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SG-1 in SG2

From: J L Hilal <jlhilal@y...>
Date: Wed, 14 Jul 2004 07:09:54 -0700 (PDT)
Subject: SG-1 in SG2

I recently got some "Sci-Fi Egyptians" from GZG, and have been working
on SG2 stats.

. . . BASIC ASSUMPTIONS . . .
Immediately appearant were two questions:
1) how faithful to the show are the size of forces
and
2) how faithful to the show are the choice of human weapons

For the first, replication of the show will result in very small forces
(4-man SG teams, 8-12 figures).  This is not suitable for SG2, but
rather FMA-Skirmish.  Wanting larger (SG2) games, we decided that the
force size on the show is for a variety of cinematic reasons (extras,
props and costuming, Red-Shirt Syndrome, etc.).  It makes a lot more
sense to send much larger forces through the Gate, on the order of a SF
Alpha team (12), SEALs (16), or army or marine rifle squad (9 or 13)
for close recon, and a rifle platoon (35-41 or 43) for more thorough
investigations.

The second is important for how the statistics work out.  This is
because the Jaffa and SG teams are always mutually within or out of
range, even outdors.  I.e. the staff weapons have the same range as the
human weapons.	Therefore, if you go by the show, with SG teams using
MP-5s or P-90s, both of which are SMGs, then the staff weapon is also
limited to the first range band.  If instead, you equip the SG teams as
US infantry and/or SF/SEALs, then the staff weapons use the normal
small arms ranges rather than the pistol/SMG ranges.

We are going to use M-16/M-4/M-203 and M-249, but I will include
MP-5/MP-10 and P-90 for those who are interested.

Finally, we are assuming that there is no PA in this setting, therefore
the entire d4-d12 range is available for non-PA armor values.

 . . . WEAPON STATS . . .
Based upon the modern weapon conversion we use (which I am not going to
repeat here)

Weapons that have appeared in the show indicated by *:
Pistols
.45 M-1911		 FP:2  I:d8  RB:Qx1  1st RB only, +1 DT in CQB
9mm M-9 or M-11       *  FP:2  I:d6  RB:Qx1  1st RB only, +1 DT in CQB

SMGs
5.7mm P-90	      *  FP:4  I:d8  RB:Qx1  1st RB only, +2 DT in CQB
9mm MP-5	      *  FP:3  I:d8  RB:Qx1  1st RB only, +2 DT in CQB
.40/10mm MP-10		 FP:3  I:d10 RB:Qx1  1st RB only, +2 DT in CQB

Assault Rifles
5.56mm M-4	      *  FP:3  I:d8  RB:Qx1  2xRB shifts, +1 DT in CQB
5.56mm M-16 family    *  FP:3  I:d8  RB:Qx1
5.56mm M-16 drum fed  *  FP:4  I:d8  RB:Qx1

Squad Support Weapons
5.56mm M-249 AR mode  *  FP:4  I:d8  RB:Qx2 +1 DT in CQB
5.56mm M-249 LMG mode	 FP:d8 I:d8  RB:Qx2 1-crew SW, +1 DT in CQB

40mm M-79 GL	      *
-  2 modes of fire, 4 ammo markers per grenadier, 1st RB only, +1 DT
1st round of CQB  
-  single shot		 FP:2  I:d8  RB:Qx1  no ammo used
-  rapid fire		 FP:d8 I:d8  RB:Qx1  uses 1 ammo marker

40mm M-203 attached to M-16 or M-4*
-  3 modes of fire, 3 GL ammo markers per grenadier, +1 DT 1st round of
CQB
- as M-16 or M-4
- rifle +single grnade: as rifle, but FP:2+2, 1st RB only, no ammo used
- GL rapid fire (as M79)  FP:d8 I:d8  RB:Qx1  uses 1 ammo marker 

Heavy Support Weapons
7.62mm M-60 bipod LMG *   FP:d8  I:d12	RB:Qx4	2-crew SW
7.62mm M-240B bipod LMG   FP:d8  I:d12	RB:Qx4	2-crew SW
7.62mm M-240B tripod MMG  FP:d10 I:d12	RB:Qx4	3-crew SW
7.62mm M-240 pintle/ring  FP:d10 I:d12	RB:48	mounted SW w/o FCS
7.62mm M-240 coaxial	  FP:d10 I:d12	RB:80	mounted SW w/ FCS
.50 M-2HB tripod BHMG	  FP:d10 I:d12* RB:Qx5	4-crew SW
.50 M-2HB pintle/ring *   FP:d10 I:d12* RB:60	mounted SW w/o FCS
.50 M-2HB coaxial	  FP:d10 I:d12* RB:100	mounted SW w/ FCS

Jaffa weapons:
Generally shown as firing at a rate equal to bolt-action (FP:1) or
semi-auto (FP:2), however, there are some instances where they are
fired very rapidly (by Breetak and the amazon Jaffa) which pushes
towards FP:3.  Further, the blast effect of the staff might give a
boost into a die type, d6 or d8.  If you play with MP5 and P90, then
all fire will be in the 1st RB and die type FP staff weapons will shred
the SG player very quickly (4-8 jaffa per squad).

Unless the target is a main character or is needed for the plot, the
blast is usually fatal, indicating a high Impact, d10 or d12.  Plus
effectivenes vs. structures and cover might indicate a *.

Zat: always effective, but never fatal on single hit?

RB:Qx1, limits as predominant SG weapon: 1st RB only if MP5/P90, no
limit otherwise

so . . .
Jaffa Staff Weapon
if vs. MP5/P90	    FP:2 or 3, 1st RB only
if vs. M16/M4, etc  FP:d6 ?
in either case I:d10* or d12*	and RB:Qx1

Staff Cannon, manual		  FP:d10 or d12 I:d12*	RB:Q  x(3 or 4)
Staff Cannon, groundmout w/o FCS  FP:as above	I:d12*	RB:12 x(3 or 4)

Staff Cannon, w/ FCS		  FP:as above	I:d12*	RB:20 x(3 or 4)

 . . . PERSONAL ARMOR . . .
The show has discussed that modern ballistic body armor offers no
protection against staff weapons, and from observation Jaffa armor
offers no protection against anything :)

This indicates that armor has 2 ratings, one vs ballistic and another
vs energy.
For game purposes, we are going to give Jaffa armor a good resistance
to staff weapons.  There seem to be several layers to Jaffa armor: a
mesh cloth/chainmail, scuplted outer plates, and in the pilot Teal'c
has a large inner chestplate that he removes at the time of the prison
break.

Unarmored, untrained			       A: 1 /1
Unarmored, trained			       A:d2 /d2
Minimal armor (helmet & PASGT vest), untrained A:d2 /d2
Minimal armor (helmet & vest), trained	       A:d4 /d4
light armor (+reinforcements), untrained       A:d4 /d2
light armor (+reinforcements), trained	       A:d6 /d4
heavy reinforced armor (Interceptor), trained  A:d10/d4

bareheaded Jaffa			       A:d4 /d8
helmeted Jaffa				       A:d6 /d10

Additionally, I am leaning toward giving helmeted Jaffa some sort of
bonus for advanced sensors and FCS.  Either in the form of adding an
extra die to small arms fire in the form of a d8 or d10 FC die, or give
bonus die shifts on range die when firing?

Similar additions for SG forces with sighting aids (scoped rifles,
thermal sights, etc.).

J

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