Goa'uld Death Glider

The most commonly encountered Goa’uld vehicle, this two-seat attack craft is a versatile combatant both in space and within an atmosphere. Death gliders are held aloft by ion jets, allowing them to hover and land, though they are too small to power a hyperspace window generator and therefore cannot attain interstellar flight on their own. Typically armed with twin energy weapons, death gliders are known to bombard cover to root out enemy troops and to tear apart local scenery until there is nowhere to hide. Two generations of death glider trouble SGC teams. The classic model is larger, less agile, and though better armored, a less efficient killing machine.

Vehicle Name

RP

Size

Occ

HND

SPD

MPH

DEF

WP

HRD

Options

Improvements

Goa’uld death glider (modern)

N/A

Large

1/1

+12

8,000ft.

800/1,600

20

100

8

2

PRS(+2), SLD(25), TPS, VTL, 2x laser (standard)

 
 
 
 
 
 
 
*These vehicles’ top MPHs are assumed to be approaching or even exceeding the speed of light, so they never suffer from damage inflicted by surpassing their velocity (see page 142).  All other effects of speed in play are largely descriptive for ship of this size.

 

Ordinance Name

RP

Min Size

Options

Install Time

ACC

Damage

Error

Threat

Range Inc

Ammo

Qualities

Standard lasers (x2)

8

Large

4

1 week

-

6d10(+60)

1

19-20

20,000ft

100

DF, PC

 

 

Master Vehicle Guide

Resource Points (RP): The vehicle's cost, in resource points. Some vehicles ate simply too small and inexpensive to be purchased with resource points and have a cash value in this column. These vehicles may be requisitioned at a cost of 1 resource point per vehicle during the Gearing Up phase, or with personal cash during a mission (the character is usually reimbursed at the end of the current mission).

Size (SZ): Planetary class vehicles share the same size categories as characters and objects (see the Stargate SG-1 core rulebook, page 52). Galaxy class vehicles have a scale of five size categories above Colossal (see page 114).

Occupancy (Occ): The number of occupants that the vehicle may hold, including the pilot. Three special occupancy notations follow.

·          When two numbers are separated by a slash here, the number before the slash is the minimum crew required to operate the vehicle, while the number after the slash is the number of additional passengers the vehicle can support.

·          When two numbers are separated by a “+” sign here. The vehicle is divided into two areas, with the passengers before the “+” sign in the forward compartment and the passengers after the “+” in the rear.

·          When a second number is listed in parentheses, the first number indicates the number of areas within the vehicle and the second number indicates the number of occupants within each of those areas (as is the case on most large and galaxy class vessels).

Handling (Hnd): Unless otherwise noted, this modifier is applied to all maneuver checks made by the vehicle's pilot.

Speed (Spd): This is the number of feet a vehicle travels in one combat round.

Miles per Hour (MPH): This entry includes the vehicle's standard cruising velocity and the top velocity at which it can safely move, respectively.

Defense (Def): This is a vehicle's base chance to be hit before taking the pilot's skill into account. A pilot's Dexterity modifier is added to his vehicle's Defense value when he's in control. Size is already factored into this value.

Wound Points (WP): This is the maximum damage the vehicle can take before it becomes disabled (see page 153). Vehicles don't typically possess vitality without the shields quality (see page 120).

Hardness (Hrd): A vehicle's hardness operates in all ways like a character's damage reduction and hardness (see the Stargate SG-I core rulebook, page 379).

Bonus Resource Points: When a number is listed in this column, the vehicle comes standard with one or more weapons. The bonus RP listed here may be spent only to add ordnance to the vehicle.

Improvements: Each quality, modification, and standard ordnance the vehicle possesses is provided a two or three-letter code in this column, along with supporting data in parentheses (see pages 117, 121, and 126 for descriptions of each improvement’s game effects).

Bonus Resource Points (RP): The selection's cost, in resource points. When two numbers are separated by a slash here, the number before the slash is the selection's base cost and the number after the slash is the cost of each upgrade.

Minimum Vehicle Size: The smallest size vehicle into which the selection may be installed. Smaller vehicles are either too lightweight, lack a frame of the size or construction to house the selection, or would simply be ripped apart by its recoil (if the selection is a weapon).

Option Slots: The number of vehicular option slots consumed by the selection. When two numbers are separated by a slash here, the number before the slash is the number of option slots taken up by the base selection and the number after the slash is the cost of each upgrade. If a vehicle lacks the option slots to house the selection, it may not be installed. Each selection and all of its upgrades count as only 1 option for the purposes of determining improvement package discounts, regardless of the number in this column (see page 124 for more about grouped ordnance discounts).

Install Increment: The amount of time spent by the character or off-screen technicians between skill checks made to install the improvement on a vehicle. This complex skill check process is negated if the improvement is chosen during the Gearing Up phase and when the character requisitions the vehicle for the first time.

Additionally, qualities and masterwork selections feature the following entry

·          Effect: The selection's game mechanics, including any variable and maximum bonuses, if applicable.

Finally, vehicular ordnance selections feature the following entries.

·          Accuracy (Acc): Unless otherwise specified, this modifier is applied to all attack checks made with the weapon.

·          Damage: The damage inflicted with any successful hit using the weapon.

·          Error: The weapon's error range.

·          Threat: The weapon's threat range.

·          Range Increment: The weapon's range increment, in feet.

·          Ammunition: The shots available when the weapon is fully loaded.

·         Qualities: Each quality the weapon possesses is provided a two-letter code in this column, along with supporting data in parentheses (see page 126 for descriptions of each quality’s game effects).

Vehicle Qualities

Many vehicles share one or more special mechanical distinctions, or qualities, inherent in their design, construction, or operation. These qualities provide special rules for the use or effects of that vehicle. Further, some qualities represent improvements over a typical vehicle of the same type.

Requirements: Each quality fills a number of vehicle option slots. When a quality requires more options slots than are currently free on the vehicle, it may not be installed. Further, each quality may only be installed on a vehicle of the listed minimum size.

Cost: During the Gearing Up phase only, a character may use resource points to add qualities to vehicle he already possesses, or one that he's just requisitioned included in its description and on Table 4.20: Master Vehicle Guide (see page 160). Qualities with a cost of "N/A" are unavailable for individual purchase and are only allowed on vehicles that already possess them, as shown on Table 4.20.

Vehicle qualities may never be installed in the field.

When a character adds a second or later quality to the same vehicle, the new weapon's RP cost is increased by +2 per previous quality already installed in the same vehicle.

Example: Lt. Wilson installs a third quality into the same vehicle. The new quality's RP cost is 4 higher than its listed cost.

The cost of each installed quality - including the multiple quality cost - is added to the vehicle's total RP cost. If a character pays this cost with his custom ride resource points, the SGC replaces the vehicle with all successfully installed qualities when it's lost or destroyed. If the cost is paid from the character's operation gear budget, the SGC does not replace the vehicle.

Codes: Each vehicle quality is identified on the Master Vehicle Guide Table with a three-letter code.

Special Note: The benefits of any quality flagged with an asterisk are lost unless the vehicle's pilot possesses at least 1 rank in the vehicle's pertinent control skill.

Quality Descriptions

Proximity Sensors (PRS): This quality may only be installed on a space vehicle. A space vehicle with this quality features sensors capable of detecting the presence of other vehicles. When a character is stationed at the sensor, he may make a Search check once per hour, adding the sensor's base signal power rating of +2 to his result; otherwise, the GM rolls id20 once per hour and adds the sensor's base signal power rating.

When any vehicle approaches within 100,000 ft., its pilot must make a Hide check opposed by the current proximity sensor result. If the approaching vehicle possesses the sensor cloaking quality, its pilot gains a +6 gear bonus with this Hide check. If the proximity sensor's result is higher, it notices the approaching vehicle and alerts its operator, or sounds an alert within the ship otherwise.

Cost: 4 RP, +2 RP per additional 100,000 ft. range and +2 signal power rating (to a maximum range of 500,000 ft. and a maximum signal power rating of +10).

Shields (SLD): This quality may only be installed on a space vehicle. A vehicle with this quality is protected against damage by an exterior shield that grants it 25 vitality points. This vitality operates in all ways like a character's vitality, absorbing all damage not inflicted with a critical hit or another effect that applies the damage directly to the vehicle's wounds. When a vehicle's shield vitality is exhausted, all damage applies directly to the vehicle's wounds as standard. A vehicle's shield vitality recharges at the rate of 1 vitality per round during combat, or 2 vitality per round when the vehicle is idle.

Cost: 2 RP, +1 RP per additional 25 vitality (max. equal to ¼ of the ship's total wound points, rounded up).

Thermal Protection System (TPS): This quality may only be installed on a space vehicle. A vehicle with this quality grants a +lo gear bonus to Pilot checks made during atmospheric re-entry (see page 108).

Cost: 2 RP.

Vertical Take-Off and Landing* VTL): This quality may only be installed on an air or space vehicle. A vehicle with this quality may hover in place and even back up, sideslip, climb, or descend without forward movement. It may also take off and land vertically, like a helicopter.

Cost: 2 RP.

Ordinance Quality Descriptions

Direct Fire (DF): A vehicular weapon with this quality must be pointed straight at a target and fired like a normal firearm (though generally with a much greater range).  All standard Stargate combat rules apply when using a direct fire weapon, including range modifiers applied by increment after the first.  The character’s Dexterity modifier is applied to all direct fire vehicular weapon attack checks.  In order to properly use a weapon with this quality, the character must possess the Weapon proficiency (Tactical) feat; otherwise he suffers a -6 penalty with all attack checks made using the weapon.

Cost: N/A.

Planetary Class (PC): A vehicular weapon with this quality is designed for use against planetary class vehicles and atmospheric structures. Its accuracy and lethality varies based on the nature of the target, as follows.

·          A character may fire a planetary class weapon at any scenery or non-personal vehicle - up to and including a galaxy class vehicle - without penalty. Additionally, when a character scores a threat under these circumstances, he inflicts the additional damage listed in parentheses on Table 4.20: Master Vehicle Guide (see page 160). If the character activates the threat as a critical hit, he inflicts the additional damage listed in parentheses in addition to the standard effects for a vehicular critical hit (see page 153).

·          When a character fires a planetary class vehicular weapon at a target with an Intelligence score of 1 or more, or any personal vehicle driven by a character with an Intelligence of 1 or more, he suffers a –10 penalty with his attack check. Further, he may not activate threats as critical hits under either of these circumstances. If the weapon also possesses the antipersonnel quality, however, its attack check penalty against non-personal vehicles and scenery smaller than Galaxy-1 size is only -5, and threats may be activated as critical hits per the standard Stargate combat rules.

Cost: N/A.

 

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