CHAPTER NINE: Gear (72 pgs)
Chapter eight details a streamlined version of the Spycraft gear system. It is an abstract system that determines what equipment the character can requisition for each mission, as well as determining what property he owns in his personal life.
Gear Basics
This section details the basic rules for acquiring gear. At the beginning of each mission, a character’s operation gear is determined. Operation gear is composed of the standard SG team member bundle, a mission bundle appropriate to the mission, and a number of additional bundles based upon his rank. Furthermore, the character can requisition gear that is not included in the bundles through the use of ‘Gear Picks’. The number of ‘Gear Picks’ a character has to spend is dependant on his class, level, and feat/abilities.
Characters also receive resource points (rp) that can be used to requisition experimental devices, captured alien technology, drone use, and intelligence data. Rank, feats, and class abilities determine a character resource points. All requisitions with gear picks or resource points are with GM approval.
Rules for personal belongings are also detailed, as well as how this property will normally be used in game. In general, personal property only becomes important in game when adventuring on Earth. Liquidation of ones property is also detailed in this section for those in need of quick cash.
Next, the rules for re-supplying are presented. By spending an action dice, the character may trade out gear in his inventory through the Stargate as long as at least one-hour of unrestricted access to the stargate can be maintained.
Rank
This section details the rules for rank in Stargate. Every new character receives a starting rank in one of three categories; enlisted, officer, or civilian specialist. Per the rules, all new characters start with a rank two higher then the minimum; Staff Sergeant for enlisted, Major for officer, and Grade 3 for civilian specialist. The rank can be further modified by feat purchases. Promotions occur based on total number of gear picks a character has. Each category or rank has a benefit. Enlisted characters tend to have more weapons and gear. Officers have higher pay, better standards of living, and command authority. Civilian specialists receive moderate pay and gain the most access to personalized and specialized gear. Each rank listing includes the character’s monthly pay, starting savings, base operation gear (# and type of additional bundles), housing, vehicle, and personal belongings. Chain of command is also listed here. The highest ranking officer is normally in command. The chain goes from officer, to enlisted, to civilian specialist.
I have one minor complaint about this section; the starting rank for officers is too high. Having no officers with a rank lower then major in a starting party just does not seem right to me.
Carrying Capacity
A small one page section on the rules for carrying capacity is detailed. These are fairly standard encumbrance rules. The rules are largely the same as those presented in the Dungeons and Dragons Player’s Handbook. There may be minor differences however, so give it a once over if a situation ever occurs dealing with encumbrance.
Bundles
This section details the various bundles that are used on missions. All characters normally receive the Standard SG Team Bundle, a number of duty and weapon bundles based on their rank, and a mission specific bundle. The bundle is a specialized kit of equipment that focuses on a certain area. Each character will normally start with a minimum of three bundles, and many will have more then that. This should provide the characters all the necessary equipment needed for a mission without turning them into a walking k-mart. The bundles are broken in four categories; duty bundles are for an individual’s specialization, mission bundles are for the specialized mission, personal bundles are for earth based missions where SGC personnel can use their own equipment, and weapon bundles provide firepower and specialized assault gear.
Gear
This section describes the rules for concealing and damaging gear. Gear can be concealed on your body or nearby, modified by certain skills and the items properties. All gear has a hardness and damage threshold rating that determines how much damage an item can take, and how a damaged item operates.
Equipment
This section contains a number of equipment based rules as well as tables and descriptions for all equipment with the exception of weapons and armor. The section contains information on communication equipment (including jamming and interference), computers, explosives, kits, power sources, video/photo recording, light source radius, and weapon accessories. Qualities are also listed for equipment. These are modifiers that alter a piece of equipment. Most qualities cost a number of gear picks. The equipment tables list the gear pick cost for each item, as well as pertinent information such as range increment, duration (power source), and standard qualities. Each item is described and any special rules concerning the item are listed or referenced by page number.
Armor
This section contains the rules for armor. Characters who wear armor do not gain the benefit of their level based defense bonus. The primary benefit of armor is that it provides damage reduction. The terms ‘hard target’ and ‘soft target’ are described here. An item/character with a combined hardness or damage reduction of 6 or more is considered a ‘hard target’, one with less is a ‘soft target’. Each piece of armor is described in this section, along with any special rules for that armor.
I have one complaint concerning this section; it does not contain any listing for Jaffa/Goa’uld armor. This armor is prevalent in the show and rules concerning it make this section lacking.
Weapons
This section describes the myriad of weapons in Stargate, along with weapon qualities, terms, and of course the descriptors and special rules for the weapons themselves. The section begins a short segment on weapon terms. Most of the terms reference a combat rule. The rule is described along with the term or is referenced by page number. The next segment deals with many different weapon qualities and their affects. At this point we reach the weapon descriptions and the corresponding weapon tables that stat out the individual weapons. The weapons are divided into five sections; melee weapons, hurled weapons, primitive weapons, firearms, and tactical weapons. Each section contains rules specific to that category of weapon such as recoil for firearms.
Resources
This section details items and services that are available by expending a character’s resource points. Resource points can be used to requisition other SG teams, make use of drones, gain gate traffic priority, emergency training, or alien devices. The requisition of alien devices will likely be popular amongst many players, as this is the primary method for them to use a Zat’nik’tel. The rules for alien devices and weapons are presented here. Of note are the rules on common goa’uld weaponry like the Zat’nik’tel and staff weapon.
This is an important chapter with a lot of great information. The simplified feat system provides the character’s with a way of quickly getting the equipment they need for a specific mission without pouring through the rule book looking for every right piece of equipment. The GM can also rest at ease that the characters will not walking armories who individually carry around more weaponry then an entire platoon. The gear system should keep with a realistic allotment of gear to get the job done. The section does contain some minor editing issues such as two words running together if a couple of places.
Good: The gear system provides a flexible realistic allotment of equipment to the characters without bogging them down in swapping out gear for different mission assignments.
Bad: Some small editing mistakes and no Jaffa armor detailed.