Only War RPG Stargate/Modern Homebrew

By Gordo The Guardsman, in Only War House Rules

This is a Homebrew that i made in an hour for a stargate or modern campaign i have added races to be used along with the regiment options bc i feel the regiments can be used to determine what branch of military or civilian group your PC comes from or in the jaffa case what sect/god you served under. I also intend to use the requisition system from deathwatch to determine gear for missions hence the addition of req values on the charts. Please let me know your thats and thanks for your time and enjoy.

Race

Human

Aptitudes-Fieldcraft, Fellowship

Wounds-+0

Talents and traits- Quick draw or Rapid Reload, Sprint or Double team.

Skills- Dodge, awareness can speak english and one other earth language.

Jafa

Aptitudes-Toughness, Defence

Wounds-+2

Talents and traits- unnatural toughness +2, Unnatural Strength +2, Sprint, takedown, Heightened senses (sight,Hearing)

Skills- parry, intimidate, awareness, speak english and goa'uld



Class


Soldier/Jaffa Warrior

Characteristic Bonus: +5 Ballistic Skill or +5 Weapon Skill.

Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill.

Starting Skills: Athletics or Survival, Navigate (Surface), Common Lore (Human/Jaffa, War).

Starting Talents: Ambidex or Rapid Reload, Weapon Training (all Human excluding Heavy).

Off mission Kit- 9mm handgun with 2 additional mags, a combat knife, uniform/civilian clothes, any ids or paperwork needed for security reasons.

Wounds: 15

Medic

Characteristic Bonus: +5 Intelligence.

Starting Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.

Starting Skills: Medicae, Scholastic Lore (Chymistry), Scrutiny or Trade (Chymist).

Starting Talents: Cold Hearted or Jaded, Weapon Training (Human SMGs or shotgun and sidearms).

Off mission Kit: personal medkit, 9mm handgun with 2 additional mags, a combat knife, uniform/civilian clothes, any ids or paperwork needed for security reasons.

Wounds: 12

Technician/scientist

Characteristic Bonus: +5 Intelligence.

Starting Aptitudes: Ballistic Skill, Intelligence, Knowledge, Strength, Tech, Toughness, Weapon Skill, Willpower.

Starting Skills: Common Lore (Human tech, goa'uld tech), Forbidden Lore (Stargates), Logic, Tech-Use.

Starting Talents: Cold Hearted or Technical Knock, Weapon Training (Human Rifles or shotguns and sidearms).

Starting Traits:Drone training

Off mission Kit: personal repair kit, 9mm handgun with 2 additional mags, a combat knife, uniform/civilian clothes, any ids or paperwork needed for security reasons.

Wounds: 12

Weapon Specialist

Characteristic Bonus: +5 Toughness.

Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness.

Starting Skills: Athletics or Survival, Common Lore (Human, War), Intimidate

Talents: Iron Jaw, Weapon Training (All Human).

Off mission Kit: compact 9mm SMG with 2 mags, 9mm handgun with 2 additional mags, a combat knife, uniform/civilian clothes, any ids or paperwork needed for security reasons.

Wounds: 14


Human Weapons

Name

Class

Range

Rof

Clip

Dmg

Pen

Rld

Spcl

Req

5.56 Rifle

Basic

200m

S/3/-

30

1d10+4

3

Full

Tearing

0

5.56 Carbine

Basic

175m

S/2/4

30

1d10+4

3

Full

Tearing

5

7.62 Rifle

Basic

150m

S/2/4

30

1d10+6

4

Full

Reliable

5

7.62 Carbine

Basic

125m

S/2/4

30

1d10+6

4

Full

Reliable

5

9mm Smg

Basic

90m

S/-/6

30

1d10+3

1

Full

Tearing

0

.45 cal Smg

Basic

75m

S/-/6

30

1d10+4

2

Full

5

9mm Pistol

Pistol

50m

S/-/-

16

1d10+3

1

Half

Tearing

0

.45 cal pistol

pistol

45m

S/-/-

8

1d10+4

2

Half

5

12g shotgun

Basic

40m

S/-/-

8

1d10+3

0

2 Full

Scatter

10

12g Auto

Basci

30m

S/3/-

12

1d10+4

0

Full

Scatter

15

.308 Bolt action

Basic

400m

S/-/-

5

1d10+6

5

2 Full

Accurate

15

.308 Semi

Basic

300m

S/-/-

12

1d10+4

5

Full

Accurate

20

5.56 LMG

Heavy

150m

-/-/8

100

1d10+6

3

2 Full

Tearing

10

7.62 LMG

Heavy

125m

-/-/6

60

1d10+8

4

2 Full

15

M320 GML

Basic

100m

S/-/-

1

*

*

Full

*

20

Frag

Thrown

SBx3

S/-/-

---

1d10+6

0

xxx

Tearing,Blast(5)

0

Smoke

Thrown

SBx3

S/-/-

xxxx

xxxx

xxx

xxx

Smoke(6)

0

Flash Bang

Thrown

SBx3

S/-/-

xxxx

xxxx

xxx

xxxx

Flash(1)*Blast(5)

5

Tear Gas

Thrown

SBx3

S/-/-

xxxx

xxxxxxx

xxx

xxxx

Tear gas**

5

Multi-flash

Thrown

SBx3

S/-/-

xxxx

xxxxx

xxx

xxx

Flash(3)*Blast(5)

10

*Flash(1)- Anyone within 5 metres of a flash grenade when it detonates must succeed on a Ordinary (+0) Agility Test or be blinded for a number of Rounds equal to his Degrees of Failure.

**Tear Gas- causing anyone in the 6m blast radius to take a -20 to all tests until they have left the affected area for at least 1 round. Gas lasts for 1d10+2 rounds depending on weather. Effects can be negated by a gas mask or some form of air filtration.

Knife-1d10 Pen 1

Goa'uld Weapons

Name

Class

Range

Rof

Clip

Dmg

Pen

Rld

Spcl

Staff

2 handed

100m

S/3/-

100

2d10+2

6

2 Full

Inaccurate

Zat Gun

Pistol

20m

S/-/-

4

1d10+4

0

Full

Inaccurate, Shocking(3)

Tok'Kal

Grenade

SB+BSx2

S/-/-

1

---

---

----

Blast(4) **

Tacs

Turret

50m

S/-/6

60

1d10+5

4

*

Inaccurate

Staff Cannon

Heavy

200m

S/-/-

5

2d10+8

8

3 Full

Inaccurate, proven(3)

Blast(2)

*requires tech use test to reload

**Tok Kal Requires everyone in the blast to perform a -20 Ag test or fall unconscious for 1d10 rounds. Requires a tech use test to prime before throwing.


Armor and Rigs

Name

AP

Location

Inventory Slots

Special

Req

Chest Rig

2

Chest

6 for Grenades and Magazines

Stack with any armor but reduces Ag by 10 if stacked.

5

Kevlar

4

Chest,

head

6 for Grenades and Magazines and misc item that are similar size

10

Kevlar steel plates

6

Chest insert

Can take 4 hits equal or greater to its AP before it breaks and is reduced to AP 4.

10

Kevlar with Advanced polymer Plates

8

Chest insert

15

Jaffa Armor

6

Chest arm legs

6 for Grenades and Magazines and misc items that are similar size

Ignores tearing for anything not equal to its AP

Jaffa Helm

6

Head

none

Ignores tearing for anything not equal to its AP




Attachments and equipment

Name

Description

Req

Short-med Sight

+10bs on single shot or +5bs on Semi auto burst

5

Silencer

Awareness tests to hear this weapon suffer ‐20 Penalty

10

Sling/straps

Allows for the carry of 2 main weapons one on front and one over the shoulder as backpack slot.

5

Tripod/Bipod

Allows for bracing a weapon as a free action bipods and tripods allow a weapon to be braced anywhere there is a reasonably flat surface. A weapon braced on a bipod has a 90-degree fire arc and provides +5bs to targets outside of short range if the user has used an ain action, while one on a tripod has a 180-degree arc and provides a +10bs outside of short range if the user has used an aim action. Upgrades: Any Basic or Heavy weapon. +2kg Average

5

Under Barrel

M320 or 12g pump under barrel attachment the pump receives the compact stats.

10

compact

Compact weapons are smaller versions of Pistol and Basic weapons favoured by those who prefer concealment over stopping power. This upgrade halves the weight of the weapon but also halves its Clip Size and Range as well as reducing its Damage by 1.

5

Custom grip

The weapon’s hilt, under-barrel grip, or handle is modified to better fit the character’s hands. The grip might be textured, changed in size, or grooves might be added that align perfectly with the character’s fingers. As a consequence of these changes, the character for whom the customisation was performed receives a +5 to Ballistic Skill or Weapon Skill when wielding the weapon. Any other character wielding the weapon receives a –5 penalty, as the weapon feels slightly out of alignment when they attempt to use it.

10

Telescopic Sight

Ignores Penalties for long or extreme range if you take a Full Aim action. Any Basic Ranged weapon. Counts as a sight.

5

NVGs

Ignore vision penalties due to darkness and gain +20 to Perception tests at night. If a flash bang is used on an NVG user there is no roll to resist its effect.

10

Quick eject mag

Reduces the reload time by half on a successful AG test +0

5

Angled Foregrip

+10 BS for Full auto/ semi auto fire

10

Recoil Compensated Stock

+5 Bs adds 1 degree of success to successful BS tests as well with the weapon allowed for all weapons with functional buttstock.

15


Unmanned Tank- Armor-12 Req-40

Structural integrity-15

BS-50

Movement- Half 4m Full 8m

Can be equipped with any human weapon but only one can be mounted and requires an hour to change out the weapon.

Unmanned Drone- Armor-10 Req-50

Structural integrity- 12

BS-55

Movement- Flying 10m Half 25 Full

Edited by Gordo The Guardsman