Stargate: Traditions, OOC Discussion.


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Your Equipment and You: An Educational Film.

Okay, boys and girls, so you're about to step through the Stargate on your first mission. Now that's pretty keen, but you don't want to go through in your skivvies, do you? Of course not! You need the proper gear to turn a mission from an arduous journey into a fun day trip filled with excitement and glee! But, there are a few things you need to remember about gear, boys and girls.

Stargate Command's Rules Concerning Off-World Equipment:
* All equipment brought through the stargate must be SGC issued.
* No personal items are allowed off-world without express concent of the commanding officer.
* No insignias or identifying marks outside of the SG Team designation patch and Tauri patch are allowed through the Stargate.

Ever SG Team member recieves the standard SG Team bundle and 1 Mission bundle. By rank, more bundles may be assigned. A Colonel (O-6) recieves one Duty bundle plus one Duty or Weapons bundle. A Technical Sergeant (E-6) recieves 1 Duty bundle, 1 Weapons bundle, and 1 bonus Gear Pick. Grade 3 Specialists recieve 1 Duty bundle and 1 bonus Gear Pick. A listing of bundles will follow.
 

The standard SG Team Bundle can be found here. We will each be assigned a mission bundle, and I will present the bundles I suspect we're most liley to get good use out of. A warning: some bundles are very heavy and contain such things as portable generators. If we're going to take one or more of these we may want to requisition a F.R.E.D. (Field Remote Expiditionary Device, basically a self-propelled, radio controlled cargo transport unit) for 3 days at the cost of 4 Resource Points. Howeer, as our Intars are costing Resource Points and not Gear Picks or Weapon Bundles, we may want to travel as light as possible.

Mission Bundles (We each get 1)

Advisor Bundle (For Julian?):
Briefcase (to store bundle)
2 Sets fashionable clothes (unnecessary, you can leave these behind for less weight)
Lie detector, hand held.
Language manual, any one
Laptop P.R. 2 with Code Cracker software (+2 Software bonus to Cryptology)
Logbook

Arrest Bundle (For taking possable prisoners)
SWAT bag (to store bundle)
Evidence kit (no clue what this is/does)
4 Pairs handcuffs
Ballistic Vest (+1 Defense, +4 DR, MDB +4, ACP -1, 8lb, or +1 Defense, +5 DR +3 MDB -2 ACP 12 lbs +2 Gear Picks with a standard insert)
2 Tasers
1 Knockout shot

Capture Bundle (For taking prisoners)
Satchel (you know why)
First aid kit
Lockpicking kit (Ashley picks locks, this could be useful)
Lie detector, hand held
50-ft rope, coiled
2 pairs handcuffs
Strecher
10 days MRE's
2 Knockout shots

Investigation Bundle (maybe for Hinda?)
Forensics case (yadda yadda yadda)
Science kits (any 3)
4 Line taps (dead weight unless the aliens have verizon)
Chemecal analyzer
Microscope
Digital camera, standard
Tape recorder w/ 4 commercial grade tapes
PDA P.R. 1
Logbook

Puzzle Bundle
Backpack (to store bundle)
Science kits (any 2)
Chemecal analyzer
Digital camera, standard
Geiger counter (may be very useful)
Metal detector
Logbook
PDA P.R. +1

Test Bundle
Metal Tool case (you know why!)
Electronics kit
Mechanics kit
First Aid kit
Geiger counter
PDA P.R. 1
Science kit (any one)
Video camera, standard w/ 4 commercial grade tapes.
 

Given that we each get at least one Duty bundle I'll mention some of the ones I think could be beneficial on this mission. We're going to be toting around a lot of weight, so establishing a base camp is a good idea, preferrable AWAY from all that radiation.

Some of us have Weapon Bundles, but I'm going to suggest we ignore these for now. We want non-lethal weapons, and none of the bundles sport intars or zats, only things used to kill people. you can't trade them in, but then again, they'd just be dead weight.

Archeologist Bundle
Desert-camouflaged backpack (you know the drill)
Evidence kit
2 days MRE's
2 Logbooks
2 standard floodlights
Laptop computer (P.R. +2) with image processing software
Digital camera, professional, with rugged quality
Portable generatoe with reduced weight (still 49.5 lbs!) and four 5 gallon fuel cans (full of course)

Communications Specialist Bundle
Backpack (fnord)
Electronics kid
Line tracer (probably useless off world)
2 Tactical radios with the dependable quality
2 radio headsets
8 standard batteries
(Plus a buncha stuff that's only applicable on Earth)

CoUnter Intelligence Bundle
Black Backpack (to store bundle)
Lockpicking Kit
Lie Detector, hand held
8 Line Taps
2 Pairs of Handcuffs
(Plus a buncha stuff that's only applicable to Earth missions)

Computer specialist Bundle
Backpack (goes on back)
Electronics kit
Laptop +3 with programming suite.

Forest Scout Bundle
Trail backpack (what's this for?!)
1 set forest camo fatigues
Survival kit
Compass, magnetic
Camouflaged netting
2 days MRE's
1 jar face paint (6 applications)
1 bottle water filtration tablets
5 flares
2 batteries
machete
2 throwing knives

Observer Bundle
Backpack (noting a trend yet)
Evidence kit
camouflaged netting
binoculars
2 days MRE's
2 logbooks, waterproof
PDA (+1)
Video camera, professional w/ 6 professional grade tapes
2 batteries

Translator Bundle
Waterproof shoulder bag (for kewl lewt)
Laptop (+3) with translator software
Language manuals, any 4
Logbook


Please keep in mind, NBC suits take 2 Gear Picks. We all have enough to get one, but it will run some of us low on GP's. None of the bundles, surprisingly enough, come with one. They weigh 20 lbs.

Gear picks may be used to purchase upgrades or improvements to gear, individual items from other bundles, or weapons and ammunition. Gear picks may not be shared, and you are expected to use the things you buy with your gear picks yourself.
 
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Resource Points, unlike Gear Picks, are pooled and can be spent on anyone in the team. RP's are used for purchasing things such as Emergency Training, the use of Drones, Gate Traffic Priority, Advance Team Reports, and Alien Tech.

Intars, which are suggested for this mission, cost RP's. an Equal number of RP's as the weapon usually takes in Gear Picks. MP5's cost 4 GP's, so they cost 4 RP's as Intars. A 9mm pistol costs 1 GP, so it would cost 1 RP.

Intars are great because they deal only subdual damage and have an ammo capacity of 200 shots per charge. They function identically to the weaon they mimic, save for the damage type.

Zat'nik'tel's cost 5 Resource Points, and are even better for taking down opponents nonlethally.

- Kemrain the Informative.
 

Kemrain said:
Archeologist Bundle
Desert-camouflaged backpack (you know the drill)
Evidence kit
2 days MRE's
2 Logbooks
2 standard floodlights
Laptop computer (P.R. +2) with image processing software
Digital camera, professional, with rugged quality
Portable generatoe with reduced weight (still 49.5 lbs!) and four 5 gallon fuel cans (full of course)

I hate to say this, but I think I'd like the archaeologist bundle. I did hear there are LOTS of ruins on this planet. However, I wonder if I can take it without the generator?

Other than that, I will get the suggested suit. I have 6 gear picks total and need help spending the rest of my gear picks. Also, I don't know which mission bundle is appropriate - none sound very applicable.
 

Personally, I wouldn't bring the Archeology bundle. Without the Generator the floodlights will require battery power and will last for only 4 hours each. They each cost 1 Gear Pick if you take them outside of a bundle, by the way. Then again, 10 batteries costs 1 Gear Pick. I still have no idea what the hell an Evidence Kit does, as it doesn't seem to be in the book at all. Logbooks seem to be pretty standard notebooks, and I can find no mention of them under equipment. A Power Raiting 2 Laptop costs 2 GP's, and the Image Processing softare costs 2 more. The professional digital camera with the Rugged quality costs 4 GP, but it's 3 without Rugged (Which adds +2 Hardness and isn't necessary if you don't drop it) and a standard camera is only 1 GP.

If you take the Translator Bundle you'll get:
Waterproof shoulder bag
Laptop (+3) with translator software
Language manuals, any 4
Logbook

The main things that the Archeologist bundle has over this is the Generator and Lights, and the Camera and the software. However, if you take the Investigation Duty Bundle you'll get a Video Camera and a Digital Camera, and your laptop from the Translator bundle can have the Image Processing software added for 2 Gear Picks. Plus, your laptop is more powerful, your bag is waterproof, and you don't take a kit that does nothing! the Investogation bundle can benefit you in searching the ruins, and it gives you the equipment you need to round out your selections.

Investigator Duty bundle
Forensics case (to store the bundle)
Science kits (any 3)
4 Line taps (dead weight and should remain behind)
Chemecal analyzer
Microscope
Digital camera, standard
Tape recorder w/ 4 commercial grade tapes
PDA P.R. 1
Logbook

You can get the NBC suit for 2 GP and the software for 2 more, leaving you with 2 Gear Picks, which you could spend on a floodlight and batteries for many hours of use, if you chose to. I think that'd be unnecessary, though, and you might want to spend those Gear Picks on upgrading your kits to give a +2 bonus to skill checks or making your equipment more Rugged or Dependable (+2 Gear Picks, and Dependable means the GM needs to spend 1 more Action Point to cause you to critically fail with that piece of equipment.)

Just my thoughts.

- Kemrain the Hopefully Helpful.
 
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Ashley should be loading out with the following:

H&K MP5A3 Style Intar (4 Resource Points)

Stargate Team Bundle (23 lbs):
Unmarked weatherproofed "sea bag"
2 sets standard BDU's (black)
Combat Boots
Baseball caps (plains, forest, swamp, desert, ice, and urban patterns)
Load bearing harness
Compass, magnetic
Canteen
Flashlight
GDO (e1ven says only Johnson gets a GDO)
1 day's MREs
Tactical deployment vest (this is armor and Ashley doesn't need it)
Tactical radio
H&K MP5A3 (no lethal weapons)

Test Mission Bundle (26 lbs):
Metal Tool Case
Electronics Kit
Mechanics Kit
First Aid Kit
Geiger Counter
PDA (Power Rating +1)
Science Kit (chemestry)
Video Camera, standard w/ 4 commercial grade tapes

Counter Intelligence Duty Bundle (7 lbs):
Black Backpack 4
Lockpicking Kit 1
Lie Detector, hand held 1
8 Line Taps (no lines to tap offworld)
2 Pairs of Handcuffs 1

Gear Picks are spent on:
NBC Suit (2 GP)
Survival knife (1 GP)

Total Weight: 77 lbs

- Kemrain the Well Equipped.
 
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I was most interested in the Evidence Kit with the Archaeologist Bundle. I suspect I won't be setting up a dig here, so lights and generators seem unnecessary. I just want to have the tools necessary to poke around without damaging anything.

I really don't want the investigator bundle. Here are the things Hinda can't use in the bundle: science kits, 4 Line taps, Chemecal analyzer, microscope. What I really need is an evidence kit, a video camera, and logbooks.

I don't want to lug around a bunch of science stuff that Hinda doesn't need/can't use. She's smart, but she's not a scientist. I think the observer kit has the right mix. the only thing she doesn't need is the camo netting, and that's probably never a bad thing to have around.

I'll take the observer bundle and the suit. I'd like to make the bundle rugged and dependable too. Does that mean I've spent 6 points?
 

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