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