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Goa’uld Equipment
The following information was mistakenly omitted from the
Staragte SG-1 core rulebook. It is reprinted here for your
convenience, and will appear in print in the upcoming Season One
sourcebookGoa’uld Armor
Jaffa Armor, Standard: Jaffa armor is tough and resilient,
designed to repel all but the most powerful forms of kinetic damage. The
exact design varies from System Lord to System Lord, but in game terms,
they all provide the same benefits.
Jaffa Helm, Standard: The very symbol of a System Lord’s might,
the external design of the helms of his Jaffa are unique each lord.
However, all Jaffa helms possess some of the following special
qualities, as dictated on Table 3.26.
Communicator(C): This gear has an internal system that allows the
character to communicate with other communication devices of the same
type. In the case of Jaffa helmets, the internal communications system
only connects Jaffa belonging to the same faction.
Intimidating (IN): Whenever a character meets a Jaffa in a helmet for
the first time, that Jaffa is granted a +2 gear bonus to Intimidate
checks on that character. However, the accompanying sound effects reduce
the DC of all Listen checks to detect the helm wearer by 5.
Limited Vision (LV): Using this gear restricts the character’s field
of view, making him more vulnerable to the unexpected. While using an
item with the limited vision quality, the character suffers a –2 gear
penalty to all Reflex saves.
Night Vision (NV): The Jaffa helmet allows the wearer to see in dim
light or total darkness when the night vision filter is activated. This
filter offers a +4 bonus to Spot checks in near darkness and a +6 bonus
to Spot checks in total darkness. Any character that uses the night
vision filter in the daytime is blinded for 1 round while his vision
clears.
Powered (PW): The gear operates under an internal power source and
may fail under field conditions. It works normally for 5 minutes (50
rounds) but each time it is used thereafter without a recharge the user
must roll a d20. This roll initially has an error range of 1. With a
roll of 20, the error range increases by 1 (first to 1–2, then to 1–3,
and so on). If the character rolls an error, the Gamemaster may spend an
action die to cause the item’s power to run down, requiring a new power
source or a recharge. Replacing the power source of such a device
requires 1 full action. Recharging requires 1d10+2 rounds. Either method
refreshes the cycle, offering the character another 5 minutes of use
before he must roll again, and resetting the roll’s error range to 1.
The Jaffa helmet only expends one round of power when a special quality
requiring the helmet’s internal power (such as night vision or the
pressure seal) is used.
Pressure Seal (PS): The gear contains a pressure seal that can be
activated with a half action. If the pressure seal is in place, the
Jaffa is immune to damage and negative effects of gases, chemicals,
sandstorms, and other environmental conditions that can be eliminated by
an advanced air filter. While in use, the pressure seal incurs a –2 gear
penalty to endurance-related checks and Fortitude saves due to
restricted air flow.
Proximity Alarm (PA): The gear contains a special sensor that allows
the user to tell when other combatants are approaching in secret.
Whenever the user of this gear is being flanked, all his opponent’s
bonuses for flanking that character are halved (rounded up).
| Table 1: Goa’uld Armor |
| Name |
RP |
DM |
DR |
Weak |
MDB |
ACP |
Qualities |
Speed |
Weight |
| Medium Armor |
|
|
|
|
|
|
|
|
|
| Jaffa armor, standard |
10 |
1 |
8 |
C,E |
2 |
–4 |
– |
Same |
25 lb. |
| |
|
|
|
|
|
|
|
|
|
| Helmets |
|
|
|
|
|
|
|
|
|
| Jaffa Helm, standard |
4 |
2 |
1 |
F |
– |
–2 |
C, IN, LV, NV, PW, PS |
–5 ft. |
20 lb. |
| Jaffa Helm, Horus |
4 |
2 |
1 |
F |
– |
–2 |
C, IN, LV, PS |
–5 ft. |
20 lb. |
| Jaffa Helm, Serpent |
4 |
2 |
1 |
F |
– |
–2 |
C, IN, LV, NV, PW, PS |
–5 ft. |
20 lb. |
| Jaffa Helm, Setesh |
4 |
1 |
1 |
F |
– |
–1 |
C, IN, LV, NV, PS |
Same |
20 lb |

Staff Weapon (corrected) (Goa’uld, Jaffa): The Jaffa warrior’s
primary offensive weapon, a staff weapon emits a focused plasma charge
that can penetrate most forms of body armor with ease. It may also be
used as a close combat weapon similar to a quarterstaff. Staff weapons
are inaccurate and brutal, epitomizing the Goa’uld martial philosophy of
rule through fear.
Resource Points: 6
Mechanics: A staff weapon is a Large-sized two-handed weapon. It may
be used as a melee weapon or a ranged weapon, as follows.
For purposes of melee combat, a staff weapon is considered a
quarterstaff (see the Stargate SG-1 core rulebook page 328). As per the
standard rules for two-handed melee weapons, the character’s Strength
modifier is applied to all attack checks, and 1.5¥ his Strength modifier
(if positive, rounded up) is applied to all damage rolls with the
weapon. If the character does not possess the Weapon Group Proficiency
(Melee) feat, he suffers a –4 penalty with all melee attack checks made
with a staff weapon.
For purposes of ranged combat, a staff weapon is considered a hurled
weapon (in the same sense that a bow is) for all purposes except the
application of damage effects and damage reduction, for which it is
considered an energy weapon. As per the standard rules for hurled
weapon, the character’s Dexterity modifier is applied to all attack
checks, and no ability modifier is applied to damage rolls with the
weapon. If the character does not possess the Weapon Group Proficiency
(Hurled) feat, he suffers a –4 penalty with all ranged attack checks
made with a staff weapon. Finally, a staff weapon used in ranged combat
uses the statistics offered below.
Staff weapons are notoriously imprecise, and are hazardous to fire at
targets in close proximity to friendly personnel. The Increased
Precision and Precise Shot feats have no effect on ranged attacks made
with staff weapons. In addition, whenever a character scores an error
with a staff weapon attack against a target located adjacent to one or
more bystanders, the GM may spend 2 action dice to activate the critical
miss as a successful attack against one bystander adjacent to the
target. If the bystander is located within the same square as the target
(e.g. they’re grappling), this critical failure may be activated at the
cost of only 1 action die.
A staff weapon may only be fired in single-shot mode and may only be
fired once per round as a full action, unless the character possesses
the Speed Trigger feat (see the Stargate SG-1 core rulebook page 251) or
another feat which specifically affects the modes in which he may fire a
staff weapon. If a character is capable of firing a staff weapon in
burst or strafe mode, he gains a +2 gear bonus to attacks made using
these fire modes, as the energized plasma blasts are as visible as
conventional tracer ammunition (see the Stargate SG-1 core rulebook page
337). The Jaffa call the technique of rapidly firing a staff weapon
kel’no’pah (literally, “lightning strike”).
Using the aim action with a staff weapon requires a full action, not
a half action as normal. Staff weapons are not ergonomically designed
for precision use.
A staff weapon derives its destructive energy from a small naquadah
power cell which energizes an array of capacitors. This capacitor array
stores enough energy for 50 shots. The power cell recharges the
capacitors at the rate of one shot every 30 seconds (5 combat rounds).
Power cells are typically good for several thousand shots before they
need to be replaced, and such replacement is part of routine maintenance
for both Goa’uld forces and the SGC.
Finally, the wielder of a staff weapon gains a +2 gear bonus to
Intimidate checks against anyone who has seen a staff weapon fired but
has never defeated an opponent wielding a staff weapon. Staff weapons
are one of the primary symbols of Goa’uld dominance and their subjects
and enemies alike are frequently cowed by the display of raw power that
a staff weapon master can present.
| Table 2: Corrected Staff Weapon |
| Name |
RP |
Recoil |
Accuracy |
Damage |
Error |
Threat |
Increment |
Ammo |
Qualities |
| Jaffa Weapons |
|
|
|
|
|
|
|
|
|
| Staff Weapon (Corrected) |
6 |
12 |
-4 |
6d6 |
1-2 |
18-20 |
30 ft. |
50* |
|
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 |
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