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[D20 Modern] Stargate SG-1 Conversion ideas
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<blockquote data-quote="Mistwell" data-source="post: 506039" data-attributes="member: 2525"><p>First, obviously all Goa'uld weapons are pretty rare, and cannot be requisitioned from the SGC. The PCs are going to have to acquire these items on their own. Most will require an exotic weapon proficiency to use, possible one feat that covers all "Alien:Goa'uld" weapons.</p><p></p><p>I think your rules on the Zat gun are pretty good. Here is what i have so far.</p><p></p><p>Zat'nik'tel ("zat" or "zat gun"): Goa'uld weapon using a different form of energy from a staff weapon, shooting an electrical charge. One of the two primary weapons (along with the Staff weapon) of the Jaffa. </p><p></p><p>First Shot: I am mulling over two variations. 1) No damage, but a hit requires a Fort save or paralyzed for 4d6 rounds (like you suggested); 2) Another approach would make it cause nonlethal damage of a certain amount, like 3d6 or something. That way, if a hit does nonlethal damage in excess of your Con score, you just follow the nonlethal damage rules (Fort save DC 15, sucess equals daze 1 round, failure equals unconcious 1d4+1 rounds). </p><p></p><p>Second shot: It's that second shot that is so tricky. An instant kill is a lot to handle (and the third shot is an instant disintegrate, so no using a sarcophogus or healing disk to bring them back). I think a second shot within 1d4 rounds of a first shot hit that caused unconciousness would require another Fort save 15 or death. Pretty powerful, but there are some hurdles to overcome before you get to that point.</p><p></p><p>Third Shot: Probably follows disintegration ray rules from D&D PHB, with some modifications. I have not gotten that far, yet.</p><p></p><p>I agree on the poor range. In fact, I think that is why the staff weapons exist, for longer range. Otherwise, why wouldn't all Jaffa just use a Zat to get an instant kill with a second shot, instead of just the heavy (but sometimes survivable) damage of a staff weapon.</p><p></p><p>Another issue is that Zats seem to have an effect on objects, as well as people. I need to figure out what the "disrupts electrical devices" effect really amounts to, though I have some thoughts already on the subject from similar D&D items.</p><p></p><p>Here is what I have so far for the staff weapon:</p><p></p><p>Staff weapon (large weapon): Long, spear-like weapon carried by Jaffa that uses an energy crystal for power and shoots a blast of very hot energy. One of the two primary weapons (along with the Zat'nik'tel) of the Jaffa. Causes 2d8 (?) in fire damage to a target. Use requires a full round action, since each shot requires cranking the device to load a charge. </p><p></p><p>Some other interesting Goa'uld weapons, and what I have so far on them:</p><p></p><p>Cannon (Huge weapon): Fires a ball of fire at targets. Type 1 - smaller type is mounted on death gliders and can be carried separately by a warrior if need be; Type 2 - the larger type is mounted on a tripod, either at waist-level or in a tower, and used for more massive destruction.</p><p></p><p>Intars (upgrade to any Human gun): Weapons used in training. They can take the form of any weapon, and use a glowing crystal power source easily spotted (DC 10). Intar weapons cause nonlethal damage only, in an amount equal to the base damage of the upgraded gun. (It is possible I will change this to a paralysis effect, like a taser).</p><p> </p><p>Nish'ta: A biological compound that once inhaled infects all body tissue and makes the mind highly suggestible, similar to a suggestion spell. Its effects can be reversed by an electrical shock (such as from a Zat gun) after it has infected all tissues (approximately one hour); any earlier, and it will reinfect the host. Once the effects of the nish'ta are completely reversed, the host becomes immune.</p><p> </p><p>Ribbon device: A jewel set in hand jewelry so that it is placed in the wearer's palm, controlled mentally by the wearer. Uses a modified version of the power source for a staff weapon, and channels energy through amplification crystals, using thought control amplified with emotion (this may be a psi device, I need to investigate it further). The user decides if the damage is lethal or nonlethal (2d4 lethal, 2d8 nonlethal). Either use can, at the users option, cause the target to make a Reflex save (DC equal to attack?) or be bull-rushed back in accordance with the bullrush rules. A user of a Ribbon device can also send a weak telepathic message to a target within 5' feet.</p><p> </p><p>Ring weapon: Worn like a ring. One touch expands it on the inside of the hand (follows draw-weapon rules); pointing the hand at someone (and presumably using mental control?) shoots a laser for 2d6(?) damage.</p><p> </p><p>Shock grenades: Causes blindness and 3d6 in nonlethal damage to targets in range, following grenade rules. </p><p></p><p>Tacluchnatagamuntoron, or "tac": a Goa'uld automatic remote weapon. These devices are attached to a wall, ceiling, floor, or other solid flat surface, and triggered to automatically fire a laser beam at any living thing that approaches. Its shots have a +5(?) attack, and do 2d6(?) damage.</p><p></p><p>Tal'vak acid: a small globule is sufficient to slowly burn all the way through a human body. It cauterizes the wound as it goes, but small amounts often get into the bloodstream anyway, and begin to spread. Usually used as a torture device. A counteragent is also available, which neutralizes the acid and numbs the pain. [I have no rules for this item yet]</p><p></p><p>Torture stick: A trident used to shock people, sending gold-colored energy streaming out the mouth and eyes. Causes 2d4 in painful but nonlethal damage, and requires a Fort Save (DC 10 plus nonlethal damage dealt?) or be stunned for 2d6 rounds.</p><p></p><p>Transphase Eradication Rod (TER): Originally develloped to provide an effective method of detecting and damaging the Reetou, this device has two functions. First, it emmits a harmless laser that, on a successful ranged touch attack, detect any invisible, hidden, or otherwise concealed target it strikes (though not through solid objects, so cover still helps against it). A second function fires a blast of fire at any target previously painted with the laser, for 2d4 damage. The detection function requires a move action, while firing requires an attack action.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 506039, member: 2525"] First, obviously all Goa'uld weapons are pretty rare, and cannot be requisitioned from the SGC. The PCs are going to have to acquire these items on their own. Most will require an exotic weapon proficiency to use, possible one feat that covers all "Alien:Goa'uld" weapons. I think your rules on the Zat gun are pretty good. Here is what i have so far. Zat'nik'tel ("zat" or "zat gun"): Goa'uld weapon using a different form of energy from a staff weapon, shooting an electrical charge. One of the two primary weapons (along with the Staff weapon) of the Jaffa. First Shot: I am mulling over two variations. 1) No damage, but a hit requires a Fort save or paralyzed for 4d6 rounds (like you suggested); 2) Another approach would make it cause nonlethal damage of a certain amount, like 3d6 or something. That way, if a hit does nonlethal damage in excess of your Con score, you just follow the nonlethal damage rules (Fort save DC 15, sucess equals daze 1 round, failure equals unconcious 1d4+1 rounds). Second shot: It's that second shot that is so tricky. An instant kill is a lot to handle (and the third shot is an instant disintegrate, so no using a sarcophogus or healing disk to bring them back). I think a second shot within 1d4 rounds of a first shot hit that caused unconciousness would require another Fort save 15 or death. Pretty powerful, but there are some hurdles to overcome before you get to that point. Third Shot: Probably follows disintegration ray rules from D&D PHB, with some modifications. I have not gotten that far, yet. I agree on the poor range. In fact, I think that is why the staff weapons exist, for longer range. Otherwise, why wouldn't all Jaffa just use a Zat to get an instant kill with a second shot, instead of just the heavy (but sometimes survivable) damage of a staff weapon. Another issue is that Zats seem to have an effect on objects, as well as people. I need to figure out what the "disrupts electrical devices" effect really amounts to, though I have some thoughts already on the subject from similar D&D items. Here is what I have so far for the staff weapon: Staff weapon (large weapon): Long, spear-like weapon carried by Jaffa that uses an energy crystal for power and shoots a blast of very hot energy. One of the two primary weapons (along with the Zat'nik'tel) of the Jaffa. Causes 2d8 (?) in fire damage to a target. Use requires a full round action, since each shot requires cranking the device to load a charge. Some other interesting Goa'uld weapons, and what I have so far on them: Cannon (Huge weapon): Fires a ball of fire at targets. Type 1 - smaller type is mounted on death gliders and can be carried separately by a warrior if need be; Type 2 - the larger type is mounted on a tripod, either at waist-level or in a tower, and used for more massive destruction. Intars (upgrade to any Human gun): Weapons used in training. They can take the form of any weapon, and use a glowing crystal power source easily spotted (DC 10). Intar weapons cause nonlethal damage only, in an amount equal to the base damage of the upgraded gun. (It is possible I will change this to a paralysis effect, like a taser). Nish'ta: A biological compound that once inhaled infects all body tissue and makes the mind highly suggestible, similar to a suggestion spell. Its effects can be reversed by an electrical shock (such as from a Zat gun) after it has infected all tissues (approximately one hour); any earlier, and it will reinfect the host. Once the effects of the nish'ta are completely reversed, the host becomes immune. Ribbon device: A jewel set in hand jewelry so that it is placed in the wearer's palm, controlled mentally by the wearer. Uses a modified version of the power source for a staff weapon, and channels energy through amplification crystals, using thought control amplified with emotion (this may be a psi device, I need to investigate it further). The user decides if the damage is lethal or nonlethal (2d4 lethal, 2d8 nonlethal). Either use can, at the users option, cause the target to make a Reflex save (DC equal to attack?) or be bull-rushed back in accordance with the bullrush rules. A user of a Ribbon device can also send a weak telepathic message to a target within 5' feet. Ring weapon: Worn like a ring. One touch expands it on the inside of the hand (follows draw-weapon rules); pointing the hand at someone (and presumably using mental control?) shoots a laser for 2d6(?) damage. Shock grenades: Causes blindness and 3d6 in nonlethal damage to targets in range, following grenade rules. Tacluchnatagamuntoron, or "tac": a Goa'uld automatic remote weapon. These devices are attached to a wall, ceiling, floor, or other solid flat surface, and triggered to automatically fire a laser beam at any living thing that approaches. Its shots have a +5(?) attack, and do 2d6(?) damage. Tal'vak acid: a small globule is sufficient to slowly burn all the way through a human body. It cauterizes the wound as it goes, but small amounts often get into the bloodstream anyway, and begin to spread. Usually used as a torture device. A counteragent is also available, which neutralizes the acid and numbs the pain. [I have no rules for this item yet] Torture stick: A trident used to shock people, sending gold-colored energy streaming out the mouth and eyes. Causes 2d4 in painful but nonlethal damage, and requires a Fort Save (DC 10 plus nonlethal damage dealt?) or be stunned for 2d6 rounds. Transphase Eradication Rod (TER): Originally develloped to provide an effective method of detecting and damaging the Reetou, this device has two functions. First, it emmits a harmless laser that, on a successful ranged touch attack, detect any invisible, hidden, or otherwise concealed target it strikes (though not through solid objects, so cover still helps against it). A second function fires a blast of fire at any target previously painted with the laser, for 2d4 damage. The detection function requires a move action, while firing requires an attack action. [/QUOTE]
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