
Stargate Resources -
Stargate Excerpt #2
Using
The Stargate
Special Note:
This excerpt contains rules that may change before the
game’s final release.
Using the Stargate
The stargate itself is the single most important plot device, piece of
equipment, and drama engine in the game. It is the centerpiece of the TV
show, and the raison d’etre for the entire SGC. Inevitably,
stargates becomes more than a simple means of transportation. Firefights
rage around them, characters are forced to dial hasty, barely remembered
destinations, and people decide to fire a weapon through them. Below are
several simple rules that make refereeing the stargate itself quick and
easy.

Dialing a Stargate Address
There are three main ways to dial the stargate – using the DHD, using
an integrated computer system, or dialing manually.
Under ideal conditions, dialing the stargate requires no skill check.
All the options below are to be used when the characters are dialing under
less than ideal conditions.

Using a DHD
A DHD is a Dial Home Device. It allows the gate to be operated by
dialing up a quick succession of symbols, then pushing a central
activation button. This is a fast and efficient process. Using a DHD
requires either one full action or three half actions.
Focused Dialing (1 Full Action)
Using one full action requires that the character dedicate his complete
attention on the dialing. If combat rages around the stargate – as it so
often does – then the character must succeed with a Concentration check
(DC 15) in order to dial the gate.
Alternately, an experienced combat veteran may simply use his calm
under fire to allow him to keep his head. In this case, the character adds
his base attack bonus + his Wisdom modifier to his Concentration check in
order to stay calm as combat continues around him. Failure with the check,
however, means that the character types in the wrong sequence and, most
likely, nothing happens (the GM may spend two action dice to cause the
gate to dial into an alternate world of his choice).
Distracted Dialing (3 Half Actions)
If the character must participate in the combat, he may dial using
three half actions. This is most useful when the character must squeeze
off hasty gunfire while slapping in the dialing sequence his free hand. In
this case, the first half action punches the first three symbols into the
DHD, the second half action punches the next three symbols into the DHD,
and the final half action hits the activation button. The character need
not perform these half actions in succession, though if he leaves a
partially dialed gate untouched for 5 rounds, the gate resets and all
progress with the current address is lost.
Since the dialing sequence is complicated and often hard to remember,
the character must succeed with a Concentration check (DC 15) to correctly
complete each of these three half actions. Once again, failure with
the check, however, means that the character types in the wrong sequence
and, most likely, nothing happens (the GM may spend two action dice to
cause the gate to dial into an alternate world of his choice).

Using an Integrated Computer System
Using an integrated computer system, such as the one employed by the
SGC, is highly efficient – an operator merely selects the destination and
allows the computer to dial for him. Unfortunately, an integrated computer
system is much slower than a DHD. Only two chevrons are encoded per full
round, and as noted below, it takes about half a round for a gate’s
wormhole to form after an address is dialed. meaning that 4 full
rounds are required to open the gate using this system.
No special checks are required to dial a gate address in this manner.

Dialing Manually
Finally, assuming a power source is available, a character may manually
dial the gate. Manually dialing a destination is a difficult, exhausting,
and slow proposition – the gate must be rotated by hand to lock in each
individual symbol.
One character must be selected as the primary dialer. This character
makes a complex Strength check (DC 40), modified as described within the
cooperation rules for each additional person assisting the manual dialing
process (see page XX). No more than three additional people may
assist the dialer.
When the complex skill check result hits 40, the chevron locks and
encodes and a new complex Strength check (DC 40) must be attempted for to
lock and encode the next chevron. When all seven chevrons are encoded, the
gate opens automatically, requiring one additional half action as the
wormhole forms (see below).
Because of the time required for this process, it’s much more difficult
to make a mistake. If dialing the gate manually during calm conditions,
then no Concentration check is required. During combat and other
distracting conditions, the primary dialer must succeed with a
Concentration check (DC 5) as each chevron is locked. Failure with this
check means that the wrong chevron is locked and the process must begin
again. If the character suffers a critical failure with this Concentration
check, the character doesn’t notice that the wrong chevon was dialed and
the process continues (in this case, if the address is completed, the GM
may spend two action dice to cause the gate to dial into an alternate
world of his choice).

Opposed Dialing
There may come a time when the characters attempt to dial an address
before someone else can dial into their gate. The rules for resolving this
differ depending on the dialing methods used, as follows.
Different Dialing Methods:
If the two dialers use different methods (e.g. one dials with a DHD and
another with an integrated computer system, as is usually the case when
someone tries to dial into the SGC gate), then the dialing processes are
resolved and the fastest of the two establishes the one-way wormhole. In
the case of the Earth and an off-world DHD, the DHD is always faster
unless someone is distracted or misdials, thus necessitating the use of
the SGC’s iris).
If misdials, distraction, or something else causes two wormholes to
open during the same half action, then only the wormhole created using the
fastest method opens (e.g. if a DHD and a computer are used, then the DHD-dialed
wormhole is created).
Same Dialing Methods – DHDs and Computers:
In these cases, the dialer with the highest initiative count
establishes a wormhole first.
Same Dialing Methods – Manual Dialing:
In this case, the dialing process is completed per the normal rules,
and the dialer who completes his address first establishes the wormhole
from his planet.

Firefights Near The Stargate
Firefights happen quite a bit around stargates. They should be resolved
per the normal combat rules, with a few additional considerations.
When a character tries to dial out during a firefight, he is subject to
Concentration checks as described above. He is also considered flatfooted
when dialing manually or when using a DHD to open a gate with 1 full
action.
When inactive, the stargate is considered 1/2 cover. When active, the
stargate is considered total cover.
Weapons fire directed at an active wormhole (a stargate’s front side)
travel through the wormhole to the destination without losing velocity or
distance. Weapons fire directed at a stargate’s back side while the
wormhole is open is simply annihilated.
It’s impossible to target those standing on the other side of an active
wormhole.
A character may leap through an active stargate, firing wildly as he
does and hoping that his split-second reactions help him hit an enemy –
all people targeted in this manner receive the benefits of total
concealment. Also, if such an attacker suffers a critical miss, the GM may
spend two action dice to cause the attack to hit any other person or
important scenery within 30 ft. in any direction from the designated
target.

The Funnel
A stargate’s wormhole forms over the course of 1 half action, at the
start of the dialer’s initiative count. Use this timing to determine where
everyone is when the wormhole forms.
When a stargate establishes a wormhole, it creates a funnel that
extends out 20 ft. forward of it, destroying all matter in its path,
including characters. There is a brief warning when this funnel forms,
allowing any character in its path with freedom of movement to make a
Reflex save (DC 15) to leap to the nearest safe square. With success, the
character enters the safe square and suffers no damage. With failure, he
enters the safe square, but also suffers 1d6 normal damage per point by
which he missed the DC. With a critical failure, he’s struck by the funnel
and instantly reduced to -25 wound points (i.e. his body is instantly
destroyed).

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