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Tauri Armor
Type
Kevlar Vest w/inserts
Goauld Armor
Type
Jaffa Chestplate
Jaffa Chain Shirt
Jaffa Greaves
Serpent Guard Helmet
Goauld Personal Shield
Ori Armor
Type
Corselet
Vambace
Greaves
Helmet
Wraith Armor
Type
Corselet
Greaves
Face Mask
Armor Weight* Notes
+4/+8 12 Covers torso only, see notes **
Armor Weight* Notes
+3 15 Covers torso (does not stack with chain shirt)
+2 10 Covers torso, arms (can be worn with chestplate)
+3 10 Covers legs
+4 8 Covers head, retractable
- - Complete protection against anything faster than a
throwing knife, negates Zat gun, 2 minute time limit
Armor Weight* Notes
+3 20 Covers torso
+3 10 Covers arms
+3 15 Covers legs
+3 2 50% vs head shot
Armor Weight* Notes
+2 10 Covers torso
+2 8 Covers legs
+2 1 Covers head
*This is effective weight when worn. Most armor weighs quite a bit more when
carried rather than worn.
**Kevlar offers 2 points of protection against most attacks, but not plasma bursts
(e.g. from staff weapons). Kevlar weave binds spinning bullets and so negates 4
points of AP from bullets, and provides +4 protection from them as well. Two types
of ceramic inserts can be added: one to provide an additional +4 protection against
bullets (for a total of +8), or another to protect against plasma bursts by negating 4
points of AP and providing +4 protection against them.
Ammunition
Type
Bullets, medium
Liquid Naquadah
Ori Power Supply
Asuran Power Supply
Ronons Gun Ammo
Mundane Items
Type
GDO
Goauld Communicator
Radio
Tretonin (one day)
Naquadah Reactor
Puddle Jumper Remote
Ancient Scanner
Kino
Kino remote
Destiny Portable DHD
Special Items
Type
Personal Cloaking Device
Sodan Cloaking Device
Goauld Healing Ring
Ribbon Device
Weight Notes
5/50 Includes .22 to .32 Caliber Weapons
1/4 Provides one round of ammunition for all Goauld weapons
1/4 Provides one round of ammunition for all Ori weapons
1/4 Provides one round of ammunition for an Asuran pistol
8/50 -
Weight
-
1/2
1/2
1/4
15
-
1/2
-
1/4
1/4
Weight Notes
2 Renders user invisible
2 Renders user invisible, cannot attack or otherwise interact
with the environment while on
1/4 Requires naquadah in the bloodstream, provides a +2 to
Healing rolls
1/4 Requires naquadah in the bloodstream, can torture,
incapacitate, or kill at close range
Stargate Command Personnel Sheet
Name: Jonathan Jack O!Neill
Rank: Colonel
Current Assignment: SG-1 Team Leader
Wounds
-1
-2
-3
INC
-2
-1
Fatigue
Attributes:
Agility d8, Smarts d6, Strength d6,
Spirit d6 (+4 vs. Shaken), Vigor d6
Skills:
Boating d8+2, Fighting d6, Intimidate
d6+2, Notice d6+2, Persuasion d4,
Piloting d8+2, Shooting d8, Stealth d4,
Persuasion d4, Taunt d8+2, Throwing d6
Edges:
(Human) Alertness: +2 to Notice
(Tau!ri) Lucky: 1 Free Benny per Session
Ancient Gene: Can use Ancient technology
Quick Draw: Draw weapon as free action
Strong Willed: +2 to Intimidate and Taunt, +2
to resist
Natural Leader: Can give bennies to team
members
Command: +1 vs Shaken for allies
Inspire: Additional +1 vs Shaken for allies
Rock and Roll!: Ignore auto-re penalty if
shooter doesn!t move
Ace: +2 to Boating and Piloting, can soak in
vehicles at -2 penalty
Hindrances:
Loyal - Will not leave a solider behind
Vow (Air Force) - Is a member of the United
States Air Force and Stargate Command
Big Mouth - Always says exactly what!s on
his mind, even to his superiors and his
enemies.
Charisma: 0 Parry: 5
Pace: 6 Toughness: 5+4
Type
Kevlar Vest w/inserts
Armor Weight* Notes
+4 12 Covers torso only
Type
P90 Clips
GDO
Radio
Weight
2
-
1/2
Armor:
Gear:
Type
P90 (.28)
Beretta (.09)
C4
Range Damage ROF Weight Shots Min Str
24/48/96 2d8 3 6 30 d6
5/10/20 2d6 1 1 10 -
- 4d6 - 1/4 - -
Weapons:
Stargate Command Personnel Sheet
Name: Samantha Carter
Rank: Major
Current Assignment: SG-1
Wounds
-1
-2
-3
INC
-2
-1
Fatigue
Attributes:
Agility d8, Smarts d10, Strength d6,
Spirit d6 (+2 vs. Shaken), Vigor d6
Skills:
Fighting d6, Notice d6, Persuasion d4,
Piloting d6, Repair d10+4, Shooting d8,
Stealth d6, Throwing d6, Knowledge:
Astrophysics d12+2
Edges:
(Human) Attractive: +2 Charisma
(Tau!ri) Lucky: 1 Free Benny per Session
Mr. Fix It: +2 to Repair, half time on raise
Gadgeteer: Can jury-rig a device once per
session
Naquadah in Bloodstream: Can detect
Goa!uld and use Goa'uld devices that require it
Level Headed: Act on best 2 cards in combat
Scholar: +2 in two knowledge skills (Repair,
Astrophysics)
Jack of All Trades: Ignore -2 penalty for
untrained Smarts based attempts
Marksman: Auto aim (+2) when not moving
Hindrances:
Curious - Is always interested in the
technology of another race and wants to
know how it works
Vow (Air Force) - Is a member of the United
States Air Force and Stargate Command
Charisma: 2 Parry: 5
Pace: 6 Toughness: 5+4
Type
Kevlar Vest w/inserts
Armor Weight* Notes
+4 12 Covers torso only
Type
P90 Clips
GDO
Radio
Weight
2
-
1/2
Armor:
Gear:
Type
P90 (.28)
Beretta (.09)
Range Damage ROF Weight Shots Min Str
24/48/96 2d8 3 6 30 d6
5/10/20 2d6 1 1 10 -
Type
P90 (.28)
Beretta (.09)
C4
Range Damage ROF Weight Shots Min Str
24/48/96 2d8 3 6 30 d6
5/10/20 2d6 1 1 10 -
- 4d6 - 1/4 - -
Weapons:
Stargate Command Personnel Sheet
Name: Dr. Daniel Jackson
Rank: Civilian
Current Assignment: SG-1
Wounds
-1
-2
-3
INC
-2
-1
Fatigue
Attributes:
Agility d6, Smarts d10, Strength d6,
Spirit d8 (+2 vs. Shaken), Vigor d6
Skills:
Fighting d4, Healing d4, Notice d8+2,
Persuasion d8, Research d8+2,
Shooting d6, Stealth d4, Streetwise d8,
Throwing d6, Knowledge: Linguistics
d12+2
Edges:
(Human) Alertness: +2 to Notice
(Tau!ri) Lucky: 1 Free Benny per Session
Great Luck: 1 Additional Free Benny
Dodge: +1 when taking cover from area of
effect, Attackers take -1 to Shooting
Hard to Kill: Does not suffer wound penalties
for knockout and injury table
Harder to Kill: 50% chance of surviving a
death
Scholar: +2 in two Knowledge skills (Research,
Linguistics)
Level Headed: Act on best of 2 cards
Hindrances:
Heroic - Always looks out for the well-being
of the cultures he meets
Bad Eyes - Daniel Jackson requires glasses,
-2 to attack and notice if he loses them.
Pacist (Minor) - Has moral qualms about
ghting unless in self-defense
Charisma: 0 Parry: 4
Pace: 6 Toughness: 5+4
Type
Kevlar Vest w/inserts
Armor Weight* Notes
+4 12 Covers torso only
Type
P90 Clips
GDO
Radio
Weight
2
-
1/2
Armor:
Gear:
Type
P90 (.28)
Beretta (.09)
Range Damage ROF Weight Shots Min Str
24/48/96 2d8 3 6 30 d6
5/10/20 2d6 1 1 10 -
Weapons:
Stargate Command Personnel Sheet
Name: Teal!c
Rank: Jaffa, Granted Asylum
Current Assignment: SG-1
Wounds
-1
-2
-3
INC
-2
-1
Fatigue
Attributes:
Agility d10, Smarts d6, Strength d10,
Spirit d8 (+2 vs. Shaken), Vigor d10
Skills:
Fighting d12+1, Intimidation d8+2,
Notice d6, Persuasion d4, Piloting d8,
Shooting d8+1, Stealth d4, Taunt d6+2,
Throwing d6, Tracking d8
Edges:
(Jaffa) Symbiote Health: Immunity to most
toxins and disease. Start out with a d6 in Vigor.
(Jaffa) Symbiote Regeneration: Natural
healing rolls can be made twice as often as
usual.
(Jaffa) Fast Healer: +2 to heal checks
Brawny - Toughness +1
Imp. Nerves of Steel: Ignore 2 wound penalties
Strong Willed: +2 to Intimidate and Taunt
Trademark Weapon (Staff Weapon): +1 to
attack with Staff Weapon
Dead Shot: Double damage to Shooting when
dealt a Joker
Mighty Blow: Double damage to ghting when
dealt a Joker
No Mercy: Can spend bennies to reroll damage
Hindrances:
Symbiote Dependency - Receives one
level of fatigue each day if symbiote is
removed, killing him on incapacitation
Outsider - Has trouble adapting to Earth
culture and may face resistance on worlds
formerly enslaved by the Goa'uld
Wanted - Branded a Shol'vah and enemy
Jaffa will be capture or kill him on sight.
Vengeful - Will stop at nothing to kill a
Goa!uld who has wronged him
Charisma: 0 Parry: 6
Pace: 6 Toughness: 7+4
Type
Kevlar Vest w/inserts
Armor Weight* Notes
+4 12 Covers torso only
Type
GDO
Radio
Weight
-
1/2
Armor:
Gear:
Type
Staff Weapon (Ranged)
Staff Weapon (Melee)
Range Damage ROF Weight Shots Min Str
30/60/120 3d6 1 8 - d8
- Str+d8 - 8 - -
Weapons:
Stargate Command Personnel Sheet
Name: Jacob Carter
Rank: Major General (Retired)
Current Assignment: Tok!ra Liaison
Wounds
-1
-2
-3
INC
-2
-1
Fatigue
Attributes:
Agility d6, Smarts d8, Strength d6,
Spirit d8 (+2 vs. Shaken), Vigor d6
Edges:
(Tok!ra) Symbiote Health: Immunity to most
toxins and disease. Starts out with a d6 in Vigor.
(Tok!ra) Symbiote Regeneration: Natural
healing rolls can be made twice as often as
usual.
(Tok!ra) Naquadah in Bloodstream: Allows the
use Goa'uld devices that require it.
(Tok!ra) Fast Healer: +2 bonus to heal checks
Charismatic: +2 Charisma
Improved Dodge: -2 to be hit by ranged attacks
Investigator: +2 Research and Streetwise]
Improved Level Headed: Take best of 3 cards
Scholar: +2 in two Smarts skills (Streetwise,
Notice)
Jack-of-All-Trades: Ignore -2 penalty for
untrained Smarts skills
Hindrances:
(Tok!ra) Dual Personality- Selmak, his
symbiote, has the ability to completely take
control of the body if it feels the need.
(Tok!ra) Total Symbiote Dependency-
Both symbiote and host will die instantly if
forcibly removed without special equipment
Vow (Tok!ra) - Obligated to fulll the needs
of the Tok'ra before those of the Tau!ri
Charisma: 2 Parry: 4
Pace: 6 Toughness: 5
Type
GDO
Radio
Weight
-
1/2
Gear:
Type
Zatniktel (Zat gun)
Range Damage ROF Weight Shots Min Str
5/10/20 Stuns* 1 3 - -
Skills:
Fighting d4, Persuasion d6, Piloting d6,
Repair d8, Research d6+2, Shooting d6,
Stealth d6, Streetwise d6+4, Throwing
d4, Notice d6+4
Weapons:
-On hit with Zat: Target falls prone and must make a Vigor roll at -2.
Success: the target is Shaken and Fatigue -2
Success with a raise: the target is Shaken and Fatigue -1
Failure: Target is incapacitated
-Target makes a Vigor roll at -2 as a free action each round to remove fatigue.
-One shot stuns, two shots kill, three shots disintegrate
-For the sake of balance, you cannot kill a Wild Card with a Zat