+SGC Assault Team
1 Team Leader MV 4" T4+ K6+ SV 6+/5+ CC D6
3 SG Operatives MV4" T4+ K6+ SV 6+/6+ CC D6
Every team member armed with P90s
P90 Rifle: RNG 24", 2xD6
Special Rules:
Army Veterans - it takes three Damage Dice per model to cause Suppression on a SG Assault Team.
+SGC Fire Support Team
as SGC Assault Team, but with the option of up to 2 M240 machine guns
M240 Machine Gun RNG 28", 3xD6+1 Pierce/1
+SGC Recon Team
as SGC Assault Team, but every team member has the Pathfinder skill
+SGC Medical Team
as SGC Assault Team, but one team member has the Medic skill
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+Jaffa Kinship
4 Jaffa Warriors MV 5" T5+ K 7+ SV 5+/6+ CC 2xD6
Every kinsman armed with a Jaffa Staff Weapon
Special Rules:
Blood Brothers: may choose unit leader for any action
To the Death!: may always make 1 action even when Suppressed
Symbiote Healing: when calculating Mission Points at the end of the game, roll a D6 for every Jaffa casulty. On a roll of 6, he yields only half of his value to the enemy's score.
Staff Weapon RNG 18" D6+1
Special Rules:
Weapon of Terror: Jaffa Staff Weapons cause both Suppression and Flinching.
Weapon Masters: Staff Weapons used in CC grant the Parry trait.
Up to 6 more Jaffa per kinship
Up to 1 Heavy Blaster (Teal'c used it once in the series to shoot down an Al'Kesh, it's shown in the intro)
Heavy Blaster: RNG 24" 2xD6+2
Special Rules:
Weapon of Terror
+Jaffa Guard (think of the armoured guardsmen with egyptian style masks from the movie and early seasons)
4 Guard MV 5" T6+ K 8+ SV 4+/6+ CC 2xD6+1
Armed with Staff Weapons
Special Rules:
Blood Brothers
Honour Bound: immune to Suppression
Symbiote Healing
May take up to 25pts of Skills each
Up to 2 more models
Every model may be given a Heavy Blaster
+System Lord Vassal (sort of a lesser Goa'ould, in charge of a group of Jaffa or a planet)
Vassal MV 6" T6+ K 9+ SV -/4+ CC 3xD6 Independent, Hits/3
Armed with Repeater Blaster (the wrist armed do-hikey Anubis' drones carried) and Glove Device
Special Rules:
Will of the Gods: immune to Suppression
Authority: friendly Jaffa units with at least one model within 3" may re-roll
one failed armour or dodge save per turn.
Repeater Blaster: RNG 18" 3xD6
Special Rules: Weapon of Terror
Glove Device: RNG: 5" 2xD6-1 Stream
Special Rules:
Nonlethal: causes Flinching instead of Suppression.
Glove Device (CC): As User +2, Pierce/2
+Jaffa Pathfinders
as Jaffa Kinship, but with no heavy weapon options, armed with Zats and everyone with Pathfinder skill
Zat: RNG 15" D6
Special Rules:
Nonlethal
May upgrade to Staff Weapons
Skills:
Pathfinder: +2" to reaction range. If every model in the unit has the skill, +1" of movement in rough terrain.
Medic: dunno. Could work like in SSt, but personally I think it should be a tad bit better.
Still need more skills, some command chain fo SGC (I thought of a Command Team with one Officer and 3 Operatives, everyone with access to Skills and some aura like rules for friendly units) and points values. No, I didn't find my notes. That's evrything I remembered from them
Still a bit short on units and lack points values. I guess I could add Unas for the Jaffa and some more specialised teams for SGC, but what's next? Oh, and extra fractions would be nice (Tok'Ra, Free Jaffa, Ori of course with nasty Priors, maye some sort of Asgard robotic boarding troops, kinda like Forth machines?) I'll keep ya posted.