Jump to content

Iki

Members
  • Posts

    28
  • Joined

  • Last visited

  • Days Won

    2
  • GM Points

    0

Iki last won the day on September 9

Iki had the most liked content!

Reputation

2 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Very good book but there are some errata and calrifications needed. I sent an email and a personel message but no responce so far.
  2. Pg 63 - 67 Weapons: To my opinion the following weapons and upgrade are missing or needs adjustment: Weapons: Blowgun 1 piercing, range 5-30 Chain 1d6 bludgeoning, range 2, flexible Compound bow/Longbow: 1D8 piercing, Range 100 - 250 Garotte 1d4 slashing, If the user has advantage on the attack roll, the target is grappled on a hit. Until the grapple ends, the target begins to suffocate. Net Range 2 / A Large or smaller creature hit by a net is Restrained until it is freed. A net has no Effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, Ending the Effect and destroying the net. When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make. Staff (Bo/Quarterstaff) 1d6 bludgeoning range 2 Thrown blade should be 1d4 piercing Melee upgrade: Flexible: one-handed melee weapons only. A chain or rope with a weight is attached to the weapon. The weapon gains the flexible quality and the weapon’s damage type becomes any combination of Bludgeoning, and the initial damage type of the weapon. Ranged upgrade: Silencer/suppressor: This device reduces the acoustic intensity of the sound of gunfire and eliminates muzzle flash when a gun is discharged. Characters have disadvantage on perception tests to notice a silenced weapon firing.
  3. On pg 322 NPC aliens are represented. To my opinion additional rules may be incorported to allow these species to be used as a PC. In addition a sort of design mechanism for creating your own aliens could be included with different special abilities to chose from.
  4. On pg 305 the Tel’Tak is listed but no statistics are mentioned. On the show the Tel'tak was frequentely used. If you look at the series the Tel'tak is also equiped with shields and cloaking device. https://stargate.fandom.com/wiki/Tel'tak
  5. Any news on the book?
  6. Iki

    N'gaut

    Rank 1 Unas

    Class: Scout

  7. Wat is the status of the book at this point and is there an ETA when it will be finished?
  8. Iki

    My ideas

    You can find my latest file as an attachment. -Modified the Warrior Class -Added new Origins -Added and Modified varius Combat Expertise and Technical Expertise Feats -Added and modified Facilities -Modified the racial Ability of the Satedans. As always feedback is more than welkom. Stargate Ideas - Final v5.docx
  9. Iki

    My ideas

    You can find my latest file as an attachment. -Modified some races (Asgard, and Wraith) -Modified Wraith Racial -Added Age rules -Added new Combat Expertise Feats. -Started working on Jaffa Weapons -Added Tech level 3 and 4 weapon creation guidelines As always feedback is more than welkom. Joeri Stargate Ideas - Final v5.docx
  10. Iki

    My ideas

    You can find my latest file as an attachment. -Simplified the races (giving them the choice which proficiency to take) -Modified some races (Noxian Pasisfist, Tok'ra,...) -Added new races (Salish, Ilempiri, Serrakin, Spirits, and Stragoth) -New Racial Feats -New Origins -New equipment (Drawing kit, Photography Kit, Surveillance kit,...) Stargate Ideas - Final v5.docx
  11. Iki

    My ideas

    You can find my latest file as an attachment. -Expand the Melee weapons and Ranged weapons -Revised several species (Asgard, Unity, and Ohnes) + added new ones (Wraith, Genii, Athosians, Setedans) -Aerial Combat (Added the cloak action) -Starships modified some material (added shields, turrents,...) -Modified some feats Stargate Ideas - Final v5.docx
  12. Iki

    My ideas

    Here you can find my latest version: -Added other Alien races + creation rules for creating your own Races -Added and modified different Origins + creation rules for creating your own Origins -Use both the metric and the imperial system (You get better coverage of the game over the whole world by incorporating them both) -4 combat classes and 4 non-battle classes (redesigned them so that they are mathematically correct) (added rules for creating your own class) *Diplomat *Engineer *Infiltrator *Medic *Scientist *Scout *Tactician *Warrior -Classes each have choices for their skills, weapons, armor, and tools. -At first level character start knowing 2 languages + and additional number of languages equal to Intelligence modifier -Expanded Weapons and tools proficiencies (no Pilot skill -> Vehicle are tools) -Feats have a MP value dividable by 5 (much simpler). -Added feats from my own creation and got inspiration from different other d20 games. -Psychic Power and Racial Feat -Starship and Vehicle creation system -Optional Rule Multiple Advantages/Disadvantages -Additions to the Aerial Combat. -More Vehicle stats and options. -Added some more Pscychic powers -Finished the Ohnes and Unity speciesiieses. Stargate Ideas - Final v4.docx
  13. Iki

    My ideas

    Thanks. I made additional changes: -Added Hok'taur -Removed the Adept, Martial Artist, and Gunslinger Class. -Added the Warrior Class -Changed the Officer to the Tactician Class -Made some additional changes to all the classes so that they are more balanced (mathematical). -Added Psychic Powers -Removed the Pilot skill and aal vehicles are tool proficiencies -Organised some of the feats As always feedback is more than welkom. Stargate Ideas - Final v3.docx
  14. Iki

    My ideas

    Here you can find the ideas I'm curentely working on. As always feedback is more than welkom. Stargate Ideas - Final v2.docx
  15. The DnD 5E Dungeon master guide (pg 267 - 268) has already listed various modern weapons. I includes some of my own ideas and I came up with the following: Weapon: Tech Level: Damage: Type: Weapon Category: Range: Capacity: Reload: Bulk: Flamethrower 2 2d10 Fire Flamethrower Special 15m line or 10m cone — 1 min 2 Ammunition, reload, two-handed Grenade – Flashbang — Throwing 4m/18m — — Thrown, noisy Grenade – Fragmentation 2 4d6 Force Throwing 4m/18m — — 1 per 3 Thrown, noisy Grenade – Smoke 2 — — Throwing 4m/18m — — 1 per 3 Thrown Grenade – Launcher 2 4d6 — Longarm 8m/24m 6 2 actions 2 Ammunition, reload, two-handed Pistol – Automatic 2 2d6 Piercing Sidearm 10m/30m 15 1 action 1 Ammunition, reload, noisy Revolver 2 2d8 Piercing Sidearm 8m/24m 6 1 action 1 Ammunition, reload, noisy Rifle – Automatic 2 2d8 Piercing Longarm 16m/48m 30 1 action 2 Ammunition, burst fire, reload, two-handed, noisy Rifle – Hunting 2 2d10 Piercing Longarm 16m/48m 5 1 action 2 Ammunition, reload, two-handed, noisy Rifle – Sniper 2 2d10 Piercing Longarm 30m/120m 5 1 action 2 Ammunition, reload, two-handed, noisy RPG 2 6d6 Fire & Force RPG 16m/48m 1 3 actions 3 Ammunition, reload, two-handed, noisy Shotgun 2 2d8 Piercing Shotgun 6m/18m 5 1 action 2 Ammunition, reload, two-handed, noisy SMG 2 2d8 Piercing Longarm 12m/36m 30 1 action 2 Ammunition, burst fire, reload, two-handed, noisy PROPERTIES: Firearms use special ammunition, and some of them have the burst fire or reload property. Ammunition: The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make. Burst Fire: A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 2 by 2m-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition. Noisy: This weapon makes a lot of noise and easily to detect. Reload: A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). WEAPONS: Grenade - Flashbang: A flashbang is a non-lethal explosive device used to temporarily disorient an enemy's senses. It is designed to produce a blinding flash of light and an intensely loud "bang" without causing permanent injury. Targets damaged by a Flashbang must pass a DC 15 Constitution save or be made blind and deaf until end of their next turn. Grenade – Smoke: One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. EQUIPMENT UPGRADES: Silencer/suppressor: This device reduces the acoustic intensity of the sound of gunfire and eliminates muzzle flash when a gun is discharged. Remove the noisy property of sidearm or longarm that is equipped with this upgrade. Scope: A scope can be applied to almost any longarm. Multiply the range of the weapon by 10 if the user does not move in the same turn as the shot is taken. A proficient user removes the disadvantage caused by long range in those same conditions. FEATS - COMBAT: Angled Throw (Requisites: Dexterity 13+ and Proficient Grenades, 5 MP): Your amazing throws bounce Grenades off walls into open hatches or through congested battle zones. When throwing a Grenade or grenadelike weapon, you bounce it off a wall or other surface close to your target. Ignore Cover and Improved Cover (But not Total Cover) with grenade attacks. Cover Fire (Requirement: Dexterity 13, 5 MP): You can use the Help action with a ranged weapon to target an opponent within close range, that targets first attack is made at a disadvantage. Cover Fire – Improved (Requirement: Cover Fire, 5 MP): You can use a burst attack with you Help action. Targeting a 2 by 2 m square. Duck and Cover (Requirement: Proficient Acrobatics): When exposed to an Area Attack, you can dive for cover. Whenever you are the target of an Attack that misses, once per turn you can Move 2 squares as a Reaction. This movement does not provoke Attacks of Opportunity. Elusive Target (Requirement: Dexterity 13, 5 MP): The character gains a +2 dodge bonus to AC against ranged attacks. Far Shot (Requirement: Dexterity 13+, 5 MP): Choose 1 weapon proficiency when you take this feat. When wielding that weapon and you don't move in the same turn as the shot is taken double the short and long range of the weapon. You can take this feat multiple times each time choose a new weapon group or double the range again (maximum 4 times). Strafe (Requirement: Dexterity 13+, 5 MP): When firing a burst, the character can affect an area four 1m squares long and one square wide (that is, any four squares in a straight line) instead of a 2 by 2 square.
×
×
  • Create New...