Stargate TV Series Rules
Stargate TV Series Rules
Skirmish rules for playing tabletop games in the world of the TV show
August 2013
Table of contents
Fire Actions;
Weaponry;
Order of play:
(1) Player(s) move their figures, and attempt to spot.
( SGC figures dice to remove suppression if required)
(4) Jafar test for order changes if required, shoot and move.
NB: figures test morale immediately, if attempting to cross open terrain under fire,
or when they are charged by greater numbers of enemy.
(NB: Additional deductions can be made in other circumstances, and the above
can be modified if deemed sensible.)
Visibility:
Figures may attempt to spot once during their own movement, and when enemy
troops move or fire within line-of-sight.
No more than 2 spotting attempts may be made by a figure during any game turn.
Ranges:
NB: Spotting is automatic at up to 20"
Point Blank: up to 8".
(Short range) if target is in the open,
Short: 9"-20".
and in clear sight.
Long: 21"-48".
Extreme: 49"-60".
Test when;
: Suppressed by fire/take casualty.
: Charged by greater numbers/lose melee.
: Attempting to cross open ground under fire
Test affects all figures within 3" of each other, if in the same fire team/group. ----
Detached figures test separately.
To test:
Throw a D6,and score less than the Fire point total of the testing group (not
counting wounded/dead).
This occurs when opposing figures are within 1" of each other. Figures within 1"
of enemy may not fire or be shot at.
Compare Fire points of combatants, adding 1 per extra figure in contact with a
single enemy figure. Add 1d6 score;
Shooting:
Figures may fire any mix of the above shots in a turn, up to the total of their Fire
actions.
NB: Moving/removing suppression each take 1 action each, and may therefore
reduce actions available for shooting.
Figures may fire any mix of the above shots in a turn, up to the total of their Fire
actions.
NB: Moving/removing suppression takes 1 Fire action each, and may therefore
reduce shooting.
Effect of hits:
.
Other weapons:
2-8” – hit on 4
9-20” – hit on 8
21-48 – hit on 12
Effect: Dice for all figures within 2” of hit target figure as though hit by staff blast.
Jaffa actions
These rules work ok for uncommanded SGC teams too…
Jaffa defending a position will remain there until killed, or a morale effect forces
them to move.
Otherwise…
Risk Factors:
RF’s (Risk Factors) are added as indicated below; Note that they will always shoot at the
nearest enemy to them (Measured from the nearest figure)-
1: Enemy in clear sight and within their weapons range of the unit
: Raw unit in range of any enemy unit in sight.
: Per 10% of group wounded or killed
Cross reference the Risk Factor with the modified D6 roll, this will indicate:
The effect is immediate and simultaneous for all Jaffa / Goa'uld units.
Note that non Player Character SGC or indigenous troops are run using the same system,
but move and shoot as the nearest player wishes where the command is written in Italics.
Actions Table
RISK
D6: 1 2 3 4 5 6
FACTOR▼
Continue current actions, unless a 6 (D6) is thrown, in which case they will move towards the nearest visible enemy.
Up to RF0 They will not move however, from fortified positions they are defending.
Units falling back away from the enemy will halt in the nearest cover facing the last known enemy position (5,6 D6)
Move to take cover
in the nearest Continue current Continue current Continue current
Halt in position Advance towards
terrain within 1 actions facing the actions facing the actions facing the
RF1-2 facing the nearest nearest enemy
move, or away nearest enemy nearest enemy nearest enemy
enemy (Charge?)
from all enemies (Charge?) (Charge?) (Charge?)
(NB – Charge? Indicates the unit will move as fast as possible to engage the nearest enemy in melee if within 12”)
Units will move at up to half speed and shoot if advancing and in range, unless able to charge instead.
Stargate operation.
The following rules are used where a scenario involves using a Stargate.
When a figure is in contact with a DHD (Dial Home Device), a full turn is needed to ‘dial’
an address and open the Stargate. This includes operating any Iris control device too.
Anyone or anything within 4” of the ring is killed if directly in front of it when it is activated.
Once opened, figures and items may pass through it freely. If nothing goes through for a
full turn after opening, or the passage of a figure or item, or unless someone has a hand
in the event horizon (!) – the Stargate will close.
If no DHD is available, so long as the Stargate is charged with sufficient power, a symbol
can be entered by a figure manually moving the ring. This takes 2 actions to do.
6 symbols must be entered before the Stargate opens.
NB: A manual dialer will automatically be moved out of the danger area in front of the
gate by a free move.