SST Stargate mod?

That's alot of stuff there, gotta read through it all once I get the time.

I also got a PM from soulman about his Stargate mod, though I have yet to check it out.

So, should we try to get this organised in some way, or what do you think?

Took a look at the minis as well, and I like the SG-1 ones, though the Atlantis ones might not be all that good for gaming.

EDIT: Read through the stuff by Don_Silvaro and it seems pretty good, though those darn point values are a problem.

Also, what I had in mind was a skirmish-level game with say one SG team against a band of Jaffa or something, but large scale battles would be cool too (imagine the seige of Atlantis or something like that).

I made up some more units as well, however just some drafts.

Wraith Hunters
Numbers: 5 Wraith Drones, 1 Wraith Leader
Drone
Move: 4"
Target: 4+
Kill: 7+
Save: 5+
Size: 1
Close Combat: D6+1
Traits: Regenerate/1

Leader
Move: 4"
Target: 5+
Kill: 7+
Save: 5+
Size: 1
Close Combat: 2xD6+1
Traits: Hits/2, Regenerate/1

The Drones are armed with Wraith Stunners, the Leader is unarmed.

Stunners
Range: 24"
Damage: D6
Traits: Piercing/2

Special Rules:
Nonleathal: The target unit may opt not to flinch.
Parry: If used in close combat the Stunner gains the Parry trait.

EDIT NR2: By the way LT, where are tose notes you talked about? :roll:
 
JAFFA

JAFFA WARRIOR
SIZE MOVE ACT ACC CC TRA WOUND KILL A-SV PSV
1 5” 2 5+ 1D6 3+ 4+ 7+ 5+ X

SPECIAL

SYMBIOTE
JAFFA HAS A 7+ KILL,
IF KILLED AND PLAYING A CAMPAIGN GAME, THEN A 5+ ROLL SAVES HIM, AND WOUNDED ARE HEALED ON A 3+

TRUE BELIEVERS
IF A GOA`ULD IS ON THE TABLE WITH LINE OF SITE, THE JAFFA DO NOT NEED TO MAKE A SUPPRESSION TEST

HONOUR GUARD
FULL ARMOUR
SAVE IS NOW 4+
MOVMENT IS 4”
HELMET SEES THOUGH SMOKE & DARKNESS













JAFFA WEAPONS AND ARMOUR


STANDED JAFFA ARMOUR

ARMOUR SAVE TECH LEVEL
5+ HI TECH


HONOUR GUARD ARMOUR

ARMOUR SAVE TECH LEVEL
4+ HI TECH

HEAVY ARMOUR, USED TO SCARE & INTIMIDATE FIRST TIME CONTACT WITH PLANETS, AND CLOSE GUARD TO THE SYSTEM LORDS

HEAVY
-1” TO MOVE

HI TECH HELMET
CAN SEE THOUGH SMOKE & DARKNESS


WEAPONS


JAFFA STAFF WEAPON
STAFF WEAPON RANGE DAMAGE AMMO
PLASMA 30” 1D6 XXX

FIRES A DEADLY PLASMA BOLT, THIS WEAPON IS MAINLY A SHOCK WEAPON, NOT ACCURATE, BUT FRIGHTEN TO BEHOLD, ALSO USED IN CLOSE COMBAT IF SKILLED

SPECIAL

DEADLY
-1 TO WOUND SCORE

ENCUMBSOME
IF SHOOTING BEHIND COVER, IT BECOMES OBSCURED AS IT’S TOO LONG AND UNWIELDY TO USE AND USE COVER AT THE SAME TIME

CLOSE COMBAT
JAFFA ARE SKILLED WITH THE STAFF AT CLOSE RANGE
+1 TO CC ( 1D6+1 )




ZAT GUN
ZAT GUN RANGE DAMAGE AMMO
STUNS / KILLS 15” 1D6 XXX

SPECIAL

ONE HIT CAUSES 2X SUPPRESSION IF WOUNDED, AND TARGET IS KNOCKED OUT, EACH TURN ROLL A D6, ON A 5+ YOU WAKE UP, LOSING ONE ACTION.
IF KILLED, THEN YOU ARE STILL KNOCKED OUT, BUT WITH NO CHANCE TO WAKE UP IN THIS BATTLE…
IF YOU FAIL TO WOUND YOUR TARGET, THEN HE IS SUPPRESSED FOR 2X ACTIONS, BUT STILL ON HIS FEET…

A SECOND HIT IN THE SAME TURN, OR IF YOU ARE HIT AGAIN WHEN YOU ARE ALREADY KNOCKED OUT WILL KILL YOU
 
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