he
of successful Fortitude saves will not prevent his painful
suffers.
and messy demise. He sustains one additional point of
permanent Const itution damage every 2d12 hours until he
MAR~IN RADIATION
expires. Even Goa'u ld medical technology cannOt prevent
OF FAILURE SlcK N ESS
or reverse this damage. although more advanced
10 or less minor
technologies (e.g. those of the Asgard or similar races)
11 to 20 major
might be able to if they became available in time.
21 to 30 critical
31 to 40 terminal
more than 40 instantly fatal IN STANTLy FATAL R ADIATION
SickNESS
The character immediately becomes stunned and
MINOR RADIATION SickNESS
remains so until death, permanently losing I point of
Within 4d6 hours, the character begins experiencing
Constitution every minute.
nausea. weakness, fatigue and vomiting. He suffers Id6
points of temporary Constitution damage and 1 point of
temporary damage to each other ability. MEOICAL TREATMENT
These symptoms and ability penalties persist for at It is possible to treat radiation poisoning with anti-
least 12 hours. After each 12hour period, the character may radiation drugs. The attending physician must succeed in a
make a Fortitude save (DC 10). Once he succeeds, his symp First Aid or Profession \Doctor) skill check (DC 16) every 24
toms pass and he begins recovering lost ability poims nor hours. Each successful treatment uses one dose of anti-
mally. radiation drugs and provides a +5 circumstance bonus to all

MAJOR R ADIATION SickNESS


Within ld4+~ hours, the character begins experiencing
the symptoms of minor rad iation sickness. with the same
mechanical effects. However, 3d6 days after the onset of
minor radiation sickness. the character - who has most
likely recovered from his minor radiat ion sickness by now
- suffers a re lapse, with all of the same symptoms plus
diarrhea, hair loss, and a weakened immune system. When
this strikes, the character suffers ~d6 points of temporary
Constitution damage and Id6 points of temporary damage
to each other ability.
These symptoms and ability penalties persist for at
least 24 hours. After each ~4hour period, the character may
make a Fortitude save (DC 15). Once he succeeds, his
symptoms pass and he begins recovering 10S1 ability points
normally.

Ul
Fortitude saves the patient makes against radiation for the CONVERTING AlIIlMAL STATS
next 24 hours. However. the drugs themse lves have TO STARGATE RuLES
nauseating side-effects, inflicting a -2 penalty on all checks The large number of alien worlds visited by SG teams
and Will saves the patient makes until 72 hours after he often entails encounters with new forms of life. Because of
receives his last dose. this, GMs may occasionally wish to use alien creatures
from other dlO rules systems in his S1argati? campaign (as
well as more mundane Terran animals who do not appear in
CUMuLATIVE RADIATION EFFECTS
Srargati? SGj books). The following rules will help you
Recurring exposure to hazardous radiation can reduce
make the adjustment to Stargate;" system from more tradi
the body's ability to resist future exposures. Every time a
tional dlO rules.
character experiences major or critical radiation sickness,
Mos t traits port over with no changes. but hit poims
he suffers a cumulative -1 penalty to all further Fortitude
must be adjusted to wounds and Vitality points, and Armo r
saves he makes against radiation hazards.
Class to Defense and OR.

RADIATioN HAZARD SAVE DC


Nuclear explosion ... WOUND POINTS
,.. at ground zero no save possible; Ai; with charac ters, an animal's base wound points are
automatically fatal equal to its Constitution. For animals of sizes other than
... central area of effect 80 Medium-size. these base wound points are multiplied by an
... secondary area of effect 40 amount determined by the animal's size:

Nuclear reactor containment breach .. , SI ZE WOUNDS


... catastrophic fa ilure 60 Fine Con x 1/5
... man-sized hole 45 Diminutive Con x 1/4
... hand-sized hole 30 Tiny Con x 1/3
... hairline crack 15 Small Con)( 1/2
Large Con x 1/2
Nuclear fallout... Huge Con x2
... strategic weapon 40 Gargantuan Con x3
one week after blast 20 Colossal Conx4
one month after blast 10
... tactical weapon 30
VITALITY POINTS
one week after blast 15
An animal's hit dice convert to vitality dice on a J:l
one month after blast 8
basis. The die type is determined by the anim~l's general
... sub-tactical weapon 20
category. Reduce the die type by 1 for every size category
one week after blast 10
the animal is below Small. A die type smaller than a dl (112
one month after blast 5
d4) results in no vitality points save for those provided by
... ' dirty bomb" ,2
the animal's Constitution bonus - the creature is simply
too small 10 resist the amounts of damage characters dish
Substances
out,
Unst able naquadria 100
Unst able naquadah 70
CATE(jORY VITAL ITY 0"
Weapons -grade plutonium 50
Wild Carnivore d8
Nuclear reactor waste 40
Wild Herbivore d6
Unprocessed uranium are 10
Beast of Burden d6
Domestic Working Animal d4
Astronomical sources
p" d2 (1/2 d4)
Blue giant st ar...
... from outside atmosphere 60
... from habitable planet's surface 20 DEFENSE AND DAMA~E REDUCTION
Blue-white star... Most animals in the d~o Syste m'~ have natural armor
... from outside atmosphere 45 bonuses. If the animal's Dexterity is greater than its
... from habitable planet's surface 15 Constitution, this becomes a Dodge bonus to Defense. If the
Solar flare (from outside atmosphere) 30 animal's Constitution is greater than or equal to its
Cosmic radiation (from outside atmosphere) 12 Dexterity, the GM has the option of splitting the natural
armor bonus between Defense and the natural armor
Misce ll aneous environmental and medical sources animal quality, or converti ng it to natural armor in its
Particle accelerator operating in the same room 8 entirety. Natural armor's damage reduction is always I
Medical X-ray 3 point less than the natural armor bonus provided in the
Seve re sunburn 2 animal's dlo stats.
Example: A creature has a natural armor bonus of +4 in Hidoman Squid (anima l/ alien): CR Ill; S2 S; w/vp 8/3:
the d20 System. Its Dexterity and Constitution are both Init +2 (+2 Dex); Spd 5 ft (land)/35 ft (water); Def 14 (+2 Dex.
14. The GM decides to split this. applying I point to the +2 natural armor); Atk: Bite +3 (dmg Id4-1. error -, threat 20);
animal"s Defense as a Dodge bonus and putting the other 3 Face 1 square; Reach 1 square; SA None; SQ No ne; SV Fort
points into the natural armor quality with DR 2. +2. Ref +4. Will-I; Str 8, De" 15, Can 10, 1m 5, Wis 8, Cha 8:
Other statist.ics and special abilities may be applied as Skills: Hide +6. Listen +2, Spot +5. Feats: None.
normal.
IiIDOMAt.i TREE-RATS
Common in the forested areas of the Province. as well
NEW FAUNA as Shimana's remaini ng pa rks. t he tree-rat is an inquisitive
long-limbed rode nt. Similar to terrestrial opossums, the
tree-r ats have sinuous bod ies about 12 inches long, with
IiIDOMAt.i SQUIDS tails about half that length, covered in short soft grey or
These aquatic invertebrates. measuring about four feet brown fur. Thei r faces are narrow and pointed, with shiny
from tentacle tip to top of the head. are Hidoma's closest black eyes and a spray of whiskers at the tip of the snout.
thing to native intelligent life. In the past few thousand Tree-rats are curious animals, usually hungry and will-
years. the squids have developed a rudimentary amphibi. ing to eat almost anything. They will make off with
ous capability. enabling them to survive out of water for unguarded small objects, usually dropping them once t hey
about 12 hours {longer in very humid conditions}. They have lose interest or realize that it is inedible. Tree-rats are
10 tentacles and are bilaterally symmetrical. with excellent social animals, and are usually found in groups of 6-10_
vision in water or out of it. The squids have a thick rubbery
skin and two large eyes. one on each side of their elongated Tree-rat (animal): CR lA, S2T; w / vp -V2; (nit +3 (+3 Dex);
conical heads. They can change skin color to match their Spd 20 ft; Def 14 (+2 Size, +3 Dex); Atk: Bite +1 (dmg Id2.
surroundings (two rounds to adapt for a +4 competence error -, threat - ); Face 1 squa re; Reac h same square; SA
bonus to Hide checks). and are incredibly quick. None; SQ None; SV Fort +0, Ref +3. will +0, Str2.. Dex 16, Con
The squids have some limited tool use. and afe very 5. Int 3. Wis 5. Cha 4; Skills: Hide +8. Spot +3. FeaTS: No ne.
clever creatures. They are omnivorous (prefe rring fish), and
have recently began hUnting in packs of 5- 1~ members.

113
Most official sec
missions take place off-world.
where protocol severely rest ricts
vehicle use. limiting a player character team
to a handful of preapproved models. Vehicle
options durin g Earthbased misslons initiated by team
members are limited to the characters' personal vehicles.
while officially sanct ioned missions at home open the field
quite a bit more.
This section presents the bulk of the vehicles that might be
required in a Srarqote SG'J game, with special attention paid to the vehi
cles seen on the TV show. Should the GM or players wish additional vehicle
options. they are encouraged to purchase the Spycraft SoldierlWheelman
CIa.M Guide and other Spycraft and ShadfJIujOrce Archer products.
The standard Spycraft game engine leaves the details of vehicles - their names.
makes, models. etc. - open for the players to define. instead presenting generic
statistics for vehicle classes and a multitude of options to customize each. This format
remains here. with only the Stargate SG-J vehicles fleshed out in detaiL
A complete list of available veh icles is located on Thble4.:w: Master Vehicle Guide at the
end of this section (Me page J6o). The following sections detail special rules that apply to
vehicles in general and certain vehicle categories, as well rules for choosing and improving
vehicles gained through resource points, rank. personal belongings. and other means.

VEHICLE AND ORDNANCE


CLASSES
The Srargare SG'l vehicle rules draw a line between vehicles controlled and crewed by single
characters and small teams (such as cars. planes. and boats) and massive spacecraft crewed by dozens,
hundreds, or even thousands (s uch as the X303. Asgard fleet s hips, and Goa'uld pyramid ships). Vehicles
are thus designated as eit her galaxy class or planetary class. as follows.
Pla netary Class Vehicles: These vehicles fall within the standard Srarqare SG-l size scale (ranging
from fine to Colossal). and are easily measured in dimension. scale. and mass against characters and
other objects. Galaxy class weapons may not be installed on planetary class vehicles.
Galaxy Class Vehicles: These monstrous vehicles are generally miles in length and thousands or tens
of thousands of tons in weight. Their incredible mass makes them wildly resistant to conventional
weapons, obstacles, and even crashes with all but another galaxy class vehicle or an object of equivalent
mass and force (such as an asteroid or a planet}. It also allows them to wield a class of weapons generations
beyond standard vehicular options such as grenade launchers and planeponed bombs. These weapons -
galaxy class ordnance - are most accurate against galaxy class vehicles. though they can also he used to
devastating effect against smaller vehicles and even personnel in rare circumstances. Galaxy class
vehicles are meas ured by five new size categories above Colossal - "GalaxY' l ~ through ~Ga laxy-5~ from
smallest to largest. respectively.
This class division has many effects during chases and
vehicular combat (Me page 137), and sharply impacts the
use of vehicular ordnance. The Srargate SG-J game system
draws a sharp line between three classes of ordnance. as
follows.

Personnel Class Weapons: These are constructed for


use against people, and are described at great length in the
Srargate SG-/ core rulebook. Using these weapons against
vehicles tends to have lessened effect. if only because
vehicles are so much tougher - and often better annored-
than soft. human targets.
Planetary Cla ss Weapon s: These weapons are
constructed for use agains t planetary class vehicles and
atmospheric structures_ They generally pack far greater
punch than their smaller cousins but are consequently
much harder to use aga inst small. fast-moving targets (like
people and personal vehicles). and have less effect against
unarmored opposition.
Galaxy Class Weapons: These wea pons are constructed
for use against galaxy class vehicles. t o bombard planets.
and for similarly large-scale operations. They are nearly
useless against personnel and planetary class vehicles - CARS AND TRUcks
their tracking systems can scarcely make out targets that Ability/S kill: Dexterity/Driver.
small - but they pack the significant punch required to Sub-Cate gories: Cars, trucks.
stymie or even destroy galaxy class vehicles.
DRONES
Both planetary and galaxy class weapons are described Ability/S kill : Wisdom/Pilot (for air drones).
in greater detail. wit h supporting mechanics. in t he Wisdom/Driver (for ground drones), Wisdom/Pilot {for
Ordnance Qualities section (Me page J:l6). space drones}, Wisdom/Boating (for water drones). Due to a
drone's complex controls and the general disorientation
when using a drone, its operator suffers a -5 circumstance
VEHICLE penalty with all vehicle skill checks made using it.
Sub-Categories : Air drones (e.g. UAVs), ground drones
CATEGORIES (e.g. MALPs), space drones (e.g_ probes). water drones (e.g.
fan -driven camera pods).
The Star9ate SG-/ Vehicle Guide divides transport into Drone Combat: Vehicular combat tests a drone
eight categories, based on skill use. utility, and the operator's ability to the limit. Operators suffer a - 10
backdrop within which each vehicle is typically used - air circumstance penalty with all attack checks made using a
vehicles. armored and heavy vehicles, cars and trucks, drone. This penalty is reduced by 1 for each of the following
drones, mounts, personal vehicles, space vehicles. and conditions that apply.
water vehicles.
Special Note: Space vehicles and vehicles built and The drone is equ ipped with an enhanced sensors suite
dist ributed by the SGC and alien cultures are unavailable (l,ee page 11S).
without GM permission (i.e .. as part of a mission profile),
even as part of a character's rank package or personal The operator uses a custom interface (,bee page /J6).
belongings.
The operator possesses 5 or more ranks in Computers
AIR VEIiICLES or Hobby (Video Games),
Ability/Skill: Dexterity/Pilot.
Sub-Cat egories: Fixed -wing air vehicles (e.g. planes), The operator has line of sight to the drone.
lighteNhan-air vehicles (e.g. blimps). rotor-wing air vehi
cles (e.g. helicopters). An operator may aim a drone-mounted weapon per the
standard combat rules. but may only take the brace action
ARMORED AND IiEAVY VEIiICLES by bringing the vehicle to a complete halt (including
Ability/S kill: Dexterity/ Driver. landing a flying drone or settling an aquatic drone to the
Sub-Categories: Railed armored and heavy vehicles bottom or against a fixed structure).
(e.g. trains). tracked armored and heavy vehicles (e.g. Drone Control: A drone's contro ls may be as simple as a
tanks), wheeled armored and heavy vehicles (e.g. APCs). hand-held remote unit (for drones used only within the
operator's line of sight) to full cockpits with video monitors
to provide the operator visual cues even when the drone is

115
out of his line of sight (and to produce the illusion of being conditions that reduce drone combat penalties (..,jee page
inside the drone while it's in use). Un less otherwise speci- 115). The modified penalty is applied to both the check
fied . the cost of a full cockpit control station is included in result and the skill's check cap (Aee the Stargare SG-J COil!
the price of eac h drone. Such a control station is required to ruiebook, page J07).
benefit from an enhanced sensor suite (Aee page 118). line of S ig ht: The difficulty inhere nt in controlling a
The use of a control signal also means that drones are drone can be offset by specialized training and line of sight.
susceptible to jamming and other forms of elect ronic The Drone Operations feilt grants a +2 gear bonus with
warfare. A drone's signal power rating is listed in parenthe standard drone vehicle skill and anack checks (..,jee page
ses with its control1ink (elK) quality on Table 4.20: Master 115). Without this Feat, an operator possessing line of sight
Vehicle Guide (Aee page 160). If a ground, water, rotor-wing, to a drone he's operating gains a +1 gear bonus with
or lighterthan-air drone loses contact with its control sta standard drone vehicle skill and attilck checks. These gear
tion, it freezes in place. When a fixed-wing drone loses con bonuses do nor stack. so a character possessing the Drone
tact with its control station, it flies in a strilight line at min Operations feat gains no further benefit from having line of
imum speed. A drone may be equipped with the automated sight to the drone he controls.
control system quality (ACS), providing it with rudimentary
skills to carry out an assigned mission even when not
TABLE ... . 1: DRONE CONTROL MODtFIERS
under direct outside control (Me page liS). A drone may
DRONE ACTION/ MANEUVER ATTACk
also be fitted with an automated attack system (AAS) mod
CONDtTION CHECks CHECks
ification u,ee page /18).
Aoy -5 -10
All drone SKill and attack check modi fiers are summa
Drone Operations feat .2 .2
rized on the Drone Control Modifiers Table. to the right.
Enhanced sensor suite quality .1 .2
Drone In terface Software: A character with dedicated
Drone int erface software .1 .2
interface software gains a +1 gear bonus with skill checks
5 ... ra nks in Co mputers or
made to control the drone and a H gear bonus with attack
Hobby (Video Games)
checks made using the drone. This software mily be requi
Character has line of s ight to drone
sitioned from the SGC at a cost of z RP or scripted with a
successfu l Computers check (DC zo). This program
requires 2 days to script and may not be created with a com
MourJys
Ability/S kill: CharismaIHilndle Animal.
puter possessing a power rating below +2.
Sub-Categories: None.
Drone Se nsors: The most common use of drones is to
AnimalDrawn Vehicles: Many ve h icles, such ilS
provide intelligence through on-board cameras, video
wagons, are drawn by animals. These vehicles possess the
recorders. or audio equipment. The operator gains an
animal -draw n vehicle (ADV) quality that defines t he
immediilte sense of what t he d rone "sees" and may use the
number of animals required for the veh icle to opHate at
information accordingly. In most cases. however, the oper
peak speeds u,ee page lJ8).
ator is entirely reliant upon the drone's sensors to gather
Each successful attack against an animaldrawn
this intelligence - sensors which are rarely as ilcute as the
vehicle is assumed to hit the drawn vehic le (where the driv-
human eye and ear. Consequently, all Spot, Search, and
er is located), rather than the animals pulling it, though a
Listen checks made remotely through a drone suffer a -5
character may target an animal on a vehicle team by accept-
circumstance penalty. This penalty is reduced by the same
ing a -2 circumstance penalty with their ilttack check.

"6
When 1 animal within a multianimal team is killed, the
vehicle must stop moving unless some<lne releases the VEHICLE OUALITIES
deild animal from the team chain. This requires a success'
Many vehicles share one or more special mechanical
ful Escape Artist check (DC 15). as well as proximity to the
distinctions. or qualities, inherent in their design.
chain (Le. for the character to be riding one of the other
construction. or operation. These qualities provide special
animals or be at the very front of the vehicle, as determined
rules for the use or effects of that vehicle. Further. some
by the situation and the GM).
qualities represent improvementS over a typical vehicle of
finally. the listed speed and MPH for animaldrawn
the same type.
vehicles assumes a Full team. When a vehicle is drawn by a
Requirements: Each quality fills a number of vehicle
larger or smaller team. its speed and MPH are modified as
option slots. When a quality requires mo re options slots
shown on the Animal Drawn Vehicle Speeds table. below.
than are currently free on the vehicle, it may not be
Moullt Combat: Whell a rider's mount is not engilged in
installed. Further. each quality may only be installed on a
another activity (such as a chase or a ~vehicular' combatl.
vehicle oftne listed minimum size.
he may direct it to make an attack against any target
Cost : During the Gearing Up phase only, a character
within its reach. If the rider also makes one or more attacks
may use resource points to add qualities to vehicle he
during the same round. he must make a successful Handle
already possesses. or one that he's just requisitioned
Animal check (DC 10) to convince the mount to attack as
(including a vehicle gained from rank and as part of t he
well. This check Is required even if both the rider and the
character's personal belongings). The cost of each quali ty is
mount attack the same target.
included in its description and on Table 4.20: Master
Mount Damage: Moullts suffer damage and damage
Veh icle Guide ()jee page 160). Qualities with a cost of ~N/A"
conditions as characters. Healing a mou nt also follows the
afe unavailable for individual purchase and arc only
standard character fules, though a character gains a +2
allowed on vehicles that already possess them. as shown on
synergy bonus with First Aid checks made to heal an
Table 4.20.
animal when he possesses S or more ranks in the Handle
Vehicle quali ties may never be installed in the field.
Animal skill. Statistics for an average specimen of each
When a character adds a second or later quality to the
mount type are included in the ~vehicle descriptions
same vehicle. the new weapon's RP cost is increased by +2
section Uu page 134).
per previous quality already installed in the same vehicle.
Qualit.ies, Modifications. and Ordna nce: These
Xamplrl: Lt. Wilson installs a third quality into the
options may not be installed on a mounl. A mount may only
same ve hicle. The new quality's RP COSt is 4 higher than its
benefit from the options listed in its Masler Vehicle Guide
listed cost.
table entry.
The cost of each installed quality - induding the multi
pie qual ity COSI- is added to the vehicle's tOlal RPcost. If a
TABLE 4.i! : ANIMAL-DRAWN VEHICLE character pays this COSt with hls custom ride resource
SPEEDS points, the SGC replaces Ihe vehicle with all successfully
T EAM SIZE SpeED MpH installed qualities when it's lost or destroyed. If the cost is
Half-team to Team -1' -10 ft. -1/2 paid from the character's operation gear budget. the SGC
Team -1 -5 ft. -1/2 does not replace the vehicle.
Team +1 5 ft. .1/2 Codes: Each vehicle quality is identified on the Master
Team +1 to double team +10 ft. .1/2 Vehicle Guide Table with a threeletter code.
Spec ial Note: The benefits of any quality flagged with
*Animaldrawn vehicles may not be puHed by less than an asterisk are lost unless the vehicle's pilot possesses at
half a fu ll team or more than twice a fu ll team. least 1 rank in the vehicle's pertinent control skill.

pERSONAL VEHiCLES QUALITY DESCR I PTIONS


Ability/Ski ll: Dexterity/ Balance. Air Lock (AI R) : A vehicle with this quality is equipped
Sub-Categories: Personal air vehicles (e.g. hang with an air lock, allowing characters to enter and leave the
gliders). personal ground vehicles (e.g. motorcycles). vehicle in hostile environments - such as space,
personal space vehicles (e.g. space sleds), personal water underwater, or a cloud of poison gas - without endangering
vehicles (e.g. jelskis). those inside. The air lock's door and wall hardness, wound
points. and Break DC are equal to that of the vehicle's hull.
SPACE VEHiCLES The room can equali1.e with the environment within or
AbiBtylS kill: DexteritylPilot. outside the vehicle over the course of 2 rounds per Sh.
Sub.Categories: Galaxy class vehicles (e.g. Goa'uld square of air lock floor space. The air lock's floor space
pyramid ships). planetary class space vehicles (e.g. death must be determined when the vehicle is requisitioned (to a
gliders). maximum of 6 squares or ~ the vehicle's available option
slots, whichever is lowerl. Each square of air lock floor
WATER VEHiCLES space takes up 2 available option slots. COM: I RP per
Ability/S ki ll: Dexterlty/Boating. square of air lock floor space.
SubCatego ri es: Surface water vehicles (e.g. Air Refuelin g* (ARF): This quality may only be
destroyers), submersible water vehicles (e.g. submarines). installed on an air or space vehicle. A vehicle with this

U7
quality is equipped with a standard mid-air refueling tank enemies (to a maximum of 5,000 feet), and identify which
and may take on fue l while in flight from an appropriately of the vehicles' weapons are ~on alen,~ The system may
equipped airborne refueler. Given steady refueling, this thereafter be left alone for up to 1 month without requiring
aircraft can remain aloft indefinitely (or until a critical more power {in the form of two rechargeable batteries the
failure or other condition forces it to land). COM: 2 RP. characters receive wit h the system, and which the team is
Anima l-Dra wn Ve hicle* (ADV): This quality may only assumed to be continually recharging unless the GM or
be installed on a ground vehicle. A vehicle with this quality circumstances determine otherwise}.
is drawn by one or more anima ls, such as work horses (l.ee When an enemy comes within the designated range, the
page 137)' The vehicle's listed speed and MPH values eM or one of the players rolls ld20 and adds the system's
assume a full team of animals listed in parentheses with base +2 initiative bonus to determine when it attacks. Each
this quality. When a larger or smaller team draws the vehi- round that an enemy target is within the specified range on
cle, its speed and MPH are modified as shown on Table 4.2: the system's initiative count, the system makes as many
Animal-Drawn Vehicle Speeds (.dee page 117). Animal-drawn standard attacks against that target as possible with each
vehicles may not be pulled by less than a ha lf team or more weapon that's on alert. If more than one target is within
than a double team. COl.t: N/A. range. the system fires upon the closest until it's killed or
Auto mated Attack System (AAS): A vehicular weapon destroyed, then moves on to the next nearest threat. for
is assumed to be manually operated from a seat, each attack. the GM or one of the players rolls 1d:w and
gyrosphere, or harness at the weapon's location. When a adds the system's base +2 attack check bonus, comparing
manually operated weapon is fired. the character's the result to the target's Defense as usual. This process
initiative and attack bonuses - and other combat va lues - continues until there are no enemies left within range, the
are used to determine whether the attack hits. vehicles' weapons run out of ammunition, or the system
A weapon installed on a vehicle with this quality, runs out of power.
however, may be operated by an automated targeting Switching between manual control and alert requires 1
system. This system has two settings: ~manual" (when all full action. A character may operate a vehicular weapon set
the vehicle's weapons operate as described above) and to manual while an automated system is engaging enemy
"alert" (when the system act ively scans the vehicle's targets with any number of other vehicular weapons set to
surroundings within a set range, attacking opponents who alert, using their own initiative and attack check bonuses
venture within the scanned zone using its own initiative as usual. Only one automated system may be installed on
and attack bonus). any single vehicle at any given time.
When this system is set to "alert." the character must COlot: 2 RP. + t RP per additional +i bonus to both the
designate a range out to which the system watches for system's initiative and attack checks (to a maximum check
bonus equal to the highest character level of anyone
character on the team).
EL E CTROroJlC IroJTERFEREroJCE
Automated Co ntrol Syst em* (ACS): A vehicle with this
Any vehicle that is guided by sensors - mainly those
quality possesses a control system capable of basic maneu-
with the non-visual sensors quality (Me page I~O) - may
vers and some decision-making ability, provid ing a base +1
be misled using electronic interference. This is treated
gear bonus with all maneuver checks made when set to
as an attack action with the following characteristics:
"auto-pilot." A character may not combine his vehicle skill
Senso r Suppression (Fu ll Acti on)
bonus with this gear bonus. COl.t: 2 RP, +1 RP per additional
Using gear or vehicular options capable of electronic
+1 gear bonus (to a maximum gear bonus of +4).
interference, you may attempt to confuse a vehicle's
Ch aff (CEf f): A vehicle with this quality possesses
sensors. Make an Electronics check, adding the perti
sensors that watch for radar-guided attacks, scattering
nent power rating of your gear or any bonus in your
packets of metallic foil upon activation to create an
vehicular option descript ion. This check is opposed by
enormous target for the radar to track instead. This grants
an Electronics check generated by whomever is in
the vehicle a base +2 gear bonus to Defense against attacks
charge ofthe target vehicle's electronics gear, who adds
made with a weapon possessing the radar.guided (RA)
the sensor rating listed after his vehicle's NonVisual
quality (j,(!(! page 129). CO),t: 1 RP, +1 RP per additional +1
Sensors quality on Table 4.20. If the target vehicle is
gear bonus (to a maximum gear bon us of +6).
automated or otherwise unmanned, simply roll Id20,
Control Li nk* (CLK): A vehicle with this quality is fitted
adding the target's sensor rating (if any) and automated
for remote operation as a drone. It possesses a base +I
attack and initiat ive bonus (if any). If the check
control signal power rating that counters attempts to
succeeds, the target vehicle's driver suffers a penalty to
interrupt its operation via electronic interference (Me rhe
all vehicle-based skill checks (including maneuver
Srargate SC -l core rulebook, page ~98, and the l.idebar to
checks) equal to the difference between the opposed
rhe lelO, CaM: 3 RP, +1 RP per additional +1 power rating
Electronics checks (to a maximum of -4). With a critical
(max. +4),
success. this penalty is doubled . If the check fails, the
Decoys (DEC): A vehicle with this quality possesses
electronic interference has no effect (though you may
sensors that watch for infrared-guided attacks, launching
try again during your next action). With a critica l fail
small drones upon activation to mimic the vehicle's
ure, you may not retry sensor suppression unless you
thermal signature. This grants the vehicle a base +2 gear
either choose a new target or use a piece of gear with a
bonus to Defense against attacks made with a weapon
higher bonus to retry against the same target.
possessing the infrared-guided {lG} quality (.dee page 1~8).

Ll8
CO.6t: 1 RP. +l RP per additional +\ gear bonus (to a
IMPROVEMENT PAckAqES
maximum gear bonus of +6).
During the Gea ring Up phase orlly. a character may
Enclosed Engine Block (EEB): A vehicle with this
opt to requisition mUltiple vehicle improvements at the
quality features an engine that's remotely positioned or
same time, gaining a discount with all of them. When a
surrounded by reinforced metal. making it difficult to dam-
charact er chooses to add 5 or more qualities. modifica-
age. The vehicle therefore ignores the firSt critical hit
tions. and weapons to a vehicle duri ng the Gearing Up
scored aga inst its engine during each session. Co.u: 2 RP.
phase, the combi ned cost of all the improvements is
Enhanced Sensors Suite* (ES5): A vehicle with this
reduced to 'I.t standard (rounded up).
quality features numerous cameras and sensors to help
example: Lt. Wilson requisitions a truck for use
main tain the best possible sense of the vehicle's surro und-
during a mission on Earth. During the Gearing Up
ings when the pilot remotely controls the vehicle. This
phase, he chooses to improve the vehicle with th e
grants a base +l gear bonus with maneuver checks made by
rugged quality (2 RP). a five-point harness modification
remote. CoU: 1 RP, +l per additiona l +l gear bonus (to a max-
13 RP}, a 7.62mm vehicular machinegun II RP). a light
imum gear bonus of +4).
vehicular flamethrower (4 RPl. and the li nked ordnance
Escape Pod (ESP): A vehicle with this quality features
modi fication (2 RP). Typically, t hese improvements
one ejection seat or escape pod that automat ically jettisons
would (ost a tot al of 12 RP above and beyond the
when the vehicle's wound points are reduced to 0 or less,
vehicle's cost, but because th ere are five of them, Lt.
thereafter drift ing to earth using the st atistics for a
Wilson's actual cost is only 6 RP.
jettisoned escape pod personal air vehicle (.6ee poge 162).
As shown in tllis example, ifs the actual number of
The seat's occupant must be declared at the start of any
improvements. flor the number of RP spent. that
vehicular scene. an d may at the time of activation override
rriggers thiS discount..
the jettison sequence as a free action if he wishes. CMt: 1
Special Note: A vehicular weapon enhanced wit h any
RP. +1 RP per additional ejection pod (max. equal to
number of ordnan ce qualities is still considered only I
vehicle's tot al occupancy).
im provement for the purposes of gaining this discount.
Exotic (EXO): A vehicle with this quality is unusual,
When a weapon is incl uded in an im provement
either due to its unique controls or peculiar abilities, and a
package, however. both its cost an d the costs of all
pilot suffers a - 4 pena lty with all maneuver checks made
added ordnance qual ities are reduced as above.
while operating it. This penalty is reduced by J for each
ex ample: Lt. Wilson improves a ship with a 7.62mm
week during which the character operates the vehicle for 20
vehicular mach inegun (1 RP), and two light hea t
ho urs or more. Cou: N/A.
seeking guided missile launchers (] RP eachl. each
Explosive (EXP): A vehicle with this quality tends to
possessing the dependable quality (2 RP each). He does
explode when badly damaged - commonly as a backdrop to
not benefit From the improvement package discount . as
fleeing characters. When this vehicle's wound points are
these it ems only count as 4 improvements and he needs
reduced to 0 or less. the GM may spend 2 action dice to
5 to trigger the discount.
cause the vehicle to explode, inflicting blast damage as if a
selfdestruct modification was activated (4ee pagll U4).
C04t: N/A. When an opponent SCOTes a t hreat whe n attacking this
Extra Options (EOP): This quality may only be installed vehicle, the opponent must spend 1 extra action die to
on a vehicle of Small s ize or larger. A vehicle with this qual. act ivate the critical hit. CMt: 2 RP.
ity can host more qual ities, modifications. and weapons Hyperspace Drive (HYP): A vehicle with this quality is
than others of its type. Common with military vehicles, th is capable of interstellar traveL CMf: N/A.
quality increases a vehicle's available option slots by 2. Jamming Counter-Measures oeM): A vehicle with this
COM: 1 RP. H per add itiona l +1 option slot (for each upgrade, quality possesses sensors that watch for OPtica lly-gu ided
the ve hicle must be 1size category larger as well - i.e. Large attac ks (also known as TV-guided attacks), sending power-
for +3 option slots or Huge for +4 option slot s). ful pulses at the incoming threat to scramble and confuse
Flares (FLR): A vehicle with this quality possesses its guidance system_ This grants the vehicle a base +2 gear
sensors that watch for heatseeking attacks, ejecting high- bonus to Defense against attacks made with a weapon
temperature flares upon activation to create a hotter target possessing the TVguided (TV) quality (Me page 129). CMf:
than th e vehicle's engines. This grants the vehicle a base +2 1 RP. +1 RP per additional +1 gear bonus (to a maximum gear
gear bonus to Defense against attacks made with a weapon bonus of +6).
possessing the heatseeking (HS) quality (.6(?I? page 128). Life Support (LSP): A vehicle with this quality is sealed
COU: 1 RP. H RP per add itional +J gear bonus (to a maxi agai nst the outside environment and atmosphe re -
mum gear bonus of +6). including water - and features air reserves and food stocks
Fly by Wire Controls* (f BW): A vehicle with this capable of sustaining its ful l occupancy with a sealed envi
quality possesses a system that creates redundancy in the ronment for 60 days. Co~r: 1 RP. +1 per additional 60 days
vehicle's control systems. mitigating the chance of (max. ]60 for water vehicles. no max. for space vehicles).
crippling damage to the vehicle's controls. The vehicle Living Qua.rters (LVQ): A vehicle with this quality is
ignores the first critical hit scored against its guidance, equipped with sufficient beds, restrooms, and basic livi ng
steering. or bridge during each session. COM: 3 RP, necessities to house its full occupancy. COM: 1 RP.
Heavy A.rmor (HVA.): A vehicle with this quality is Maintenance Friendly* {MTf).A vehicle with this qual
designed for combat and makes the best use of its armor. ity features readily accessible and particularly easy to

11.
repair components, reducing the required time for each loses the benefits of that qua lity. Finally, any successful
Mechanics check made to repair the vehicle to Y.! standard attack against the vehicle made with a wea pon possessing
(rounded down). CoM: N/A. the annordefeating (AD) quality benefits from t he armor
Non-Vis ual Sensors (NVSj: A vehicle with this quality piercing (AP) quality instead. C01>t: 4 RP.
features no windows and must rely upon its se nsors to Refuele r* (RFL): This quality may only be installed on
navigate. These sensors possess a base + ~ signal power an air or space vehicle. A veh icle wit h th is quality is
rating that counters attempts to jam or mislead t hem via equipped to aeria ll y refuel other aircraft possessing t he air
electronic in terference (1)ee the 5targa re 5G'1 core rulebook, re fueling {ARn quality (1)ee page 117). COU: ~ RP.
page 298, and page 118 of thi1> book). COU: N/A, +1 RP pe r Repai r Teams (RPT) : A veh icle with t his quality ho uses
additional + 2 power rating (maJ<. +10). one or more repair teams who respond to emergency
Off Roa d* (ORD): This qu al ity may only be inst alled on damage and restore lost wound points. The firs t time the
a ground vehicle. A vehicle with this quality is we ll prepared vehicle suffers damage during each scene only, the pilot
for the challenges of off-road driving, limi t ing t he negative may choose to either reduce the damage suffered by 5 per
impact of many surface conditions (.Ie page IJ9). CoM: N/A. repa ir team. Also. at the end of each scene. the vehicle's
Ope n Top* (OPT): A vehicle with this quality lea ves th e wound point damage is reduced by 5 per repair team. No
pilot exposed to enemies, allowing them to target him or skill checks are requ ired to conduct any of these repairs.
his passengers instead of the vehicle. When att acked, the Cou: I RP per repair team (to a maximum number of teams
dr iver and any passenger benefits from the listed cover equal to 115 the ve hicle's occupancy).

"THE 'VETTE BLEW IT WHEN THEY W E NT WITH THAT


BODY STYLE. THEY USED TO BE 50 COOL .....

- C OL. J A CK O"NE IL L

Defense bo nus. The pilot must possess at least 1 rank with Rugged (RGD): A vehicle with this quality is especially
the appropriate veh icle skill in order to provide this cover tough, possessing ~ additional points of hardness. COM: 2
Defen se bon us t o he an d his passengers - his opponents' RP, +! RP per additio nal 1 point of hardness (max. 4).
option to target the veh icle's occ upants applies regardless. Sensor Cloaking Device (S eD): A vehicle with this qual-
CoM: N/A. ity may be rendered near invisible to space vehicle sensors.
Optical Cloa kin g Device (OC D): A vehicle with this As a fu ll action, th e pi lot m~y trigger this device, granting
qua lity may be re ndered nea r invisible to the naked eye. As the vehicle a +6 gear bonus with Hide checks opposing
a fu ll action, the pilot may trigger t his device, granting t he Search checks prompted by proximity sensors (Me left).
vehicle t he benefit s of total conceal ment from outside view CoM: N/A.
(Mil thll Srarga te 5 G' 1 core rulebook. page J68). COM: N/A. Shie lds (S LO): This quality may only be installed on a
Prox imity Sensors (PRS): This quality may only be space vehicle. A veh icle with this quality is protected
installed on a space vehicle. A space vehicle with th is agai nst damage by an exterior shield that grants it 25
quality fe atures se nsors capable of detect ing the presence vitality points. This vitality operates in all ways like a
of ot her vehicles. Whe n a cha ra cter is stationed at th e cha racter's vitality, absorbing all damage not inflicted with
sensor, he may make a Search check once per hour, adding a critical hit or another effect that applies the damage
the sensor's base signal powe r rat ing of +2 to his res ult; directly to the vehicle's wounds. When a vehicle's shield
otherwise, t he GM rolls 1d20 once per hour and adds t he vit ality is exhausted, all damage applies directly to the
sensor's base signal power rati ng. veh icle's wo un ds as standard . A ve h icle's shield vitaHty
When any veh icle approaches within 100.000 ft .. its rec harges at the rate of I vitality per round during combat.
pilot must make a Hide check opposed by the current or:l. vitality per round when the vehicle is idle. Cwt: 2 RP. +1
proxi mity sensor result. If the approaching ve hicle RP per additional 25 vitality (max. equal to 'A of the ship's
possesses t he sensor cloa king qua lity, its pilot gains a +6 total wound points, rounded up).
gear bo nus wit h this Hide check (1)ee right). Snow Re ady (SRDj: This quality may only be installed
If the proximity sensor's res ult is higher, it not ices the on a ground vehicle. A vehicle with this quality features
approaching vehicle and alerts its operat or, or sounds an spiked treads or other devices to produce traction on snow
alert wit hi n the shi p othenvise. and ice. greatly limiting the negative impact of many
CoM: 4 RP. +2 RP pe r additional 1 0 0.000 ft. range a nd + 2 surface conditions (Aee page 1J9). C01>t: 1 RP.
signal power rat ing (t o a max imu m range of 500,000 ft. St ealth Oe~ i gn (SOS): A vehicle with this quality
and a maxim um signal power rating ohIO). possesses se nsors that watch for sonarguided attacks.
Reactive Armor (RAR): A ve hicle with this quality is bafflin g t he m with diversionary au dio data or simply
protected by adva nced hull plat ing. When an opponent silenci ng th e ve hicle altogether. This grants the vehicle a
scores a threat when attacking this vehicle, the opponent base +l gea r bonus to Defense against attacks made with a
must spend I ex tra action die to activate the critical hit. weapo n possessing the sonarguided (SN) quality uee page
Further. any suc cessful attack against the veh icle made 129}. C01>t: 1 RP, +1 RP per additional +1 gear bonus (to a
with a weapon possessing the armorpiercing (AP) quatity maximum gear bonus of +6).

120
Stealth Tech no logy'" (STC): A vehicle with this qUi! lity
uses a combination of radarabsorbent, sonarabsorbent, MASTERWORK
i!nd transparent materials to "cloak" its electronic
signature. This grants the vehicle's pilot a -+2 gear bonus MODIFICATIONS
with Hide checks made to keep the vehicle from being Beyond the qualities a vehicle may possess by virtue of
noticed by radar and sonar. CaM: 1 RP, + 1 RP per additional its design, a vehicle may be augmented with various stock
-+2 gear bonus (to a maximum gear bonus of +8). upgrades and custom enhancement packages, allowing it
Therm al Protection System (TPS): This quality may to excel beyond the limits of the model's standard perform-
only be installed on a space vehicle. A vehicle with this ance. Unlike qualities. masterwork modifications need not
quality grants a + 10 gear bonus to Pilot checks made during be chosen when the vehicle is requisitioned, nor must they
atmospheric re-entry (AeQ page J08). COAl: 1 RP. be installed by sec personnel- they may be installed in the
Tracked (TRIO: This quality may only be installed on a field . by the characters (Joel' pog" 96).
ground vehicle. A veh icle wi th this quality moves upon a set Req uirements: Each modification fills a number of
of tank treads, greatly limiting the negative impact of vehicle option slots. When a modification requires more
many surface conditions (...ee pog(1 139). Co""': NfA. options slots than are currently free on the vehicle. it may
Ve hicle Bay (VBV): A vehicle with this quality may store. not be installed. Further, each modification may only be
maintain. and launch up to a number of smaller craft installed on a vehicle of the listed minimum size.
determined by the vehicle's size. as shown on Table 4]: Cost: Duringthe Gearing Up phase, a character may use
Vehicle Bays (..lee below). These stored vehicles must be resource points to add masterwork modificat io ns to vehicle
requisitioned separately. COAt: 4 RP. he already possesses, or one that he's just requisitioned
Vertical fike-OFf a nd la nding'" (VTU: This quality (including a vehicle gained from rank and as part of the
may only be installed on an air or space vehicle. A vehicle character's personal belongings). The cost of each modifi-
with this quality may hover in place and even back up. cation is included in its description and on Table 420:
sideslip, climb, or descend without forward movement. It Master Vehicle Guide (Ae(1 ptJg" 160).
may also take off and land vertically. like a helicopter. COU: A character may also install a masterwork modification
2 RP. in the field with the Mechanics skil! (A{!i page 96).
Waldos'" (WAU: A vehicle with this quality is fitted with When a character adds a second or later modification to
robotic arms. allowing the operator to manipulate objects the same vehicle, the new modification's RP cost is
adjacent to t he vehicle wi th a Strength score determined by increased by +l per previous modification to the same
the vehicle's size, as follows. vehicle.
E:xample: Lt. Wilson installs a third modification into
V E HiCLE S I Z E WALDO STRE N4TH the sa me vehicle. The new modification's RP cost is 4 high
Fine 4 er than its listed cost.
Diminutive 8 The cost of each installed modification - induding the
Tiny 10 multiple modification cost - is added to the vehicles total
Small 11 RP cost. If a character pays this cost with his custom ride
Medium 12 resource points, the sac replaces the vehicle with all
Large 13 successfull y instatled modifications when it"s los t or
Huge I. destroyed. If the cost is paid from the characters operation
Ciargantuan I. gear budget. the sec does not replace the vehicle.
Colossal 20 Codes: Each masterwork modificat ion is identified on
the Masler Vehicle Guide Table with a threeletter code.
The operator may use the robotic arms to use the Special Note: The benefits of any modification flagged
following skills: Climb. Craft, Escape Anist, first Aid. with an asterisk are lost unless the vehicle's pilot possess
Mechanics. and Open lAck. The operators Dexterity is used es at least I rank in the vehicle's appropriate control skill.
for all Dexbased skill checks made using the robotic arms.
which are also sub ject to the standard penalties applied to
dron e vehicle skill checks (...ee page II5) COM: 3 RP.

TABL E 4 , 3: VEHICLE B AYS


VEHiCLE S I Z E BAY CAPACITY
Colossal Up to 8 Large or 16 Medium vehicles
Galaxyl Up tQ 8 Huge, 16 Large, or 32 Medium vehicles
Galaxy2 Up to 4 Gargantua n, 12 Huge, 40 large, or 80 Medium vehicles
Galaxy) Up to 8 Gargantuan, 16 Huge, 32 Huge, 64 Large, or 128 Medium vehicles
Galaxy4 Up to 4 Colossal. 12 Gargantuan, 24 Huge. 96 Large, Of 192 Medium vehicles
Galaxy'S Up to 8 Colossal, 16 Gargantuan, 32 Huge, 64 Huge, 128 Large, or 2S6 Medium vehicles

These vehicles may be stored in mOfe than one physic.al bay, but the capac.ity remains the same for all combined bays on board
the vehicle. All vehicle bay c.ritical hits affect this total, rather than individual bays (though for flavQr purposes, the GM may describe
otherwise).
MODIFICATIOP\! DESCRIPTIONS Camouflage* (CMF): A vehicle with this modification
Advanced Security Measures (AS M): A vehicle with gains a +2 gear bonus with Hide checks made within one
this modification is fitted with state of the art locks and type of terrain chosen from aquatic, arctic. black. desert,
other security measures to discourage thieves. This forest , jungle. mountain. sand, snow. swamp, and urban.
increases the DCs of Open Lock checks made to open or CO-'>r;l RP pe r terrain.
start the vehicle without the proper access code/key/card Combat Computer* (CCP): A vehicle with this modi Fica
by 4. COM: 2 RP, +\ per additional DC increase of 2 (to a max tion features a system that tracks other vehicles. display
imum DC increase of 8). ing the info rmation on a dashboard video screen to facili
AllWheel Drive* (AWD): This modification may only be late easy kills. During a vehicular scene (-<ICe page 137).
installed on a ground vehicle. A vehicle with this modifica when the pilot attmpts a collision, contact, demolition
tion has independentlydriven front and rear axles, derby, herd, lure, target, or roost maneuver, he gains a +4
providing superior traction on slick and unSTable surfaces, gear bonus with his maneuver check. Co-'>t: 3 RP.
This reduces Driver skill check penalties inflicted by COllculed Weapoll Port (CW P): A vehicle with this
surface conditions to 'h standard, rounded down (-'>ee page modification houses a hidden weapon within its shell.
139 for more information about ,wrface conditiow,). This When the port is closed, th weapon's concealment DC
reduction is made after any benefits from the offroad and becomes 25. Opening the port requires 1 half action, and
tracked qualities are applied (Me paw?-,> 120 and 121, rc-,>pcc restores the weapon's standard concealment DC until it's
tively). Due to the system's weight, however, the vehicle's closed again. A separate concealed weapon port must be
speed and MPH values are reduced by 10% each (rounded requisitioned for each vehicular weapon the character
down), CO-'>t: 2 RP. wishes to hide in this fashion. Co-'>t; 2 RP + the weapon's
Brakes, Racing* (RCB): This modification may only be cOST.
installed on a ground vehicle. A vehicle with this modifica FieldExpedient Armor (FEA): A vehicle wit h this
tion is fitted with a full professional racing brake kit that modification has been given makeshift field work to
grants its driver a +2 gear bonus with obstacle and crash protect it from small arms fire. This usually involves
checks. COM: 3 RP. +1 RP per additional +l gear bonus (to a welding metal plates over vu lnerable areas. The vhicle
maximum gear bonus of+6). gains 5 additional points of hardness against damage
Brakes, Sport* (SP B): This modification may only be inflicted by personnel attacks {this hardness is completely
installed on a ground vehicle. A vehicle with th is modifica ineffective against planetary and galaxy class ordnance).
tion is fitted with slightly oversized. computercontrolled This protection is obvious to anyone looking in Ihe vhide's
brakes, providing it with superior obstacle avoidance and direction. COM: 1 RP.
granti ng its driver a +2 gear bonus with obstacle checks. Fire Suppression System (FSS): A vehicle with this
COM: ~ RP, +1 RP per additional +2 gear bonus (to a maxi modification is protected with flameretardant fittings and
mum gear bonus of +6). features a ha lon spray system or similar fire extinguishing
Bulletproof Windows (BPW): A vehicle with this modi gear. Any Fire damage the vehicle suffers is reduced to 'I.z
fication features reinforced windows that grant 4 points of (rounded down), after the vehicle's hardness and other
damage reduction to any occupant injured with a window effects are app lied. Further. at the end of each round,
critical hit (Me page-,> 174'1751. COM: 1 RP. there's a 50% chance that any fire on board the vehicle is
extinguished. COM: 1 RP.

...
Five- Point Harn ess (FPn): A vehide with this modifica- - Hidden Conrrou.*: This option may only be installed
tion possesses an elaborate set of harnesses and restraints into a vehicle of Large size or bigger. An extra set of
to protect the driver and passengers during a collision, vehicle controls are located in the compartment, along
keeping them from bouncing around inside the vehicle's with view screens from which to observe the vehicle's
cabin. When the vehicle fails a crash check. each occupant exterior. When operating a vehicle using these controls,
suffers only YO the damage inflicted upon the vehicle, the character suffers the standard remOle control drone
unless one of the conditions applies to cause him to suffer penalties Mee page uS).
the full damage as described on page 152. CaAt: 3 RP.
Gym Stabi li"ted Wea pon. (GSW): A vehicle with this - Life Support: The hidden compartment contains
modification features I weapon mounted into a special enough food and water to sustain I character for up to 3
gyro-stabilired bracket that helps to keep it steady as the days, Further, the compartment is environmentaHy
vehicle moves. The velocity penalty applied to attack sealed and includes a selfcontained air supply for one
checks made with the weapon is reduced to l'S: st andard. person for up 10 72 hours.
rounded down (.I.ee page 149). Co..!t: I RP per weapon.
Hidden Cargo Compartment (lICe): A vehicle with this - Spoil Sporr Switch: As a half action taken at the
modification is fitted to secretly carry a quantity of cargo vehicle's standard controls, the character may trigger
determined by the vehicle's size, as shown on Table 4+ this device, inflicting 6d6 fire damage per round upon
Hidden Compartment Volume, below, Gear stored withi n the comparrment's contents for 10 rounds or until
the compartment effectively cannot be discovered without they're reduced to ash. whichever comes first . Once
X.ray technology unless the vehicle is dismantled. Opening triggered, this device must be replaced at a proper SGC
the compartment requires ( half action, and restores the facility, and the DC to find the compa rtment drops to 2 0
gear's standard concealment DC until it's closed again. until it's replaced and the compartment is repaired.
When the vehicle suffers a weapon critical hit. this com
partment is included in the list of~weapons that might be Holographi c Eminer (ULE): A veh icle with t his modifi
damaged. Any damage Inflicted upon this compartment is cation can emit a holographic image of the operator or any
applied in full 10 each item contained within. I location within the operator's line of sight to any vehicle
Crut: l RP, +I per compartment option, chosen from the within 100,000 ft. or the surface of any planet the opera
following list. tor's vehicle currently orbits, Unless modified. the image is
identical to the character and displays all his actions and
- Armored Comportment: The cargo stored in the \"ehi words, or the operator's current field of view (including all
cle's hidden compartment is extremely well protected. events occurring therein). The image may be maintained
gaining an additional +5 hardness above and beyond for up to I minute.
the vehicle's hardness. Modifying the image requires I minute and a successful
Computers programming check (DC 30). With success. the
- Ditch Slvirch: As a half action laken at the vehicle's character may aller up 10 30% of the image to his taste (per
standard controls, the character may discretely eject the GM's discretion).
the compartment's contents. Anyone observing the CaM: 2 RP, +I RP per minute of operation beyond the
vehicle when the contents are ejected may make a Spot first (to a maximum operation time of 10 minutes),
check opposed by the character's Hide skill to notice the Hot {lIOn: A vehicle with this modification simply
action. The character gains a +8 gear bonus with th is oozes style, elegance, or panache. The character gains a +1
Hide skill check if the vehicle is located on the ground gear bonus wi th all Charisma,based skill checks when asso
or a +4 gear bonus if the vehicle is airborne or in space. eiated with the vehicle (usually when both he and the vehi
clean! wi thin The target's line of sight). COM: I RP, +1 RP per
- fnlarged Compartment: The compartment's volume is additional +I gear bonus (TO a maximum gear bonus of +6).
calculated as if the vehicle's size is one category bigger. Increased Ha ndlin g- (IUD): A vehicle with this
modification features improved handling. This may be

TABLE " . " , HIDDEN CDMPARTMENT VDLUME


VEklCLE SIZE COMPARTMENT VOLUME"
Fine One cubic inch (may stOfe control crystals)
Diminutive Twelve cubic inches (may store a handgun, several computer disks. Of" a paperback book)
Tiny One cubic foot (may store 1 item smaller than a breadbox)
Small Three cubic feet (may store nearly any firearm. and sevCf"al of most)
Medium Nine cubic feet (may store personal gear and armor fOt 1 character)
Large One cubic yard (may stOfe 1 Small character, or 1 Medium character very uncomfortably)
Huge Two cubic yards (may stOfe 1 Medium character, or 2 Small or Medium characters very uncomfortably)
Gargantuan One 5-ft. x 5-ft. square (may store iI small group of characters or 1 Medium vehicle and its maintenance parts)
Colossal Nine 5ft. x 5-ft, squares (may store 2 Large vehicles and their maintenance parts)

~ A Small animal or character may fit comfortably within one single cubic yard. A Medium animal or character may fit within one single
cubic yard if bound or otherwise immobilized, and fits comfortably within 2 cubic yards.

123
accomplished by replacing a ground vehicle's sway bars, P roba bil ity Co m puter* (P BC): A vehicle with this
redesigning a plane's flaps or a jet's ailerons, or adding modification features a system that tracks miscellaneous
supplementary rudders or steeri ng jets to a boat, This variables, displaying the information on a dashboard video
modification has one of the following effects. screen to help the pilot slay one step ahead of his
opponents. During a vehicular scene (I>fi'fi' PQ 9fi' 137), when
If the vehicle's handling modifier is currently +0 or the pilot attempts an action, brake, chicken, confuse,
positive when this modification is applied, then it's evasion, or speed maneuver, he gains a +4 gear bonus with
increased by +~_ his maneuver check, CaM: 3 RP.
SeJr Dest ru ct Ch arge (S OC): A vehicle with this
If the vehicle's handling modifier is negative when this modification is fitted with an explosive device, The self
modification is applied, then it's increased by +4. destruct charge may be activated in person or activated
remotely, set to COUnt down any desired time period before
CoJJl:3 RP (for up to Largesized vehicles), 5 RP (for big detonating), In both cases, the activation process requires 1
gel' vehic les). full action. When the device triggers, vehicle's wounds are
In creased Speed* (ISO): A vehicle with this modifica- immediately reduced to -25 (total destruction). The blast
tion features improved speed, usually by way of a newe r damage inflicted by the detonation, and its blast
engine mode l or by stripping out its nonessential parts to increment, are determined by the vehicle's siZe, as shown
lighten its weight. The vehicle's speed and MPH values are on Table 4S Self Destruct Blast Damage (Me below), Those
each increased by 10% (rounded up). CoM: 4 RP, +;: RP per outside the vehicle may make a Reflex save to reduce this
additional +10% speed and MPH (to a maximum speed and damage per t he standard rules (.Jee the Srar9ate SQ, core
MPH increase of +30%). rull'book, page 369); those within the vehicle aren't so
Jammin g Techno lo gy OMT) : A veh icle with this lucky, and must suffer the damage as if they failed their
modification is fitted with gear that can confuse other Reflex save. COM: 5 RP.
vehicle sensors (such as those aboard a submarine). This Tacti cal Ma pping Co mputer* (TMC): A vehicle with
allows the character manning the gear to attempt this modification features a system that tracks local
electronic interference with a Signal power rating of +2 (.JI'e terrain, displaying the information on a dashboard video
pa91' 118). COM: 2 RP, +J RP per additiona l +J Signal power screen to facilitate acts of outlandish vehicular daring.
rating (to a maximum power rating of +8). During a vehicular scene r. . ee PQ9U 137). when the pilot
Linked Ordn a nce* (LNO): A vehicle with this modifica attempts a charge. facing shift, outfax, shortcut, stunt,
tion features two or more weapons set to fire together as a terrain shift, trick, or tail maneuver, he gains a +4 gear
lethal battery. When each linked ordnance modification is bonus with his maneuver check. CoAt: 3 RP.
installed, the charact er must deSignated which weapons Tracer Secur ity Sys tem (TSS): A vehicle with this
already installed on t he vehicle are to be linked. Thereafter, modification is ~chipped" for easy tracking in case it's
each of the linked weapons may be fired separately or all stolen. Unless the ve hicle is opened and started with the
may be fired in tandem with one attack check (either bot h designated access code/key/card, or bypassed with a
the linked weapons hit or both miss). The character may not successful Electronics check (DC 35), this system immedi
fire smaller groups of linked weapons unless he requisi- ately broadcasts its location out to a range of 20 miles. On
tions this modification once more per group. Earth, the signal is picked up by satellite and broadcast
Example: Lt. Wilson requisitions t he linked ordnance globally. This signal continues unti l the system is found
modification, designating 3 machineguns to be lin ked. He and disabled. Finding the tracer security system requires 3
may fire anyone of them per the standard combat rules or hou rs and a successful Mechanics check (DC 30). Disabling
fire al l three at once. lfhe wishes t o fire two of the guns, he the tracer security system requires 1 additional hour and a
must requisition a sepa rate link for them. second successful Mechanics check (DC 30). CaM: 2 RP.
COM: 4 RP + weapons' cost.

TABLE "' . 5, SELF DESTRUCT BLAST DAMAGE


VEH i CLE SIZE DAMA~E BLAST INCREMENT
Fine 1 None (damage appl ied only to person holding the veh ide, if applica ble)
Diminutive 2 None (same square only)
Tiny 1d4 5 ft .
Small 2d4 5 ft.
Medium 4ct4 5 ft.
Large 4d6 10 ft.
Huge 4dB 10 ft.
Gargantuan 4d10 10 ft.
Colossal 4d12 15 ft.
Galaxy-1 4d20 100ft.
Galaxy-2 4d20.2s 500 ft.
Galaxy-3 4d20+s0 1,000 ft.
Galaxy-4 4d20.7s 2,000 ft.
Gala xy-s 4d20.100 I mile
Tractor Bea m (TRB): This modification may only be
installed on a space vehide of Colossal size or larger. A
vehicle wiTh this modification has the ability to "catch~
another sh ip in midflight.
The pilot or any occupant may activate the tractor beam
as a half action. designating any I ship within 50.000 fl. as
the target, making a ranged touch attack and adding the
tractor beam's base signal power rating of +4. This attack
ch&k is opposed by the target ship pilot's vehicle skill. The
larger of the two vehicles gains a +4 circumstance bonus
with this opposed check per size category of size difference
between the vehicles,lf the ranged attack is successful. the
target vessel is captured and may be dragged by the vehicle
possessing the tractor beam, which thereafler suffers the
vehicle skill check penalt.ies for dragging a connected
vehide until the target vehicle escapes or is released (Me
pa9c '55 for more about co/wected IX1hic/~).
A captured vessel's pilot may spend 1 h<llf <let ion to
m<lke another vehicle skill check opposed by the tracto r
be<lm operator's original ranged touch attack result once
per round during a vehicular scene or once per minute-
otherwise.
COM: 4 RP, +2 RP per addition~150,oOO ft. range and-+2
signal power rating ho a maximum range of lSO.OOO ft . and
a maximum signal power rating of +10).
Tran sportation Syste m (TRS): A vehicle with th is
modification features a system of immediate transport to
the surface of a world it currently orbits. Activating the
transportation system requires I half action, at which point
the activating character must designate an approved loca
tion or signal as the destination, as well as up to 3
mount vehicular ordnance. making this a reasonable alter-
adjacent characters to be transported with him. At the start
native). Up to l weapon cradles may be installed on any
of the activating character's initiative count during the
vehicle of the appropriate size. Each weapon cradle allows
following round, the designated characters arrive at the
the vehicle to carry I Weapon. as follows.
destination.
Approved locations are typically immobile platforms
VEHicle SIZE MOUNTABLE FIREARMS
(such as transportation ring circles!. while a signal must
Fine Backup pistol (ammunition capacity 1)
possess a power rating of at least +9 to function as a
Diminutive Backup pistol
transportation receiver. The GM must approve a(1 uses of a
Tiny Backup or pocket pistol
transportation system.
Small Handgun or bolt action rifle
for additional Goa'u\d transportation ring rules, see
Medium Handgun. S MG. ri fle. or shotgun
the Star9at(> SQj core rulebook, page 4'9.
CMT: 4 RP. The Asgard possess a transportation system
When a weapon cradle is installed. it's assumed that the
that requires no destination signal or location. and which
mounted firearm is an integral part of the vehicle and may
may transport any number of characters over obscene
not be detached. Optionally. the designer may designate
distances. This mooification is standard on some Asgard
thai the mounted firearm may be removed and used
vessels. but may not be requisitioned with resource points.
normall y (commonly by unlocking several clamps, a
Ttlrret (TRT): A vehicle with this modification features
process that requires 1 half action).
a weapon turret that can target any bearing (I>ee page 126
CQI>t: l RP per cradle. H RP for detachable weapon +
for more illformation about IX1hicll/or weapon broring;,).
weapon cost.
When requisitioned. the character designates the turret as
Whisper Mode (WSM): This modification may only be
a topmounted or belly.mounted tufret and I weapon to be
installed on a nonspace vehicle. A vehicle with this
housed within. Both turret models allow the housed
modification is specially modified to run silently.
weapon to fire in any of the four horizontal bearings
Activating whisper mode requ ires t half action, after which
(forward. left, right, and to the rear). as well as either up or
the vehicle's Defense is reduced by l and its speed and
down. based on the turret's placement. Co..It: 3 RP, +l per
additional turret. cruiSing MPH are each reduced to ~ standard (rounded up).
This modification greatly reduces the vehkle's noise emis-
Weapon Cradle (WPC): This modification may only be
sions. however. granling the pilol a +is gear bonus with
installed on a vehicle of Medium size or smaller. A vehicle
Hide checks opposing Listen checks made to locate the
with this modification features a weapon cradle that can
vehicle. COI>f: 4 RP.
house a modified firearm (most smal l vehicles are unable to

125
Co ncea led Ordnance: A vehicular weapon is assumed to
VEHICULAR be apparent to anyone observing the vehicle unless the
character decides otherwise. Alternately, at the time of
ORDNANCE installation, the weapon may be housed within a concealed
Espedally in a universe populated by sm;h aggressive weapon pon (AU page 12:.1 for more information about thiA
alien species as the Goa'uld. the sec and oth er forces often modification),
find it necessary to mount heavy weapons on theirvehicles. Fire Modes: A vehicular weapon is further defined by
Requireme nts: Each weapon fills a number of vehicle its fire mode - the rate at which it may be fired. All
option slots. When a weapon requires more options slots ordnance shares the same three basic fire types as firearms
than arc currently free on the vehicle, it may not be (Au the 5targate 5(;/ core rulebook, page 331), but many
installed. Further, each weapo n may only be installed on a special rules apply as well, representing the difficulty of
vehicle of the listed minimum size. using vehIcular ordnance effectively. All rules for fire-arms
Cost: During the Gearing Up phaSe, a character may lise allack modes apply here as we ll. unless otherwise directed
resource poims to add ordnance to vehicle he already by the information provided in each ordnance description
posseSSes, or one that he's just requisitioned (including a (Me paq 1:.19).
vehicle gained from rank and as part of th e charact er's Linked Ordnance: A vehicular weapon is assumed to be
personal belongings). The cost of each weapon is included unconnected to all other weapons installed on the vehicle
in its description and on Table 4. 20: Master Vehicle Cuide unless the character decides otherwise. Alternately, the
(Me page 160). character may link one or more weapons together into a
A character may also install a weapon in the field with powerful battery of firepower (.4ee page 1:.14 for more
the Mechan ics skill (,we page 96). informorion abOl.ll the linked ordnallce modificatioll).
Unlike vehicular qualities and masterwork modifica. Damag ing Ordnance: Vehicular ordnance is subject to
tions, the cost of ordnance does IIOt change based on th e all rules for damaging standard weapons (Aee the Stargate
number of previous weapons installed in the same vehicle. 5G/ core ru ll2book. pogeA :.195':.197). For ordnance hardness,
The cOSt of each installed weapon is added to the damage thresholds, and Break DCs, see Table 4.6: Vehicular
vehicle's total RPcosl. If a chara cter pays t.his cost with his Ordnance Durability on the op posite page.
custom ride resource points. the SGC replaces the vehicle Codes: Ordnance is not identified by code. nor does any
with OI l! successfully installed weapons when it's lost or vehicular weapon require that a character possess skill
destroyed. If the cost is paid from the character's operation ranks in the vehicle's control skill.
gear budget, the SGC does not replace the vehicle. Strong Ad vis ory: The weapons in this section are
Automated Ord na nce: A vehicular weapon is assumed extremely powerful, not only to represent the very real
to be manually operated unless the character decides threat of vehicular weapons but in order to facilitate the
otherwise. Alternately. th e character may upgrade the devastation they' re capable of in the real wo r ld (j,e.
vehicle with an automated attack system. which can fire destroying other vehicles, leveling buildings, and the like).
the vehicle's weapons according to a set target priority Consequently, the GM is strongly advised to exercise his
program (Me page 1/8 for morn about the autom(lfed attock rig ht to shut down requests for these weapons during
.4yMem quality). missions that might be upset by such heavy firepower. The
Bearing: Ordnance is ilss umed to be pOinting toward justification for this action is buIlt into the setting and
the vehicle's from unless the character dec ides otherwise. rul es - eithe r the SGC refuses the agents' reques t or the
Alternately, at the time of insta llation, the character may items simply aren't available for the mission at hand.
choose to place a weapon on one of the vehicle's sides or its
rear. at no extra cost. A weilpon's bearing determines its ORDNANCE QUALITIES
target options and the modifiers ap pli ed when making Vehicula r ordnance may possess any of the following
attac ks against them. if any. weapon qualities presented in the 5targote 5Gj core rule-
A vehicular weapon may fire at any target within its book, without modification.
range and visible in the direction toward which it's pointed Specia l Note: The benefits of any ordnance quality
without penalty. Due to the many shifts and curves a flagged with an asterisk - new or old - are lost unless the
vehicle makes durin g each round during movement, th e weapon's user possesses the Tactical Weapon Group
weapon may also be used to fire on any target within its Proficiency.
range an d visible from an adjacent side as well, though
these attacks suffer 014 circumstance penalty. ArmorDefeating'" (AD).
Example: A frontbearing weapon may be used to fire
forward with no penalty or to the right or left with a . 4 Armor-Piercing'" (AP).
penalty.
A vehicular weapon may never be used to attack targets Awkward (AK).
from the vehicle's opposite side.
At an additio nal cost, a vehicula r weapon may be Dependable'" (DP).
installed into a topmounted or bellymounted turret, allow.
ing it to be fired in any di rection without penalty (Au page FastLoad'" (FL).
1:.15 for more about rhe rurrel modification).
Rugged (RG).

12.
Additionally. veh icular ordnance may possess the fol- A character may fire a galaxy class weapon at a vehicle
lowing new qualities. or scenery of Gala.'Wl size or larger without penalty.
Additional!y. when a character scores a threat under
Anti-Personnel* (AN): A planetary class vehicular these circumstances. he inflicts the add itiona l damage
weapon with this quality is designed to be used against listed before the slash in parentheses on Table 4 .~0:
una rmored targets, and often characters (galaxy class Master Vehicle Guide (Me page 160). If the character
weapons may not possess this quality). When a character activates the threat as a critical hit, he inflict s the
fires a planetary class weapon with this quality at a target additional damage listed in parentheses in additio n to
with an Intelligence score of I or more, or against any the standard effects for a vehicular critical hi t (.AI!e poge
personal veh icle driven by a character with an Intelligence 153J
score of! or more. the attack penalty is only -5 instead of
the standard -10. Further. threats may be activated as When a character fires a galaxy class vehicular weapon
critical hits per the standard Srargate SGj ru les. CMt: N/A. at any non-personal vehicle or scenery smaller than
An t i-Vehicle* (AV): A gala:xy class vehicular weapon Gala:XY-1 size (..lee page J14). he suffers a -10 penalty
with this quality is designed to be used against planetary with his attack check. Further, he may not activate
class vehicles. When a character fires a galaxy class threats as critical hits under either of these circum-
weapon with this quality at ~ non-personal vehicle or st ances. If the weapon also possesses the ant ivehicle
scenery smaller than GalaXYJ size (Me poge 114). the attack quality, however, it s attack check penalty against
penalty is only -5 instead of the standard -10. Further, non' personal vehicles and scenery smaller than Galaxy-
threats may be activated as critical hi ts per t he standard 1 size is only - 5, and threats may be activated as critical
StaTgate SG/ rules. COU: N/A. hits per the standard Srargate combat rules. In either
Direct Fire (OF): A vehicular weapon with this quality case. when a character scores a threat unde r these
must be pointed straight at a target and fired li ke a normal circumstances, he inflic ts the additio n~1 damage listed
firearm (though generally with a much greater ra nge). All after the slash in pa rentheses on Table 4.~0; Master
stand ard Stargore combat ru les apply when using a direct Vehicle Guide (Me page 160). If the character activates
fire weapon, including range modifiers ~pp 1ied by the threat as a critica l hit, he inflicts the additional
increment after the first. The character's De:xterity damage listed in parentheses in addition to the stan
modifier is ~pp1ied to ~ll direct fire vehicular weapon dard effects for a vehicular critical hit (Me page 153).
attack checks. In order to properly use a weapon with this
quality. the character must possess the Weapon Proficiency When a character fires a galaxy class ve hicular weapon
(Tactical) feat; otherwise he suffers a -6 penalty with al! at a t arget with an Intelligence score of 1 or more. or
attack checks made using the weapon. GOM: N/A. any personal vehicle whose dr iver has an Intelligence
Galaxy Class (GC); A vehicular weapon with this quality of 1 or more. he suffers a -~5 penalty wit h hi s att ack
is designed for use against gala:xy class vehicles. to check. Further, he may not activate threats as critical
bombard planets. and for similarly la rge-scale operations. hits und er either of these circumstances. Galaxy class
Its accuracy and lethality varies based on the nature of the weapons may never possess the antipersonnel quality.
target. as follows. GMt: NIA.

TABLE LJ.6: VEHICULAR ORDNANCE DURABILIT Y


ORDNANCE DAMA(4E BREAk
CA T E(40RV HARDNESS THRESHOLO DC
Bomb Bays (any size) 12 8/15/22/30 N/A
Cannons
Up to 1.000mm 12 8/15/22/30 N/A
Over 1,000mm 14 9/18/27/35 N/A
Depth Charges (any size) 10 5/10/15/20 30
Guided Missile Launchers
Light to Heavy 9 5/10/15/20 2S
Galaxy class (any size) 11 8/15/22/30 30
Harpoon Guns (any size) 8 5/10/15/20 20
Lasers
Light to Heavy S 3/6/9/12 IS
Gala)(y class (any size) 8 5/10/15/20 20
Mine-Layers
light to Super 10 5/10/15/20 2S
Galaxy class 12 8/15/22/30 30
Torpedo Tubes (any size) 12 8/15/22/30 N/A
Vehicular Flamethrowers (any size) 9 4/8/12/15 N/A
Vehicular Grenade Launche rs (any size) 11 5/10/15/20 IS
Vehicular Machineguns (any size) 13 5/10/15/20 12
Vehicular Rocket Launchers 11 5/10/15/20 N/A

li!7
When attacking a moving
target. the forward observer makes
a Spot check opposed by the
highest Listen s kill amongst all
characters within the target's
square. If the Spot check is success-
ful, the character may make a
standard attack check against the
target's Defense. If the attack check
succeeds, the vehicular weapon hits
the target directly. If either the Spot
check or the attack check fails . the
attack is subject to grenade-like
deviation (,dee the Star9ate SG-l
core ruiebook. p0ge ]71).
Due to the complexities of
indirect fire , the character's
Wisdom modifier is applied to all
indirect fire vehicular wea pon
attack checks.
In order to pro perly use a
weapon with th is quality. the character
must possess the Weapon Proficiency
Heat-Seekin g (HS): A weapon with this quality guides {Tactical) feat; otherwise he suffers a -8 penalty with all
its attacks by thermally tracking heat, which grants a +2. attack checks made using this weapo n.
gear bonus with all attack checks made against targets COI>t: N/ A.
warmer than the backdrop. Unfortu nately, this quality also Infra red-Guided (IG): A weapo n wit h this quality
leaves the weapon vulnerable to anti-heat seeking defenses, guides its attac ks by visually tracki ng heat, which grants a
such as flares (M!!! page 119), COM: 1 RP, +2 gear bonus with all attack checks agai nst targets
Indirect Fire (IF): A vehicular weapon with this quality warmer than the backdrop. Unfortunately. th is quality also
fires in an arc, usually over enormous distances. requiring leaves the weapon vu lnerable to anti-infrared defenses.
precise calculations and careful guidance to hit the target. such as decoys (Aee page u8). Cou: j RP.
All ind irect fire ordnance mUM be used outdoors (or. wit h Planetary Class (PC): A vehicular weapon wi th this
the GM's approval. in a very large enclosed space such as quality is designed For use against planetary class vehicles
the interior of a Dyson Sphere), and atmospheric structures_ Its accuracy and lethality
A character using an indirect fire vehicular weapon varies based on the nature of the target. as follows.
may fi re on a target even if he doesn't possess line or sight
to the target. In this case, he must be in contact with a A character may fire a planetary class weapon at any
second character with line of sight to the target. This scenery or non-personal vehicle - up to and including
second character is ca lled a forward ob,d/?Tver, and extends a galaxy class vehicle - without penal ty. Additionally.
his own li ne of sight to the agent so long as he remains in when a character scores a threa t under t hese
contact {via radio, hand s ignals. etc.). circumstances, he inFlicts the additional damage listed
When attacki ng a stationary target. the forward in parentheses on Table 4.20: Master Vehicle Guide (Me
observer makes a Spot check with a DC based on the page 16o}. 1f the character activates t he threat as a crit-
ta rget's size. as follows. ical hit, he inflicts the additio nal damage listed in
parentheses in addition to the standard effects for a
TARejET 5 I Z E DC vehicular critical hit (,dee page 153).
Fine 40
Diminutive 35 When a character fires a planetary class vehicular
Tiny 3D weapon at a target with an Intelligence score of 1 or
Sma ll 25 more, or any personal vehicle driven by a character
Medium 20 with an Intelligence of 1 or more, he suffers a -10
Large or bigger 15 penalty with his attack check. Further. he may not
activate threats as critical hits under either of these
With success. the character may make a standard circumstances. If the weapon also possesses the anti-
attack check against a Defense of 15 (plus any mod ifiers for personnel quality, however, its attack check penalty
range and other factors). If the attack check succeeds. the against non-personal vehicles and scenery smaller
vehicular weapon hi ts the target directly. If either the Spot than GalaxY-j size is only -5, and t hreats may be
check or the attack check fails , the attack is subject to activated as critical hits per the standard Srargate
grenade-like deviation (,dee the Stargate SG-1 core ruiebook. combat ru les.
pa9 ]71). Cou; N/A.

us
Radar-Guided (RA): A weilpon with this quality guides When launching a dept h charge, t he character applies
its aUilcks using radilr trilcking, which grilnts il .. ~ gear his Wisdom modifier to the attack check instead of his
bonus with all attack checks made against targets visible to Dexterity modifier. Each failed attack is subject t o
radar. Unfortunately. this quality also leaves the weapon standard grenade-like deviation (Me the Stargate SG-l core
vulnerable to antiradar defenses. such as chaff (.dee page ruiebook. pag1!371). The attack is resolved during t he round
/18). CMr: 1 RP. after the depth charge i s dropped. on the attacker's
SonarGuided (SN): A weapon with this quality guides initiative count.
its attacks using sonar tracking. which grants a +2 gear A depth charge launched from the side of a ship is only
bonus with aU attack checks made against targets audible effective to 5 range incre ment s horizo ntally, but it may
to sonar. Unfortunately. this quality also leaves the weapon alternately be sunk to atta ck opponents at any depth (th e
vulnerable to ant isonar defenses. such as stealth designs depth of a target is n't taken into consideration for the
(",ee page 120). CO.hT: 1 RP. attack. only t he target's horizontal position - if the depth
TV-Guided rrvJ: A weapon with this quality guides its charge is place at the right horizonta l pos ition. it 's
attacks using optical tracking. which grants a +2 gear assumed that it sinks to the correct depth to strike the
bonus with all attack checks made at any range within the target).
weapon's line of sight. Unfortunately. this quality also Guided M.issile Launchers: These ~smart fire~ airborne
leaves the weapo n vulnerable to anti-optics defenses. such projectiles are directed by one of five methods correspon
as jamming countermeasures (.hee page 119). CO.ht: 1 RP. ding to the type of launcher requisitioned - heat-seeking.
infrared'guided, radarguided. TV-guided. or wire. tn the
ORDIIIAIllCE DESCRIPTlolIIs first four cases. the weapon gains the ordnance quality
Bomb Bays: These converted cargo bays are set with corresponding with this choice (..!ee the previoU.h two page..!
harness or clamping systems housing one or more deadly for morl! abour theM qualitie.h).
bomb loads.
Fire Mode.h: Strafe mode only. A
localized bomb bilY attack may
strafe up to 4 ta rgets, a standard
bomb bay attack may strafe up to 6
targets. and a tactical bomb bay
attack may strafe up to 8 targets.
Each strafe volley uses up only 1
shot and the character may skip up
to 40 ft. between each targeted
square without penalty.
When dropping a bomb. the
character applies his Wisdom
modifier to the attack check instead
of his Dexterity modifier. Each
failed attack is subject to
grenade.like deviation (Me the
Stargate SG -l core fulebook. page
371). except that the bomb deviates
by 3 x the standard number of
squares. When an attack with a
mine-laying bomb load misses, the
entire mine field deviates as one
clump of explosives. The GM pbces
the fie ld, which must be situated to
indude thal the new target square.
Ca nnons: These enormous artillery pieces are Further, guided missile launchers possess both the
measured by their bore size and typically mounted on direct fire (OF) and indirect fire (IF) qualities - the charac
tanks. battleships. and the like. In Stargote SG-l. th ey may ter chooses which firing method he wis hes t o use when he
also be mounted on spacecraft. Fire Mode.! : Single.shot makes an attack with the weapon.
mode only. Attacking wit h a cannon requires 2 half actions Fire Mode},: Single-shot mode only. Attacking with a
which need not be consecutive (thus, a pilot may use the guided missile launcher requires 2 half actions which need
weapon. though usually over ~ or more rounds). not be consecutive (thus, a pilot may use the weapon,
Depth Charge Bays: These modified cargo areas house though usually over ~ or more rounds).
deep water explosives which are launched Of drop. fed to Harpoon GlIns: These simple projectile launchers are
attack deeper vessels. Fire Mode..!: Single-shot mode only. typically used for whale hunting. seaborne boarding
Attacking with a depth charge requires 2 half actions which actions. and similar activities.
need not be consecutive (thus. a pilot may use the weapon. Fire Mod},: Singleshot mode only. Reloading a
though usually ovef 2 or more rounds!. harpoon gun requires 5 full actions.
When a vehicle feat ures 1 or more harpoon guns, its models and are generally used against lightly armored
pilot gains a +1 gear bonus for each character on board who vehicles and dismounted troops. Vehicu lar grenade launch
declares he's firing one of the weapons during Step I of a ers possess both the direct fire {DF) and indirect fire (IF)
vehicular scene (},ee page 14Y, to a maximum bonus equal qualities - the character chooses which firing method he
to the number of harpoon guns on hoard. Each character wishes t o use when he makes an attack with the weapon.
who fires a harpoon gun during Step I forfeits I half action Fire Mode},: Singleshot or strafe mode only. Each strafe
he would typically receive during Step 6. volley uses up only ~ shots.
When a character scores a threat with a harpoon gun, Vehi cul a r Machineguns: Like their man-portable
the harpoon becomes embedded into the target, allowing counterparts, these weapons are defined by their caliber.
the largest of the two vehicles or characters involved to Light 7.62mm vehicu lar machine guns are used primarily
drag the other (},ee Cmmected VehidM, page 155). to engage thinskinned vehicles and lightly armored,
Lasers: These next-generation weapons take vehicular dismounted personnel, while heavier models are used
combat to the stars. against other vehicles and "vulnerable~ scenery.
Fire Mode;,: Singleshot, burst. or strafe mode. Fire Mod},: Burst or st rafe mode only.
Mi.ne-Layers: These weapons drop mines onto the Veh Lcular Rocket Launchers: These weapons enjoy
ground, into water, or into space. as dictated by t he increased range and punch over their smaller man portable
ammunition chosen (},ee page 133). counterparts, but remain at the lower end of the vehicular
Fire Mode;,: Special. Laying a mine field requires 10 ordnance spect rum.
minutes (60 rounds) and consumes the weapon's entire Fire Mode;,: Singleshot. burst, or strafe mode only.
ammunitio n load. The character chooses a IOO-ft . X 100-ft. Each autofire or burst attack uses up only 2 shots.
area (for a ground or water field). or a la-mile X lO-mile area
(for a space field) and makes a standard attack check (the
GM may wish to make this roll instead so the player doesn't
know how well-saturated the area is after he's done).
VEHICULAR
Thereafter. when a vehicle moves through the designat -
ed area, its pilot must make an appropriate vehicle skill
ORDNANCE
check opposed by the character's attack check result. With
success, the pilot makes it through the fie ld witho ut
AMMUNITION
incident. With failure, the vehicle sets off I mine and Vehicular weapons are requisitioned empty, and unless
suffers the weapon's listed damage. With a critica l failure. otherwise stated, all ammunit ion - including the first load
the vehicle sets off Id3+1 mines and suffers the weapon's - must be requisitioned separately. This section describes
listed damage for each. all types of vehicular ordnance ammunition commonly
Once 3 mines (o r sets of mines) are set off, a field is found in the Stargare SQ'1 setting.
exhausted. Thereafter, pilots may pass through the area Categories: Vehicular ordnance ammunition is divided
without having to make a vehicle skill check. in to eleven categories: bombs, cannon shells, depth
A charact er may not choose to spread mines ove r the charges. flamethrower fuel canisters, grenades, guided
same area two or more times to increase the field's density. missiles. laser power crystals, machinegun bullets, mines.
Torpedo Tubes: These launchers fire submersible rockets. and torpedoes.
missiles at craft below t he water line. Ammunition Size: No vehicular weapon may fire more
nre ModeJ>: Singleshot mode only. Attacking with a than one ammun ition type and size, and a vehicular
torpedo tube requires 2 half actions whic h need not be weapon's bore size, missi le size, etc. must be chosen when
consecutive (thus, a pilot may use the weapon, though the weapon is requ isitioned.
usually over 2 or more rounds). Mixing Ammunition: Unless otherwise specified, a
When launching a torpedo, the character applies his character may never mix ammunition within one load.
Wisdom modif ier to the attack check instead of his
Dexterity modifier. Each failed attack is subject to VEkiculAR ORDNANCE
standard grenadelike deviation (ilee the Stargale SQ' I cor<l AMMUNITION DESCRIPTIONS
rulebook. page 371). The attack is resolved durin g the round This section contains special rules for many ordnance
aftff the torpedo is fired, on the attacker's initiative count. ammunition types. All ammunition entries are presented
Vehi cular Flamethrowers: Only slightly more powerful here and on Table 4.20: Master Vehicle Guide in
than their manportable counterparts, these weapons are alphabetical order, by category.
most helpful during guerrilla attacks.
nre Modu: Singleshot or strafe mode only. Vehicular
BOMBS
flamethrowers are subject t o all st andard flamet hrower
Bomb bays may be loaded with the following ammuni
rules (ile<l the Srargate SG'1 core rui<lbook, page 338). Any
tion types only.
character, vehicle, building. or object that suffers I or more
Fragmentation: Each bomb in this load fills a target
points of damage from a vehicu lar flamethrower attack -
area with lethal meta l fragments. When a character uses a
after hardness and damage reduction are applied - catches
bay loaded with fragmentation bombs, his attacks gain a
fire (ilee the Stargat<l SQ] core ruiebook, poge 43~).
blast increment of 5 ft . and their threat ra nges are
Vehicular Grenade Launchers: These vehicu lar
increased by L
advancements possess far greater range than man portable

130
FuelAir: Each bomb in
this load spreads large
amounts of flammable and
explosive chemicals across a
great area. When a character
uses a bay loaded with incen
diary bombs. his attacks gain
a blast increment of 10 ft. Due
to the explosive consumpt ion
of oxyge n in th eir blast area,
fuelair bombs do not start
fires like cluster bombs and
incendiaries.
High-Explosive: Each
bomb in this load explodes on
impact. When a character uses
a bay loaded with highexplo
sive bombs. his attacks gain a
blast increment of 10 ft.
High-Explosive Anti-
Tank: Each bomb in this load
is tipped with a shaped charge
to penetrate heavy armor.
Naquadria: Each bomb in th is load is powered by
When a character uses a bay loaded with high-explosive
naquad ah's highly unstable ye t exceed ing ly powerful
antitank bombs, his attac ks gain th e armordefeating qual
re lative mineral. When a character uses a bay loaded with
ity (Me tile Stargate SGI core rulebook, page Jl4J. Further,
naquadria bombs, his error ranges are increased by Band
if the character scores a threat with his attack, he must
his attacks gain a dama ge value an d blast increment
spend 1 less action die to activate the threat as a critical.
det ermined by each bomb's weight (Aee Table 4.20: Mruter
Incendiary: Each bomb in this load is filled with a
Vehicle Guide, page 160).
napalm-li ke mixture that splashes out across a wide area
Precision: Each bomb in this load features a self
upon impact. When a character uses a bay loaded with
correcting guidance system. When a character uses a bay
incendiary bombs. his attacks gain a blast increment of 5
loaded with precision bombs. his threat ranges are
ft. Furt her, any character, vehicle, building, or object that
increased by I. his error ranges are decreased by I . and his
suffers 1 or more points of damage from an incendiary
attacks gain a damage value and blast increment
attack - after hardness and damage reduction are applied
determined by each bomb's weight (Aee Table 4-:10: Ma.Mer
- catches fire (Me the Stargace SG-l core rulebook, page
Vehicle Guide, page J60).
432).
Iron: Each bomb in this load is akin to the classic '"Fat
Man" and "Little Boy~style bombs used at the end of World CANNON SHELLs
War 11. When a character uses a bay loaded with iron Cann ons maybe loaded with the followin g ammunit ion
bombs, his attacks gain a damage value and blast types only.
increment determined by each bombs weight (Aee Table Armor-Piercing (AP): When a character uses a cannon
4.20: Mruter Veliicle Guide. page 160). loaded wit h armor piercing shells, his attacks gain the
Mine-Dropping: Each bomb in this load spreads large armorpiercing quality (Aee the Stargate SGl core mlebook
numbers of antipersonnel mines across a great area. When page 324).
a character successfully uses a bay loaded with mine Beehive: This cannon shell bursts into a cloud of small
dropping bombs. all rules for using a minelayer apply (Aee er prOjectiles near the target. shredding everything in its
prvvio!1A page), except tha t the resulting mine field is 50-ft. path. When a character uses a cannon loaded with beehive
x 50ft . (when using a localized bay), looh. X loa-ft. (when shells, his attacks gain the anti-personnel ordnance quality
using a standard bay), or 200ft. x 200-ft. (when using a taco (Aee page 127) and a blast increment of 10 ft.
tical bay). When tr iggered. each mine inflicts damage as Discarding Sabot (DS): This cannon shell utilizes a
determined by th e bomb's type (Aee Table 4.20: Ma.Mer super-dense penetrator accelerated to high speeds by use of
Vehicle Guide, page 160). a sabot {an inertia-absorbing shell that falls away after the
Naquadah: Each bomb in this load is powered by the round is fired). When a character uses a cannon loaded with
same incredible fuel source as the Stargate network. When discarding sabot shells. his attacks gain the armo r-defeat
a character uses a bay loaded with naquadah bombs, his ing quality (Aee the Stargate SG-l core rulebook. page 314).
error ran ges are increased by 4 and his attacks gain a Further, his range increment is increased by 50 ft.
damage value and blast increment determined by each Fin-Stabilized (FS): This cannon shell features fins to
bombs weight (Aile Table 4.20: Mruter Vehicle Guide. page improve its accuracy. When a character uses a cannon
160). loaded with finstabilized shells, he gains a +1 gear bonus
with his attack checks.

131
HighExplosive (HE): This cannon shell explodes on personnel. When a character uses a launcher loaded with
impact. When a character uses a cannon loaded with high concussion grenades, his attacks inflict subdual damage
explosive shells, his att acks gain a blast increment of \0 ft. and gain a blast increment of 10 ft.
H.igh Explos ive AIltiTa nk (HEAn: This cannon shell is Fr agme nt at ion: This grenade fills the target area with
tipped with a shaped charge 10 penet rate heavy armor. lethal metal fragments. When a character uses a launcher
When a character uses a cannon loaded with highexplosive loaded with fragmentation grenades, his attacks gain a
antitank shells, his attacks gain the armordefeating qual blast increment of 5 ft. and t heir threat ranges are
ity (Me the Stargare SGj core rulebook, page 324). Further, increased by I.
if the character scores a threat with his attack. he must Incendiary: This grenade is filled with a napalmlike
spend 1 less action die to activate the threat as a criticaL mixture that splashes out across a wide area upon impact.
Whi te Phos phorus (WP): This cannon shell sends out a When a character uses a launcher loaded with incendiary
hightemperature chemical shower on impact. White grenades, his attacks gain a blast increment of 5 ft. Further.
phosphorous burns extremely hot and bright. and has a any character. vehicle, building, or object that suffers I or
gruesome tendency to cling to human flesh - it must be more points of damage from an incendiary attack - afte r
shaved off the bodies of those who survive the initial blast. hardness and damage reduction are applied - catches fire
When a character uses a cannon loaded with white phos (.dee the Srar9ate SGJ core rulebook, page 432).
phorus shells, his attack White Phas pha ru s (WP):
gains a blast increment of 5 This grenade sends out a high
ft. Further, the target temperature chemica!
suffers only Y.t the can shower on impact. Whit e
non's listed damage phosphorous burns
when hit (rounded extremely hot and bright.
down). but he must also and has a gruesome
make a successful tendency cling to
Fortitude save (DC 15) human flesh - it must be
or become blinded for shaved off the bodies of
Id6 rounds by the those who survive the ini
substance's searing tial blast. When a charac
brightness. AI the start ter uses a launcher loaded
of each round there with white phosphorus
after. the target suffers grenades, his attack gains
another 'I.z the cannon's a blast increment of 5 ft .
listed damage (rounded Further, the target suffers
down). This process only Y.t the cannon's listed
continues for :;w damage when hit (rounded
rounds or until the down), but he must
character or someone also make a successful
else makes a successful Fortitude save (DC 15) or
First Aid check (DC 18). This become blinded for td6 rounds
skill check requires 2 full by the substance's searing
actions to perform. Vehicles and scenery are automatically brightness. At the start of each round thereafter, the target
set on fire by white phosphorous (Me fhe Stargate SGj core suffers another 'Ii the cannon's listed damage (rounded
ruiebook. page 432J. down). Th is process continues for ~o rounds or until the
character or someone else makes a successful First Aid
check (DC 18). This skill check requires 2 full actions to per
DEPTH CHAR~ES
form. Vehicles and scene!)' are automatically set on fire by
Depth charge bays may be loaded with only one ammu
white phosphorous (J>ee rlw Srargate SGj core rulebook,
nition type, which possesses a blast increment of ~o ft.
page 432).
underwater or \0 ft. in air or on the surface.

~UIDED MISSILES
FLAMETHROWER FUEL CANISTERS
Guided missile launchers may be loaded with the
Vehicular flamethrowers may be loaded with only one
following ammunition types only.
ammunition type, as listed on Table 4.~0: Master Vehicle
Fragmentation: This missile fills the target area with
Guide f-I>ee page 160).
lethal metal fragments. When a character uses a launcher
loaded with fragmentation missiles. his attacks gain a
~RENADES blast increment of 5 ft. and their t hreat ranges are
Vehicular grenade launche rs may be loaded with the increased by I.
following ammunition types only. HighExplos ive (HE): This missile explodes on impact.
Co ncu ssion: This grenade explodes with blunt force When a character uses a launcher loaded with highexplo.
that's brutally effective - and yet not often lethal- against sive missiles, his attacks gain a blast increment of 10 ft.

..2
RighExplosive AntiTank (REAn: This missile is RockETS
tipped with a shaped charge to penetrate heavy armor. Rocket launchers may be loaded with the following
When a character uses a launcher loaded with high ammu ni t ion types only.
explosive antita nk missiles. his attacks gain t he armor Fragmentat.ion: This rocket fills the target area with
defeating quality (Me th e Stargare SG'J core rulebook, page letha! metal fragments. When a character uses a launcher
3~4). Further, if the character scores a threat with his loaded with fragme ntation rockets, his attacks gain a blast
attack. he must spend 1 less action die to activate the threat increment of 5 ft. and their threat ranges are increased by 1.
as a CfiticaL HighExplosive (HE): This rocket explodes on impact.
Kinetic: This missile travels at an extfemely high When a character uses a launcher loaded with highexplo
speed, making it more difficult to dodge its attacks and sive rockets. his attacks gai n a blast increment of 10 ft.
helping the pfojectile to pierce the target more cleanly. HighE.x plos ive Anti-Tank (HEAT): This rocket is
When a character uses a launcher loaded with kinetic tipped with a shaped charge to penetrate heavy armor.
missiles. he gains a +1 gear bonus with his aTt ack checks. When a character uses a launcher loaded with high
explosive antitank rockets, his attacks gain the armor
defeating quality (Me the Stargate SG / core rulebook. page
HARPOONS
324). Further. if the character scores a threat with his
Harpoons may be loaded with only one ammunition
attack, he must spend 1 less action die to activate the threat
type. which has no cost. The character is simply assumed to
as a critical.
have as much ammunition as he needs unless space
Kinetic: This rocket travels at an extremely high speed.
restrictions or the GM di ctate otherwise.
making it more difficult to dodge its attacks and helping
th e projectile to pierce the target more cleanly. When a
LASER POWER CRYSTALs character uses a launcher loaded wirh kineric rockets, he
Lasers may be loaded with the following ammunition gains a +1 geaf bonus with his attack checks.
types only.
Flawed: This crystal reduces the weapon's ammunition
TORPEDOES
capacity to \.1 standard (rounded down).
A torpedo tube may only be loaded with one ammuni-
Standard: This crystal applies no modi fiers to the
tion type. based on its size (mini, light. or heavy), as follows.
weapon.
Mini: This t orpedo possesses a blast increment of 2.0 ft.
Flawless: This crystal increases the weapon's ammu ni
underwate r or 10 ft. in air or on the surface.
tion capacity to ~ x standard.
Light: This torpedo possesses a blast increment of
30 ft. underwater or 15 f1. in air or on the surface.
MACHINE~UN BuLLETS Heavy: This torpedo possesses a blast increment of
Vehicular machineguns may be loaded with any 40 ft. underwater or 2.0 ft. in air or on the surface.
standard bullet type (l,ee the Stargarll SG'1 corll rllkbook.
page 337). or the following additional type.
Depleted Uranium (DU): These bullets are made from
an extremely dense lead isotope that provides exceptional
killing power against vehicles. When a character uses a
machinegun loaded with depleted uranium bullets, his
attacks gain the armor.defeating quality (.Mill the Stargate
SG'1 core ruiebook. page 3~4). Further. the character's
threat fanges afe increased by I. Finally, a ny character,
vehicle, building, or object that suffers 1 or more points of
damage from a depleted uranium attack - after hardness
and damage reduction are applied - catches fire (.1lI11? the
Stargate SG-I core rulebook. page 43;V.

MIN ES
Minelayers may be loaded with the following ammuni
tion types only.
AntiVehicle: This mine is used as part of a ground field
(J:.ee page J30). exploding when a ground vehicle passes over
it, inflicting damage t o the target's typically weak
underbelly.
Floating: This mine is used as part of a space or water
field (UU! page 130). In the latter case, it may be dep loyed at
depths to threaten submarines (per the standard minelay
ing rul es) or the like.

133
Animal Stari..6ti~: CR I. SZ: I...; SIXI 40 ft.; Def: 13: v/ wp:
VEHICLE 1511 5; In it: +0; Atk: Hoof/ kick +l (dmgld6+3 subdua1); f ace:
I square; Reach I square; SA None: SQ None; SV Fort +6, Ref
DESCRIPTIONS +2, Will +4: Str 14. Dex 10. Con n.lnt 2. Wis 12. Cha 6; Skills:
This section contains special rules for many vehicles Listen +3. Spot +3.
(some have no spedal rules beyond their Master Vehicle Drone, Dragonfly: This Hmicrodrone~ is only 2 to 3
Guide table entries and the general rules for their vehicle inches long. able to drift on the breeze or maneuver with
type). Unless otherwise stated, all qualities, modifications, slight movements of its plastic wings. It's almost impossi.
and ordnance described within each veh icle entry is merely ble to notice at a distance of more than 10 ft .. gaining a +20
a recommendation, and must be requisitioned - and paid gear bonus with Hide checks made when not in motion, but
for - separately of the vehicle. it's also fragile and easily jammed.
All vehicles entries are presented here in alphabetical Dmne, Eel: This drone is frequently used for underwa.
order for ease of reference, while Table 4.20: Master Vehicle ter recon and to deliver modest explosive loads (up 10 5 lbs.).
Guide collects them by category. Any such explosive load mUSt be requisitioned separately.
Asga rd Chariot: This vehicle is unique in that it Dmne, Explosive Ordna nce Dis posal (EO D): This heavy
requires no crew - powered by four neutrino ion generators tracked drone is used to apprOilch and disable powerfUl
and an advanced computer interface, the entire ship may be explosives from a distance. It's equipped with a set of
controlled by one Asgard. Each chariot features reinforced waldos to manipulate the explosives and may be
shield systems and powerful weapon batteries. making requisitioned with the weapon cradle modification at no
them more than a match for most Goa'uld galaxy class extra cost (Aee page u51.
cruisers. Asgard chariots aTe extremely fast and capable of Drone, Hover Pod: USing dUeled air and intema! fans to
crossing the galaxy in very little time. The war with th e floa t. thi s two to threefoot disc or globe is large enough to
Replicators has drastically reduced the number of available mount a single rifle. SMQ, or shotgun, or a pair of hand.
chariots, however. making them a rarity within the guns.
universe for a good time thereafter. Drone. Mini-Chopper: This rotorwing platform is
Asgard Mothe r Ship: One of the most powerful and designed to port up to 10 Ibs. of gear, typically surveillance
destructive vehicles in the known universe, this is the equipment and explosives.
pinnacle of Asgard spacecraft design. Immense and Dmne. Mobile Analytic Labora tory Probe (MAlP): The
capable of bringing awesome ordnance to bear, this ship MALP is the first SOC team member to explore most
is nonetheless exceedingly fa st, capable of advanced planets. Controlled by remote, this wheeled vehicle is sent
fasterthan light (FILl lTavel outside combat. Known through the Stargate to scout the area ahead, make sure th e
advancement s include transporters capable of plucking gate isn't buried or covered. and confino it's safe for a team
targets from a nearby planet's surface without spedal to follow. The MALP is equipped and programmed tocol tect
gear or a target signal and hologra phic eminers with minor data concerning a target world's atmosphere.
extraordinary range. The mother shi p most commonly temperature. known toxins. and like information. and send
encountered by the SGC is the BilWrner. it back via radio signal to Earth. MALPs are not buil t to
Booster Pod: Similar to a jet pack, this item is strapped enter combat, though they are occaSionally improved with
to a character's back, prOViding him with propulsion when a wea pon cradle (the cost of which is paid separately from
venturing into space with only a suit. the drone). For more information about MALP drones, set'
Camel: Camels may not be trained to attack, but may the Sturgut41 SG-J core rulebook. page 343.
attack on their own if provoked (per the GM's discretion). Drone. Mobile Attack Thrret (MAn: The SGC's MAT
drone is essentially a FRED unit out fitted with larger
engine capacity and a rotating weapon turret. The operator
pilots the turret along the vehicle using a simplified control
stick assembly. The MAT is incapable of movement during
any round when its weapon is fired; likewise, its weapon
may not be used during a vehicular scene unless the MAT is
immobile.
Drone. Ocean Seeker: This fan driven camera pod is
used for undersea exploration by various Earth companies
around the world. While somewhat ponderous, this drone is
capable of exce ptionally deep dives and features a vacuum
hose and blowers to clear seabed debris, along with remote
operation waldos and superior mapping sonar that grants a
+l gear bonus with all Sur veillance checks made
underwater.
Dmne, Patrol Skimmer: About the size of a l man hov.
ercraft, this drone is often armed for use as a mobile secu.
rity platform.
Drone, Rove r: This small. wheeled drone features a
DOMUlloN POINT COSTS
video camera. a robotic arm. and a built-in lockpick kit,
FOR (iOA'ulo VESSEls
allowing its operator to usc the Open Lock skit! remotely
The SY.Jtem Lordi. sourcebook contains rules for
without suffering the -4 gear penalty for not possessing the
building a Goa'uld empire, using Dominion Points to
proper kit (Me tne Stargare SO-j core rulebook. page :l99).
allocate various resources. The following table details
The character must stit! contend with the drone penalties
Dominion Point costs for Coa'uld vessels. Each cost
to skill checks, however (.Jee page 115).
includes a full complement of crew and basic resources
Drone, Scorpion: The result of an attempt by the
(fuel. amm unition. etc.). Ships are generally considered
Russians to "domestiC<lte" Replicators, this s-inch long
Offensive Military holdings (....w Sylltem Lordi., page 169).
device resembles a robotic scorpion. skittering about on a
and follow the same parameters as those holding Types -
set of sharp miniature legs. The scorpion's stinger is in fact
with the exception of cost. noted on the table below:
a hypodermic needle that may administer lone dose of any
disease or poison the character loads into the drone. This
Dominion Point
disease or poison must be requisitioned separately from
Sh.ip Type Cost
the drone. This drone does not share in the Replicators'
Teltac transport ship
ability to reproduce itself.
20 death gliders (either type)* 4
Drone, Unmanned Airborne Vehicle (UAV): The SGC
Pyramid cruiser 5
relies upon this airborne drone to scout the surrounding
Al-kesh bomber 5
terrain and settlements out to miles in any direction from
Ha'tak mother ship lS
the gate. Quick. agile, and small, the UAV can cover ground
Super pyramid mother ship 35
much more quickly than any other option typicat!y avail
*Deat h gliders are purchased in flight wings of 20.
able to the SGC. Heavy ground vegetation and other
Each wing muM be linked to another offensive military
obstructions can render a UAV next to useless, however. For
holding - either a fixed holding. a pyramid cruiser. a
more information about UAV drones. see the Star9tHe SG'1
ha'tak, or a super pyramid mother ship. They receive no
COff! rulebook. page 343.
reduct ion in DP cost for this.
Elephant: When trained to attack, an elephant may be
directed to trample up to 4 opponents of Large size or
smatler within the elephant's standard move, charge, or run attain iMersfellar flight on their own. Typically armed with
range (as appropriate to the situation). This requires the twin energy weapons. death gliders are known to bombard
character to perform 1 full round attack action. The rider cover to root out enemy troops and to tear apart local
makes a separate attack roll against each target with his scenery until there's nowhere to hide. Two generations of
Handle Animal skill (applying his Charisma modifier). With death glider trouble SCC teams. The classic model is larger.
each successful hit, Ihe elephant inflicts 2d8+1S normal less agile. and though better armored. a less efficient
damage. killing machine.
Animal Statiuic..\; CR 8. SZ; H; Spd: 40 ft.: Def; ll: v/wp: Goa'uld, Ha'tak Mother Ship: The dreaded Coa'uld
60/22; [nit: +0; Atk: body/slam +1 2 (dmg 2d6+10 norma l. mother ship has the most destructive complement of
error 1, threat 20), tusk/gore +12 (dmg 2d8+1S normal. error weaponry, the largest transport area, and the greatest
1, threat 20); Face: 1 square; Reach: I square; SA: trample resources of any within the System Lords' arsenal. Each
(see above): SQ: hardness 11- : SV Fort +8, Ref +2. Will +4; Str ha'tak consists of two parts - a pyramid landing ship and a
30, Dex 10, Con l4. Int 2, Wis 12, Cha 6; Skills: Listen +6, super-struct ure base station. The former can detach and
Spot +6. descend to a planet's surface, often to link up with a land
Field Remote ExpedHionary Device (FRED): This self ing platform resembling Earth's Grea t Pyramids. On its
propelled cargo transport unit is primarily used to move own, the pyramid is capable of travelling 10 times the speed
supplies across rough terrain. For more information. see of light, while the base station's power source and hyper-
the Stargarc SCj core rulebook, page 343. drive propel it or both halves milch Faster. Ha'taks used as
Goa'uld AI-kesh Bombe r: This midrange Goa'uld System Lord strongholds are known to can)' Stargates and
bomber is the largest of the System Lords' assault craft. sarcophagi on board.
capable of carrying a devastating array of weapons and Goa\dd Teltac Transport Snip: This slowmoving cargo
featuring a powerful cloaking device that reliably shields ship is illsuited for interstellar travel, and is instead
the vehicle from proximity sensors (;,ee page 120). Equipped limited primarily to short hops within friend ly territory.
with a ring transportation system for rapid laffa assault The teltac's true advantage is versatility - with lots of
and typically armed with naquadah bomb bays, laser adaptable space on board, the vehicle can accept up to
turrets. and squadrons of death gliders. the al-kesh is one dozens of improvements. and can even be equipped as a
of the most formidable opponents faced by the SGC. rudimentary warship when required. The Tok'ra use te!tac
Goa' uld Death Glider: The most commonly encoun- ships as highspeed scouts. The Goa'uld use them to haul
tered Coa'uld vehicle. this twoseat attack craft is a cargo. including slaves and unrefined naquadah. System
versatile combatant both in space and within an atmos Lords use them for infiltration and diversionary tactics.
phere. Death gliders are held aloft by ion jets. allowing With the proper englneer, a teltac can do it al l.
them to hover and land. though they are too small to power Most teltacs feature lowintensity cloaking devices.
a hyperspace window generator and therefore cannot limited shielding, transportation rings. escape pods. and
airlocks (a rarity in Goa'uld spacecraft design).

135
Goa'uld S uper Pyrami d Mother Sh ip: While the ha'tak Hors e, Racing: Racing horse~ are bred and trained for
mother ship is the backbone of the System Lords' interstel ~peed, and may not be t rained to attack.
lar warsh ip fleets. the need sometimes arises for a vessel of Allimol Stoti.6tiCl: CR 1. SZ: L; Spd 80 Ft.; Def: 14; v/wp:
truly magnificent size and power. This vessel answers t hat uho; lnit: +3; At k: No ne; Face: 1 square: Reach: 1 square: SA
ca ll, dwarfing all other Goa'uld craft in both scale and None: SQ None; SV Fort +0, Ref +6. Wi ll +1; Str n , Dex 16,
combat prowess. Unlike the ha'tak, this vessel cannot sepa Can 10. 1m z. Wis u . Cha 8; Skills: Listen +5, Spot +5.
rate fro m its superstructure, and therefore cannot land. Horse, Riding: When !rained to atta ck . a common
Hang Glider: This vehicle must be launched off a domesticated horse may be directed to rear up and come
plat form - such as a building or cliff - of no less t han 100 down on top of, or kic k at. 1 opponent per round. This
ft . in height. It can remain a irborne for a maxim um number requires the character to perform 1 half action attack. The
of hours equal to the pilot's ranks in the Pilot skill. rider ma kes an attack ro ll agai nst the target with his
Horse, Arabian: Whe n t rained to attack. an Arabia n Hand le An imal skill (applyi ng his Charisma modifier). With
horse may be directed to rear up and come down on top of. a successful hit, t he horse inflic t s Id6+~ norma l damage.
or kick at. 1 opponent per round. This requires the charac Animal Stoti.MiCl: CR 1. SZ: L; Spd 40 Ft.; Def: 13; v/ wp:
ter to perform 1 half act ion attack. The rider makes an 20/ U; Init: +2: Atk: hoof/ kic k +z (d mg Id6+:2 normal, error 1.
attack ro ll against the target with his Handle An imal skill threat zo): Face: I square: Reach: 1 square; SA None; SQ
(a pplyi ng his Charisma mod ifier). With a successful hit , t he None: SV Fort +4. Re f +3, Wi ll +1: Str 14. Oex 14, Ca n n. 1m
ho rs e infl icts Id6+4 norma l damage. 2, Wis n, Cha 6; Skills: Listen +5, Spot +5.
Animal Stoti.6tiCl: CR z. SZ: L; Spd: 60 ft .: Def: 14: v/ wp: Horse, Unbroken: This horse may n ot be trained to
30/ 12; [nit: +5; Atk: hoof/kick +5 (dmg Id6+4 normal , error I, attack, but it may be cQllvillced t o do so once per round with
threat zo), mou thlbite +5 (dmg Id4 +2 normal, error I. threat a successful Ha ndle An imal chec k (DC 15). When convinced
20); Face: I square: Reach: J square; SA: None; SQ: None; SV to attack, an unbroken horse rears up and comes down on
Fort +5, Ref +5. Will +I ; Str 16, Oex 18, Can 14, lnt 3. Wi.s u ., top of, or kic ks at, 1 oppo nent. This requires the character
Cha 8 : Skills: Listen +6. Spot +6. Swim +4. to perform 1 ha lf action attack. The rider makes an attack
Horse, Pony: Much smaller than any ho rse, ponies ca n roll agai nst t he larget with his Hand le Animal skill (apply
not attack when carrying a rider. ing his Cha risma modifier). With a successful hit. the horse
Animal Stati.6tiCl: CR I. SZ: M: Spd 35 ft. : Oef: 12: v/wp: inflicts ld6+z norma l damage.
10110: lnit: +1 : Atk: hooflkick +I (dmg Jd3+1 subdual): Face: Animal Stati.6tiC.<l: CR 1. SZ: L: Spd 40 ft.; Oef: 13; v/ wp:
1 squa re; Reach 1 square: SA None; SQ None: SV Fort n . Ref 20h z; lnit: +0; Atk; hooflkick +z (dmg ld6+z norma l. error 1.
n, Will +0; Stn3. Oex 13. Can n, Int z. Wis ll, Cha 4; Skills: threat 20); Face: I square; Reach 1 square; SA None: SQ
Listen +5. Spot +5. None: SV Fan +4, Ref +3. Wi ll +1: Sir 14, Oex 14, Can l~ . Int
z, Wis n , Cha 6; Skills: Listen +5. Spot +5.

136
Horse, Work: Work horses are bred and trained for X'301 lIypers pace Fighter: The second gene ration of
labor, and may not be trained to attack. Eart h's space combat vessels incorporates stolen and
Animal StariMic...l: CR 1. S2: l : Spd 40 ft.; Def: 12: v/wp: reve rse-engineered System Lord data to co unter death
20/10: lnit: +2 : Atk; hoof!k.ick +2 (dmg Id6 +2 normal. error I. gliders in the field. This purely human design fa lls short of
threat 20); Face: 1 square; Reach 1 square; SA None; SQ th e death glider design in many ways, the most noteworthy
None; SV Fort +4. Ref +], Will +1; Str 14 , Dex 14. Con ll, [nt of which being its need to employ multiple engine burns to
2, Wis 12, Cha 6: Skills: Listen +5. Spot +5. reac h orbit. It's most notewort hy achievement was
Hot Air a .. 11oon: A hot air balloon drifts on the wind, supposed to be its hyperdr ive. but early tests proved
moving according to the weat her (per t he GM's discretion). incapable of gene rat ing a stable hyperspace passage. The
The vehicle's pilot may not choose ma neuvers. and the ve hi X'302 features four different sets of engines - airb reath
cle automatically loses the opposed mane uver check during ing jets, modified aerospikes for use at high altitudes. a
each round of any vehicular scenE'!. rocket booster. and a naquadr iapowered hypers pace
Jet Ski: Unless the character is secured, any critical wind ow gen*!rato r. The te mperamental nature of the
failure on a jet ski results in the character being thrown naquadriapowered hyperspace window generator re mai ns
free, and skidding t o a stop. suffering Id6 points of subdual one of the few stumblin g blocks of the design.
damage per 2 MPH of current velOCity. X-303 Prometheus: The latest evolution of Eart h's
Mule/ Ox: This stable but slow pack animal is perfectly naturalized alien t echnology, t he X'303 PromerheU..l is a
suited for prolonged travel. but not very well.equipped to much larger ship t han any of its predecessors. It features a
attempt any attack action. navallike design a nd operation. and is en t irely self
Animal Stati.Mic...l: CR 1. S2: L; Spd 30 ft .; Oef: 10; v/wp: contai ned, capa ble of ta king to the stars for extended
20/14; Init: +1; Atk: hoof/kick +2 (dmg Id4 +3 normal, t hreat periods. even well outside the Earth's solar syst em. The
20); Face: 1 square; Reach 1 square; SA None; SQ None; SV X-303'S hu ll consis ts of a trini um alloy, making it
Fort +5, Re f +3, Will +0; St r 16. Oex 13, Con 17. [nt 2, Wis 11, exceptionally durable and lightweight and th e majo r ity of
Cha 6: Skills: List en +5. Spot +5. its systems are automated, allowing it to be flown by a
Parasail: This vehicle must be towed into the air by an small crew. Even so, the ?romer/willi is large eno ugh to
airplane (of any size). It can remain airborne for a maxi house severa l times its requ ired crew. A ring transport atio n
mum number of ho urs eq ual to the pilot's ranks in the system has been installed, along with a recovery/la unch
Balance skill. bay to handle vessels such as the X302.
Probes: These compact space drones are design ed to
collect critical data and transmit it back to their home ship.
Often, they are not retrieved after use, but instead left to
drift in the cold waste. A probe of any caliber maybe rigged
CHASES AND
to work in tandem with a vehicle's proximity sensors, grant
ing an add itiona l +l gear bonus per dedicated probe with all
VEHICLE COMBAT
Search checks made using the system (..lee page 120). A The Srargare SC-/ game syst*!m utilizes one core set of
probe dedicated to this action may not provide any other mechanics to cover vehicular combat and chases through
data, nor may it be used to perform any other action. any terrain, on foot. when mounted. when in vehicles, and
Submersible Sled, One-Ma n: This oneman jet sled is with reasonable combinations thereof. Given the hundreds
designed to tow 1 character through any underwat er envi of possible vehicles. millions of possible environments
ron ment. The character must grasp t he sled 's rail when (ma ny of them completely allen), and infinite unexpected
towed, occupying one of his hands. occurrences that plagu*! cinematic vehicle combats and
Submersible Sled, Team: This teamsize jet sled is chases, it's near ly impossible to incl ude every potential
designed to tow up to 4 characters through any underwater outcome and option. These ru les instead keep the action
environment. Each character must grasp the sled's rail abstract and fast moving, leaving the players and the GM
when towed. occupying one of his hands. A shallow step at plenty of room to gene rat*! specifics along the way.
the sled's back end grants a +l circumstance bonus with
Balance checks made while standing on the vehicle. ~ oAl s
X-30. Interce ptor: Built from a un ion of Earth tec hnol Wh ile vehicular combats us ual1y speed towa rd
ogy and two crashed death gliders. the X'301 was America's an nihilation. the obvious goals of any chase are, respec
first foray into Goa'uldstyle combat spacecraft. Essentially tively, pursuit and flight. But there is mo re to cond ucting a
a retrofitted death glider. the X' 30l was alt ered to carry veh icular scene than just mot ion. In good television and
naquadahenhanced missiles and act as a firs t line of space cinema, these enco unters are filled with extraordinary
defense aga inst Goa'uld incursion. Unfortu nately, aft er scenery, incredible and brazen feats of skill, and nonstop
Tea r c's betrayal lead many other Jaffa to rebel against entertainment. Ve hicular scenes should never be dull - not
Apophis, all death gliders were refit with a hom ing dev ice to for a moment. The Gamemaster should endeavor to present
return them to their System Lord. The X'301 was aban interesting backdrops and obst acles at every turn, and the
doned after this homing device activated and nearly cost characters should work individualiy and as a team to
Col. O'Neill and Teal'c their lives. tackle t hem wi th exuberance and daring.
Heroism a nd dilige nce should be pan of every vehicular
scene. Not only is it imponant to win the chase or defeat th e
enemy, it's essential that everyone has fun . Vehicu lar

137
scenes are an excellent opportunity to take those amazing or groups are tracked only in reference to their order of
risks for which roleplaying games are so famous, and to proximity to the prey, creating a chain" within which
impress and entertain the other players with your sense of paired maneuver checks and other opposed opt ions are
adventure. possible.
Vehicular scenes demand quick thinking and great Example: Lt. Wilson is being pursued by a Jaffa death
ingenuity from all players. Gamemasters are especial!y glider and a bounty hunter determined to turn him into the
encouraged to read these rules thoroughly before running System Lords. Although the Jaffa and the bounty hunter are
any encounter centering around vehicles. so they can approaching Wilson from different angles. the bounty
smoothly present the action at an appropriately breakneck hunter is closer to Lt. Wilson's ship than the Jaffa, placing
pace. him middle in the chain. Opposed maneuver checks are
separately made between Lt. Wilson and the bounty hunter
GETTIIIIG STARTED and the bounty hunter and the Jaffa to determine whether
Stargate SG/ vehicular scenes are intentionally any of the involved parties overtake or fall behind those
abstract, leaving tremendous room for the GM and closest to them. When this happens. the chain order
characters to elaborate on their maneuvers. successes. and changes and the scene continues with the new maneuver
fail ures. As a result, these ru les may be inserted whenever check pairings.
needed. allowing chases and vehicular combats to erupt
suddenly and unexpectedly, in any locale. TERRAIIII
During any chase, one participant - the ~predator~ - is These rules cover five basic types of vehicular scenes,
assumed to be trying to catch the other - the ~prey." This determined by the type of scene. terrain. surface, and in
may also be the case during a vehicular combat. though it's fact, whether vehicles are involved at aiL Scenes can take
possible in this scenario that neither vehicle has the upper place in the air, on foot. on the ground. in space. or in water
hand, in which case no participants are considHed (either in vehicles or while swimming). These scene types
predator or prey (? Illitial Facing. page 141). The are further defined by the clutter present in the terrain -
participants' roles may change over the course of a chase or whether ifs open. dose. or tight. The type of scene
vehicular combat, often with liule warning. establishes its general conditions. as well as obstacles that
Special Not e: When more than two participants are characters must avoid. as follows .
involved in a chase, the GM should designate each to be
part of a ~predator group" or "prey group". Each group
OPEN TERRAIN
gene rates one maneuver check each round using the
Open terrain is easy to traverse. with only slight
standard cooperation rules (.},ee the Srargare SGj core nIle-
turbulence or changes in elevation and f ew imposing
book. page 1831. There may only be one prey or prey group
obstacles. Open te rrain is defined differently for each type
(the participant up front), but any number of predator
of scene. Examples follow.
groups may become involved (all trailing behind the prey or
prey group). When more than one predator or predator
group is involved, the positions of all involved participants

138
Air Scene.!>: Clear skies at 1,000 feet or higher. TI~J.H TERRAIN
Tight terrain is extremely dangerous, filled with sharp
foor Scene.!>: Wide. flat plains and large paved areas drops and large. dense obstatles. Tight terrain is defined
with few structures. fences. or obstructions. differently for each type of scene. Examples fo llow.

GrOlmd SCIme.!>: Empty roads, salt flats. and level fields. Air Scene.h: Lightning storms. narrow canyons, and
ground level (especially beneath obstacles!).
Space Scene.h: Open voids wit h no navigational hazards.
Foot Scene.<\: Staircases, corridors. bazaars, and hedge
Water Scen1>: Lakes, empty marinas. and open seas mazes.
with fair to excellent weather.
Ground SceneJJ: Congested highways, steep downhill
Velocity: In open terrain. the velocity of all participants inclines, battlegrounds, and debris-riddled areas.
begins at 3/4 of the fastest participant's maximum MPH
(rounded down). Space Scelle.h: Ice rings. dense debris fields, and within
Obstacles: Open terra in contains few large, hard the superstructure of large craft.
obstacles. At the start of each round, the GM rolls IdIO. If
the result is a naturall. an obstacle crops up. The obstacle Water Scene.!>: Whitewater rapids and crowded harbors.
check DC begins at 12 (.M!t! page 148 for marc illfonnation
about obuac/e checkA). Veloci ty: In tlose terra in, t he veloci ty of al l participants
Special: The maximum MPHs of all participants are begins at \4 of the fastest participant's maximum MPH
critical in open terrain. The participant with the highest (rounded down).
maximum MPH gains a +2 circumstance modifier with ali Obstacles: Tight te rrain is unstable and often const ant
maneuver checks made using the chase and vehicular ly in motion; participants must be prepared for a71ything
combat rules (.hee page 147). When only one participant is here. At the start of each rou nd, the GM rolls Id4. If the
considered to be in open terrain (either due to two or more result is a natural 1, an obst acle crops up. The obstacle
types of local terrain, feats . or mixed vehicle types), then check DC begins at 24 (Aee page 148 for more info rmation
that participant automatically gains this bonus. abour olu,tacie check.!.
Special: Tight quarters favor nimb le runners and pilots.
During any round when both the predator and the prey are
CLOSE TERRAIJ'-J
in tight terrain, the particlpant with the highest hand ling
Close terrain is generally narrow and filled with plenty
rating gains an additional +! circumstance bonus with all
of stuff to run into. clip. and burst through. Close terrain is
ma neuver checks (1)1'1' page 147).
defined differently for each type of scene. Examples follow.

Air Scene,.!,: Cloudy mountaintops. fields with occasion- SURFACE


al power lines, and scenes involving light to medium During a foot, mounted, or ground vehicle scene (or a
rain. combination t hereof). it's also important to know the
surface conditions upo n which the part icipants are
Foot SCe/Ie.!>: Narrow alleys and open areas with many moving. Each of t he followi.ng conditions (and their special
obstructions (such as ruins and marketplaces). rules) may be superimposed over any basic terra in type.
Ex ample: A vehicular combat might occur on open
Ground SCene.h: Village streets and winding dirt roads. broken terrain, indicating that while few large obstructions
are present, the ground is extensively torn up.
Space Scene.!>: Extremely dense asteroid belts and Example 2: A foot chase might occur on tight deep snow
diffuse debris fie lds. terrain, indicating many obstacles. some potentially buried
beneath the surface as unexpected pitfalls.
Worer Scene.!>: Narrow rivers with many rocks. busy Each surface condition description includes one or
docks, and choppy seas. more vehicle qualities required to move over th e surface
and some also list modifiers and effects for moving over the
Veloci ty: In close terrain. the velocity of al l participants surface with the qualities as weI! (those on foot are exempt
begins at 1,1 of the fastest participant's maximum MPH from these ru les). Each description also includes one or
(rounded down). more penalties suffered when someone scores an error
Obstacl es: Close terrain contains moderate bulky, while moving across the te r rain.
jagged obstacles. At the start of each round. the GM rolls
Id6. If the result is a natural I. an obstacle crops up. The
BROkEJ'-J SURFACE
obstacle check DC begins at 18 (.hee page 148 for more
The harshest surfaces imaginable. broken ground
information about ob.htac/e check1>).
includes jagged lava beds, flattened forest with scattered
logs. rugged desert with frequent drops and trenches, and
cluttered construction sites or junkyards filled with stacks
of scrap.

139
DEEP SNOW
This surface includes any snow bed deeper than two
feet.
Requi red Qualities: Vehicles without the snow ready or
tracked qualities cannot traverse deep snow. Mounted
participants. those on foot. and those piloting vehicles
possessing the snow ready quality suffer a -4 terrain
penalty with all maneuver checks made on this surface and
the ir top MPHs are reduced by 4"20 MPH {for fooVmounted
and ground vehicles, respectively}. Drivers of vehicles
possessing the tracked quality suffer no adverse effects
when traversing snow.
Erro r: When any participant suffers an error with any
maneuver check made on deep snow. he or his vehicle is
bogged down in a soft patch. He can power out of it, but
suffers a -10 terrain penalty with all maneuver checks
made during the following round.

DIRT TRACk
Dirt track may consist of an identifiable road in reason-
ably good repair, a prepared dirt ra ceway. or open plains
with minimal rocks.
Required Qualities: Drivers of vehicles without the off-
road or tracked qualities suffer a -2 terrain penalty with all
maneuver che~ks made on this surface. Additionally. the
erro r ranges of these drivers' maneuver checks are
increased by 1 and their top MPHs are reduced by 20 MPH.
Error: When any part icipant suffers an error with any
maneuver check made on dirt track. he or his vehicle
begins to lose control. skidding sideways across the
surface. He suffers a -2 terrain penalty with al! maneuver
checks made during th e following round as he regains
control.

Required Qualities: Vehicles without the offroad or


I CE
tracked qualities cannot maneuver over broken ground.
From frozen lakes to large patches of black ice, these
Mounted participants. those on foot, and those piloting
areas are extremely dangerous.
vehicles possessing the offroad quality are stressed to
Required Qualities: Mounted participants, those on
their limit here. suffering a - 5 terrain penalty with all
foot. and those piloting vehicles not possessing the snow
maneuver checks. Additionally, the error ranges of these
ready or tracked qualities suffer a -5 terrain penalty with
drivers' maneuver checks are increased by 4 and the top
all maneuver checks made on this surface. Additionally. the
MPHs are reduced by 4/20 MPH (for fooVmounted and
error ranges of these participants' maneuver checks are
ground vehicles. respectively).
increased by 3 and their top MPHs are reduced by 6/ 30
Even drivers of vehicles possessing the tracked quality
MPH (for foot/mounted and ground vehicles, respective ly).
are bad off, suffering a - 2 terrain penalty with all maneuver
Error: When any participant suffers an error with any
checks made on this surface. Additionally, the error ranges
ma neuver check made on ice, he. his mount. or his vehicle
of these drivers' maneuver checks are increased by 2 and
loses or spins out of control. The lead is adjusted by Id6
their top MPHs are reduced by iO MPH.
lengths (if the participant in error is the prey. the lead is
Error: When any participant suffers an error with any
decreased; otherwise. it's increased). This lead adjustment
maneuver check made on a broken surface, he or his vehi
is reduced to Id4 lengths if the participant in error is
cle is momentarily hung up on local obstacles. suffering
mounted or piloting a veh ide and possesses the daredevil
ld6 normal damage (From which hardness is nor subtract
dass ability.
I'd). Further. the character or his vehicle loses his Dexterity
bonus to Defense until the end of the current round. Finally,
the lead is adjusted by ld6 lengths (if the participant in RU~~ED SURFACE
error is the prey, the lead is decreased; otherwise, it's This is the worst terrain a wheeled vehicle can reason
increased). This lead adjustment is reduced to ld4 lengths ably expect to traverse. Areas packed with small boulders,
if the participant in error is mounted or piloting a vehicle steep inclines, watH or snow which catches up over the
and possesses the daredevil class ability. wheels, and deep sand all count as rugged terrain.

,40
Requi red Quali ties: Participa nts piloting vehicles not opposition. these ru les cannot adequately simulate its out
possessing the offroad or tracked qualities suffer a -5 ter come. In these cases, resolve the chase wit h one opposed
rain penalty with all maneuver checks made on this sur vehicle skill check. the winner of which wins the chase at a
face. Additionally, the error ranges of all these drivers' random dist ance within one of the largest lengt h sizes
maneuver checks are increased by 5 and their t op MPHs are between t hem. This allows all participants to bring their
reduced by 50 MPH. Even participants on foot , mounted act ion dice and special class and feat abilities to bear,
participants, and those piloting vehicles possessing the off- pot entially pulling off the impossible.
road quality are bad off, suffering a -2 terra in penalty with Example: A chase erupt s between a character on foot
all maneuver checks made on this surface. Additionally, the (w it h a length size of 5 ft.) and the pilot of a death glider
error ranges of these drivers' man euver checks are (with a length size of 100 ft .). These ru les cannot be used for
increased by 2 and their top MPHs are red uced by 2110 MPH this chase - instead. the GM calls for e ac h participam to
(for foot/mounted and ground vehicles. respectively). make a single skill check. If the ru nn er wins this opposed
Drivers of vehicles possessing the tracked quality skill check. he ducks behind or imo terrain where t he
suffer only a -j penalty with all ma neuver checks made on glider can't follow.
this surface. At no t ime can the lead be less tha n 0 or greater than 30.
Error: When any participant suffers an error with any If any effect reduces the lead to less than o. th e lead
maneuver check made on ice, he or his vehicle is hammered becomes o. Sim ilarly. if any resul t increases the lead above
against the terrain. If on foot. the participant's handling 30, the lead becomes 30.
bonus is reduced by 1 for the duration of the current scene: Chases and vehicu lar combats can start in a nu mber of
otherwise. the handling rating of the participant"s vehicle ways, but most boil down into one of two categories
is reduced by ! umil repaired (Ace paqe 147). predat or-initiated and prey-initiated, as follows .

INITIAL FACING When the predator begins a chase or vehicular com bat,
Every type of cMse or vehicular scene involves one of the initia l lead is equal to ~d6 +3Iengths.
three facings, as follows.
Purs uit: With a pursuit facing, t he part icipants aTe all When t he prey begins a chase or vehicular combat. t he
moving in basically the same di rection. One among t hem - in itial lead is equal to 2d6+8 lengths.
the prey - leads the pac k. with th e others trailing behind. A
purs uit facing remains unchanged until a facing shift When the initiator is unclear, all participants roll
maneuver is successfully applied (,M?e Step z. page 147), or init iative and the character with t.h e highest res ult is
the scene ends. co nsidered to have begun t he scene.
Circling: With a circling faCing, the participants are Special Note: During a scene in whic h all partici pants
mixing it up, twisting and turning around one anot her are on foot, the initial lead is adjusted by I length per 5 ft.
while trying to obtain a better angle for pursuit or attack of differe nce between the participams' speeds (if the faster
(or looking for a way to bolt). A circling facing remains participant is the predator, the lead is decreased:
unchanged until a faci ng shift maneuver is successfully otherwise, il"s increased).
applied (MeSrep z. page 147), or the scene ends.
Closing: With a closing facing, the participants afe
moving towafd one another. Unl ike the other two faCings .
closing may shift to another faci ng when the lead drops to
o or less, in which case, the facing immediat ely shifts to
circling and t he lead is inverted to produce a new lead (e.g.
if the lead drops to -5, th e facing becomes circling and th e
lead becomes 5). A closing facing otherwise remains
unchanged u ntil a facing shift maneuver is successfully
app lied (.... ee Step ~. page 147), or t he scene ends. as stan,
dard.
A sce ne's facing determines the maneuver options
available to each participant (.... e~ page J43). It may change
many t imes before th e sce ne ends or not at all.

IPoJITIAL LEAD
The distance between vehicles during a chase or vehic
u lar combat is ca!1ed the ~lead,~ and is measured in
-lengths." A length is an abstract unit, t he si ze of which is
dete rmined by the ve hicles involved in th e scene, as shown
on Table 4-T Le ngths by Chase Type (Me page 14Z). A
sce ne's standard length size is always equal to the lowest
length size determ ined by any single participant.
Special Note: When a chase involves a predator or prey
whose length size is greater than ~ x the length size of its

.".
TABLE .... 7: LENGTHS BY SCENE TYPE same combat. Also, no opponent vehicles may be located
SCENE TYPE LEN~TH SIZ E above him (thus, only one pilot may possess smash points
Water (swimming) 2 1/2 ft. at any given time).
F~' S ". The qualified pilot, if any, begins a vehicular scene with
Ground/Water (mounted or in vehicle) 10 ft. 1 smash point per ~ lengths of altitude between his vehicle
100 ft. an d the nearest opponent engaged in the same combat.
1 mile When this pilot gains smash points, they are added to his
smash point tot al. If any other pilot gains smash points,
This category includes all Balancebased personal however, the points are instead deducted from the smash
vehicles. points of the pilot who already has them (representing the
** This length size is applied to space vehicles operat vehicle with a lower altitude maneuvering up toward the
ing within an atmosphere as well. other).
Smash points are awarded when pilots win the opposed
VELoCITY maneuver check during Step 2 (J,CC page 14 7). Also. whenev
Velocity is measured in miles per hour (MPH). and is er a pilot scores a threat with a maneuver check, he gains 1
determined by terrain at the start of a chase or vehicular smash point. Similarly, whenever a pilot suffers an error
combat (.we page 138). Velocity changes throughout a with a maneuver check, he loses 1 smash point (or gives one
veh icular scene according to the maneuvers chosen by the to his opponent).
participants during each round (Aee Step 1, page 143).
At the start of each round when the current velocity
SPENDIN~ SMASH POINTS
exceeds the speed of any character on foot. the character
Whenever a predator possessing I or more smash
suffers Id4 points of subdual damage (reduced to 'h. round
pOints succeeds with a maneuver check (ar wins an opposed
ed up. if the character possesses the daredevil class
maneuver check), he may spend I smash poi nt to reduce the
ability). This damage is not reduced by the character's
prey's lead by I.
damage reduction or hardness. and is applied in addition to
Whenever a prey possessing I or more smash points
all damage inflict ed by maneuvers. crash checks (and
succeeds with a maneuver check (or wins an opposed
crashes), and other effects.
maneuver check), he may spend I smash point to increase
At the Start of each round when the current velocity
his Defense until the start of his initiative count during the
exceeds a pa rticipating vehicle's maximum MPH. the
following round.
vehicle suffers IdlO normal damage (for planetary class
finally. when a pilot possessing smash points is
vehicles) or IdIO X 10 normal damage (for galaxy class
anacked. the attack's range is determined by adding the
vehicles). If the participant possesses the daredevil class
pilofs current smash point total to the current lead.
ability, this damage is reduced to 'h standard (rounded
Example; Lt. Wilson chases a Jaffa over Abydos' dunes.
down). This damage is not reduced by the vehicle's hard-
He's a bit over 400 ft. above his prey at the start of the chase
ness, and is app lied in addition to all damage inflicted by
and therefore begins with 2 smash points. The chase's lead
maneuvers, crash checks (and crashes), and other effects.
is 8. During Step 6 of the first round, the lead is unchanged
and Lt. Wilson fires on the Jaffa's glider. The attack's range
TkE UPPER I-IAIliD
is 1,000 ft. (th e lead of 8 + 2 smash point s, multiplied by the
During a scene involving one or more air veh icles, a
length size of 100 ft .).
final positioning factor ~omes into play - relative height. A
predator above his prey can easily convert the altitude
CkASES; STEP BY STEP
advantage into extra speed, simply running his opponent
Each round of a vehicular scene is broken into seven
down. A prey above his predator can often build up an
steps, as follows.
unassailable lead as his pursuer tries to climb to his level.
The significance of altitude is so important that pilots
often call it ~smash." In these rules. this advantage is rep STEP 1: CHOOSE MANEUVERS
resented by a number of "smash points" possessed by the Each participant (or participant group) secretly
pilot with superior altitude. chooses I maneuver from the appropriate list (predator,
Special Note: Smash points may only be gained by prey, or combat). Each maneuve r has strengths and
pilots controlling powered air vehicles - skydivers and weaknesses, and is usually geared toward a specific goa\.
ho tair balloon pilots may nOT benefit from smash .
Likewise, smash points may not be gained by pilots
STEP 2: MANEUVER CHECks
co ntrolling any vehicle on the ground, in water, or in space
Each participant makes an opposed maneuver check
(space vehicles can still perform maneuvers that grant
with his respective vehicle skills, adding his Dexterity mod
smash - they just don't receive smash benefits).
ifier (if on foot) or his vehicle's handling rating (otherwise).

~AININ~ AND L OSIN~ SMASH POINTS


STEP 3: SPEND ACTION DICE
In order to gain smash points. a pilot's air vehicle must
Each participant may spend any number of action dice
be powered, operating in an atmosphere, and located at
to increase his maneuver check resu lt or activate critical
least ~oo ft. above the nearest opponent engaged in the
successes and failures.
STep 4 : LeAo. EffecTs . ANo VeLocITY STEP 1 : CHOOSE MANEUVERS
The lead is adjusted as descr ibed in the winning maneu During a chase. the predator's ultimate goal is to
ver's description only. Any additional effects described in decrease the lead enough that he can perform a finishing
the winning maneuver's "Success~ entry are applied as well. maneuver and catch the prey, while the preis ultimat e goal
Further, the velocity is adjusted by t he largest "velocity" is to do the opposite. Chases continue until either the
entry amongst all chosen maneuvers, regard less of which predator or the prey successfully performs a finishing
wins t he opposed skill check. mane uver or one of the vehicles is disabl ed.
During a vehicular combat. all participants' goals are
the same - to disab le or destroy their opponents. Finishing
STEP 5: OBSTACLes
maneuvers are not a concern under these cir cumstances
The GM checks for obst acles as described under Terrain
(though they may become an issue if a circling or dosing
(Me page 138). If an obstacle arises. each participant makes
scene becomes a pursuit scene due to a successful maneu-
a maneuver check to avoid it (in order from the frontmost
ver).
vehicle to the rearmost ). Any participant faili ng this
At the start of each round. each particlpant should
maneuver check must make a crash check during Step 7.
write one specific maneuver name down on a piece of paper
and keep it secret. All maneuvers are revealed
S T ED 6 : A TTACks ANa O T HER AC T i oNs simultaneously during Step 2 (Me page 147). Given t he
Each participant on foot and each passenger withi n many maneuvers available. and t he fact tha t some
each involved vehicle may perform I full actio n or 2 half maneuver names are similar. "quick pick" codes are
actions. Each participant controlling a vehicle may perform provided for each. These should also prevent other players
I half action, but suffers a -4 penalty wit h his next ma neu from narrowing the pool of maneuve rs chosen by the
ver check if he does so. opposition based on the length of the maneuver na me.

S Tep 7: CRASH C Hecks M A NE UVER CATe~ORIES


If warranted. each participant makes a maneuver check Mane uvers are divided into five basic categories -
to see if he collides with anything. Any participant who general. predator, prey. circling, and closing - and are
fails a crash check suffers damage, but remains in the summarized on Table 4.21: Maneuver Options by Facing
scene unless he surrenders. is knocked unconscio us. is (..!ee PQge 170). Participants may choose ma neuvers fro m
ki Ued, or loses a vehide required to continue the scene (..... ee th.ese lists as foll ows.
1I1itiai Lead, page 141).
These steps continue in cycles unt il the scene ends - General Maneuvers: Any participant may choose from
with one or more ve hicles caught or escaping. or besting this list at any t ime.
the others in combat. Predator Maneuvers: Any predator may choose from
this list dur ing a purs uit scene.

,.3
Prey Man euver s : Only [he prey may choose from this attacks. When one of t hese maneuvers results in a crit
list during a pursuit scene. ical hilure, the participant finds himself at t he mercy
Circling Mane uvers: Any participant may choose from of potential pitfalls.
this list during a circling scene.
Closing Maneuvers: Arty participant may choose from Facillg..!hift maneuver..! involve the participant attempt
this list during a closing scene. ing to adjust the scene's facing (i.e. from pursuit to
c!rcling or closing. from circling to pursuit or dOSing,
Within each maneuver category are several maneuver or from closing to pursuit or circling).
types (e.g. ~action. "speed". etc.), each of which features
three progressively more difficult - and more effective - Finul!ing maneuver..! involve the participant taking
specific maneuvers. advantage of the scene conditions to end a chase in his
Example: Within t he General Maneuvers category, the favor.
action maneuver type features the trust intuition, trust
luck, and trust dumb luck maneuvers. A participant may Herd mGrwuver..! involve the participant attempting to
choose qtrust intuit ion" during this step. but may not gUide the challenger or the challenger's vehicle into
choose "action~. the backdrop. usually with bumps and forceful direc
Each maneuver type is geared t oward a specific t ion rather than direct contact.
outcome and has its own drawbacks, as follows.
Lure maneuver..!. essentially herd maneuvers at a
Action maneuver..! involve the participant redirecting distance, involve the participant attempting to tempt
his attention from movement to performing a non- or draw the challenger into the backdrop, prompting a
combat activity. When one of these maneuvers results challenger collision with the environment without the
in a critical Failure. the participant must return his full participant becoming direct ly involved at all.
attention to the scene or falls victim to obstructions he
missed while his eyes were diverted. Ourjox maneuver..! involve the participant depending
upon his instincts and his adroitness - as well as the
Brake maneuver..! involve the participant rapidly handling of his vehicle, if any - to put distance or even
decelerating, either to close on a pursuer, to cause a damage between he and the challenger.
collision, or TO throw his challengers and opponents off
their game. RooM ma'leUtla..! involve the participant setting
himself and his passengers up with clean shots to the
Charge maneuver..! involve the participant closing challenge's vit als. Unfortunately, this also requires
rapidly with the challenger. hoping to overtake him that the participant place himself at greater r isk than
and/or escape before he can react. with a target maneuver.

Chicken maneuver..! involve the classic ~jousting" Shortc/lt malleuver..! involve the part icipant taking an
charge, in which the participant attempts to engage [he alternate rOUle through the scenery - and sometimes
challenger in a test of wills and intimidate him into barreling thro ug h it - to reduce the lead.
making a mistake.
Speed maneuver..! involve the participant trying to
Colluion maneuver..! involve the participant angling force the scene's velocity to a point where he can use it
himself or his vehicle into the challenger, hoping to to his adva ntage (overtaking or outdistancing t he
cause serious damage. challenger, or raising the velOCity to a level that the
challenger can't maintain).
confu..!e maneuverA involve the participant trying to
stymie the challenger with seemingly erratic, mislead Stunt maneuver..! involve the participant performing
ing, or crazy actions. one or more amazing - and often highly dangerous -
ac t ions in an effort to "one. up~ the opposition. If the
Contact maneuver..! involve the participant sweeping in challenger can't keep up, he loses his edge.
close to the challenger, allowing his passengers to
board the opposition's vehicle. On foot, these Tail moneuver..! involve t he participant falling back,
maneuvers give the participant an advant age with preferably out of sight, so he can follow the challenger
various close-fighting options. for a time u nn oticed.

Demolition De rby maneuver..! involve the participant Target maneuver..! involve the pa rticipant redirecting
direct ly mixing it up with the challenger in an effort to his attention from movement to attackin g his
create as much devastation between the vehicles as opponents. When one of t hese maneuvers results in a
possible. critical failure, the participant finds himself at a
significant t actical disadvantage or dealing with
EVlLIion maneuvcrA involve the participant redirecting unforeseen obstacles.
his attention from movemem to avoiding opponent

.....
Terrain .6/rift maneUller.6 involve the participant MANEU VER FLAGS
turning himself or his vehicle into a new backdrop. by Many maneuver titles contain parenthetical Flags
lead or by fon:e. When one of these maneuvers results denoting special full'S, as follows.
in a critical failure. the participant must fight for Daredevil (O) : Maneuvers with this flag st ress a
control or wind up clipping the intervening scenery. participam or his vehicle to the limit. inflicting penalties or
damage that is lessened if the participant possesses the
Trick mam/Uwr.6 involve the participant atlempting to daredevil class ability.
surprise the other participants and using the Daredevil Only (DO): Maneuvers with this flag are so
momentary gain to sel himself up for a more effective extreme that ollly participants possessing the daredevil
maneuver during the following round. Particularly class ability may attempt them.
effective trick maneuvers also result in opponents Finis hing (F): Maneuvers with this flag end the chase
falling victim to the environment as the participant when performed successfully.
draws them into precarious situations. When one of
these maneuvers results in a critical failure. the
MANeUVER EFFECTS
participant finds himself turned around. howeve r,
The maneuvers on Table 4.21: Maneuver Options by
enough so that he might find himself in a dangerous
Facing apply the following effects. In all cases. the effect
crash.
applies to the character choosing the maneuver unless it's
preceded by the word Mchallcnger." in which case it's
The "Tllat~ fmpOMiblef" maneuwral lows a participa nt
applied to the opposing character in the maneuver check.
to choose any other typically available maneuver and
Action Die Limit: The participant may spend no more
benefit from its effects without ap plying the modifiers
than the listed number of action dice until the end of the
on Table 4.21: Maneuver Options by Facing (~ee page
following round. Flmher. if the words "no criticals" are
170). This maneuver may on ly be performed by a
participant possessing the MThat's Impossible!M class included, the panicipant may not spend action dice to
ability uee page 170). activate threats as critical successes or hits for the same
duration.
Attack Modifier: During
Step 6 of the current round.
"ITWASKINDOFA TRADE DEAL . the participant's base vehicu
lar scene attack modifier is
CRONUS GAVE US HIS SHIP AND HE GOT replaced by the modifier
listed before the slash. while
WHAT WAS Co MIN G TO HIM." the base vehicular scene
attack modifier for each of
_ COL. JACK O'NEILL his passengers. if any. is
replaced by the modifier list
ed after the slash (Me page
Nearly all the Information about each maneuver is
149 for more about ba4e vehicular ",cene attack modififf~).
summarized on Table 4.21: Maneuver Options by Facing
Boardin g: Unless the GM determines that conditions
uee poge 170), as follows.
disallow the option (such as in space between two
nondocked craft). the listed number of passengers wi thin
Lead: The minimum or ma)(imum lead Meded to choose
the part icipant's vehicle may attempt to board the
the maneuver, if any. This requiremen t must be met beforl2
chal lenger's vehicle by making a Jump check (DC 20). The
a participant may choose the maneuver.
standard 4 circumstance penalty for leaping from one
Velocity: During Step 4 of each round. the largest
moving vehIcle to another applies ill additioll to this DC
modifier within any chosen maneuver description is
(.61212 the Stargate SCi, core ru/cbook, page 216).
applied to the current velocity (whether positive or
Bonus Action: During Slep 6 of the current roun d, the
negative). Within this section. velocity modifiers are
participant may take the JistI'd aClion(s) in addition to his
listed wilh five values. for swimming, foot/mounte d,
typically permitted allotment of half and/or full actions. In
ground/water, air. and space vehicles. respectively.
some cases. a listed modifier is applied 10 skill checks
Success/Special: The effects described in this entry are
made as part of this action. Further. if the words scene
applied when the maneuver is chosen by the winner of the
ends with success" are included, the scene ends if the
round's opposed maneuver check. Many maneuver effects
participant's bonus action is successful.
are abbreviated on the table and described in detaillater in
Boosted Threat Ra nge: During Step 6 of the current
this section. This entry also details any additional
round. the threat ranges of the participant and his
information of which the GM or players should be aware.
passengers. if any. are increased by Ihe listed modifier (e.g.
with a +2 modifier. a threat range of 19-20 becomes 17-20).
If a fraction is listed. followed by the word Mdifference,-
then the affected threat ranges an! increased by a number
equal to the lisled fraction )( (the difference between
maneuver check results (rounded down)).

1~5
Chase Ends: If the scene is a chase, the scene ends with Critical Damage: If the participant fails t he crash
the participant the victor. check (even if it's an automatic fa ilure due to another
Crash Check: The participant must make a crash check maneuver effect). he or his vehicle suffers 1 additional
during Step 7 of the current round. If the participant must critical injury (Aee page 153). This injury may be
already make a crash check, his crash check DC is random or specific to the maneuver combination, as
increased by an additional +5. Additionally, any or al l of the noted on Table 4.21: Maneuver Options by Facing (.<lee
following may apply. as noted on Table 4.21 : Maneuver page 170).
Options by Facing (.bee page 170).
Crash Check DC: The listed modifier is applied to the
Fail by H: The participant must make the crash check Des of any crash checks the participant must make during
only if he fails the maneuver check by the listed number Step 5 of this round. If the participant need not normally
or more. If no number is listed, the participant must make any crash checks this round, this result has no effect.
make the crash check if he fails his maneuver check by Critical Damage: The participant or his vehicle su ffers
any amount. the listed critical from the stress of the maneuver. Critical
damage suffered by a participant on foot is usually listed
DC Modifier: The listed modifier is applied to the crash separately.
check DC. Damage: The participant or his vehicle suffers the
listed damage from the stress of the maneuver. If the
Speed Damage Dice: If the participant fails the crash participant is on foot, the damage is subdual: otherwise. it's
check (even if it's an automatic failure due to another nonna!. Also, iF the vehicle is galaxy class, the damage is
maneuver effect), he rolls the listed die type to deter- multiplied by 10.
Defe nse Mod.ifier: Th'
listed modifier is applied to the
participant's Defense. If a
fraction is listed. followed by the
word " d iFference .~ t hen the
participant's Defense is modified
by a number equal to the listed
fraction x (the difference
between maneuver check results
{rounded up}}. In both cases. the
effect lasts until the end of the
current round.
Failed Cras h Check: During
Step 6 of the current round, the
participant suffers damage as if
he fails a crash check. If the par
t icipant is required to make one
or more additional crash checks
during Step 6. he must resolve
them a!terreso lving the damage
inflicted by this effect.
Full A.ction Modifier; During
Step 6 of the current round, the
participant may perform 1 full action
instead of a half action (not in addition
mine speed damage suffered by he and his vehicle and
to a half action). If the participant chooses to do so, he
passengers (if anyl. instead of the standard d6s. For
suffers the listed modifier with all skill checks
more information about crash speed damage, see page
re lat ing to the chosen full action.
152.
Half A.ction Modifier; The listed modifier replaces the
participant's standard -4 penalty for performing a half
Additional Damage: If the participant fails the crash
action during Step 6 of the current round (.<lee page 149).
check (even if it's an automatic failure due to another
Lead Modifier: The listed modifier is applied to the
maneuver effect), he su ffers the listed damage in
current lead. If a fraction is listed, followed by the word
addition to aH other damage inflicted by the crash. If a
"difference.'" then the lead is modified by a number of
multiplier is listed as the additional da mage, foHowed
lengths equal to the listed fraction x (the difference
by the word "difference," then t he addit io nal damage is
between the current ro und's maneuver check results
equal to the listed number x (the diffe rence between
(rounded down)). If a fraction is listed, Followed by the word
maneuver check results (rounded down)).
"crash check difference." then the lead is modified by a
number of lengths equal to the listed fraction x (the differ
ence between the listed crash check result and its DC
(rounded down). When a lead modifier is listed as ~up to" a Skid Damage: The participant stumbles or otherwise
given number, the participant may choose to modify the loses his balance, sufferi ng the listed subdual damage from
lead by any number of lengt.hs, up to that maximum. Finally. abrasions and contusions. If a fraction is Iisted, followed by
if the lead modifier reduces the lead to 0 or less, the lead the word "difference: then the participant suffers subdual
becomes 0 and both the participant and the challenger damage equal to the listed fraction x {the difference
must make crash checks, the DCs of which are increased by between maneuver check resu lts (rounded up)).
the negative lead before it becomes 0 (e.g. if the lead is Sur pr ise Round: This effect is only possible in tandem
reduced to -8. the lead becomes 0 and the crash check DC with a "chase end~ result. At the start of the first nonchase
modifier is +8). round following the chase's end, the participant gains the
Maneuver Modi fie r: The listed modifier is app lied to benefits of a surprise round, during wh ich he may perform
the participant's maneuver check resu lt during the the listed number of actions.
following round. If a fraction is listed. fonowed by the word Terrain Shift: The participant may shift the terrain the
~differe n ce:' then the participant's maneuver check result listed number of grades in the direction of his choice (e.g.
during the following round is mod ified by a number equal with a te rrain shift of 1 grade, close terrain may become
to the listed fraction x (the difference between the current either tight or open, or vice versa, while with a terrain shift
round's maneuver check results (rounded down)). of ~ grades, the participant may simply choose any of the
New Facing: The facing shifts as listed and the scene three terrains. as he likes).
continues under the new conditions. If the new facing is
pursuit, the participant may choose 10 become either the More information can be found on Table 4.21 : Maneuver
predator or prey. Options by Facing. located on page 170.
No Actions: The participant may take no actions for the
duration of the current round.
STEP 2: MANEUVER CHECks
Obsta cle Check: The participant must make an
All participants reveal their maneuvers, the highest
obstacle check during Step 5 of the current round. If the
velocity modifier amongst ail chosen maneuvers is applied.
participant must already make an obstacle check, his
and each participant makes a maneuver check using a skil1
obstacle check DC is increased by an additional +2.1n some
appropriate for his scene type, as follows.
cases, an add itional DC modifier is listed for the
challenger's obstacle check as well.
SCENE TYPE Skill USED
Obstacle Check DC: The listed modifier is applied to the
Air Pilot/Balance*
DCs of any obstacle checks the participant must make
Foot Balance
during Step 5 of this round. If the participant need not
Ground (vehicle) Driver/Balance*
normally make any obstacle checks this round, this result
Ground (mounted) Handle Animal
has no effect.
Space Pilot/Balance*
Perfect Tail: No Search or Spot checks may be made to
Water (vehicle) Boating/Balance*
notice the participant for a number of minutes equal to the
Wat er (swimming) Swim
llsted number. If a multiplier is listed as the time period,
followed by the word "difference:' then the additional
* Balance is used for personal vehicles only (..jee page
damage is equal to the listed number x: (the difference
94)
between maneuver check results (rounded down)).
Protect ed Vitals: Each opponent who scores a combat
Each participant's maneuver check may be increased or
threat upon the participant must spend 1 additional action
decreased by modifiers from the following sources.
die for every 5 points of difference between maneuver
check resul t s to activate it as a critical hit {e.g. with a
The handling modifier of the participant's vehicle
difference between maneuver check results of n. each
(participants on foot possess no handli ng modifier).
opponent must spend 2 addi tional action dice to activate
each combat threat as a critical hitl.
The current terrain (Me page 138).
Pu rs uit Swap: This effect is only possible in a pursuit
scene. The predator and the prey swap places for the listed
Chase or other feats the participant possesses.
duration. The prey's temporary pOSition behind the
predator allows him to use forward mounted weapons
Damage the participant or his vehicle has suffered (.4ee
against his challenger. and vice versa.
page 153).
Scene Pauses: The standard vehicular scene steps are
halted for the listed period or until the listed trigger occurs.
Successful maneuvers made during the previous round
Shock Damage: Each passenger within the
(Me Table 4.2l: Maneuver Optioru. by Facing. page 170).
participant"s vehicle. if any. must succeed with a Reflex
save (DC 20) or suffer the listed normal damage. This
Also, if the participant chose any maneuver whose
damage is reduced to 'A in galaxy class vehicles (rounded
quick pick code ends in ;'~M, he suffers a -4 penalty; if the
down). If a Reflex save made in an open-air vehicle results
participant chose any maneuver whose quick pick code
in a critical failure, the passenger falls from the vehicle,
ends in ")" or ~F". he suffers a - 8 penalty.
suffering the listed shock damage as well as ld6 normal
damage per 10 MPH of current velocity.

147
Within each participant pairing (Me page 1J8), the Wafer (Vehicle): Low bridge. whale or large alien
participant with the highest maneuver check result wins creature.
the round and the effects of his chosen maneuver's
~success" column are applied during Step 4 (Me below). If a Warer(Swinllllj'!g):Whirlpool or riptide, shark.
pairing results in a tie, neither maneuver's success effects
are applied and the scene continues between the During this step, the CM rolls! die determined by the
participants. terrain, as shown on Table 4-8: Oblltocle Dice and DC" (.<lee
IF any participant scores a critical success with his below). Jfthe CM rol ls a natural} on the listed die. an obsta
maneuver check. then he may only lose the opposed check cle arises and each participant makes a Reflex save against
to another critical success with a higher result. and the obstacle's listed DC to avoid it (in order from the front
receives a +4 bonus with his maneuver check during the most vehicle to the rearmost). The CM may always adjust
following round. this base DC as he feels is approp r iate for the
If any participant scores a critical failure with his obstacle at hand, though he's advised not to arbitrarily
maneuver check, he must make a crash check during Step adjust it by more than 2 in either direction.
7. If the participant must already make a crash check. his Participants may also be required to make one or more
crash check DC is increased by an additional +4. obstacle checks by maneuver effects and other rules -
these obstacle checks must be made whether the CM rol\s a
natural I on the listed die or not. Each participant must
STEP 3: SPEND ACTION D I CE
only make one obstacle check during this step - for each
After making their maneuver checks. each participant
obstacle check beyond the first that a participant is
may spend action dice to increase his result and activate
required to make (including the obstacle check potentially
critical successes and failures, per the standard action dice
required by the CM's die roll). his DC is increased by an
rules.
additional + 2.
xampie;The CM rolls a natural I , determining that Lt.
STEP 4: LEAD, EFFECTS. ANO Wilson (and all other participants in the scene) must make
VELOCITY an obstacle check. The terrain is close, so t he obstacle
The lead is adjusted as described in the winning check's DC begins at 18. Lt. Wilson is also required to make
maneuver's description only. Once again, if any effect two other obstacle checks from maneuver effects. Lt.
reduces the lead to less than 0, it becomes o. and if any Wilson makes only one obstacle check this round, with a
effect increases the lead to greater th an 30, it becomes 30. total DC of 22.
Any additional effects described in the winning All but the rearmost participant have the option of
maneuver's "Success' entry are appHed as well. If the braking and swerving to avoid the obstacle, reducing the
winning maneuver is a finishing maneuver, then the chase lead within their pairing by up to a number of lengths equal
ends at the conclusion of the current round. If not. the to their Dexterity modifier X 2 (to a minimum of Yi the cur
chase continues with a new round follOWing Step 7. unless rent lead, rounded up). For each length sacrificed in this
obstacles, crash checks, or combat otherwise end the chase. fash ion, the participant gains a +~ circumstance bonus
Further, the velocity is adjusted by the largest with his obstacle check.
"Velocity" entry amongst all chosen maneuvers. regardless Any participant failing his obstacle check must make a
of which wins the opposed skill check. crash check during STep 7.
Special Note: Obstacles are intended as spice, not the
main focus of a vehicular scene. and the CM may ignore
STEP S : OBSTACLES
them completely if he wishes to simplify the process or
Obstacles represent fixed or random obstructions that
eliminate a random element. This is especially valid when
get in the participants' way during a vehicular scene. All
the part icipants are keeping things dynamic, describing
obstacles function the same in play, and it's up to the GM to
their vehicular exploits and having fun. When a scene
describe them within the context of each scene. Some
edges toward routine, however, the GM may also use
examples of obst acles by scene type follow.
obstacles to shake things up.
Optiona l Rule: If the CM wishes to keep obstacles in for
Air: Fireworks display. floating city towers and bridges.
spice, but wants to eliminate the randomness involved. he
may simply introduce them during this step by spending I
Foot: Locked door, rooftop edge with no bridge to the
of his action dice per obstacle introduced (and subsequent
next building.
+~ DC modifier).

Ground (Vehicif'): Washed out road, split ground follow


ing earthquake. TAOLE 4 . 8, OOSTACLE DICE AND Des
TERRAIN OBSTAcle D" OBSTAc Le DC
Ground (Mounted): Fallen tree, predator pouncing out Open IdlO 12
of the wilderness. Close Id6 18
Tight Id4 24
Space: Shockwave and debris from exploding space
station, asteroid field.

,48
STEP 6: ATTACks ANO OTHER
ACTIONS
Whether the scene is scheduled to end at the conclusion
of the current round or not. each participant and each
passenger jn a participant's vehicle. jf any. may take
actions here. This process operates in all ways like a
standard Srargafe SG-I combat round, with the following
exceptions.

ACTION AND ATTACk M ODIFIERS


Unless otherwise specified (e.g. by a successful
maneuver effectl. the following ac tion and attack modifiers
apply at all times during a vehicular scene.

Each participant (i.e. foot runne r or vehicle driverlpilot)


may take I half action only. with which he suffers a -6
circumstance penalty. If he chooses to take this action.
he suffers a -4 circumstance penalty with his maneuver
check during the following round.
READY
This action may only allow a character to react to
Each passenger may take either I full action or 2 half
actions and e. . ents within this Step. A character may not
actions. with which each suffers a -2 circumstance
use the ready action to react to a vehicle maneuver.
penalty.
obstacle. crash. or any other aspect of the vehicular scene
rules outside Step 6.
Also. each character involved in a veh icular scene
Also, a character may not ready a full action during a
suffers an additional -2 ci rcumstance penalty per
vehicular scene.
vlho/loo/S.ooo MPH of current velocity (when
swimming. on fool/mounled. or in ground/water. air. and
space vehicles. respectively). ATTACk A CTIONS
Within each character's action limits. he may choose
any attack action for which he possess the appropriate
INIT IATIVE
action options (remember that vehicular scene panicipants
Initiative checks are made during Step 6 of the first
may typically only take I half action during this Step
round of each vehicular scene to produce initiative coums
unless a rule or effect says otherwise). The following
that remain throughout the course of the scene. These
modifications apply to the standard Starqare SG, attack
counts are modified according to the standard fluid
actions.
initiative rules and any initiative actions taken by those
involved.
Within each character's action limits. he may choose COYER
any initiative action for which he possess the appropriate Sitting in a car or similar vehicle is considered onehalf
action options (remember that vehicular scene participants co . . er.
may typically only take I half action during this Step unless
a rule or effect says otherwise). The following modifica-
DEFENSE
tions apply to the standard SraT9af SG, initiati . . e actions.
A vehicle's Defense is equal to its base Defense value +
its drlver's/pilot's Dext.erity modifier - size is already
FLUID INITIATIVE factored into each ....ehicles base Defense (.lee Table 4.20:
In addition to the existing fluid initiative modifiers. a Ma.Mer Vehicle Guide. page 160. for bcue DefrnM! va/ueA).
characler may be affected by several new events during a The Defense of a character on foot is unchanged from the
vehicular scene. as shown on Table 4.9: Vehicular Scene standard Starqatll SG' I combat rules.
Fluid Initiative Modifiers (A" billow).

TABLE .... 9: VEHICULAR SCENE FLUID INITIATIVE MODIFIERS


E VENT COUNT MOD IFIER
Character or the pilot of his vehicle fails an obstacle check -l
Character or the pilot of his vehicle fails a crash check -3
Character or the pilot of his vehicle succeeds with an action. target. or roost manl!tJver -2
Character 0( the pilot of his vehicle iilttempts a box in. collisiOfl. cut off. demolition derby. -2
e....asion. or herd maneuver (whether successful or not)
Challenger vehicle succeeds with iii box in. collision. confuse, cut off. demolition derby. -2
facing shift. herd. terrain shift. or trick maneuver

14.
FIR I NG FROM WITH I N A VEHiCLE
Characters locat ed in an open cockpit, vehicle bay, or
like area, and those who are able to safely open a window,
may fire ~ny personal weapo n in ~ ny direction within their
line of sight. flring through a dosed window or other
transparent barrier with a ha rdness of 5 or less is a free
act ion and inflicts no damage upon the attacker (though it
does leave the window broken).

MELEE AT TACks
Melee attacks are only possible when the current ll'ad
of a nonspace scene is equal to or less than the character's
reach in squares, or when a character and his target are
located adjacent to one another on the same space vehicle.
** This attack is considered armor-defeating (Me the
Stargore SCI core rolebook, page 324).
t The additional damage listed in parentheses is
PRONE EFFECTS inflicted against personnel and planetary class vehicles.
When a character would typically be knocked prone respectively.
(such as when hes successfully tripped or fails a Fortitude
save aher being successfully attacked with a weapon If the target wears armor, he receives the benefits of
possessing the takedow n quality), the character must damage reduction as if this attack is explosive (Me the
inst ead make an additional crash check during Step 7. Stargate SGj core rulebook. page'!' 321-322).
The participant or his vehicle also suffers damage
determined by the nature of his target, as follows.
RAMMINCi
In addition to collision maneuvers (",rut page 144), a
Pe,,,,ormel: No damage.
participant may attempt to plow into vehicles and
bystanders, inflicting significant damage. A participant
Plalletary ClaM Vehicle: J,4 damage inflicted upon the
may target any person, group of people, or vehicle within
target (rounded up).
his speed or t he speed of his vehicle with th is type of attack.
He makes a skill check appropriate to his scene type (..we
Galaxy Cla.&l> Vehicle: ~ the damage inflicted upon the
page 138), which operates as an attack check against the
target (rounded up).
target's Defense.
If the pilot of a galaxy class vehicle attempts to ram a
Finally, a participant in a vehicle possessing at least '1.1
planetary class vehicle. he suffers a - JO penalty. If the pilot
its maximum wound points may designate his attack a
of a galaxy class vehicle attempts to ram one or more
~suicide ram." With a successful attack check, the
personnel, he suffers a -25 penalty. Conversely, if the pilot
participant's vehicle is destroyed. but he inflicts damage
of a planetary class vehicle attempts to ram a galaxy class
according to the next highest vehicle size (e.g. a Tiny
vehicle. he gains a +10 bonus.
vehicle inflicts damage as if it's a Small vehicle. a Colossal
With a successful hit against a single person or vehicle,
vehicle inflicts damage as if it"s a GalaxYJ vehicle. etc.).
the part icipant inflicts the following damage per
112/101100/5,000 MPH of current velocity (when swim
mingoon foot/mounted, or i.n ground/water. air, and space RANCiE
vehicles. respectively). The range t o any target is determined by multip lying
the lead by the scene type's standard length size (e.g. a lead
VEHJcLE SIZ E RA M MINCi DAMAGE of 8 during a ground vehicle scene t ranslates to a range of
Tiny 80 ft.). Finally, when a pilot possessing smash points is
Small "
Id4* attacked, the attack's range is determined by adding the
Medium !d4 pilot's current smash point total to the current lead (lJee
Large !d6 page 142 for all example).
Huge !d8
Gargantuan I d12 **
MOVEMENT AND OTHER ACTIONS
Colossal 2dlOH
Participants may not take movement actions during a
Galaxy-! 2d12 x 5 (+150/+100) ** * vehicular scene, as they're too focused on the action at
Gala xy- 2 3dlO x 10 (+300/+200)** * hand.
Galaxy-3 3d12 x 15 (+450/+300)** * Withi n each passenger's action limits, he may choose
Galaxy- 4 4 dlO x 20 (+600/+4 00)** * any moveme nt or other action for which he possesses the
Galaxy-5 4d12 x 25 (+750/+500) ** t
appropriate action options (remember that vehicular scene
participants may typically only take 1 half act ion during
* This is subdual damage. Also. vehicles of this size this Step unless a rule Of effect says otherwise).
inflict no damage upon galaxy class vessels.

150
The following modifications apply to the standard
Srar9at~ SG/ movement and other actions.

AIMIN~ AND BRACING


A vehicular scene provides insufficient conditions for a
character to take either the aim or brace actions.

BAILING OUT
A character may exit a vehicle as a half action. The
maximum number of characters who may exit through the
same portal during each round is determined by the
portars size, as shown on Table 4.10: Maximum Exits by
Portal Size (Me below).
BaW'lg Ollt af a Wat" VelJicie
When a character bails out of a moving water vehicle,
Bailing Out of an Air Vehicle he immediately suffers Id4 normal damage per 10 MPH of
In general terms. when a character bails out of a current velocity. He may make a Reflex save (DC 15) to
moving air vehicle. he falls for a number of rounds equal to reduce this damage to II.! (rounded down).
the distance to the ground (in feet) divided by 1000
(rounded down). at which point he suffers damage as
M OVINI4 oN A VEH i CLE SURFACE
described on page 4)2 of the Storgore SG/ core ru lebook.
Each time a participant atrempts any action involving
If the character wears a parachute when he bails out of
movement on board a vehicle that the GM determines is
an air vehicle, he falls for a number of rounds equal to the
unstable (e.g. a spacecraft under heavy assault, a rail train
distance to the ground Un feet) divided by 150 (rounded
moving in excess of 100 MPH. etcl the participant must
down), at wh ich point he may make a Jump check {DC 15) to
make a Balance check (DC 10 + I per J/zllOlIoo/ s.ooo of
land without incident. suffering only Id6 subdual damage.
current velocity when swimming. on footlmounted, or in
If the character possesses 5 or more ranks in Sport
ground/water. air, and space vehicles, respectively). With
(Skydiving). he gains a +2 synergy bonus with this Jump
success. the character may perform the action as standard.
check. With a critical success, the character suffers no
With failure, the Character may not perform the action and
damage from the landing. With an error. the character is
loses the chance to act (though he may still attempt
knocked prone upon landing. with a critical failure. the
another action if he has actions remaining).
character suffers 2d6 normal damage from the landing. The
Example: Lt. Wilson is a passenger of an Asgard
character may vary his lump time (for example, by anempt
mother ship whose orbit is rapidly decaying and whose arti
ing a HAILO maneuver) as perthe rules on page 98.
fic ial gravity is malfunctioning. He attempts to take a half
action move, but fails his Balance check. He loses the half
Boiling DlIt of 0 Grolwd Vehicle
action, but may spend his second half action eit her
When a character bails out of a moving ground vehicle,
attempting the same or a different move action, or
he immediately suffers Id6 normal damage per 10 MPH of
performing a non move action (such as firing on the
current velocity. He may make a Reflex save (DC 15) to
Serpent Guard storming the vessel).
reduce this damage to II.! (rounded down).

Bailing out ofa SpOCtl Vehic/tl Sk i LL CHECks


Outside the likely need for air, no special rules apply Any character involved in a vehicular scene on foot,
here, when mounted, or within any but a galaxy class vehicle
suffers a 6 circumstance penalty with all skill checks
involving concentration. careful manipulation, or fine

TABLE 4 . 10 : MAXIMUM EXITS BY PORTAL SIZE


PORTAL SIZE EXAMpLE PORTAL MAXIMUM EXITS (ey CHARACTER SIZE)
Fine Spa<ecraft rivet hole 1 Fine
Diminutive Gas vent 1 Diminutive, 2 Fine
Tiny Tiny creature burrow entrance 1 Tiny. 2 Diminutive, 4 Fine
Sm.1I Standard h!Jman porthole 1 Small, any number of smaller size5*
Medium Standard human doOf" 1 Medium, 2 Small, any number of smaller sizes~
'-""," Human double doors 1 large, 2 Medium, 4 Small, any number of smaller sizes*
Huge Stargate 1 Huge, 2 large, 4 Medium, B Small, any number of smaller sizes*
Gargantuan Transport plane exit gate 1 Gargantuan, 2 Huge, 4 large, any numbet' of smaller sizes*
Colossal X303 cargo door 1 Colossal. 2 Gargantuan, 4 Huge, B Large, any number of smaller sizes*

* The GM may wish to place logical restrictions on this limit according to the conditions.

151
contro1. This list includes, but is not limited to. most In addition, the following conditional modifiers apply
Computers. Demolitions. Electronics. Mechanics, Open to all crash checks,
Lock, Sleight of Hand, and certain Craft, skill checks.
A character subject to th is penalty may make a CONDITION DC MODIFIER
Concentration check (DC 20 ~ 2 per obstacle check the Open terrain -5
vehicle's pilot must make this round + 4 per crash check the Close terrain .0
vehicle's pilot must make this round). With success, this Tight terrain .5
penalty is reduced to 'Iz (rounded down), The character Per 2/5/25/250/12,500 MPH .2
must declare that he is making this Concentration check of current velocity
before he makes the impacted skill check, * When swimming, on foot/moun t ed, or in
ground/ water, air, and space vehicles, respectively,

Crash checks may be made in any order


and panicipants may not alter the lead in any
way to gain a bonus with their crash checks,
When a participant fails his crash check.
he or his vehicle collides with the environment
or another character or vehicle, suffering the
following damage,

Participa nt on Foot or Swimming: The


participant suffers I point of norma l damage
per I MPH of current velocity, +I additional
point of normal damage per point by which the
participant's crash check result was below the
DC.
Participant on a Mount or i.n a Vehicle:
The participant's mount or vehicle suffers ld6 nor
mal damage per ~/5 /\O/100/5,ooo MPH of current
velocity, +1/ +21+5/+\0/+500 additional points of normal
STEP 7 : CRASH CHECks damage per point by which the panicipant's crash check
Over the course of each round, each panicipant may be result was below the DC. The participant and each
requ ired to make one or more crash checks, which passenger on the mount or in the vehicle suffer only 'Iz this
determine whether they collide with the environment or damage (rounded down), unless one of the following
each other. conditions applies.
Crash checks are primarily prompted by the fonowing
conditions, though other rules may demand a crash check If th e mount or vehicle's wound point total is reduced to
as well. o or less by the crash damage, then the panicipant and
each of his passengers suffers t he same damage as the
As a result of a successful maneuver. vehicle.

As a result of a failed obstacle check. If the GM determines that the participant or any
passenger is out of the mount or vehicle's standard
When the participant suffers a critical failure with his safety gear or restraints, those characters suffer the
maneuver check. same damage as the vehicle,

When damage to the participant's vehicle calls for a If any affected character wears armor, he receives the
crash check, benefits of damage reduction as if this attack is explosive
(Aee the Stargate SG/ core rulebook, pagel> 3:11-322).
Each participant required to make a crash check makes If the participant's vehicle possesses the escape pod
a maneuver check using a skill appropriate for his scene quality when a crash reduces a vehicle's wound points to 0
type (Me Step 2, page 147). Each participant must only make or less, any character occupying them when the participant
one crash check dur i ng this step - the crash check's base fails his crash check automatically escapes without harm
DC is 10, and for each crash check beyond the first that a (for more about till.! quality, Me page /19).
participant is required to make, his DC is increased by an Finally, after the wreck, the participant rol ls ld4, With a
additional +5 . resu lt of I. his mount is still standing or his vehicle is right
Example: Lt, Wilson is required to make three crash side up: otherwise, it's flipped over, capsized. or tumbling
checks, one as the result of his challenger's successful through space, as appropriate,
maneuver, one for his own critically failed maneuver check,
and one prompted by damage sustained during Step 6, His
crash check DC is increased by 20,
If the mount or vehicle survives the wreck with at least F I RIN~ AT A VEHiCLE'S VITAls"
1 wound point. then it still runs and may continue the Unlike people. vehicles are large and rela tively easy to
scene, if the participant wishes. target. They also tend to move in a predictable fashion .
Special Not e: Some successful maneuvers that prompt often in a straight line. Thus. a character may choose to
crash checks indicate that when the participant fails the target a vehicle's vital areas in the hope of intentionally
crash check, he or his vehicle collides with another inflicting serious damage.
character or vehicle. Additionally, if two or man' A character may attempt to target any vital area with a
participants within 2 lengths of one another f<lil their crash modifier in the "Attack Penalty" column of Table 4.22:
checks during the same round. the GM may rule - for flavor Vehicle Critical Effects (..!ee page 174). The character must
purposes on ly - that this damage is inflicted as the declare that he is ta rgeting a vital area before he ma kes his
participants collide with one another. Unless the attack check and may not modify it thereafter. With a
conditions demand another outcome, the GM is otherwise successful hit, the vehicle suffers the critical as if it were
safe to assume that the vehicle collided with the local rolled per the st andard critical rules. Further, the vehicle
scenery instead. only suffers Y.z the standard damage from the attack
(rounded down). All other rules for damage and vehicle
critical hits apply in this case, however.
VEHiCLE DAMAi4E
Special Not e: These called shots" are only possible
When a vehicle is successfully hit with an attack or
with vehicles - targeting charact ers with caHed shots is not
suffers damage in a crash or other situation. damage is
and will never be permissible in the Star9ate SG -l combat
rolled according to the standard Srar9llte SG-J combat
system.
rules. The vehicle's hardness, if any, is subtracted from the
damage before it's applied to the vehicle's wounds.
Spec ial Note: These rules apply to mounts. but they do DECOMPRESS I ON
not apply to participants on foot. The standard Srar9ate Each time a space vehicle suffers a bridge, vehicle bay,
5G-1 combat and character damage conditions illustrate engine/reactor, or engineering critical, it may also suffer
the effects of damage on a foot runner, decompression, as determined by the ship class involved
and the number of action dice spent by the GM.
In a galaxy class ship, the rupture is assumed to occur
VEHiCLE DAMA",E CONDITIONS
in a location containing non-essential or no personnel
A vehicle suffers penalties and other negative effects
un less th e GM chooses one group of characters located
when it suffers enough damage to gain one of the four
within the same area and spends either J action die per
damage conditions, as shown on Table 4.u: Vehicle Damage
character present (for sudden decompression) or 2 action
Conditions (Me below).
dice per character present (for explosive decompression).
In a planetary class ship, the rupture is assumed not to
VEHiCLE CRITICAL HITS occur at all unless the GM spends either I 3ction die per
When a vehicle suffers a critical hit. all damage is character present (for sudden decompressio n) or 2 action
applied direuly to the vehicle's wounds: shields and hard- dice per character present (for explosive decompression).
ness have no effect on damage inflicted on a vehicle with a These events have the following effects,
critical hit.
Additionally, when a vehicle suffers a critical hit. the Sudden DecompreMion: A small hole forms in the
vehicle suffers a critical hit effect, as shown on Table 4.2.2: ship's hu ll. sucking air through but no objects. Each
Vehicle Critical Effects (hee page 174). ch3facter present suffers tdo normal damage at the
Specia l Note: Vehicle critical hits may occur without end of each minute, at which time he must also make a
accompanying damage - in these cases, the vehicle suffers Will save (DC t5 + 1 per previous save) or become
only fhe critical hit effect, Also. some critical hit effects are stunned. This process continues until the character
predetermined by the attack or rule - in these cases, no reaches a pressurized area. after which his recupera
roll is required to determine the critical hit effect. tion time is 2 rounds per failed Will save (hee tile
Stargate SGJ core mlebook. page 395, for more infor,
matlon about recuperation time).}.

TABLE ". 1 1: VEH IC LE DA M AGE C O NDITIONS


WOUND POINTS DAMA~E CONDITION E F FECT
1/2 maximum or more Okay None
Less than l/2 maximum Crippled Handling bonus, if any, reduced by 5, crash check {DC +5)*
a or less Disabled Vehicle stalls and comes to a halt , crash check (DC +10)*
less than -(2xmaximum) Destroyed Vehicle rendered useless and may not be rep<lired, 10% chance the vehicle
explodes, inflicting blast damage per the self-destruct charge (SDC)
vehicle quality (see page 124)

* This crash check is made during Step 7 of the following round. and is required only if the vehicle is in an atmosphere or near potential
obstacles (of any kind), and need only be made once each t ime the vehicle gains the prompting damage condition, This crash check is
made during Step 7 of a vehicular scene, or immediately otherwise.

153
xpIQ~ive Oecompre..Mion: A large hole forms in the Check (1 Minute): The character stashes his vehicle in a
ship's hull, sucking air, objects, and often people spot from which he ca n quickly dive onto the prey's tail.
through into space. Each character presen t must make With success, a vehicular scene begins with a pursuit
a Reflex save (DC 15) to keep himself from flying facing and the character as the predator (Me page 141).
through the hull and into space. after which he suffers Further. the character gains his choice of one (and only one)
the effects of pressure damage and holding one's of the benefits listed on Table +12: Vehicular Ambushes - 1
breath until he's somehow saved or he dies. Addition- Minute (Me below).
ally, all the effects of sudden decompression apply. Check (J Hour): The predat or takes his time to find a
except that Will saves are required at the end of each spot that's both hard to notice and perfectly limits the
round. prey's options. With success, a vehicular scene begins with
a pursuit facing and the character as the predator (Me page
141). Purther. the character gains his choice of one (and only
RE PAI R INq VEHiCLE DAMAqE
one) of the benefits listed on Table 4.1]: Vehicular
For infonnation about repairing a vehicle, ~ee rhl/ New
Ambushes - 1 Hour (Me below).
skiU UM'~ ~ection on page 94.
Both of these skill checks have the same retry, threat,
critical entries. error, critical failure, and special entries, as
follows.
OTIiER VElilcuLAR RuLES
Retry: Yes, but only if the poor ambus h conditions are
The following special rules apply during vehicular
discovered before they're used. This requires that someone
scenes.
other than the person who prepared the ambush inspect it
and tell the character what's wrong with it.
AMBUSHES Threat: None.
A character may initiate a pursuit vehicular scene with Critical SU.c cess: The character prepares the ambush so
an amb ush. To prepare such an ambush. the character uses flawlessly that it may only be noticed with an awareness
either Search or Survival to perform one of the following check that results in a critical success equaling or exceed-
two skill checks. Both of these skill checks require that the ing the character's skill check result.
character have access to scenery that offers a lactical Erro r: None.
advantage (e.g. cover th at can conceal the predator's Critical Falhtre: The character believes the ambush to
vehicle, distracting weather. opportunities for the charac be sound, and the ambush stands up to inspection, but a
ter to slide unexpectedly behind the intended prey. etcl critical flaw is revealed when it's used. Opponents are only
surprised by the ambush if they score a critical failure with
the ir awareness check. Further, the prey's initial lead is
increased by 2.

TABLE 4 .12: V EHICULA R A MBU S HES - 1 MI NUTE


CHE Ck REsuLT EFFECT
Up to 15 +2 to all opponents' awareness check DCs*. +2 to the character's attack or Defense (player's calW*,
+2 to the character's maneuver checks**. or initial lead reduced by 1
16- 25 +4 to all opponents' awareness check DCs*, +4 to the character's attack or Defense (player's call)**,
+4 to the character's maneuver checks u , or initial lead reduced by 2
26. .6 to all opponents' awareness check DCs*, +6 to the character's attack or Defense (pla~r's cal1)U,
+6 to the character's maneuver checks**. or initial lead reduced by 3

TA B LE 4 . 13: VEHI C ULAR A M B U SHES - 1 H OU R


CHECk REsu LT EFFECT
Up to 15 +2 to ali opponents' awareness check DCs*, +2 to the character's attack or Defense (player's call)**,
+2 to the character's maneuver checks", or initial lead reduced by 1
16-20 +4 t o all opponents' awareness check DCs*, +4 to the character's attack or Defense (player's call)**,
+4 to the character's maneuver checks u , or initial lead reduced by 2
21-25 +6 to all opponents' awareness check DCs", +6 to the character's attack or Defense (player's call)**,
+6 to the character's maneuver checks", or initial lead reduced by 3
26-30 +8 to all opponents' awareness check DCs', +8 to the character's attack or Defense (player's call)**,
+8 to the character's maneuver checks*', or initial lead reduced by 4
31. +10 to al l opponents' awareness check DCs*, +10 to the character's attack or Defense (player's call)**,
+10 to the character's maneuver checks*", or initial lead reduced by 5

* This effect is applied during the scene's first round only.


*'" This effect is reduced by - 1 per round until it's reduced to .0.
Special: If the character possesses 5 or more ranks in The pilot of any vehicle within 100 ft. behind one or
Knowledge (Area), he gains a +~ synergy bonus when more dislodged vehicles must make an obstacle check as
preparing a vehicular ambush in the area. described on page l48. The obstacle check's DC is increased
by +2 per dislodged vehicle and + ~ per size category
Multiple predators may not cooperate to complete difference between each dislodged vehicle and the pilot's
either of these skill checks. own vehicle.
Example: A L.arge-sized vehicle is dislodged 50 ft_ in
front of a Medium-sized vehicle in close terrain. The
CONNECTED VEHiCLES
Medium-sized vehicle's pilot must make;m obstacle check
When the participant's vehicle drags one or more
with a DC of n (18 for close terrain. +2 for one dislodged
vehicles behind it (e.g. a semi tractor pulling one or more
vehicle, +2 for the size difference between the vehicles).
trailers. a space ship towing a second disabled or salvaged
Vehicle Trailers: Space engines. tow trucks, boat
vessel). he suffers a circumstance penalty with all vehicle-
trailers, and other vehicles which drag one or more other
based skill checks other than keeping the vehicle moving
vehicles by a single link or hitch also suffer standard
straight ahead. This penalty is determined by the number
connected vehicle penalties. Vehicles designed t o haul
of connected vehicles and their sizes relative to the
other vehicles internally, however. such as the X-303 and
dragging vehicle, as shown on Table +14: Connected
vehicle trailers. do not suffer these penalties - instead,
Vehicle Penalties {Mil.' below}.
they suffer the penalties for being loaded (Me page 156).
Special Note: Since Stargote 5(;-, vehicle skills don't
call for skill checks except during vehicular scenes and
when a situation challenges the pilafs ability, these penal JU M PIN~ VEHiCLES
ties don't affect day-today control of connected vehicles. Much like cha racters, mounts, ground vehicles, and
such as the many transport-trucking circui ts around the water vehicles may be guided 10 jump over gaps or
world and space transport circuits across the universe. obstacles. Given their speed, these vehicles can dear much
Dis lodging Pulled Vehicles: Some dragged vehicles greater horizontal distances than humans, but they can
may be dislodged to reduce or eliminate these penalties- rarely jump for height.
and to create a potential obstacle for pilots to the vehicle's When a driver attempts a iump using a mount, ground
rear. When possible (per the CM's discretio n). this requires vehicle, or water vehicle. he makes a vehicle skill check (DC
a successful Strength check (DC !O + the inverse of all total 10). With success, the vehicle clears a minimum distance
penalties applied by the vehicle to be dislodged). based on t.he preparation made before the jump, as follows
cxampll?: Lt. Wilson attempts to dislodge one (there is no limit to the horizontal distance a vehicle may
connected vehicle of the same size as the dragging vehicle. ju mp).
This requires a successful Strength check with a DC of 14
(10 + 4, the inverse of the -4 penalty applied by one
PREPARED JUMPS
connected vehicle of the same size).
The character has enough room to get up to full speed
Example 2: Lt. Wilson attempts 10 dislodge two
(i.e. he can move at top speed for at least I full round prior
connected vehicles at once, the first of which is the same
to the jump) and the incline or manufactured ramp. if any,
size as the dragging vehicle and the second of which is one
is low.
size larger. This requires a successful Strength check with
The base distance traversed during a prepared jump is
a DC of 24 bo + 4, the inverse of the -4 penalty for the first
h the vehicle's current speed (rou nded up)_ For every 3
connected vehicle. + 10. the inverse of the -10 penalty for
the second connected vehicle).

TABLE 4.14, CONNECTED VEHICLE PENALTIES


CONNECTED VEH i CLE SkiLL C H ECk PENALTY
Vehicle Size
Same size as dragging vehicle -4
One size larger than dragging vehicle -6
Two sizes la rger than dragging vehicle -10
Three sizes larger than dragging vehicle
Four sizes larger than dragging vehicle

Nu mber of Vehicles Pulled H


Two -2
Three -4
Four -8
Five or more

* Pulling a vehicle three or more sizes larger than the dragging vehicle is impossible, as is and pulling more than four vehicles.
H These penalties are applied for each veh icle pulled (e.g. a second same-size vehicle applies a tota l penalty of -4 on its own, while a
third vehicle one s ize larger than the dragging vehicle applies an add it ional penalty of - 10; both vehicles apply a total penalty of -14).

155
M OVIN~ AND FI~HTIN~ OUTSIDE A
VEHiCLE
A character may sometimes find himself clinging to the
outside of a vehicle in motion. Moving vehi.c!es make for
treacherous footing - a character fighting or moving more
than 5 ft. per round over such a surface must, as a free
action. make a Balance check at the end of each round. This
check's DC is determined by the vehicle's size and
movement during the round. as well as the character's
actions during the round. as shown on Table 4.16: Moving
and Fighting Outside a Vehicle (.!oee page J5S).
If the character fails this Balance check, he trips, falls,
or otherwise slides over or off the vehicle. Un less the
character is located in a ZeroG environment. he must
immediately make a Reflex save (DC I~) to catch hold of the
vehicle before striking the ground. With success. the
character is dragged along the vehicle's side. suffering IdS
damage at the end of each round until one of the following
conditions is met.

The character makes a successful Climb check (DC ~o)


points by which the driver's skill check resu lt exceeds the to right himself.
DC, the vehicle travels a distance before landing equal to
Ho its speed (rounded up), The character makes a successful lump check (DC IS)
to leap to the ground. suffering J..:1 the standard damage
for falling from a vehicle (lJee page 15J).
IMPROMPTU JUMPS
When the character needs to make a jump without any
The character lets go. suffering the standard damage
chance to pick the right spot or take the time to speed up,
for falling from a vehicle (..lee page 151).
he need only to travel 30 ft. or more toward the jump point.
This location must be a drop off. a slight incline. or another
Dragging damage is subdual outside a water or air
surface off of which the vehicle may launch (alternately, the
vehicle; on the ground, ir"s normal.
agent may perform a "Thafs Impossible!" maneuver to
Failure with the Reflex save to catch hold of the vehicle,
jump from any location).
or a c.ritical failure with any skill check described in this
The base distance for an impromptu jump is l,I,.o the
section. results in the character immediately falling from
vehicle's current speed (rounded up). For every 5 points by
the vehicle, suffering Id6 normal damage per 10 MPH of
which the driver's skill check result exceeds the DC. the
current ve locity,
vehicle travels a distance before landing equal to 'Ito its
speed (rounded up).
VEHiCLE FAILURES
When a player or the GM activates a critical failure
L OADED VEHiCLES
suffered by the pilot of a vehicle. the GM may either
Any vehicle whose passenger and cargo areas are filled
describe the effects based upon the recommendations
to 50% capacity or more is considered loaded. A character
within the Stargate SGj core ru lebook or allow one of the
piloting a loaded vehicle suffers a circumstance penalty
new vehicle failure effects on Table 4.19: Sample Critical
with all skill checks to maneuver the vehicle at all times
Failure Effe<:ts, by Vehicle Type (..lee page 159).
(induding during vehicular scenes). as shown on Table 4.15:
Loaded Vehicle Penalties (Me below).

TABLE 4.15 : L OA DED VEH I CLE PENALTtE S


Skill CHECk
CURRENT LOAD PENALTY
Vehicle is 50-75% loaded (e.g. 2-3 people in a 4-passenger jeep, 48-ft. cargo bay fi lled -1
from 24 ft. to 36 ft. with crates, fvelship's fluid hold 50-75% full)
Vehicle is 76-100% loaded (e.g. 4 people in a 4-passenger jeep, 48-ft. cargo bay filled -2
to the back end with crates, fuel ship's fluid hold 76-100% full)
Vehicle is ove r 100% loaded (e.g. 5 or more peo ple in a 4-passenger jeep, possibly with -4
luggage st rapped to the roof, 48-ft. cargo bay filled to the back end with crates stacked
at a dangerous height, fuel ship's fluid hold overflowing)

156
Improve ments : Each quality. modification, and
MASTER VEHICLE standard ordnance Ihe vehicle possesses is provided a two
or three-letter code in thIs column, along with supporting
GUIDE TABLE data In parentheses (.MU! pageA 117. 121, and u6 for
deAcripriolU of each improvemem;" game effecu).
The vehicle entries on Table 4.20: Master Vehicle Guide.
beginning on page 160, contain the following data.
The vehicle quality, masterwork modification, and
Resource Poin ts (RP): The vehicle's cost. in resource
vehicular ordnance entries on Table 4.20: Maste r Vehicle
points. SOffie vehicles ale simply tOO small and inexpensive
Guide contain the follOwing data.
to be purchased with resource points and have a cash value
in this column. These vehicles may be requisitioned at a
Resource Poi nts (RP): The selection's cost, in resource
cost of I reSOuTce point per vehicle during the Gearing Up
points. When two numbers are separated by a slash here.
phase. or with personal cash during a mission (the charac-
the number before the slash ls the selection's base cost and
ter is usually reimbursed at the end of the current mission).
the number afte r the s lash is the cost of each upgrade.
Si.'l.e (SI): Planetary class vehicles share the same size
Minimum Ve hicle Si"Le: The smallest size vehicle into
categories as characters and objects fAce the Starqate SGJ
which the selection may be installed. Smaller vehicles are
core ru/eboak, p0ge 352). Galaxy class vehicles have a scale
either too lightweight, lac k a frame of t he size or
of five size categories above Colossal (Aee page J14).
construction to house the selection. or would simply be
Occupa ncy (Occ): The number of occupants that the
r ip ped apart by its recoil (if the selection is a weapon).
vehicle may hold, including th e pilot. Three special
Option Slots: The number of vehicular option slots
occupancy notations follow.
consumed by the selection. When two numbers are
separated by a slash here, the number before the slash is
When two numbers are separated by a slash here, the
the number of option slots taken up by the base selection
number before the slash is the minimum crew required
and the number after the slash is the cost of each upgrade.
to operate the vehicle, while the number after the slash
If a vehicle lacks the option slots to house the selection.
is the number of additio nal passengers the veh icle can
support. it may not be installed. Each selection and all of its
upgrades count as onl y 1 option for the purposes of
determining improvement package discounts, regardless
When two numbers are separated by a -..- sign here, the
of the number in thls column (dee page l:J4for more about
vehicle is divided into two areas. with the passengers
grouped ordnance du,COl/rrU).
before the -..- sign in the forward compartment and the
Install Increme nt: The amount of time spent by the
passengers after the -.. -in the rear.
character or offscreen teChnicians between skill checks
made to install the improvement on a vehicle. This complex
When a second number is listed in parentheses, the
skill check process is negated if the improvement is chosen
first number indicates the number of areas within the
during the Gearing Up phase and when the character
vehicle and the second number indicates the number
requisitions the vehicle for the first time.
of occupantS within each of those areas (as is the case
on most large and galaxy class vessels).
Additionally. qualities and masterwork selections
feature the following entry.
Handling (Hnd): Unless otherwise noted. th is modifier
is ap plied to all maneuver checks made by the vehicle's pilot.
Effect: The selection's game mechanics. including any
Speed (Spd): This is the number of feet a vehicle travels
variable and max imum bonuses. if applicable.
in one combat round.
Miles per Hour (MPII): This entry includes the vehicle's
Finally. vehicular ordnance selections feature the
standard cruising velocity and the top velocity at which it
following entries,
can safely move, respectively.
Defe nse (Den: This Is a vehicle's base chance to be hit
Accuracy (Ace): Unless otherwiSe specified, this
before taking the pilot's skill into account. A pilot's
modifier is applied to all attack checks made with the
Dexterity modifier is added to his vehicle's Defense value
weapon.
when he's in control. Size is already factored into this value.
Damage: The damage inflicted with any successful hit
Wo und Points (WP): This is the maximum damage the
using the weapon.
vehicle can take before it becomes disabled (Me page 15Y.
Error: The weapon's error range.
Vehicles don't typically possess vitality without the shields
Threa t: The weapon's threat range.
quality (Me page 120).
Range Increment: The weapon's range increment. in
Hard ness (Urd): A vehicles hardness operates in all
feet.
ways like a character's damage reduction and hardness (~e
Ammunition: The shots available when the weapon is
the Srargote SG! core rulebook. page 379).
fully loaded.
Bo nus Res ource Points: When a number is listed in
Qual it ies: Each quality the weapon possesses is
this column. the vehicle comes standard with one or more
provlded a two letter code in this column. along with
weapons. The bonus RP listed here may be spent Dilly to add
supporting data In paten theses (M4! page 126 for
ordnance to the vehicle.
deJ.cripriOlu of each qualiry;" game effecu).

157
TA B LE ... . 16 , MOVING AND FIGHTIN G O UTSIDE A VEHICLE
CONDIT i oN DC/DC MODIFIER
Vehicle Size and Surface*
Medium 12
Large 10
Huge 8
Gargantuan 5
Colossal or Galaxy o
Angled surface .10
Slippery sur face .10

Vehicle Movement This Round


Up to 10 MPH .2
11- 25 MPH .4
26-50 MPH .8
50-75 MPH . 12
76-100 MPH .16
100-150 MPH .20
Over ISO MPH Impossible**
Makes any number of obstacle checks .1
Makes 1 or more crash checks +2 per crash check
Successful ly hit by 1 or more attacks .4

Character Actions This Round


Sacrifice 1 ha lf action t o "keep IxIlance" -8
Sacrifice 1 ful! action to "keep balance" -12
Moving at up to full speed .5
Moving more than full speed, up to double speed .10
Successfully hit by 1 or mo re attacks +4 per successful attack

In any Zero-G environment (including space), the IxIse DC is always 10, regardless of the vehicle's size.
H The character automat ically fails his Balance check under these circumstances .

TABLE .... 17, WATER VEHICLE LEAKS


CONDIT i ON REQUIRED BAIL OUTS
Vehkle Size
Small or Medium 1 person
L,nge 2 people
Huge 4 peop le
Colossal 10 plOOp le

Vehicle Damage
Up to 25% of vehic le's total wounds +1 person
26- 50% of vehicle's tota l wounds +3 peop le
51-75% of vehicle's total wounds +5 peopl e
76% or more of vehide's total wounds All but pilot

TABLE ... . 18: SINKING WATER VEHICLES


CONDIT I ON T IME TO SINk
Vehicle Size
Small 01 Medium 2d6 minutes
Large 4d6 minutes
Huge 6d6min utes
Colossa l 8d6 minutes

Vehicle Damage
Up to 25% of veh icle's total wounds - ld6m inutes
26-50% of vehkle's total wounds - 2d6 minutes
51-75% of veh icle's t ot al wounds - 3d6 minutes
76% or more of veh id e's total wounds Special

The vehicle sinks in Id4 minutes, regardless of its siz".


Speci ... Note : ThMe figu,,,s ar" giv"n for synthetic and metal craft; after the listed number of minutes, wooden craft only sink to the deck, Thereafter,
the listed numbers are mult ipli"d by ten to determine the time belor" the wooden craft complete ly sinks.

158
TABLE "'.19 , SAMPLE C R ITICAL FAILURE E FFE C TS, B Y VEH I CLE TYPE
ACT IOH OI C E M IN. ERR OR
SPEtll R Atl GE' E FFHl
Air/Space Vehicles
1 1 St~lh The character's maneuvers cause the craft to stall, The vehicle's Defense and
maneuver checks suffer a -8 circumstance penalty during the following round, and a-4
circumstance penalty during the round following the neiCt as the pilot rights his vehicle.
2 1 Presslft"e Loss: If the craft is pressurized. its integrity is compromised and it begins losing
cabin pressure, If in space, then each occupant experiences sudden clE'compressiOfl (see
page 153), Also, each occupant must don an emergency oxygen mask or otherwis.e find a
source of OXY9@fl,acceptinga-lcircumstancepenaltywith Wisdom -based skilL cf"le.cks and
Reflex saves, or hold his breath to avoid passing out (see the Stargate SG-l core rulebool<,
page 432). Alternately, Maximum Velocity: The aircraft exceeds its stress tolerance and
suffers 2d6 damage.
3 1-2 Engine Failure: One of the craft's engines or reactors fails, as appropriate. If the vehicle
features more than 1 engine, its speed and handling, if positi ve, are reduced to 1/2 standard
each (rounded up). If the vehicle is flying in atmosphere and features only 1 engine, the pilot
must immediately attempt to descend and land, losing 300 ft. of altitude - and appropriate
smash points - at the end of each round. During the round t he craft reaches ground, the
pilot must make a successful vehicle sk ill check (DC 25) or the veh icle and all occupants
suffer damage as if the pi lot failed a crash check (see page 152).
4+ 1-3 Flat Spin: The vehicle enters a "death spin," losing 500 ft . of altitude - and appropriate
smash points - at the end of each round. Each t ime altitude is lost, the pilot may make 1
vehicle skill check (DC 25) to right t he vehicle. The pilot gains no skill check during the round
the vehicle hits the ground - instead, the vehicle and all occupants immediately suffer
damage as if the pilot failed two conse<utive crash checks (see page 152).
Ground Vehicles
1 1 Break Down: The vehicle's engine dies and its Defense is reduced by 6 during the following
round and by 10 during the round following neiCt as the vehic;le slows to a halt. Also, all
maneuver checks made with the vehicle suffer a -6 circumstance penalty during the
following round, which increases to a - 10 circumstance penalty during the round following
next. At the start of the third round following this effect. the vehicle may be fe-started and
driven without any of these modifiers.
2 1 Spin-Our: The driver loses cOfltrol and the vehicle spins wildly across the surface. Each tire
suffers 1 wound and the driver mlJ'St make a crash check duril'lg Step 7 of the current round.
Outside a vehicular scene, the crash check is made immediately.
3 1-2 Roll: The vehicle wmbles uncontrollably, across the terrain. The vehicle, its driver, and all
passengers suffer 3d6 normal damage each. The driver and each passenger may make a
Reflex save (DC 25) to convert this damage to subdual. At the end of the roll, the driver may
make a vehicle skill check (DC 25) to land upright (on its wheels and/or tracks),
4+ 1-3 Collision: The vehicle collides with something solid, suffering the effects of a failed crash
check during Step 7 of the current round (s" page 152), Outside a vehicular scene, the
effects of the failed crash check a re made immediately,
Water Vehicles
1 1 Break Down: The veh icl e en gine dies and its Defense is reduced by 6 during t he fo llowing
round and by 10 during t he round following next as it slows t o a halt, All maneuver checks
made with the vehicle suffer a ~ 6 circumstance penalty during the following round, which
increases to a -10 circumstance penalty during the round following next. At the start of the
third round following this effect, the vehicle may be restarted and driven without any of
these modifiers.
2 1 Leak: The vehicle's hull is breached (either by stress or minor impact) and slowly takes Ofl
water. The vehicle's handling is reduced by 1 at the start o f each round until the leak is
repaired or a number of occupants bailout as shown on Table 4.17: Water Vehicle Leaks
(see page 158). If the vehicle's handling reaches 0 , it begins to sink, also as shown Ofl Table
4 .17: Water Vehicle Leaks,
3 1- 2 Collision: The vehicle collides with something solid, suffering the effects of a failed crash
check during Step 7 of the current round (see page 152), Outside a vehicular scene, the
effects of the failed crash check are made immediately,
4+ 1-3 Capsize: The vehicle is turned Ofl its side (or completely flips over, if Large or smaller), and
quickly takes on water. Unless the pilot succeeds with It veh icle skill che<k (DC 30), the
vehicle immediately begins to sink as described Ofl Table 4 ,18: Sinking Water Vehicles (see
page 158). The pilot may attempt one such check each round over three rounds. after which
the vehicle has taken on too much water to be salvaged.
~ The skill check's error range - after all modifiers from gear, feats, and other conditiOflS are applied - must be equal to or worse than
this range for the player or GM to activate the critical failure effect. For instance, when a player character with an error range of 1-2
suffers an error, the GM may spend up to 3 action dice to activate his crit ical failure, but no more,

'5'
H , " .ZO, MA ST.R VBHI . . . GUIO .
V (~'n E N. ",. RP SIZE 0 0., wp Bo~us RP
A" _ 'e....
F;..o.W.o.gAM- Voi>kJ.<
.,
~.1Ight
"'_.;..mbo " "'~
,n= .,
.,.,
2 ,000 ft,
~750ft.
200/400
175/350
6
4
100
120 ,
; ACS{'I]
.&.CS{.I)
... it_.IoW'O<bTlal

-.pt"'" ,"" 4/12Q 12.5-00ft, 1~ 2 125


so , ... CS(>2),A IR
2/10
., 2.5-00ft 2SO/SOO 8 "'CS('2)

.''"
400/800
... irlIft ... oupo<oonk
," 3/180
., 4,OOOft, 5 12Q
, ACS { '21
S;-pIono
Bombo..,;gM 0
600 It.
2.oooft.
GOIl2O
200/400
12 60
150 , AR F. Eot>{2)'

,"
B
_ boy (Iocoliud]

-.-. 2.5-00ft.
" ARF. EOP{+2),

., , 00mb boy ('oe,k"]

-- '" .
4.5-00 ft. 10 ISO ARF. b<>mb boy

., 2.5-00ft. , , " ( ~)

ACS ('2), ARF,


CHF ('02), STC (.2).

,
,, , 00mb boy (. tM'dMd1
,00
"" ,...
-
w
F"""" ..... --wpo<qi..,.
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12 5 ,000 ft , 500/1000 ~
, ARF. FPH

-
V, u
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.1\
4 ,OOO ft.
l.250ft '''"'''''
,~"'"
16
I~
liO
12Q , "'RF, ESP (2), FPH
ACS (oj). ESP (I),
Fight .. 9''''''''' ."""k
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, " , FPH. HV...


FigI>t.... VTO!. w 2,5-00ft. 16 100 "'RF. ESP (I), EXo.

fy"o; , ,,,lh
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F"oghI .., ...... ., " ~ ARF.CH F ('2).

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a
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" ., 10,000 ft , l000/2O(X) 1
STC{'2)
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T,..,.".,...Iio!1' , .,., l.750ft 17S/:l5O 11 ,, u


L5P [li!O), LVO
Allf. EOP{'2), lVO
T,~ston<Iord

"" ., 2.250 It. 225/450 8


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-- -
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L9'><"-' ro.., - A ~ VoIrO:lM


, ., ,, , m

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m

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ro
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160
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T, id2 My.s;.."",. "'.......,.... modifier ( '2~ d>ollon<]o< _toclo <Mdt (DC 2)
CrltX;~ Sv<-c<= M ........... modifior (.4)

Crlt;c~ F..... .,C,_ c .... k (DC '2, '*"..-


DC 00)
D.ay (00) T,io;k.. ' My-""" N"c~ "'~ ~Iior (. .... <iff... "'.) + ( hoIloooJ .. <>bouclo cOo<;k (DC .4)

C'riIkof 5<.oc<:...., M.......- rnodd"." C.". ddf...-.nc.)


Cri,ical F~",en.. h c'-~ roc .4)
"ThM"'mpc>O<_ ~- ~-

CoI,,,,,,,-1 - 1/2/10/100/5,000 MPH LNod..-.,dif"" (-lJ, I ...., ".." ,'-I< ,"'U""IjOffoilotd "."" (ho-c~
(_"""",,,,- IdS)
Cn'tic.. Suc,""lHd mod~ier (-il. <r"" chod<. dl,","- foilad cr""" , , -k
(_""""-'oS)
Cn'flul F.u.x... C..... <Mdt (DC <8)
SKlHw;p. CO) 5 IonqtI>s '" In, - l/3/IS/15O{/.5IJJ MPH lHd modifior (- 1<14), f_ " ."" <ho<k. ~ loaod cra<h """"
("P"d~Id8.' I'_($ i tic>l)
Crltic~ Svcc..., l ,..d _ (-1""1 C''''' chod<. "'"''"'-- loilod cr"" <ho<k
("P"d o..,,,.~ ld8. .1 ,oodom critical)
Crjtfu/ F..".., """,, c!>o<' (~ 2)( <iff.."", .
darodoviI " " ' - '1,5)( _one.l
~COOl 10 100<jth>Ofln, -2/4/2.0/200/10,000 MPH l1ad modi!l., [-1<16), 1..,,,,, ,,."" ,,-,-. """'"'- 1od u."" <ho<k
(opHd Mmogo 1rl1O)
Critiui Succ ..~ Load rr.odil;', (- 1<16), " .." <100< .. <",,10_, follod
U"" , ....k (_od d omo<}Old lO)
C_ _ F
C,,""'"' F.ib-... (,.... ched< (.lra"""'" crrt""")
Rom (F) 51onqt1>s or .... - 2/4/20I200I10.000 MPH 0I0w om., loilod ",""" , ...... , ""'"'- laOIed cro," ,hock
C'riIk~ 5<.occ.... o..... ood>. CI"" """"
CdthlF~c.-""_(,,",-.2)(_"",. )
( .. ,101'>0)'" ",..to , _~ (DC 2)
Cfllic" Succn>, O>oll""!/'K " .... <hoc. ( DC 4)
CritkaJF~"' ......"""_ofty(-2 )
5I~[ ( DJ" - l/2/l0/100/S.000 MPtI Load t1'IOIJifm- ( -I~ ~ <ro," <h<-<k ( DC ."" <liff"'tII<.)
Critic~~ L Nodfl'l<>dif.. ' ( - l d4) .~cr""""""
(DC""diff....-.:.)
CrlrkaJ F..... , ~~ ponoi'tj (_4. <1_ -2)
Joi' Io (OO)" - l/3/IS/l5I:m!'>OO MPH Load modif..... ( - ld4). <1>01",- cra'" ched< (DC,,,, ~ITf",.,.,.)
Cri'fc~ 5<><c"" LNod modiflof (- 2<14),<_ _ _ " a"" ",,",,-

(DC,"" d lfl. ,. oo:.)


Criti<aJ Fa/IeKr M~ PO"""'" C-8)

170
_PiIoting(F)" -,_., 2Io<og1M ....... -l/3I15/15CV7.500 MPH O""'.,.,..,~a...,_(1 ... 1>r5.,DC ... )
<1'"" _

---
Ctti: ... s..cc- 0.... oneil, ~ (DC ,8)

"".- "itkoIF"""""_ _ (t.ob!'5+.DC.")

-,_.,
.1/2Il0/IOO/5J:JOO MPH LNd_(-.... _""'.)
Cnt>< ... s..:<....,LNd_(- .... <iIf..""'.) ............. .-tior(2)

SpetfIu1l{D) ""_. .i'/"~IOJXX)MPH


CntK.oI F_Ootr>o9o (ld8)
Le.I_(-""'~~

CsIri<... s..:c...,~_... [-IIl~_1


__
CriIk... F_CrItkIII _ _ I....... _ -I Do>I
{Id8.~ldIIJ

.3/6I3OIlDOIl5I)MPH u..t_C-6fI.. _.I.criOlc... ~( ...... _-IDo>I


"--"COOl ""~ """'... s..:r....,LNd_.... (-d~)

o,.n_............... ' .....,..., ""~ ~ ...... Crlr;c... F _.. er""' ... ~(2"_._-2O"I
1Md_(-.... _~a..... _
Cribo:.oIs...x-'--_(_.... ~)
CrilkMF_er _ _ (DC ,2]
0.:- _ .... oh>rtaII (0)1 _",2 ~_(-.,. _ _.~ ..... _(DC.2)
""~ ~<- """'... 5<fl"'L...:j~(-VOcilloo_.)

r.".,. ................... {ool' .....,..., I>ht diooonc ~ ...... Chw... F_(,_(/>OC~ (OC .... _
~_C-dI_.ta..... _(DC .... )
Ct/b:.oI5<_'--_C_l
DC.2)

~F_er""'_(DC.8)

00.. .." tool T';H .?O Ioco;rtM "" ,..,... - I/2IlO/loor.;.ooo MPH SCono_(!JIltlI,""'"-_<....ACt4f~~ttH(~1
Crirk... 5uccft.J;SC .... _ I"'" ~ _i<.. <I>oooc' ''1
po.f<O(t IboI 12 x CIiII.. """.}
Crttk... P~. LHd modil;" C..... ~,ffor_.}
St..-,.. CO) ToII'2 10 Iongtho at,.,..". - l/3I15/15A)/'1,5/XJ MPH SC .... _(""'~~"""' .. <korK... ).~UiI(3"difl_1
(rlIi<... s..:.-SC_ _ (""'II _ _ _ .. ' .... oe, .. ).
~1"(l5xdill.. onco)
(riIlcolFoIU.,Lo ... modil ... C""--. ,_ .... di-.....)
0000 ... (00) T.N S ...... M"''''''''' -i'/4/2O/2DOIlO,000 MPH Scono _ . C"",~,~ _leo. ",", , , . . POI'"'
1, tool (S x diII.. _.)

,-
(~'rk.ol s..cu-SC .... _ (""" I thol,,"- _kot ,f>ooocl").
~t""UO~Off.. _.)

Uitk... P.ollut" LHd.....,ol ... (.<IiIIonc.)


(uo oH (0. Ft' FiniIIIO'!!.1 ~IZ.5OJIoIPH O""' ....... _ _ a ..... _(foillu.h_l _ _ fo,il
UIIIc... 5<.o....,a..s._

--
,,","'F~Obo< _ _ (DCID''''''I8)'_''''''''

_lo(DelF)" F'~'2 5~"'~ ,....... _ D C 10 ..... 18)'.......,..,...-...)

CrItk... 5oo.-o- ........... _ _ n....,ooroon)


CrItk... F....,~_(DCIO _ _ ........ l

--(~-
"SIaoftontt.ot._ . . . . .1 ""_. -1/ZJl0/lrJ0lSlJ00 IoIPH u..t_.(- .... ~_)

~t.""(01 ..... I>ht .......,. - 1/I5Il5Of7.500 ... Ptf


UitJo:M5u_l.ooa<I_t""IO_ .... - - . 1
(rlt;c... FoiAx>o
~_ ...
, , _ "'"""
(-\it_~U""_

r:nticJ>I5oo<...... '--_("""'_V06tho_.)
r:nticJ>IF_"..... "'"""(DC4._OC2j
1,ooroonCOl'Olrd bt.... 1001 .....3 Ant_ - i'/4/2OROO1lo.ooo ... Ptf LNd..."oIloo ( _ _ ~ .. 0010 <'-" (DC ..... oifl..-.)
(rlt;(;... SUC, .... Lood mo<IofiO< ("" '" -dill..-.J
(riro<... F _ v ..... "'"""(DC8)
I>htdlot __
F.mgSNM -J/2I1O/l!X'>JJOO IoIPtf """""_(..... _ofo....-_J
-~ 1Jidc... s..cc- _ _ (.......... <JII-..;r.g~
(ri(;c.olF_ IoI ............ _(_4)
"T_~~ Foe"'llSNIt'2 Ant""_ -1/2/10/IOO/SJXX) "'PH N-"oe"'ll(<WclO>g1
''''i<... s..cu- ''' .............. modif''"' ('4)

lumlrttoH ~oclo>g5Nh3

"".- -1/2110/100/5,000 MPH


""i<oIF~M.......,.,....
N... ' od'>\I(clooIo>g)
modif"'(-41

( _... 500<0.-",...-""","100\'4)

-
W..,toy{O)
l .... 1

...... ~
10 ....,.,."''".

20.....".. .. _
~ ......
-1/ZJl0/lOO/5.000 IoIPH
Criric.olFMIon, _ _ Ioo(-"')
~ ,,"" <ho<~ (DC .~)
,_... s...c..o.,OooIIO<oqO< ,,0010 ,,-" (DC ' 4)
IJidc.olF."... "' ........... _100 (-2)
Lood_{U-",u_<ho<~(DC.".._.)
CntiuI.s..c..... 1Md_ ('ltI4l ~..- <hod<
(DC ..... _ J
""""'F-.. ... _ _ _ ( - 4 , _ - 2 )
T,,,,,(OO) ~, -1/3115/15D/7500 ",PH lNod_",( ltI4l.--,,_ _ COC"" _ _ .1
""~ IJiDaIs...c-Lood_ (.2t14l _ _ u _ _
IDC VO _ _ _ 1

--
DD...,."",{O)
......,
--.,
""_.
""_.
.1/2Il0/lD0lS$X)lJ IoIPH

.2J4/i!012OO1101JOO ... PH
C'nn<... FoI..... _ _ _ C-8)
Loooo_( ..... _ _ .)
"*k... s..a-Lood_I .... _ l _ _ (o2)
CrIIi<.oIFoIU .. ~(1dII)
l.P..:I_(.... _ _ _ ~~CI48."'" ..... 1d4)
Critx:... s..cc- Lood 1fIt>oi(... ( . , . - - . )
Crirx... F....".,erltiC.. ~( _ _ -IO"}
FcoKo""",,IOO)
......' ""~
.~5/XJOMPH
Lood_l_~_~{"",,",",

CIfti<... s..cu-~_(_.]
_ _ IOoo>t)

V.n.h(F) _., ~-
.~5.000"'PH
(r/t;uIF_CrotIcoI _ _ (2~_._~000>t)
a..... """"' """'- {1dEI}
UJ..,... s..cu-a....._
Crrrx_ FoIIun_ C,oti<.t/ """- (",*,", ' - -I 000

171
~ c.-AI< <hock (DC ,2)...., modifio. (... _ _ _ "'_ dw:ct ddf..-.:o)
" ;'i<oI Suec .. "C~ ..., '-'-"
roc _3)_
_ """';110< ('c""lIo-r.yo< cr"", cho<;k dilf.,."". )
Critical F~__, CrMIl <M<~ (DC ,21
St,.., .. "",(O) Challo ...... cr..tlct>e< ' (DC ' 4),
load """'1110< (._iIo<yo< "ooh cho<;~ ~ ;f fo,Or><.)
Critk.1 Sue""", C " I ~ "",,, meek (DC S).
_ mod;f~ ("<ho!lonqot ctm CMek ~ ; ffo ' otI<o1

Crl!Jc~ FolNr., "..., 'Mek (DC .4. doorodovll DC 'il)


Stunt-] ~ .,.0'" cho<;k (DC .8).
__ (., MI~"..tlcl>o< k_""'.)

Critkal5o<c....,0>0I1ongo< "..., <Me. (DC +10),


'"'" mo<lfio< (<<>wIJo.vo< ,,_ <I...,. _oneoJ
Critk.. F.;u., "..tl d>ock (DC +8)
' c"t<h "'" ~ yoo coo' (DO, F) Chaw OI'>d<.c~ ,rn/1 chod<{'aH!, 5+)
Crltkal5o<c .. ",C"".0I'>d<.
~I_,,"" chod<
"irk.oJ F.iltw.,uo.h <hod.
s.,""",m(O, F) F~ -l ( --'...do. ___ (10'12. door_l010), ~ ,rn/1 <he<k, crMII <hod;
C~lkal5o<~a-. or>do, <Iomo<}o (1<110. ~1 1 ld!l).
,~cr..tld>e<'
Crltkol F~O>a .. O<>d<. _ _ (1012), <h.>I,",- <1'' ' chod< (DC <4),
cr.""hodDC.4)
ShOI'pT",n(F) F......... 2 -2/sR5I=t1.Z,soo MPH (>,.-.-, crit><,; " " " - (</Uid"",o".OOf\ng/btidgo). cho~ " ..h 'Mek
vitN;.! 50<,.. " a-.. """'- choH~ "MIl d>oc'
C,i!Jc.oJ F.i....., CMw ond>, "~lcol _ _ (~"t-'"".I/br~ ).
chol~ cr.'" , .... ,. (IX '''1 u..., chec~ (DC "1

Br.,,"-l
""~-
- 1/2110/100/5,000 MPH L _modiIior(-""o;l~1

Critk.oJ Si...", ", Load rnodifior (Uf> to - .... d;ff"'.....)


C,iticitl F...".. ( ,nil d>oc'
8r"'~ 2 AA,di.~ - 1/3/15/150/7.500 MPH L.. d modiIior (_>I> 0;""'''''')' "",,, cho<k
Crltic~ 5u<c ... ,Load modiIlot (up'o - V> Q;U.-,:o)
Crilio/ F."",.,C,",,, eMe' (DC .4. doorodolfil DC 2)
Elf.-] Atrt dOo' ...... - 2/4/20/200/10_000 MPH l.", ..-f.... hj;/fwonco). "'..., <;hock (DC .", (Off.,"",o)
Crlth/ ~ Load mod#ior (up '0 --401.,."..,)
Crltkitl ~~~,CrMIl dlocI< (0( _8)
ConI"",l Atrt om"",. ~,- ""'~oc_";"r;.m())
Cri!Jcl>l 5o<~(""1....,.,. _ ""' limit (3, no ",I",...),
Critk:.. F"ilur~, Action rIIo limit (3)
6.01110(0) ConIuM2 "rI'\' <liI."",o ,,- 0>afI0n00t """,~ .. Ilmit (2)
CrIIicitl ~ 0>01,",,- Klion <Iio Iimi, (2, "" crrtlcolo)

AA, dOo,,,,,,.
C _ F~., A<_ ""'
Imt (;!, o..doIfiIl)
Conl...... -] Noc~ ~ och""dIo H,,"'(l)
Criticitl~"""Io"""KI""'rIIolimit(L no ,,~ Ic>OI)
Criticitl F"""'~, Ac'''''' dIo Imt (1)
CooI..... - F O""O<'ds,e ..... oogo<hoI!;ooOO' m<><lilio< (- 4)
25 '""'11'"""'''''''''
~-

'"-
(ritical s...." .. ~ C~ noac""'"
CritkalF_~'_modif\oor{- ")
(ont;oc,-l 5~","', (\IoI>icio)Soa<dirv,i(I~'_1
(Foot)Sonv. oc'ioo{.!"...... m)
(,,'tk ~ 50 .. " ('M'IocIo) ~ {2 , -........1
(f oot} Sonv. O<tioo (~ i ,""" .2 mod;fIot)
Cri!Jcitl FoIIvr., (Vohklo)5hock _ _ (J<I6)
(Foot1 Sl<1<;!~("""df(I."."c.)
P.,_ pM' (0) ( v.tOclo)~(2_. )
(Foo,) Sonv...,b<>o (trip. "' .... """" ...." IIKcn,)
CriI"itlSt>cc....,(v.!,;d.1 ~ (3 _ _)
(FOOl) eo.....a"" ("II>. _2 rr>Odif..,., "' .... """" w>th ouoc... )
Criticitl ~..........,(V_l SI>o<k <rNgo (JdS, d.o,_ 11<1O)
(FOOl) Sl;id d.Imo<}o W "'ff~)
O""",,,_.(DO) Contac,-3 21.~", 1os. (V. fok.) _dlnq [3 ".,~)
(Foo' ) eo.... .a"",,(~..,.,.., "" ..... ond>wOthwoc...)
CrirIuJ 5oc<... " (Vohiclo) BoO'dinv (4 pM .........)
(Foot) 6onuo octioo (11'..... ,", '2 mod"-,.., " .... """" w~h MIC'''')
CrltN;.! F~ (V.h,d o)5hock d.m"ll" (1dlO)
(foot) SkI<;! dom;ogO (MI.,,,,,,,.)

'-" ~~ l
Atrt ""'''''0 ~-
(hoI,-, "WI c"""" (DC .2)
cr,'"
_C._
Crifical5o<,o .. , C ~ cho<;k (DC ''')
Critic.! F _ <hock (DC .21
Cycloroo{O) Do",,,H' ''''~'2 201onq<I>s"' .... -1/2I10/1OO/S,0\'Xl MPH (hollonrJo' <hodt (DC."" <1<11""'0)
Criflcal St>c< " c .. ~ "'0'" <hod (>pHd domaqo dko 168)
vit"" FoiIur~, e,a.!.
chod< (IX .4)
Do<no!;,,,,, Oo<by-] Cl>.lio<vo< , , _ <ho<lc (DC."., dilf.,. __ )
"'""""", (00) 1O~ "''''' -1/3/15/150/7.500 MPH

--
CrltkalSue< .. ",~", i ' lC oI _ _ (tI.ndoml
CriticalF~. Cf' ''' C""",, (DC '8)
F",,~SIliIH ,,",ydfoW!<o -1/2I10/100/5,0\'Xl MPH Now foe"", ("",,..it)
Cri.jcitl5o<<<.",,,,., ,.,'tI'
mod~1oi' ('4)

Crlfic.olF4i"" . M...."......""""",,", (_4)


T",," ",'G~ FotirogSMt-2 Atrt "'t."". - 1/2110/100/5,000 MPH N_I"d"II{C--";')
Cr/ti<oI5o<~ M . _ .,-."djf".... {.4)

Crl!Jc.olF.......,M......,.,.. modif.,.(-4)

~"
Outfru-l Atrtdi,t_. ,",- Lo.><J modif... H" _one.)
Critic.. 50<,.. ", ~_ mod#;"- (..... di/f""." ,oo), """'""""' ~ (.2)
Crltic~ F";_, o.rr..go (IdS)
a.....n..{O) ~-, Mydio....,. .1/2I1000ocvs,ooo MPH loo.c! _ _ (.". 6!fot...: .. " " ' - (Id&. _ I<I"'J
Cri<i<4IIs...c.-L.... _(.VlIdiH_ I

o.rtdon (00) _., ..,,~ I/3/1S/1Wl,soo MPH


C!Hi<MF_CritOI _ _ t..,.,gho._-I o..)
loo.c! _ _ _ (-.~ <fItQI '*'- (.,.q.,o, """ _1 00.)
u_Succ .. ~'Lud_(_.. _.)
CnbcMF..u.,Ct ...... _ _ (l)(""9'f\O._ - lo..l
o-_ _ _ (WEI)
a....oI~(Fl ~-, V ................ 214/i!OROO1l0.000_
rJltrMSo.c,_o...._

""""'-
~-~
_., ..,,~ 1/2NJII00000000 MPH
C!Hi<MF_CritIooI _ _ (......... _-IO")

LNO_('''' _ _ _ I
_ _ _ l _ _ _ _ (2)

U
i
b
c
M
~
L
N
O
_
I
-
"
'
CnncM F_~11d81

--,
_<twvoID) a..,.-, ..,,~ '21~OPJ MPH l M d _ ( - ..... _ _.~ _ _ (ldI,~""')
CrIrIcMs..cc-LMd_(_VlI_. l _ _ 1.2j
Criful F_u;d<M""'-( ........ /oot-IO")
.~
0...,.. dIMgo (00) """60'...... .. PH lNoO """"""' C-011_.1 crItQI _ _ C",*,". """ -\ Du)
fJlb<M~ ..lNoO..-fio-<IiIf....... )
Crib<M F.,;u.v..;u, _ _ Cl M.,.q.,o. 1oo< - ~ Ob)
a..... _ _ _ (I<I8)
o-t..ko(F) ~~, s~ ...... . 3!61XJ{X1O/lS!XJO MPH

--,
Crib<M Succ_ a....._
CriticM F.;u., Ctill<oI.-.-{........ I~ -I Coot}
00<1<00-1 .1/2110/10015.000 MPH 0\011""- _ m o d ir... (_4)
Any """''''" u ~~"-So.c, ... ,Cha I1~ _~ (-8]
(_41
(';,i<..- Fo&.!t., Mono<tYW ",,,eM;.,
su,. _ (DU o.k:Ioon~ Ant dit,onco 214/2D/i!OOIIO.OOO MPH ~ _ _ _ .,. (- ... ditIo<onco)
(rl';';'" Succ...,CI>olIon\It< _ modillot (_VlIOiIftronc.1
(rItit;'" F'*""., M......",... modillor (-1,10)
GI.._(lXlj<l (_3 l/6l3Ol3(!O/15,OOO MPH ChoI~ _ rnodiIlor(_W c!iH.......)
"""~ C'I, ",,,,s..a:.-~ _ _ (-_ _ _ 1
(rl';';M FMiv", M.......,..... _ .,. 1- ..... dill", __)
o...,nopolh(F).'l O-O': ....F Slongtho ...... .~IS.ODO MPH O-O_~"'''''_k

-
Crlrk.. s.......,a.....-<t_ _ (DC ... - - . I
(rIfK.. F _ F ........... . - - . . . . _ ...... _

..... toIioion'l llongtho ...... -lI3I151lWl,soo MPH lftol_(-I),loiIo<I<tw>_


<~I.. Itd"W>_(~ _ _ Id$)
IJIrkMs..u...,~<JnIod>o<k
IJIrkMF_Ctnlo_(DC .8)
s..- ..... (D) ~, S~ ...... -i!J4ROROOIIDIXJO MPH lood_(-I44~_ ..... _
- " _ < t_ _ /olIood _ _ IdIO,-<1,_ _ )
O/tjajs..c.-a--,, _ _
_FMIurooCt
Cri<>:M
_ _ _.... C_.)_ .3 M- .
.2 )(_ _ _

loo.c!_(_ld6).f_u _ _
s..- ........ (IXl) ~, W~ ....... - l/6I3OI3l)O/lS.ODO MPH
- . . . . f _ ( r_ _ _ _ I <Il2) {~
~

cn.ocMSo.c<_~",""_
"""""F....,..,Ct _ _ (.~,_"" .....)
s.-,.. (F) ~,
S~'"'_ -WlO/3IOOIlS!:JOO MPH a-._ I_a"'-' _ _ ~anIo_

CrlrkMs..cc-a--U _ _

O/tjaj

-
F_~ _ ("""- 'l )( <IdfO<en<
_""'-'~M~ '_l
FO<""I5r<11-1 Any,",,_. -1/211.0/100/5I)00 MPH _,o<"'l (""'.... )
.........,..... <nOdi(,.. (.4)
C,;,;.;~s...:c.....
(rl,bI FMIun, M-....... _ ... 1_4)
Ant _ _
"'_~upr FkIng 5ni". ~ - 1/2I10(1OO/S.OOO "PH _ fO<"'l(<i, <lin\I1
Criti<M5<i<'<owM~ ~( .4 1

~~- """"' 1 "..,.o ~. onc. ,.- CJIlk~

Criti<M
FM/uro . ..-....... _
"""'~ _"'1-~21
s..no..,
""'-0<1< moc:Ilfl ..
I.,. (_41

(.0/.4)

-, (riti<~FoIIun. ,"",.., _ I.,. (-IZl-BI


l.oo<Io<I""~(OJ

. . - " " -..... .,..(00)


_ .,
i!Olon>I ......

i!O Io<>gtM "' ....


~-

~-
MO<Io:tl>Cldfllo!('0/' 4 ~_'od_'_(4J
Ct;t;cM So.cc_ ..... 0<1< _

r:m.cM F_Oboo_ DC ('4.


0.ttKk.-... _011 ... _
(. 2/.6)

Cm><M5o><,_ ....... _(-4!.8)


(.2/.6~
'*_ ,_
. i!J
(.\1) dill.......... min. 41

umcMF..u.. 0b00_DC.8

1MM--"-'_/o!_.. {~_-"""_ .. {_l';'. _ _ _ _ - - ' "


.. 1MM _ _ ....,.bo _ _
,no _ _ io ... _ .. ........ I.-9- ...... "'""2_~ _..,.bo_t>, ...... a<.... in ..... ~_~~. _ _ _ in .

c-...._l
'ThoM _ _ bo _ _ ,nopon..... io_ln _'...__ "-oho!ttut ...... ~,no~--..~ .... _"',no'""_!.<Jtro_ ... _
J.""'~S,_ln_ .... _ ...... _ ... g;oino.-.i!_I><n.oo_ .... _ _ "" _ _ Funt.;/o!--,.~ .... ' .. _ _ difl _ _ ......... pon.;;.
_orllio
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173
TABLE .... 22: VEHICLE C R ITICAL EFFECTS
CRITICAL
Ro LL (1010) PENALTY EFFECT
Air Vehicle*
1-3 Engine -6 Aircraft and f ighter spacecraft are far more vulnerable to strikes against their engines
than ground vehicles (being extremely high performance). Each engine critical reduces
this vehicle's top speed by 25%. If the vehicle's top speed is reduced to a MPH or
less, it suffers the effects of an engine failure critical failure (see page 159).
4- 6 Guidance Each guidance critical reduces the vehicle's handling by 1. This may reduce the vehicle's
handling below O.
7 Control Surface -8 Each control surface critical forces the vehicle's pilot to make 1 additional crash check
per round (during a vehicular scene) or per 10 minutes of flight (otherwise).
8 Weapon Each weapon critical randomly increases the damage threshold of one of the vehicle's
weapons by 1 (see the Stargate SG-l core rulebook. page 297, and page 127 of this book).
9 Improvement Each improvement critica l randomly disables one of the vehicle's qualities or
modifications; only qualities and modifications designated on Tab le 4.20: Master
Vehicle Guide may be disabled in th is fashion.
10 Canopy -6 The attack smashes through a canopy or soft spot " and likely hits an occupant .
Each canopy critical randomly affects one occupant (or the most logical occupant,
if the GM prefers), inflicting 1/2 the damage applied to the vehic le, after shields and
hardness are subtracted (rounded down). The character may make a Reflex save
(DC 20) to reduce this damage to 1/2 th e adjusted number (rounded down).
Only one occupant is injured in t his fashion per canopy critical.

Ground Vehicle (Closed - e .g. t a nk , non-convertible Cilr, fliltbed or pickup truck)


1 Engine -6 Each engine critical reduces this vehicle's top speed by 10%. If the vehicle's top
speed is reduced to 0 MPH or less, it suffers the effects of a break down critical
failure (see page 159). In this case, t he breakdown does not rectify itself - the vehicle
may not be re-started without repairs.
2-3 Steering Each steering critical reduces the vehicle's handling by 1. This may reduce the vehicle's
handling below O.
4-7 Tires/Tracks -8 Each tires/tracks critical forces the vehicle's pilot to make 1 additiona l crash check per
round (during a vehicular scene) or per 10 minutes of flight (otherwise).
8 Weapon Each weapon critical randomly increases the damage threshold of one of the vehicle's
weapons by 1 (see the Stargate SG-l core rulebook, page 297, and page 127 of this
book).
9 Improvement Each improvement critica l randomly disables one of the vehicle's qualities or
modifications; only qualities and modifications designated on Table 4.20: Mast er
Vehicle Guide may be disabled in this fashion.
0 Window -6 The attack smashes through a window and likely hits an occupant. Each window
critical randomly affects one occupant (or the most logical occupant, if the GM
prefers), inflicting '12 the damage applied to the vehicle, after shields and hardness
are subtracted (rounded down). The character may make a Reflex save (DC 20) to
reduce this damage to '/2 the adjusted number (rounded down), Only one occupant
is injured in th is fash ion per window critical.

Ground Vehicle (O pen - e.g. motorcycle, convertible Cilr, camper truck)


1 Engine -6 Each engine critical reduces this vehicle's top speed by 10%. If the vehicle's top speed
is reduced to 0 MPH or less, it suffers the effects of a breakdown critical fa ilure (see
page 159). In this case, the break down does not rect ify itself - the vehicle may not
be re-started without rep.lirs.
2-3 Steering Each steering critical reduces the vehicle's handling by 1. This may reduce the vehicle's
handling below 0,
4-5 Tires/Tracks -8 Each tires/tracks critical forces the vehicle's pilot t o make 1 additional crash check per
round (during a vehicula r scene) or per 10 minutes of flight (otherwise),
6 Weapon Each weapon critical randomly increases the damage threshold of one of the
vehicle's weapons by 1 (see the Stargate SG-l core ru lebook, page 297, and page 127
of this book).
7 Improvement Each improvement critical randomly disables one of the vehicle's qualities or
modifications, only qualit ies and modifications designated on Table 4.20: Master
Vehicle Guide may be disabled in this fashion

174
8-0 Window -6 The attack smashes through a window and likely hits an occupant. Each window
critical randomly affects one occupant {or the most logical occupant, if the GM
prefers}, inflicting 1k the damage applied to the vehicle, after shields and hardness
are subtracted (rounded down), The character may make a Reflex save (DC 20) to
reduce this damage to 1k the adjusted number {rounded down}, Only one occupant
is injured in this fashion per window critical.

Space Vehi cle


1 Shield Generator -12 The vitality provided by the ship's shields are reduced by 2S% of maximum (e,g, if
the maximum vitality provided by the ship's shields is 100 and only 40 vitality remain
when a shield generator critical occurs, the ship's shield vitality is reduced to IS),
If this reduces the ship's shield vitality to 0 or less, the shield generators must be
repaired before they can provide any vitality, Thereafter, this critical is re-rolled.
2 Bridge -10 Each bridge critical reduces the vehicle's handling by I, This may redl.lCe the vehicle's
handling below O.
3 Vehicle Bay -8 Each vehicle bay critical destroys one unoccupied vehicle stored on the ship. If no
unoccupied vehicles are present on board, the critical destroys one occupied vehicle
at random. If the ship doesn't feature a vehicle bay, this becomes a weapon critical.
4-5 Engine/Reactor -6 Each engine/reactor critical reduces this vehicle's top speed by 10%. If the veh icle's
top speed is reduced to 0 MPH or less, it suffers the effects of an engine failure
critical failure (see page lS9).
6 Maneuvering Thrusters -8 Each maneuvering thrusters critical forces the vehicle's pilot to make 1 additional crash
check per round (during a vehicular scene) or per 10 minutes of flight (otherwise).
7 Weapon Each weapon critical randomly increases the damage threshold of one of the vehicle's
weapons by 1 (see the Stargate SG-l core rulebook, page 297, and page 127 of this
book).
8 Improvement Each improvement critical randomly disables one of the vehicle's qualities or
modifications; only qualities and modifications designated on Table 4.20, Master
Vehicle Guide may be disabled in this fashion.
9 EngirlHfing Each engineering critkal e liminates 1 repair team from the ship's crew. The eliminated
repair team must be replaced to restore the ship's repair capabilities (see page 120).
10 Fire! A fire erupts on board. At the end of each round, a ship on fire suffersldlO nO<"mal
damage x (the number of fire! criticals the vehicle has suffered .. the number of munds
since the first fire! critical factored into the current blaze). For example, a fire that is
fueled by two criticals and which has burned for 3 rounds inflicts IdlOx6 normal
damage. A fire burns for IdS rounds from the last fire! critical scored, and distracts
a minimum number of repair teams equal to the number of firel criticals factored into
the blaze until it's extinguished. The GM may determine that a fire also inflicts fire
and smoke inhalation effects upon the crew and any characters aboard,

Wat er Vehicle
1-2 Engine -6 Each engine cr itical reduces this vehicle 's top speed by 10%, If the vehicle's top speed
is reduced to 0 MPH or less, it suffers the effects of a break down nitical failure
{see page 159). In this case, the break down does not rectify itself - the vehicle may
not be re-started without repairs.
3-4 Ste-ering Each steering critical reduces the vehicle's handling by 1,
5-6 Weapon Each weapon critical randomly increases the damage threshold of one of the vehicle's
weapons by 1 (see the 5targate 5G-l core rulebook, page 297, and page 127 of this
book)'
7-8 ImpfOVflllent Each improvement critical randomly disablM one o f the vehicle's qualities or
modifications; only qualities and modifications desigr"lilted on Table 4.20: Mastl!f"
Vehicle Guide may be disabled in this fashion,
9-0 Deck/Window -6 The attack likely hits an occupant on deck or below decks throogh a window. Each
window critical randomly affects one occupant (0<" the most logical occupant, if the
GM prefers), inflicting II", the damage applied to the vehicle, after shields and
hardness are subtracted {rounded down). The character may make a Reflex save
rOC 20) to reduce this damage to 1/2 the adjusted number (rounded down).
Only one occupant is injured in this fashion per window critical.

This table is also used for small and highly maneuverable spacecraft, like death gliders and X-302 fighters,

175
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