Stargate Rules Version2
Stargate Rules Version2
Stargate Rules Version2
These Stargate rules are meant for a fun, uncomplicated game based loosely on the missions
of SG1 in the TV series. They derive a lot from Ian Becks old Pony Wars rules and adaptation
from our Starship Troopers rules, themselves derived from Richard Heaths Bugs rules.
Theres even some adapted stuff from the old Killzone Grenadier set in the hand to hand
section.
In our Stargate rules all the players play members of SG1. (Up to 5 players are possible, or 6
if you give Doctor Frasier a medivac team, or 7 if General Hammond leads a rescue mission)
Random generators, reaction tests and common sense handle the Goauld enemies.
In our game none of the SG1 characters can die. They can be only made unconscious by
their wounds or captured. Of course, in the best Star Trek tradition, associated unnamed SG
soldiers can be killed by the truckload! Its not supposed to be realistic; its just a game
device.
Each game has a Mission card that gives the Objective for the players and possibly a number
of extra Enemy or SGC set up units and characters.
Once the Mission is known and the terrain type of your planet is selected, then an Event or
Enemy encounter deck of cards is constructed. Choose 1 Terrain Specific card thats
appropriate to your planet, choose 1 Encounter card thats appropriate to your planet and
mix these into the Enemies cards. Shuffle well and place face down.
Each game starts with the players coming through the Stargate and ends with them returning
through the Stargate or when all the players have been rendered unconscious or captured.
Setting up
To begin, a player is chosen to be the Game Manager. This person is still a player, but he
will manage the games nuts and bolts aspects as it goes along. The Game Manager should
decide which Mission is to be played and layout the table before the other players see it and
have selected their team members and before they know what Mission they are playing.
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You will most definitely need a Stargate & DHD
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1st Turn Game sequence
2 Choose a Mission card and 4 objective cards chosen at random. This makes the
objective deck. Shuffle well, place face down so they cannot be seen.
3 Layout the 5 objective cards on the table, none within 12 of the Stargate or
10 of each other. One of these cards is the real Mission objective; the other 4
are the randomly chosen incident cards.
4 Create the Enemy card deck as standard but with any extras detailed in the
Mission card. Shuffle well.
5 Players bring their sections through the Gate and may move one move from the
Gates location.
6 Draw an Enemy card.
7 Place any resultant figures on table and roll their reaction. (What do they intend
to do?)
8 All Enemy units move according to their reactions.
9 All SGC shooting takes place
10 All Jaffar shooting takes place
11 All melee combat takes place
12 All progressive events move forward: such as burning, smoke, civilians or animals
moving etc.
13 Any character or bad guy actions are performed. (Such as Gate Dialling etc.)
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Rules
Movement
All figures move as the player wishes. Players are free to move their figures in any direction
they choose, provided they do not exceed their movement allowances and that their team
members do not move more than 3 away from another of that players team member.
Figures in a group are obliged to remain in contact with one another IE: within 3 of another
figure in the group. If they become split up by circumstances they must attempt to rejoin as
a priority.
Jaffar groups must operate within the same rules. Jaffar groups will NOT split up, but may
combine into larger groups.
Interpenetration
When moving, friendly infantry models may pass through other friendly infantry models
without penalty. However models may not pass through enemy models and friendly models
may not pass through friendly vehicles, emplaced guns or landed aircraft. Models may not be
stacked on top of each others bases.
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Doing things
Characters will inevitably be asked to do things that are not covered in the basic rules.
Here are a few tips on how to handle this:
Everything in front of the Stargate in a 4 cone will be vaporised when the wormhole forms.
There is a brief warning when this funnel forms, allowing any character in its path with
freedom of movement to make a saving throw to leap 2 to safety. With success, the
character suffers no damage. With failure, he leaps 2 away, but also suffers one wound.
The wormhole will be stable for 1+1d6 turns. After which it will disconnect.
Weapons fire directed at an active wormhole (a Stargates front side) travel through the
wormhole to the destination without losing velocity or distance. Weapons fire directed at a
Stargates rear while the wormhole is open is simply annihilated. Its impossible to target
those standing on the other side of an active wormhole.
When the players start the game, the wormhole they came through has already closed.
Event cards may cause the gate to activate. If this happens, the Game Manager must secretly
record when the resultant wormhole will disconnect. 1d6 turns.
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SGC Movement
Troop type Move Bad Terrain penalty
SGC Infantry 6 move
SGC characters Up to 8 move
SGC Weaponry
**Zat guns do not kill, but a successful hit will stun for two turns. Human players may choose
to fire a second shot to kill the victim. NPCs always fire to stun and capture.
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Allied Movement
Troop type Move Bad Terrain penalty
Rebel Jaffar 6 move
Allied characters Up to 8 move
Asgard 4 move
Tokra 6 move
Retu 7 No penalty
Allied Weaponry
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Goauld movement
Troop type Move Bad Terrain penalty
Jaffar Infantry / Priests / Techs 6 move
System Lord / 1st Prime / 2nd Prime 8 move
Goauld Larvae 2 -
Unas 8 move
Goauld Weaponry
*Mental Attack
Using a Ribbon Device a System Lord can launch 1
mental attack per turn against 1 Human target in sight
within 10. The System Lord attacks the human with a
successful mental attack roll and the human must make
a mental save or roll a d6 on the following results chart:
SG1 NPCs
1 1 Controlled by System Lord! Reaction tests as Goauld Jaffar.
2,3,4 2,3,4 Run away a full move in a random direction (use a scatter dice for direction)
5,6 5 Confused, does nothing this turn, stays on spot, can take cover
- 6 Cerebral haemorrhage, dead
**Zat guns do not kill, but a successful hit will render the victim unconscious for two turns.
Human players may choose to fire a second shot to kill the victim in the same firing turn but
must still roll to hit again. NPCs always fire to stun and capture.
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***Jaffar stun grenades do not kill but all figures within its 3 blast area must make a mental
save or be rendered unconscious for 1d3 turns.
! A System Lord carries an energy shield device hence two save rolls!
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Jaffar Reaction Tests
Jaffar should take a reaction test under the following circumstances:
Choose the most appropriate test, throw 2d6 add the scores and consult the relevant column
to give a letter. The letter gives the Jaffar reaction on the list below.
Friends losing G L C C C A C C D G G
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Jaffar Reaction
A Jaffar Charge! They will keep charging directly at visible enemy until contact occurs
or there is a situation change.
B Jaffar Skirmish! They will close to a distance of half range and engage in a firefight,
adopting cover positions if available.
C Jaffar Kree! 1 They will attempt to link up with any friends visible or within 16. If
not, apply D below.
D Jaffar Kree! 2 They will head towards the sound of nearest gunfire and attempt to
locate the enemy. If no gunfire apply E below.
E Jaffar Kree! 3 They will head towards closest high ground and survey the area and
adopt a defensive position.
F Jaffar Kree! 4 They will head for known friends already on table. If these are
contacted the two units will become one for the rest of the game. If no friends on
table use secondary result in brackets.
G Jaffar Erm? They will halt on present position and discuss the situation.
H Jaffar Patrol 1 They will head across table 90 degree from table edge, seeking
enemy sign.
I Jaffar Patrol 2 They will head across table on a diagonal through table centre point,
seeking enemy sign.
J Jaffar Flee! They will run off table by most direct route. Do not react again.
T Jaffar who are outnumbered withdraw out of range, otherwise attack enemy.
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Combat Acquisition
Targets moving in the open are automatic acquisition by line of sight.
Acquisition rolls must be made for targets moving or stationary in cover or hiding. Roll D100
Line of Sight
Line of sight (and range) is traced from base edge to base edge. If any other bases or
obstacles lie on the LOS then the LOS is blocked. (Terrain may vary this, e.g. Hills)
If a straight line can be drawn from the shooter's base to the target's base with no
interruption, line of sight is established.
If only a portion of the target's base is visible, line of sight is still established.
If the target is in base to base contact with scenery that obscures its base, but still
shows half or more of its body, line of sight can be established. (i.e., the target is
behind a waist-high wall.)
Likewise, the shooting figure abides by these same rules.
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Shooting
All weapons may be fired once in each phase unless designated as X 2 in their info stats, in
which case they can fire at more than one target. The only exception to this is the M60
machine gun, which can fire three times, but only at targets within a 4 spread line with a 3
depth. (4 x 3 rectangle fire field)
How it works
1 Firing player declares shooting unit and target (who it is firing at)
4 If acquired successfully, firing player rolls to hit adding and subtracting any of the
modifiers below.
5 If firer hits, target rolls to save. Adding or subtracting any modifiers below. If it saves it
is suppressed and must take cover if cover is within 3, or go prone, or retreat one full
move. If it makes any of these actions it cannot move next turn but may fire. If it does
not save it is either dead, or if a character, takes one wound. If a character has no
wounds remaining, then it is unconscious.
6 If the firer misses determine where any missed grenades, mortar or artillery shells or
bombs actually land. (Ignore any other weapon miss)
7 Area effect weapons may hit more than one target if in their blast circle, including
friendly figures and equipment.
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Melee
Contact
We use 28mm round slotta bases on all our figures. We define melee contact as when two
bases are touching, or if one figure is slightly above or below another but could still reach
with a weapon, for example on stairs or rocks etc.
For figures with spears or staff weapons we allow half a base extra width for contact, which
gives them a slight advantage for first strike. (Obviously they dont get this advantage if
being attacked in flank or rear!)
SGC characters fight with combat knives and martial arts. SGC infantry fight with bayonets!
Initiative
If no weapon length factor determines who strikes first then all figures involved in a melee
combat must roll initiative dice (a d6) for who strikes first.
Add or subtract to the resultant score the players modifier from the Hand to Hand column on
their weapons chart.
The figure with the highest score strikes first, and so on down the result scores for all
involved in a multiple combat. Draws strike simultaneously its thus possible for two figures
to kill each other at the same time.
Combat method
Attacker rolls combat dice.
Adds any character modifiers from his Hand to Hand column in weapons table.
The final score is totaled.
Defender does the same.
Results
The player with the highest score wins the combat and generates a wound score on
his opponent.
The wound score is the difference between the two attack scores.
If the loser has SGC or Jaffar body armour, subtract 1 from the wound score.
If the loser is a SGC character or System Lord, subtract 2 from the wound score.
Should this result in the loser now having a higher score than the winner; the combat
is treated as having no wound effect but the loser is pushed back 1d3 inches. (Falls
from heights are acceptable results if this happens!)
The number of wounds inflicted on the loser are deducted from that characters
wound rate. Death may occur! (SGC characters cannot die, but are knocked
unconscious and may be captured)
Combat resolution
At the end of a melee, the squad with the highest casualties must retire a full move
backwards, preferably to cover. SGC players may choose to follow up and remain in melee
combat, Jaffar and Unas must always follow up when its their turn to move, reaction test
permitting.
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Card Decks
Mission specific cards (Use only the appropriate card for the mission you are playing)
1 x Native dwelling card.
1 x Rebel Jaffar Spy card (Mission 1) The spy fights as a Jaffa with a Zat gun. But he will
attempt to flee or hide in preference to combat. As soon as he hands the crystal to SG1 he
will leave the table by the quickest, safest route.
1 x Ancients Artefact card (Mission 3) This is the location of the small pyramid in which is
hidden the artefact. A read ancient Goauld roll must be made to enter.
1 x Prisoner Escort card. (Mission 4) 1 x First Prime leader, 2 x 2nd Prime leaders + 8 Jaffar
with staff weapons, with 6 captives. On revealing this card this Goauld group and prisoners
will immediately head for the Stargate by the most direct and easiest route, avoiding difficult
terrain.
1 x Ancient Temple card. (Mission 6) On revealing this card immediately draw 3 Jaffa and 1
Unas enemy cards and separately place the resultant reinforcements from each card on table.
(If a nothing card is drawn, draw again) Their immediate and overriding objective is to take
the temple and the canopic jar. If the SGC take the jar from the temple, the Unas can track
them.
Terrain specific cards (Use 1 that seems appropriate to your table terrain set up)
1 x Quicksand
1 x Land Carnivore
1 x Man-eating plant
1 x Rockfall
1 x Air Carnivore
1 x Water Carnivore
Encounter cards (Use 1 that seems appropriate to your table terrain set up)
1 x Prisoner Guards. 2 x Jaffar with shock sticks and 4 captives being escorted for host
selection.
1 x Civilians. 5 x Jaffa civilians. Unarmed non-combatants engaged in hunting/agricultural
tasks etc. If contacted by SGC roll 1d6: 1 3 = Loyal civilians All flee in different
directions. If any reach a table edge immediately draw a Jaffa enemy card and place the
resultant figures at that spot. 4 6 = Disloyal civilians will tell SGC the location of their
Mission objective. (Game Manager must find the objective card and turn it over)
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Missions
Automatic mission failure = All SGC team down, dead or captured.
1 Spy
The team must make contact with a rebel Jaffar operative called Karis who will hand over the
gate address of a world on which Apophis is building a super weapon for use against Earth.
Mission: Find the Spy, take the information crystal from him, return successfully through the
gate. Apophis forces are hunting Karis, if they capture or kill him they will take the crystal. If
they take it off-table the mission is a failure.
Win condition: Return the crystal to the SGC.
Lose condition: If Jaffar take crystal off-table.
2 Beta 5 Site
Earth has established Beta 5 off-world site and built two naqudah enhanced nuclear missile
launchers designed to fire warheads through the gate wormhole against Apophis bases. A
survivor from the Beta 5 site has returned and told that a surprise attack by Apophis Jaffar
landed by troop ship has overrun it. They have used Goauld larvae to takeover captured SGC
technicians to redirect the missiles against rebel Jaffar bases to try and break up the Tauri,
Tokra, Rebel-Jaffar alliance.
Mission: Retake the Beta site and if not able to hold it and eliminate all Jaffar set the auto
destruct on one or both missiles. This will be a heavy assault, as the Jaffar will be expecting
the counterattack. It will take 6+1d6 turns for the larvae infiltrated technicians to re-program
each missile, there are two technicians one to each missile. Once a missile is
reprogrammed, ALL Jaffar orders become: protect the missile site, retake the gate and
dial the target co-ordinates. If they do this the Jaffar fire the missile/s and the players lose
the game.
Win condition: Eliminate all Jaffar on table.
Draw condition: Blow up base using missile auto destruct.
Lose condition: If Jaffar still hold 1 or more missiles and have reprogrammed them after 10
turns.
4 Ambush
Tokra operatives have brought information that Apophis Jaffar have discovered a secret
meeting of Rebel Jaffar leaders plotting a revolt against him. These leaders have been
betrayed and captured and are being escorted in chains to the Stargate on Thebes and
thence to Apophis dungeon planet - Minoth.
Mission: Travel through the gate to Thebes and deploy in ambush to rescue the four Rebel
Jaffar leaders.
Win condition: Free at least 1 or more Rebel Leaders and return to the SGC with them.
Lose condition: No Rebel Leaders survive or if Apophis Jaffar take them through the gate
to Minoth.
5 Rescue
If any of the SGC characters have been captured in previous games, play this mission. Tokra
operatives have brought news that the captured characters are being held at a small outpost
awaiting transport on a Teltac ship that will arrive in 6+3d6 turns.
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Mission: Save your buddies!
Win condition: Free the captured characters and return to the SGC.
Lose condition: If the Jaffar transport any of them in the Teltac off-world, or if any other
SGC characters are captured and not freed in the attempt.
6 Monks
SG5 have contacted a group of hermit monks on a previously unexplored planet. The monks
hold a canopic jar containing a Goauld Queen symbote in stasis. Their religion forbids them t
destroy it, but they recognise the evil it contains. Recently Apophis Unas scouts have been
seen close to their temple and Jaffa cannot be far behind. The mission is to contact the
monks and take delivery of the canopic jar and return it to the SGC for study and disposal.
The Monks are strangely pacifistic, and will not flee or accompany SG1. Nor will they flinch if
attacked by Apophis forces, accepting their deaths calmly.
Mission: Get the jar!
Win condition: Get the jar to the SGC or destroy it.
Lose condition: If Apophis forces capture the jar and get it off table or through the gate to
an Apophis owned world. Or, if the Queen is awoken and escapes, or if she possesses an SG1
character.
7 Escape
If all of the SGC characters have been captured in previous games, play this mission. The
captured characters are being held at a small outpost awaiting transport on a Teltac ship that
will arrive in 6+3d6 turns. A Tokra operative has managed to turn off the outposts power
supply but died in the attempt. The characters are unarmed except for 1 Zat gun. They must
escape through the Stargate. The characters begin in a cellblock area and must first escape
from the outpost at one end of the table. The Stargate must be at the other end. There are 6
Jaffar guards with staff weapons and Zats individually patrolling the disabled complex. Each
turn that the SGC characters move either in a group or separately within the outpost, they
must roll an encounter dice. Roll a d6: any result of 1 4 means a Jaffa guard has turned up.
Any result of 5 6 means no guards have appeared. Once the characters have left the
outpost perimeter, these encounter rolls cease.
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Notes
Figure availability
In 28mm the SG1 team characters and modern USA infantry are available from Mo-Fo who
also do a System Lord and Jaffar guard. The guard is cast with 3 separate heads very nice!
At time of writing Jack and Daniel are available and Tealc and Sam are being sculpted.
Nearly New Figures do 3 poses of 28mm Snakehead Jaffar that are really well sculpted. They
are cheaper than Eureka and in our opinion better figures.
Eureka does a good selection of Jaffar in Apophis, Horus and Wedjet helms, 3 poses of each,
plus bareheaded first primes in 3 poses. But they are close to 32mm and only mix with the
others if you use them as Primes, which is what we do.
For Asgard we use the Griffon Miniatures Grey aliens.
For Tokra, 1st Corps Colonial Marines in camo hoods look the part.
For Retu, we use our Starship Troopers bugs!
We cant find anything that looks like the Unas but are using Crocodile games figures as
alternate similar Unas races. Because of their Egyptian dress they blend in beautifully! Their
Asar character figures also make excellent System Lords, especially for the females.
In 20mm Nearly New Figures do a full range of SGC personalities and Jaffar, a Malph and a
Stargate but its a bit small and doesnt have a DHD. Combine these with Liberation
Miniatures and Platoon 20 modern ranges and you almost have everything you need!
Scenery
Stargates are available in 1/35th scale mostly but are all on the expensive side and quality
varies a lot. Mostly in resin and some in plastic. Check out ebay. Alternatively build a card and
paper one. 1/35th Stargates have the advantage that large models such as vehicles and
bigger monsters such as Plasma Bugs! can easily pass through.
In 28mm Egyptian ruins abound Grendel, Acheson, Armorcast all have good ranges.
Monolith have excellent Egyptian period models of houses, fortifications etc. Greek ruins can
be found from the same suppliers but not quite so many- though aquarium scenery also has
some useful pieces if you can track it down, including quite large models of Stonehenge. Hirst
Arts moulds have just created an Egyptian temple mould and have pyramid moulds too.
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