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Ra, Supreme System Lord and founder the Goa'uld Empire's golden age, has been slain – killed as his mothership exploded around him. His death has thrown the whole of the empire into turmoil as the rest of the system lords vie for a slice of Ra's considerable former holdings. A clever few even realize the importance in the unprecedented overthrow of the most powerful of the Goa'uld. Millennia of stasis has come to a crashing end as long term experiments and machinations are pushed ahead of schedule centuries or more. Hidden beneath them, emerging human civilizations and lesser Goa'uld lords redouble their efforts to expand their realms during the confusion. In the places beyond the galactic disk, darker powers prowl and look on hungrily.

Structure of the SD

First of all, this game is based on player interaction. While Goa'uld may choose to simply kill technologically advanced humans, more wily ones will investigate them and see how they can be turned to your advantage. Naturally, humans may see the value in working with the Goa'uld, though this often results in riding the tiger. Also, the last version of this game was quite fun, and I understand that players might want to play the same power as last time - that's fine, just remember to take into account the changes in the game system.

Important Note - Each Quarter will last one week unless I specify otherwise.

Power Creation

First, pick a Civilization Class. This is a description of what you can do, ranging from technologically and industrially humble newcomers just starting their forays into the Stargate networks to the vast feudal dominions commanded by the system lords. Everyone has the same amount of Resources each quarter but higher level powers get most of their units for free. Each class also gets a package of good and bad traits. All powers receive 300 resources to start and 100 resources for every quarter that has occurred since game start.

Next, pick your traits. In addition to the package that comes from Civilization Class, everyone starts with four Positive Traits for free. Additional Positive Traits can be bought by taking Negative Traits. No traits can be stacked unless otherwise noted. Feel free to try taking custom traits but they must be balanceable and clearly defined or they will likely be rejected.

Civilization Class

Stargate Dependent

A Stargate Dependent civilization has recently come upon Stargate technology and relies on them for any interaction beyond their homeworld. They are heavily disadvantaged in technology and military force but are the most dynamic and have total strategic surprise on their side. This sort of folk usually keep their stargates secret from the general populace, hidden underground in a bunker somewhere, but can potentially "emerge from the woodwork" at will.

They start with Hidden, Iris, and Lucky. Lacking interplanetary flight, they cannot take traits like Heavy Construction, Navigator or Enhanced Starships of any variation. Their default technology level is 10 and only ground forces are free for them.

Early Starfaring

Early Starfaring nations can reach space and may have access to crude indigenous or re-engineered hyperdrives though they are by no means obligated to use them – travel between even nearby stars still takes a long period of time, recalling the age of exploration on Earth. Hence, stargates are still vital to superluminal contact and over time, the idea of abandoning absolute security in favor of increasing bandwidth will become more and more attractive.

These powers start with Hidden as well as Iris, thanks to the still-recognized need to defend against hostile attacks, but are more easily compromised from the outside as gate travel has become normalized. They cannot take Superheavy Construction. Technology is level 20 by default. Starfighters and Light Ships are free.

Established Starfaring

Established Starfaring powers are able to project power into regional space via ships that can travel nearby stars fairly quickly, though stargates remain vital. They are likely to have interests on several worlds, though the home planet remains by far the most important. Technology and military force are now great enough that they can fend off localized Goa'uld threat but must tread extremely carefully to avoid drawing greater attention. Even winning battles too heavily could make the aliens consider them a threat and bring upon an overwhelming response.

These powers cannot have Iris without serious repercussions but may still buy Hidden or Facade as a trait. They have a default technology rating of 30. At this point, the civilization has a small fleet of Cruisers. Their Key Location is assumed to be upgraded with naquahdah mines.

Minor Goa'uld

Minor Goa'uld domains are roughly equivalent to an Established Starfaring civilization – they have the usual Goa'uld disadvantages in effectiveness and dysfunction but usually have greater numbers. All have a clear homeworld, but many have interests and holdings in more than one system. Forming the middle rung of the empire's feudal web, minor lords often have allies and enemies both above and below them in the pecking order.

Goa'uld holds cannot have an Iris without serious repercussion and are never Hidden either. They have a default technology rating of 30 and have fairly large amounts of most things besides Ha'taks. They start with Heavy Construction. Their Key Locations are assumed to be upgraded with naquahdah mining operation.

System Lord

System Lords are a relatively small number of powerful Goa'uld rulers at the top of the feudal pyramid, having amassed the most worlds, military forces, wealth, and power. Together, they form the High Council of the System Lords which proclaims what law exists in the empire, including the acceptance and expulsion of council members.

As leaders of the Goa'uld Empire, system lords tend to have the best technology, having a base rating of 30 to which they add 10 from Superior Technology (as well as the inability to take it again). They start with Superheavy Construction and begin with multiple Key Locations – 2-4 is a good guideline and are understood to have holdings on many worlds. All have a standing fleet of Ha'taks and vast reserves of other military forces for free. Their Key Locations are assumed to be upgraded with naquahdah mining facilities.

Each System Lord must take one disadvantage chosen from Unlucky, Poor Training or Backstabber

Big Bad

Big Bads are a limited access category of galactic superpowers – the current front-runner for Supreme System Lord and player powers subject to GM approval. As central antagonists, Big Bads are built to drive the story forward and have capabilities dictated as such. Their Key Locations are assumed to be upgraded with naquahdah mines.

Big bads begin with multiple Key Locations (6) and are understood to have holdings on many worlds across the galaxy. A great empire is at their command. All have a standing fleet of Capital ships and one giant mothership and vast reserves of other military forces for free.

Each Big Bad must take a disadvantage chosen from chosen from Unlucky Poor Training Factious or Backstabber

Positive Traits

Military Training

Battle-hardened – You have extensive experience in warfare. Increases the consistency of your combat troops and improves their toughness, valor and morale. If you are Human or a Goa'uld that has overcome doctrinal lag, this grants access to one of the Combined Arms units of your choice.

Combined Arms (Human only) – Even if you lag in technology, your view of fighting is much more heavy metal than the Goa'uld. Combined Arms grants a modest bonus in combat and access to Human Armour, Human Artillery, and Human Air Support. The more of each you manage to bring to bear, the bigger the overall bonus becomes.

Elite Training: Ground Combat – Boosts the combat power of all ground units, but benefits Jaffa Elite Guards and Special Forces more. The former gain big pluses in fighting prowess as well as tenacity and versatility under fire; the latter gain combat, range, reaction, and tactical bonuses as well as improved ability to fastrope from anywhere.

Elite Training: Ground Stealth – Big bonuses to concealment and camouflage across ground forces. Greatly improves elite units' ability to infiltrate and undertake non-standard missions. Ambushes become a very regular thing and we all know what those do.

Elite Training: Pilots – Improves the abilities of pilots for light craft. Threading the needle becomes a regular exercise. This does not actually allow Death gliders to harm large ships with technological parity – that's a matter of yield.

Furor Jaffanicus (Goa'uld only) – Angry angry Jaffa. Boosts Jaffa morale and aggression to massive levels. This makes armies prone to absorbing heavy losses, but may overwhelm enemy organization and inflict very heavy losses in turn.

Stargate Logistics (Human only) – You have become versed at running wars through the stargate network. You maximize logistics with careful scheduling, standardized cylindrical containers and generally waste as little time and space as possible near these 6.7m portals. The amount of ground forces you can support through a stargate is doubled. Big operations like this are rather a dangerous thing – you'll run into the Goa'uld sooner or later and they don't lack access this trait so much as not really need it.

Stargate Assault – Superior technique and equipment when assaulting stargates. Greatly improves performance of Stargate Assault Forces and halves their cost.

Superweapon: Ground (requires Tech 20) – You have a new ground weapon technology that gives you a large temporary advantage over your peers. Unfortunately, it's an advantage that can and will be countered by an enemy after facing it – it won't last.

Turtle – You excel at military defense and have bonuses to everything when defending, including stargates and as well as to any of the planetary defense units.

Ship Construction and Combat

Enhanced Starships: X – Your faction's starships have a general superiority in some area or a fairly unique capability over your peers and rivals. Some good examples of X are Speed which would mean your ships are tactically zippier, Tough to improve hull strength and durability in extreme conditions, or Fleet Carriers to represent the ability to service and launch small craft of sufficient power and number to threaten capital ships from a distance. A few categories are off-limits such as hyperdrive speed.

Heavy Construction – Gives a free Capital Ship and allows the construction of more.

Superheavy Construction (requires Heavy Construction) – You have a free Flagship and the ability to replace it if you happen to lose it.

Superweapon: Space (requires Tech 30) – You have a new shipborne weapon technology that gives you a large temporary advantage over your peers. Unfortunately, it's an advantage that can and will be countered by an enemy after facing it – it won't last.


Facade - You keep a layer of separation between your real homeworld and outsiders. Your main operations base is an entirely separate key location which is open to outside traffic, allowing your homeworld to remain secure behind an iris without restricting trade or revealing its location. On the downside, your most vital facilities remain vulnerable to stargate assault. If you have two key locations and an Iris, you may obtain this trait in exchange for Iris.

Hidden – Your stargate address is unknown, as is the location of your homeworld. Of course, being below the Goa'uld radar is probably how your civilization achieved its present advancement in the first place. Inevitably, as you cast your dice on the galactic stage, you will lose this trait and existential threat will become and remain a fact of life.

Iris – This includes an actual Iris in the SGC model as well as any other measure you can imagine that provides an absolute defense for your stargate while still allowing a small degree of regular contact. Such a defense makes a world almost invulnerable unless a fleet of warships can be projected into your system.

Lucky – It's almost as if you were the protagonists of a TV series. Bonuses to survival, artifact strikes, daring operations, and the rolling of natural twenties on the precipice of doom. Fate is fickle however, and there are degrees of survival to which a civilization can fall.

Nexus - Your world is a crossroads between many different worlds, and numerous people come there bringing all kinds of wonders (including ideas and doctrinal worries if you're Goa'uld) that you can buy and interact with.

Protected – Your civilization is listed under the Protected Planets Treaty, which is enforced both by the Asgard and (more spottily) by Goa'uld System Lords who generally have no interest in risking wider entanglement. Any planet with Hidden may swap it for Protected either at the start or through a series of in-game actions. The treaty only applies so long as the planet's civilization does not develop so far as to become a threat to the Goa'uld. (Generally, this occurs at or around tech level 35 or if the power is fighting the Goa'uld regularly and conventionally) The odds of direct Asgard intervention is based on a d20 rolloff added to the civilization's technology level and compared to the attacking Goa'uld's tech level. Of course, some other kind of intervention may still occur.

Superior Technology – A popular selection. This improves your starting technology level by 10. Can only be taken once.

Ruler and Politics

Exceptional Ruler – Your ruler is a very powerful figure and can be played as such. Works both for heroes and magnificent bastards.

Aggressive – You are active and aggressive, never hesitating to go out and seize the day on some foolhardy mission or another. Makes you more able to go out and touch things. Gain a discount of -5 off every Special Action.

Goa'uld Allies (Goa'uld only) – Your Goa'uld lord has been astute in politics and has made himself a highly necessary evil.

Ashraks (Goa'uld only) – You have a number of these expert assassins at your command. You may launch all infiltrations and major infiltrations at half cost, and assassinate one key figure per quarter with a likelihood of success determined by the GM.

United as One – Your people are behind you and little will shake their faith, it is all but impossible to sway them away from you. If you're a Goa'uld, anyone claiming you're a false god will be burned at the stake or similarly punished.

Determined (Human only) – Your people are courageous in the face of adversity and will not panic in the face of danger.

Navigators – You know the stars well and know where many of the hazards and safe places are.

Supported - You have the support of some other, larger power, who will help out if things get tough.

Negative Traits

Light Defence: Your Fixed Defences are less powerful then the norm across the Galaxy Unit for Unit.

Cuckoo State: you have a state that's a nominal vassal but is actually a rather large cost with few benefits to you.

Disfavoured(Non-Goa’uld only) : Ancient beings, Asgard and the like tend to dislike you and won't back you or pull you out of trouble.

Responsible: You are responsible to someone else rather than being independent, and will be given a series of missions to complete every quarter

Poor Training: You have some of the worst ground troops going, expect to lose a lot.

Poor Tech Labs – Advancement is slow, anything that requires a research lab takes double time and resources

Isolated (Goa'uld only) - most of the time Goa'uld may help one another out against a common threat, however they make an exception in your case.

Goa’uld Playground(Non-Goa'uld)– Being a regular target of Goa’uld raids, you can’t establish trade routes.

Poor Archaeologists – Chance of finding abandoned vessels/vehicles are reduced, investigate alien ruins costs double

Terrible Ruler – Your ruler is a very ineffectual figure and can be played as such, minus to Mod rulings if your leader wants to do something special

UnLucky – Your just plain unlucky, expect bad plot stuff to happen to you.

Cowardly (Non-Goa’uld) – Your people are simply cowards that cringe in the face of adversity and will panic in the face of danger.

Backstabber (Goa'uld)- You have a particularly smart and dangerous underling that wants your throne and knows how to get it.

Tok’ra (Goa’uld) – You have a number of these expert infiltrators hiding in your realm. They may disrupt your plans at the worst moments and steal your ships.

Dangerous Experiment (Non-Goa’uld)- Your planet has the results of an old Goa’uld Genetic experiment roaming around. They will attack your people occasionally and can not be destroyed.

Heretic Population (Goa’uld) – If your homeworld is invaded temporarily double you enemies Infantry numbers as the populous rises up to throw down their God.

Bad Navigator – Nearby Space has always baffled your people and provides an excellent example of what not to do in a starship when trying to get around. Your ships find it hard to lose any enemy pursuit/hide successfully within your space. Or anywhere.

Factitious – Your people are ready to crucify you for the slightest mistake. Step lightly.

NID Activity (Non-Goa'uld) You have a shadow group within your government making a mess of things and generally make a nuisance of themselves.

Factious World (Human only) You have multiple nations on your world who you have to deal with, at least some of whom are very hostile to your cause.

Secret Stargate (humans only (worth 2 negative traits)) your stargate is a secret program. This means the resources you can deploy are sharply limited. You can deploy only one non-special forces unit off world at a time.

Strung From Above – Your interactions with the greater galaxy are limited by some higher political power, whether it is directives from the system lord to whom you owe allegiance or direction by your home human government. Unlike responsible you will not be given missions but you maybe told to break off certain foreign affairs.

General Info


Humans are physically inferior to Jaffa and tend to be on the receiving end of the galactic stick, as they are not rulers of vast interstellar empires. Their main advantage is that they are not dysfunctional and that they are already by far the most numerous sentient race in the galaxy – the expansion of the Goa'uld Empire has spread humanity over thousands of habitable stars at the nodes of the stargate network. Though buried in dogma and oppression, most of them are likely to eventually see free humanity as liberators.

Goa'uld are the dominant race in the Milky Way and lead empires consisting of a Goa'uld upper class with a rank and file of humans and Jaffa. They come across as evil to most other civilizations and are constantly at each other's throats both politically and militarily – were it not for the feudal nature of their society and the megalomania of their leaders, they would easily be the sole galactic power. They are able to infiltrate or extract information using symbiotes and come out on top in terms of both numbers and personal power. Unfortunately, lacking proper rivals for thousands of years has stagnated their tactics and doctrine and infused them with perhaps too much pride to properly assess the threat on their doorsteps.

Free Jaffa enclaves are rare but do exist in secret. Jaffa can infiltrate the ranks of Goa'uld and form populations of physically powerful people with a strong warrior tradition. As an artificial culture with limited sources of knowledge and creativity, they start off with all Goa'uld disadvantages in efficiency and doctrine, though they overcome them more quickly than the Goa'uld themselves. They are dependent on a source of symbiotes, necessitating raids, smuggling, or some other trickery. Jaffa use the Goa'uld unit options.

Unas can be played using the rules for humans. Their superior strength is balanced by their inhuman appearance. Reetou allies must be taken as a trait, and they make extremely effective covert operatives / assassins. Goa'uld cannot take either.


Some rough technological guides. High technology has very different effects depending on situation – it dominates space combat and is the obvious limiter to doing fancypants things with reality, but has less relevance in ground combat, stargate use (obviously), and archaeological excavation.

Tech 0-9 – Snakehead snackie. Lacking in key things like nuclear power, computers, quantum mechanics, and spaceflight; or firearms and scientific method at the low end. Utterly unable to compete.

Tech 10-19 – Modern Earth and the near future. Practical and deadly in some applications but extremely limited in theory. Even Goa'uld technology remains a jumble of technobabble. This is the level SGC operated on throughout much of the early show.

Tech 20-29 – Enlightened Science. Able to at least prod the deeper mysteries of the universe, though still using gear that operates on reasonably understandable principles. Power generation starts to get into fusion at the higher end. Railguns, power armor, active camouflage, basic cybernetics, and the like show up here. Hyperspace drives either rely on captured Goa'uld drives or are distinctly slower. Examples: Crysis, Halo UNSC, Babylon 5 Earth Alliance.

Tech 30-39 – Conventional Goa'uld. Technology still has a few logistical limitations but is starting to be able to muddle through virtually any ordinary problem, including generating huge amounts of energy and the use of naquahdah. Anti-gravity, energy weapons, moderate nanotech, transporters, and hyperdrive start to become standard fare.

Tech 40-49 – New Goa'uld technology and experimentation. The beginnings of stargate-independent power projection to the regional level on starship drives that travel tens of thousands times the speed of light. This takes the previous level of technology, and ramps it up to vastly superior level.

Tech 50-59 – Tollan / Anubis hypertech. Planetary destruction, perpetual motion, and other gross violations of the ordinary rules of the physical universe. At this level, you can build your own stargate, and can develop ZPMs.

Tech 60-69 – A flicker of enlightenment. Asgard interventions in the Milky Way tend to be around this level. Violations of physics, space-time, reality, and all that, and more mundane effects on a large scale.


Every power has 100 Resources to spend every quarter. This isn't actually industrial production but rather the full national effort that can be mustered for military actions, research and building new and cool things. The only way this presently decreases is overzealous protection of a stargate by powers that really need to keep it open to function – Early Starfaring powers start feeling it as they develop and will find keeping it open advantageous; any higher rung power will reduce their own Resources by keeping their stargates too tightly bound. Of course, sealing off a gate and accepting the difficulties may well be preferable if defeat is inevitable if it is kept open. On the other hand, openness, relationships with other civilizations, and the increased initiative free stargate travel allows can eventually result in Resource increase on a quarterly basis.

If left unspent, up to 20% of the default Resources can be banked. If the budget of a given quarter exceeds 100, then the value is 20 plus any and all of the amount over 100.

Strategic Materials

These are Materials you can trade and fight over. Aside from Naquahdah, no power may start with strategic materials - any resources you have on your key locations are included in your resource total. Exploration rolls will let you know if a location has valuable minerals. Only one operation can be build on a single deposit.


The cornerstone of interstellar travel, this mineral can be used as a power source, a superconductor, armor material, and many other uses. Naquahdah is needed to build superweapons, hyperdrives, and most energy weapons. A Naquahdah mine will support a standing fleet of fighters and light craft, OR a standing fleet of cruisers, OR the production of a superweapon, OR the production of a capital ship. A standing fleet of capital ships requires 3 naquahdah mines to maintain.


A rare metal that becomes amazing when properly refined, trinium is lighter than aluminum and stronger than superalloys. These properties make it ideal for spacecraft hulls and armor. A unit may be outfitted with trinium by paying the cost of the unit again. A stargate-dependent power would need to spend 16 for a trinium attack craft, while established starfaring would have to spend 8 for one craft.

Rare Metals

A catch-all term for metals like Platinum, Iridium, the Lanthanides, etc. These materials are not easily available, and serve critical roles in industry. A mining operation for rare metals will provide 5 resources.


This covers uranium and all other fission fuels. Generally, only human powers make use of uranium - Goa'uld have switched over to the more powerful naquahdah. A mining operation for uranium provides an extra 10 resources that can only be spent on ships, facilities, and superweapons. Fission drives are too small for ground units or fighters.


Supplying a large force purely by a stargate is a complex operation. For one thing, a stargate isn't that big, and for another, it can only be opened for thirty eight minutes at a time. Vehicles usually require some measure of special ramping on either side to pass through a section wider than the bottom, not to mention the problem of getting fuel, ammunition and spare parts that they need to function through to the other side to support them.

Various actions and units require different numbers of logistics, listed in their description. Each major location generations 100 logistics which maybe used through its stargate. Off world bases generate 20 logistics for either the planet they're on or worlds their stargates link to. Backup off world bases generate 50 logistics, or 100 logistics if they are upgraded with a colony.


Every civilization class starts with free standing forces – smaller ones must build most of the things they want to deploy, while larger ones get most of their units for free. Standing forces cannot be increased simply by pouring resources into it, but neither can they actually run out. A Goa'uld raid might deplete a colony planet's defending ground forces but they will regenerate over time at no cost as more soldiers are mustered from the homeland. A System Lord might suffer a defeat in space and lose a Ha'tak or two, (which may likewise deplete the defense fleet in patrol around a planet) but his shipyards will be constructing more and his fleet has enough strategic depth to sustain losses.

Facilities are required to maintain a fleet. A shipyard can maintain a standing fleet of light craft or build a cruiser or capital ship. Two are required to maintain a standing fleet of cruisers. Three can maintain a standing fleet of capital ships. A Naquahdah mine will support a standing fleet of fighters and light craft, OR a standing fleet of cruisers, OR the production of a superweapon, OR the production of a capital ship. A standing fleet of capital ships requires 3 naquahdah mines to maintain.

Anything a power can acquire for free is assumed to be present at their Key Locations.



Some units are not available to Goa'uld at the start (or vice versa). Constructing a new brand of units or performing upgrades requires a special project. Defensive units that can be stacked can only be constructed one per quarter.


Cruiser (cost: 40) (Human only) – A ship in the low-mid hundreds of meters long capable of independent interstellar action and exploration. Suited to powers with limited means that have no immediate desire to get all that big. Generally these ships have both powerful main weapons as well as the ability to launch smaller craft or ground teams (both of which it comes with pre-packaged) when more precision is required. The Tau'ri 304 class is a good example. Requires exotic minerals taken from a mining complex.

Capital Ship (cost: 70) – These ships range in length (or diameter) from the mid hundreds of meters up to the edge of four figures. They are complete all-around warships (or migration ships as the case may be), and platforms of interplanetary conquest. A Goa'uld Ha'tak for example, can carry a huge slave army. The starship of choice for great spacefaring powers that command the technology and resources necessary to build more than a couple good ones. Requires exotic minerals taken from a mining complex.

Flagship (cost: 90 | time to replace: 2 quarters) – The ship of choice for people with something to prove. Flagships are always a one-off – no one may have more than one at a time until the distinction between them and capital ships starts blurring at around Asgard tech level. In addition to all the sheer bang of a capital ship writ large, flagships are inherently Lucky and it takes stern and special stuff to make a system lord and his flagship blow up. Requires exotic minerals taken from a mining complex.

Light Craft

Light Ship (cost: 8) – General purpose craft that are fitted as small transports, shuttles and attack bombers. As attack ships, they pack enough punch to damage larger vessels provided there is no technological disparity. Either way, they are equipped with hyperdrives.

Deathglider (Goa'uld only) – Deathgliders are sublight combat craft lacking a hyperdrive and equipped with simple weapons. They are maneuverable and mobile – able to fly in space or atmosphere, and even moving somewhat underwater, though they aren't designed for this. They are capable of hovering and loitering, meaning the Goa'uld can use them very much like subsonic attack planes. They lack the ability to meaningfully damage large ships and are quite vulnerable to decent anti-aircraft weapons.

Starfighter (cost: 4) (Human only) – Starfighters are able to fly through air and space. They tend to be less maneuverable than Deathgliders but all else being equal, will simply overpower them. Starfighters are equipped with a hyperdrive but can't operate for more than a day or so and have limited ammunition/energy, so they still require carriers no matter how fast their hyperdrive gets.


Human Ground Forces (Human only) – Human ground combat units are generally less numerous, more flexible, and have superior doctrine to Jaffa forces. Although interstellar warfare is limited either way by what can be transported through a stargate, human ground forces usually have an edge over Jaffa counterparts in terms of organization, specialized tactical equipment, and support. Requires 10 logistics to deploy by stargate.

Human Special Forces (cost: 15) (Human only) – Free human states often utilize special forces which are quite distinct from Jaffa elite guards. Every bit as motivated and trained, special forces are generally less numerous but much more flexible in operation and tactically superior – an edge in creativity and elegance few Goa'uld lords saw need in their Jaffa until now. Benefit greatly from the Elite Military trait. Requires no logistics to deploy by stargate.

Human Armour (Human only) – Non-unified or recently unified human worlds have ample reason to design machines for war, which serve a role that Goa'uld and Jaffa would find irrelevant. Tanks and all manners infantry vehicles can fit through a stargate and might be deployed meaningfully once they're smuggled across in (rather incredibly vulnerable) single file. They might, on a darker note, see more action fighting an invasion if they can avoid being obliterated from orbit. Requires A secure Stargate at the other end and 40 logistics to deploy by stargate.

Human Artillery (Human only) – This pertains to heavy artillery – multiple rocket launchers, howitzers and other guns with extended range ammunition, cruise missiles, and such. Specify anti ground or anti air when deployed. Requires a secure stargate at the other end and 40 logistics to deploy by stargate.

Human Air Support (Human only) – Goa'uld generally are served decently (and more than sufficiently) by Deathgliders but free human enclaves have specialized aerial equipment like helicopter gunships. They take considerable effort to deploy through a stargate and are vulnerable to gliders, but are something that Jaffa warriors would be hard pressed to answer if brought to bear. Please specify the nature of the unit when it is deployed (Helicopter gunships, CAS aircraft, multi-role fighters etc.) Requires a secure stargate at the other end and 40 logistics to deploy by Stargate.

Stargate Assault Force (cost: 25) – Assuming burial or an Iris don't render it irrelevant, both sides can develop specialized ways of increasing the chance of success when storming across a stargate by force. Only a single stargate assault force can be deployed at a time, utilizing qualitative superiority, specialized equipment or vehicles, guts, and anything else you might care to describe. Needle threaders fall into this category on the Goa'uld side whereas humans might use powered armor or small mecha or something. Facing an actively defended gate, an attacking force would be well advised to prepare several waves of attackers and/or open the festivities with a large bomb. Requires 25 logistics to deploy.

Jaffa Warriors (Goa'uld only) – The Jaffa form the military arm of the Goa'uld empire. Although saddled by poor doctrine, stagnation, and unrealistic expectations, Jaffa are brave, zealous and vast in number. So long as their faith remains steadfast, Jaffa are superbly disciplined and trained and their physiques are peak human. Those who variously discount Jaffa as tactically, materially, or even technologically backwards discount their ferocity at their own risk. Jaffa warriors fight at lower ranges than most competent opponents and often suffer a dearth of specialized supporting equipment. They do however, excel at shorter ranges, have powerful weapons, and wear quite effective armor. Require 5 logistics to deploy by stargate.

Elite Guards (cost: 20 - provisional) (Goa'uld only) – Many Goa'uld, especially System Lords, maintain a standing force of personal guards with distinctive looking gear. Although they are often just for show, selected for appearance, stature, and imposing visage, real elite guards are a terror to face in combat. They have many resemblances to special forces, though they tend to discard sneaking and subtlety for pure combat prowess. Any Goa'uld may build them but they benefit greatly from the Elite Military trait. Require 5 logistics to deploy by stargate.


These are immobile and placed around or on planets.

Planetary Superweapon (cost: 100 | time: 4 quarters) – Although generally much more effective when found rather than built, you can build one of these if you like. This category includes things like grand cannons or shields – it should be carefully noted to the GM what it consists of. Can be hidden (cost: 120 | time: 7 quarters) or cheapened (cost: 50 | time: 2 quarters) to cover only a single cone of approach, in which case it will be ineffective in stopping a landing. As they pertain to destroying targets in space, having a high technology level is important to make it relevant. Requires exotic minerals taken from a mining complex.

Planetary Defense Network (cost: 60) – A network of satellites and/or surface weapons pointed spacewards that can be expected to deter casual raids and at least hold up a moderately determined attack from space. Can be successively stacked with somewhat diminishing returns for heavier and more credible defenses. At the second layer, some significant battlestations can be expected to be in orbit. Having a decently high technology level really helps. Requires exotic minerals taken from a mining complex.

Detection (cost: 10) – A tripwire system to inform you of things dropping into orbit over your Goa'uld's favorite harem world or whatever. Can be successively stacked with diminishing returns. Does not detect stargates dialing in or out.

Stargate Defenses (cost: 25) – Only buildable for stargates that are not already protected by an Iris. These are specialized defensive emplacements and arrangements that guard a stargate. Can be successively stacked with diminishing returns. The first layer represents fighting positions and support weapon emplacements, possibly with a control bunker. A second layer add heavier weapons and fortifications or traps around the stargate. High levels of defenses can impair the logistical capabilities of a site, as soldiers struggle to navigate your stargate shark tank...


Constructing any "building" as far as the game is concerned. Only one can be built per system

Research facility (Cost 25, no tech minimum)- Allows research into new technologies and tactics. These can either do general research or focus on producing prototype systems. General research facilities improve the chance of increasing your tech level.

Off World Base (Cost 20, no tech minimum) - A combination of sensors, defenses, living facilities, and provision for research. Provides 20 logistics on the planet where it's built or any linked to it by stargate, along with 5 additional resources.

Major Off World Base(alpha/beta site) (Cost 40, no tech minimum) - Provides 50 extra logistics on a planet where it's built or any linked by stargate, allows backup command and control, can become a new major location if upgraded with a Colony and at least 2 other structures. Provides 10 additional resources.

Off world Listening Post (cost 10, tech minimum 0/20) - Provides intelligence on enemy in the area: requires FTL communications to observe beyond the worlds it's deployed on.

Shipyard (cost 25, minimum tech 20 or outside assistance)- allows the constructions of new starships on the planet its built on. Stackable. A shipyard can maintain a standing fleet of light craft or build a cruiser or capital ship. Two are required to maintain a standing fleet of cruisers. Three can maintain a standing fleet of capital ships.

Ground Vehicle Depot (cost 25, no tech minimum) - reduces the logistical footprint of human armour and artillery on the world it's on by half, if combined with a colony and Off World Base or backup site, eliminates the logical footprint

Religious or Social Structure (cost 10, no tech minimum)- Raises morale and facilitates the conversion of locals. Building these eases the transition after conquering a new world.

Fortress (cost 40, no tech minimum) - Provides a strong set of defenses around another structure, making infiltration or raids harder

Infantry Depot (cost 20, no tech minimum) - Reduces the logistical cost of deploying infantry units of Jaffa by half (round down), if combined with an off world base and colony, eliminates the logistical cost of deploying Infantry or Jaffa

Airstrip (cost 30, no tech minimum: humans only) - Reduces the logistical cost of deploying air support units by half (round down), if combined with an off world base and colony, eliminates the logistical cost of deploying air support units off world, may base space fighters.

Training Facility (cost 20, no tech minimum) - Helps with the off world training of infantry and generally improves unit readiness

Special Training facility (cost 40, no tech minimum) - As training facility but may also train special operatives and provide plot bonuses as determined by the GM. If constructed by another power, the training facility can, with GM approval, transfer the effects of a single trait, such as Ashraks, Navigators, Elite Training, or a single type of Combined Arms. This requires two quarters of work - 1 to construct the facility, and an additional one to pass on the training.

Off World Colony (cost 30, no tech minimum, Requires: off world base or backup site) - gives 50 additional logistics to the base, provides 10 resources, and allows the construction of additional structures

Mining operation (cost 20, no tech minimum) - Obtains vital strategic resources such as Naquahdah. A Naquahdah mine will support a standing fleet of fighters and light craft, OR a standing fleet of cruisers, OR the production of a superweapon, OR the production of a capital ship. A standing fleet of capital ships requires 3 naquahdah mines to maintain.

Palace (Cost 40, no tech minimum) -Provides significant diplomatic bonuses

Bomb Shelter (cost 20, no tech minimum) - Provides protection against orbital bombardment

Special Actions

Explore Strange New World (Cost 10, no tech minimum) - Go to a new world and explore it. You'll get a basic description from the GM, or alternatively, a plot

Send expedition to previously explored world (cost 0, no tech minimum) -Sending a team to a world you've already explored is a much easier venture

Explore Alien Ruin (Cost 20, no tech minimum)- Explore alien ruins you've found, requires a explore strange new world action to find the ruins first (they'll be listed on the world description

Minor Infiltration (Cost 5, no tech minimum) - a minor infiltration of an enemy base or homeworld: normal spying

Major Infiltrate (Cost 20, no tech minimum) - A major infiltration such as taking over one of the enemies bases with holographic duplicates, replacing or corrupting a key leader or stealing their new thought controlled fighter

Raid (Cost 0, no tech minimum) - A small scale military action involving no more than 1-2 units of troops, usually infantry attacking a specific target, much easier to mount than a Major Campaign

Wage Major Campaign (Cost 50, no tech minimum) - A major campaign is any action which cases a world to change hands by anything other than uprising of it's population. It takes a lot of resources to wage a major campaign, even about the logistical headaches, and usually involves the deployment of divisions of troops and fleets of ships

Tank Rush (cost 20, no tech minimum: requires tanks, also available in air raid and artillery strike ) - A raid in which combined arms forces are deployed requires much more time, planning and resources to mount, but is potentially far more effective.

Engage in diplomacy (Cost 0, no tech minimum)- Talk is cheap, even fancy diplomatic talk

Engage in major and complex diplomacy (Cost 30, no tech minimum) -However big talk has it's own costs. Forging complex diplomatic ties (such as alliances between earth humans, Tokra and Rebel Jaffa) is often a plot in and of its self, and may draw unforeseen complications that require story (and resources) to smooth

Sign Trade Agreement (cost 5, no tech minimum, requires someone to trade with) - signs a trade agreement, gain 10 extra resources per quarter

Raise allied Auxiliaries (Cost 30, no tech minimum: requires contact with allied group) - Building an army of allies is an expensive business, but potentially very rewarding and keeps your own costs and causalities down

Build Prototype Flagship (Cost 30, tech minimum 40 or outside assistance. Requires a dedicated research facility) - begins the process of researching how to create new types of flagships

Build Prototype Capital ship (Cost 20, tech minimum 30 or outside assistance. Requires a dedicated research facility) begins the process of researching how to create new types of Capital ship

Build Prototype Cruiser (Cost 20, tech minimum 20 or outside assistance. Requires a dedicated research facility) begins the process of researching how to create new types of Cruiser

Build Prototype Tactical space craft (cost 20, tech minimum 20 our outside assistance. Requires a dedicated research facility) begins the process of researching how to create new types of fighter or light vessel

Develop exotic WMD (Cost 40, Tech minimum 10, requires naquahdah source and a dedicated research facility) - Allows the development of exotic weapons such as naquahdah enhanced nukes or the like.

Adaptation to Outrageous Tauri Bullshit (Gou'ald only, requires you to have fought a human power, and a dedicated research facility. Cost 50, no tech minimum) - Over time, Goa'uld are able to adapt to the outrageous crap that humans deploy like tanks. This action must be taken multiple times to adapt: the first level aids Goa'uld Doctrine and helps them better call down air and space strikes on enemy armour and artillery, the second develops infantry anti-tank weapons, the third allows the Goa'uld to deploy one type or other of combined arms unit (one type per action taken)