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  1. Yesterday
  2. Hey all, My name is JayCee, a huge nerd, gamer, Stargate fan, and streamer. Looking forward to seeing how the game develops. My channel Show us your Crits! will stream the beta rules of the Stargate RPG on October 4th. Hopefully you can check us out.
  3. Richard75

    Rick75

    Rank 1 Human

    Class: Soldier

    Formerly a Marine sniper, Rick75 choose to integrate the Unit SG. 35 years old.
  4. Last week
  5. SeraphZero

    Traize Blackwood

    Rank 1 Human

    Class: Diplomat

    Traize is an Air Force Cyber Operations Officer who majored in military history at West Point. Traize always had an appreciation for other cultures’ tactics and fighting styles which led him to become a champion duelist in Historical European Martial Arts or HEMA for short. He also helped found the first HEMA club in Colorado Springs. Even though it isn’t part of the standard curriculum, Traize used HEMA techniques to create his own fighting style using the Egyptian khopesh. When he isn’t at the HEMA gym or work, Traize volunteers as a Civil Air Parol (CAP) Mission Pilot, training to provide aerial support for fire, flood, and rescue missions. Upon seeing one for the first time, Traize's greatest ambition is to captain a USAF Starship!
  6. Hello from the Pacific Northwest! We're still looking for that building which got beamed into space. By the way, how does one get into the beta test?
  7. FutureGhost99

    Ghost

    Rank 1 Aturen

    Class: Soldier

    You will never see me coming
  8. Earlier
  9. El Cheezo

    El Cheezo

    Rank 1 Human

    Class: Scientist

  10. Worg

    Ward

    Rank 1 Human

    Class: Soldier

    A veteran of many extreme tours of duty, when I re-upped they asked if i was willing to go to more exotic postings. I said that it was nice to get out and see new places and blow them up. I was joking but they laughed a little too much.
  11. Epistaxis

    Epistaxis

    Rank 1 Tok'ra

    Class: Scientist

  12. See my post in Game Develolme t for my home brew doc
  13. Indeed this is how me fudged it in our game
  14. I have been working on a home-brew to address a lot of these concerns. I have made a separate post about it but I thought it might grab more attention if I popped it in here as well. 2 - Stargate Action System - Gatemasters Guide - v0.1.pdf 3 - Stargate Action System - Players Guide-v0.1.pdf
  15. Really, I should have posted this one first..... 2 - Stargate Action System - Gatemasters Guide - v0.1.pdf
  16. I have recently started to playtest the below. I would be keen to here any comments you all may have: The general aim is to make modern combat feel different from ranged attacks in 5e SRD, promote a cinematic style of action and address simulationist concerns. Big Changes Replacement of the upgrades system with fixed value weapons and seperate accessories. Requisitions points - used to procure weapons and accessories but do not replace back up weapons supplied with prep kits. Reloading sacrifices speed rather than actions. Minor changes include: changes to the proficiencies and categories to create more design space and map more sensibly onto the classes Where possible I have minimized weapon ranges and made very long range weapons expensive or of limited use. Change to the prone and knockdown rules to work in modern combat. Shotgun are not their own category anymore - they fit in to the other longarm categories. Further notes: All the weapons in this system have been built using a standardized approach in which different qualities have different costs that combine make a functioning weapon. There is a second document that addresses the build system that I will post about later. I would welcome constructive criticism. Please bare in mind that the intention is not to simulate real combat, but make it distinct from 5e and encourage a dynamic and cinematic style of play. 3 - Stargate Action System - Players Guide-v0.1.pdf
  17. I like the idea of a ar and smg class and variety is the spice of life. I like having choices. Like i wouldnt want to carry the m9 but would love to carry the m45.
  18. You make a lot of good points, and I think the crux of the issue is how all that translates to representation on the tabletop. I don’t think it’s necessary to get into the realism or granularity of real world firearms beyond some really basic points, because to do otherwise invites breaking the entire game framework D&D 5e is in many respects grounded in melee combat, and the ranges reflect that. Even most of the longest range spells and weapons top out at 120ft before you start rolling at disadvantage. If we take into consideration the constraints of tabletop play, the action portrayed within the show, and the limits of the system itself, combat over 200ft is so rare as to be non existent in most cases, and that should be the cornerstone of every combat encounter. Especially when we consider that one of the baseline enemy NPC’s will be wielding a 3m/60m weapon. That means every Jaffa will be rolling at disadvantage outside of 3m, and it becomes clear, at least from a GM perspective that you want to keep the majority of combat under 100m. Which happens to be just under the size represented by many commercial RPG battle maps. Almost every Tau’ri weapon’s range can exceed that scope though. Which to me means that the GM has to put a modicum of effort into properly setting up encounters. Cover from forests, buildings, any type of obstacle cutting down sight lines and visibility, as well as other environmental factors should level the playing field as much as possible. And that’s with a smaller battlefield. Because with a 500m open field, a squad of enemy Jaffa with Ma’Toks is going to have almost 36 rounds of movement and dashing as an action before they can even fire inaccurately. That wouldn’t be fun to play as a PC or GM. That’s why I don’t think the straight adaptation of 5e’s short/long range is necessarily the best option. I think maybe adopting something more along the lines of CQB/Battlefield for range might be more productive. Specific weapons would have their own modifier or roll conditions. Kind of like how it’s already set up how the P90, MP7A1, and SR9TC are all “longarms”, but in reality the bullpup design of the P90 is ideally suited for CQB, whereas the SR9 would fulfill a DMR role. This would enable players to utilize the mission prep more effectively by increasing player choice. If you know that the next mission is underground in caves, you’re probably not going to want to bring a sniper rifle, in fact maybe someone should bring a shotgun. Plus the variations are already more or less present in 5e with some weapons with the versatile trait where the damage dice gets upped when wielded two handed. Simply having CQB/Battlefield apply versatile to one or the other depending on the weapon would be the easiest way.
  19. Ok regarding the maximum range of the PS90/P90, I can guarantee you will not be hitting a target at that range. That's the maximum flight distance of the projectile, before it hits the ground. At best. And certainly NOT from a short barrel P90 as seen in the TV shows. It's a slightly larger projectile than the 5.56mm round fired by the M16/M4/AR15 family. It's even a lighter projectile. Anything hit beyond 200m, is only going to get mad. Obviously realism isn't going to work in a tabletop game setting. Accuracy and range are impacted by more than just the caliber. I can buy a barrel that costs more than my AR pistol build in 5.56, and dramatically increase my accuracy. I can do the same, and go with an 18 inch or longer barrel, and increase both my accuracy, and muzzle velocity. By changing to a different weight projectile, say a move from M193 ball (55 grain) to M855, I can impact the muzzle velocity, as well as amount of energy delivered to the target on impact. And we haven't even brought up atmospheric conditions. Something simple needs to be generated. Something like: Pistol - maximum range 50m Short Barreled Rifle (under 16 inches barrel length) - Maximum range 200m Full size battle rifle (barrel length 16 inches or greater) - Maximum range 500m Sniper Rifle - Maximum range 1600m Small bore machinegun (M249 SAW) - maximum range 600m Large bore machinegun (M60/M240B) - Maximum range 1200m A to hit penalty can be added for shots attempted past maximum range, say -2 for every 20% beyond maximum range of the weapon, not to exceed an additional 50% of maximum range for the weapon type. Add bonuses for applicable optics. And oh boy, are there some really awesome optics out there. Such as thermal long range scopes that can link to your phone and livestream your hunts. I'm going to attach a photo of one of my ARs. It's a pistol configuration, which according to the ATF, can have any barrel length, must NOT have a vertical foregrip, and must not have a rifle stock. Mine has an arm brace, not a stock. If I filled out the appropriate paperwork, paid the $200 tax, and was approved (which would happen since I have had several federal level background checks in the last several years for employment purposes), then I could put a stock on it, and it would be an SBR. This has a 7.5 inch barrel, and has a shorter range than a full sized rifle, or even if I swapped out the upper half for a slightly longer barrel. This red dot mounted is only really good for within 100m, and has zero magnification. I do have a scope I can mount that has magnification, as well as an amazing reticle with range finding and bullet drop calculation capability built in. That would increase my ability to engage targets accurately out to 200m, the furthest I would engage a target with this caliber (300 Blackout).
  20. I think Algernon hit the nail on the head, but do see where the physical real world limitations come in as well. The short range/long range from D&D just doesn't really account for modern firearms. The actual FNP90 has an effective/maximum range of 200m/1800m. I think instead of tying effective and short together you simply have close/effective as mentioned with the usual disclaimer that anything over effective is made with disadvantage. Even then the effective range will probably never come up too often since if we look at the skirmishes or even pitched battles on screen there was always a plot reason to be close such as capturing a prisoner or freeing one, obtaining some tech or intel, ideal terrain for an ambush, or most often the gate itself being a natural choke point and/or focus.
  21. meldew

    Chris

    Rank 1 Tok'ra

    Class: Soldier

  22. Tau'ri teams always have military leaders. Logically as teh SGP is sometimes touted as aliens operating under human leadership you could extend that but just as easily you could classify the human members of a majority alien team as "technical advisors"...
  23. Rank 1 Tok'ra

    Class: Scientist

    Adam was a chemist on Kelowna. He received a non lethal but still harmful dose of radiation in the accident that killed Dr. Jackson. Like Jonas he hated how the government was covering up the truth. He wasn't sure about leaving home to live on Earth like Jonas but when approached about Phoenix he readily agreed. A Tok'ra already on Phoenix was in need of a new host and Adam's natural curiosity as well as his desire to heal the damage caused by his radiation poisoning made him agree to blend with Gemy'ni. Gemy'ni is a highly respected archaeologist within the Tok'ra ranks and was thankful to find a volunteer as his new host.
  24. JacksonMiracle

    Raqu'al

    Rank 1 Human

    Class: Diplomat

    Originally born on Abydos, Raqu'al was good friends with Sha're and later with Daniel. When Daniel returned one year after Sha're's capture, Raqu'al went with him back to Earth and assumed the name of Rachel Winters. She studied forensic and cultural anthropology, earning doctorates in both fields within a minimal time frame thanks to a little influence from the Air Force. She worked in Daniel's department throughout her studies, unfortunately he died just before she was granted her degrees and recruited to Phoenix.
  25. Rank 1 Aturen

    Class: Medic

    Spencer was always fascinated by plants and herbs and particularly the medicinal properties they possess. He would often teach other Aturens what he had learned earning him the moniker of Professor. When people from Phoenix began asking for volunteers to join them, he was among the first to sign up. He has learned much from the human doctors of Earth and Tollana and even more from the Tok'ra on Phoenix and is now a well respected medic.
  26. Rank 1 Human

    Class: Engineer

    An African American who grew up Philadelphia, Kylie earned a masters degree in computer science from Carnegie Mellon in May of 2001, and went to work as a civilian for a major tech firm. She joined the Air Force after 9/11 feeling the need to make a difference. She was recruited to Phoenix right out of the academy, and consequently the only knowledge she has of the Stargate Program is what she was told on Phoenix. She's never been great with people, much less with aliens, preferring to deal with machines instead. However her computer science and engineering skills make her a valuable asset even if she doesn't really know how to deal with other people.
  27. Rank 1 Human

    Class: Soldier

    Tommy grew up the son of two Air Force officers and knew that's what he wanted to do his entire life. He's a military man through and through. He prefers logic over feelings and action over observation. He's worked his way through the ranks at an average pace, but he does his job exceptionally well. After 9/11 he was told he would be shipping out to Afghanistan, but instead found himself on Phoenix.
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