TEXT: A Savage Worlds Conversion
  For Stargate SG-1, Stargate Atlantis, and Stargate Universe
  Written by Will Herrmann
  JourneymanGM.com
  Created under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0.
  Stargate and all related trademarks are the property of Metro-Goldwyn-Mayer (MGM),
  This game references the Savage Worlds game system, available from Pinnacle 
  Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and 
  trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. 
  Pinnacle makes no representation or warranty as to the quality, viability, or suitability for 
  purpose of this product.
  �
  Version 0.6
  
  Overview
  My Reasons for Doing This
  �
  I’ve always been a fan of Stargate SG-1, Stargate Atlantis, and Stargate Universe. 
  When I got into role-playing games, I was excited to ﬁnd out that there was a Stargate 
  SG-1 roleplaying game and wanted to give it a try. When I borrowed a copy from a 
  friend, I was initially impressed by the faithfulness to the series. But that excitement fell 
  away when I discovered the dizzying number of combat options. Even worse, the gear 
  section was a mess and I spent a good ﬁve minutes trying to ﬁnd a P-90, the most 
  common weapon for SG teams. I also scratched my head when I found that I could take 
  an MMORPG with me to a planet. By and large, I realized that the system wasn’t for 
  me.
  �
  I believe that Savage Worlds is a system that could easily capture the exciting feel of 
  the shows, especially during the more action-packed episodes. I’ve created a 
  conversion that I’ve used with my role-playing group and they’ve loved it, so I’d like to 
  share it with the world. It is my goal to create a conversion that is useful and accurately 
  captures the feel of the shows. I encourage any feedback to help this to happen.
  Work in Progress
  �
  This is currently a draft and is missing several things that I would like to add. Rather 
  than waiting with it, I wanted to get some feedback about what I had done and to 
  release what I had into the public for others to enjoy
  �
  I haven’t statted out any vehicles yet. I ﬁrst plan to write stats for F-302s, 
  Deathgliders, Alkesh, Tel’tak, Puddlejumpers, Wraith Darts, and Destiny Shuttles. Later, 
  I will include capital ships including Prometheus, Daedalus-class ships, Orion-class 
  ships, Ha’tak, Ori Motherships, Wraith Cruisers, Wraith Hive Ships, and hopefully 
  Destiny.
  �
  Additionally, I plan to include character sheets for all the characters from the shows. 
  Finally, I would like to include stats for common enemies and perhaps even nemeses 
  like the Goa’uld System Lords themselves.
  Stargate: A Savage Worlds Conversion�
  2
  
  Setting Rules
  Excluded Skills
  �
  There are very few vehicles and animals on the worlds that the Stargate leads to 
  and so the Boating, Driving, and Riding an skills are unused. In the rare event that they 
  are needed, a Piloting roll or an Agility roll (GM’s choice) can be used.
  New Skill
  �
  Characters can use technology from their own culture without having to make a 
  special roll, but those intending to use alien technology will require the Knowledge 
  (Alien Technology) skill. Because there are many different types of alien technology, this 
  skill follows the Skill Specialization setting rule from Savage Worlds Deluxe. Thus if a 
  character uses a piece of alien technology without the appropriate specialization, they 
  make must make a Knowledge (Alien Technology) roll with a –2 penalty in order to 
  successfully use it. Especially complex pieces of technology (notably the Stargate) also 
  require a specialization to use without penalty.
  �
  For difﬁcult tasks with unfamiliar technology, a Knowledge (Alien Technology) skill 
  roll may be required along with another skill roll. For instance, if Col. O’Neill wants to 
  pilot a Goa’uld Death Glider to escape a Ha’tak, the GM might require him to roll both 
  Knowledge (Alien Technology) with the Goa’uld Technology speciality and Piloting skill 
  checks and get a success in both in order to pilot the Death Glider successfully. 
  �
  Note that Teal’c would not have to make a Knowledge (Alien Technology) roll in this 
  situation because he is a Jaffa and has used Goa’uld technology all his life, but he may 
  have to make a Knowledge (Alien Technology) roll with the Tau’ri Technology speciality 
  if he was ﬂying an F-302 since he is much less familiar with the technology of the Tau’ri.
  �
  The following specializations are used:
  Specialization
  Example Uses
  Stargate
  Gathering previously dialed gate addresses from a DHD, 
  dealing with a gate malfunction, modifying the gate’s auto-
  update algorithm, overriding a safety protocol
  Tau’ri Technology
  (For non-humans) Flying an F-302, using a computer
  Ancient Technology
  Using the Dak’ara superweapon, modifying the systems of 
  Atlantis, ﬁxing a Puddle Jumper, operating a stasis pod
  Goa’uld Technology
  Flying a Goa’uld ship, using a ribbon device, disarming a 
  Goa’uld explosive
  Asgard Technology
  Retroﬁtting the Odyssey with Asgard weaponry and 
  systems, calling the Asgard from a hologram shrine
  Stargate: A Savage Worlds Conversion�
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  Specialization
  Example Uses
  Wraith Technology
  Flying a Wraith Dart and activating the culling beam, 
  sabotaging the systems of a Wraith Hive Ship
  Replicators
  Implanting a virus into the Asurans’ base code, activating a 
  replicator in a laboratory in order to tap into their collective 
  information network
  Destiny
  Getting Destiny to transfer controls to another location, 
  overriding key systems, modifying the Chair so it is safe to 
  use, manually altering Destiny’s course
  Excluded Hindrances
  �
  Nearly all PC characters in Stargate do not believe that the Goa’uld, Ori, or Wraith 
  are gods worthy of worship or that they have supernatural powers. Consequently, the 
  Doubting Thomas Hindrance is inappropriate for this setting.
  Languages
  �
  Miraculously, language is rarely an issue when traveling to other worlds, as virtually 
  everyone speaks a common language. If appropriate for their background, a character 
  can speak and/or read an alien language (e.g. a Jaffa can speak and read Goa'uld). 
  Those who wish to know more languages should take the Linguist Edge, which has 
  been modiﬁed for use in Stargate.
  Money and Gear
  �
  Virtually all characters in Stargate do not use money because they are assigned 
  their gear for offworld missions, thus there is no need for Starting Cash or purchasing 
  gear. Characters simply receive the appropriate gear considering who is outﬁtting them 
  and their personal background (for instance Teal’c receives the standard equipment of 
  SGC personnel, but has opted to use a Staff Weapon instead of a P-90 due to his 
  background as a renegade Jaffa).
  Stargate: A Savage Worlds Conversion�
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  Races
  �
  The Stargate leads to many worlds with hundreds of alien races. Each of these 
  races is equivalent to a +4 Race using the race creation rules found in Savage Worlds 
  Deluxe. Below are the ones that are available to players:
  Human 
  �
  Humans are creatures that originated on Earth, but were taken to other worlds by 
  the Goa'uld. Whether they are known as the Tau'ri, the Tollan, or the Genii, they share a 
  common ancestry. All humans receive a free Edge at character creation to reﬂect their 
  ability to adapt and thrive. 
  �
  However, those who regularly travel through the Stargate are almost always better 
  trained than the average humans of Earth and as such receive an additional beneﬁt 
  based on their homeworld or cultural background. In addition to the free Edge, all 
  humans in Stargate receive one of the following beneﬁts or an equivalent overall +2 
  beneﬁt using the Race Creation rules in Savage Worlds Deluxe.
  Milky Way Galaxy
  • Tau’ri-SGC Soldier: Military Training - All Stargate Command soldiers are members 
  of the United States Air Force and must undergo basic training. They begin play with a 
  d6 in Shooting and Survival and a d4 in Fighting, Piloting, Swimming, and Throwing. 
  However, they also have a Vow (Major) to follow the chain of command in the military.
  • Tau’ri-Civilian: Education - Civilians are chosen to work with Stargate Command 
  based on their special knowledge and expertise. All civilians receive a free d6 in any 
  two skills linked to Smarts. Although they are employed by Stargate Command, they 
  are not required to follow the chain of command and therefore are free from many of 
  the restrictions that SGC personnel are bound to.
  • Langarans: Eidetic Memory - As Jonas Quinn often demonstrated, the people of 
  Langara have evolved to the point where they have an acute attention to detail and an 
  eidetic memory. They begin play with a d6 in Investigation and receive +2 to all 
  Common Knowledge checks.
  • Tollan: Technologically Advanced - Having never had any sort of “Dark Ages,” Tollan 
  technology is some of the most sophisticated in the Milky Way. Tollan begin with a d6 
  in Smarts as well as a d6 in Repair and Knowledge (Alien Technology), but have a 
  Vow (Major) to not allow less developed civilizations, like the Tau’ri, to have access to 
  their advanced technology, lest they destroy themselves with it.
  Pegasus Galaxy
  • Athosians: People of the Land - Teyla Emmagan’s people from Athos are people of 
  the land and are skilled in farming and hunting. This ﬁrsthand knowledge provides 
  them with a free d6 in Survival and Tracking.
  • Genii: Life of Secrecy - The Genii have lived their entire lives hiding from the Wraith 
  and using subterfuge to gather intelligence in the Pegasus Galaxy. They begin play 
  with a d6 in Notice, Stealth, and Streetwise, but also have the Outsider Hindrance, as 
  most people do not trust them.
  Stargate: A Savage Worlds Conversion�
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  • Runner: Hunted by the Wraith - Runners are humans who were given a tracker and 
  then released to be hunted by the Wraith for sport. It is assumed that any PC Runner 
  has had this tracker removed. They receive a d6 in Survival, Tracking, and either 
  Fighting or Shooting, but have the Wanted (Minor) Hindrance because they could still 
  be captured by any villages that are willing to turn him over to any particularly vengeful 
  Wraith.
  Jaffa
  �
  The Jaffa were humans that were genetically manipulated by the Goa’uld. In 
  exchange for long life and increased vitality, they were designed to incubate Goa’uld 
  symbiotes until full maturity. They are commonly used as warriors by the Goa’uld, 
  though many have rebelled and joined the Free Jaffa.
  �
  Any Jaffa who have not gained a symbiote are considered to be Human. A Jaffa 
  cannot become a Tok’ra.
  • Symbiote Health: The symbiote incubated within the Jaffa grants long life and 
  increased vitality. All Jaffa start out with a d6 in Vigor.
  • Symbiote Regeneration: Since the symbiote quickly heals wounds sustained in 
  combat, healing rolls can be made every day.
  • Jaffa Toughness: All Jaffa receive the Brawny Edge, providing +1 Toughness and a 
  carrying capacity of 8 times their Strength.
  • Born for Battle: Jaffa learn to ﬁght almost as soon as they are able to walk. All Jaffa 
  begin with a free d6 in Fighting.
  • Disease Immunity: Jaffa are immune to virtually all diseases.
  • Poison Immunity: Jaffa are immune to the most common types of poison.
  • Honor-bound: Although they may ﬁght against each other, all Jaffa are bound by a 
  sense of honor that governs the way they ﬁght. All Jaffa have the Code of Honor 
  Hindrance.
  • Outsider: A Jaffa often ﬁnd trouble adapting to other cultures and may not be 
  welcome on worlds formerly enslaved by the Goa'uld. All Jaffa receive the Outsider 
  Hindrance.
  If playing before the Goa’uld have been overthrown:
  • Shol’vah: When a Jaffa betrays the Goa'uld, he is branded a Shol'vah and will be 
  captured or killed on sight by any enemy Jaffa. If the Jaffa was of importance, the 
  Goa’uld may go to great lengths to ensure that he is made an example of.
  If playing after the Goa’uld have been overthrown:
  • Tretonin Dependency: The ultimate expression of freedom from the Jaffa came when 
  they could use tretonin instead of having to keep a Goa’uld symbiote inside of them. 
  By taking a daily injection, a Jaffa receives the same beneﬁts that a symbiote 
  provides. However, if a Jaffa fails to take tretonin, they suffer one level of fatigue each 
  day (eventually resulting in incapacitation and death).
  Tok'ra
  Stargate: A Savage Worlds Conversion�
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  �
  The Tok’ra are Goa’uld spawned by the Goa’uld Queen Egeria who are against the 
  other Goa’uld and their treacherous ways. The Tok’ra share the bodies of their hosts 
  and work through subterfuge to eliminate the Goa’uld.
  �
  A Tok'ra is fully dependent on his or her symbiote. Should it be forcibly removed or 
  injured, the host will die instantly. If the symbiote voluntarily leaves the host, the 
  character effectively becomes a Human (without the beneﬁts typically associated with 
  them), but retains the Naquadah in the Bloodstream ability.
  �
  If a Human becomes a Tok'ra during play, they gain all the beneﬁts of a Tok’ra, but 
  must forfeit their next two advances.
  • Symbiote Health: The symbiote within the host grants long life and increased vitality. 
  All Tok’ra start out with a d6 in Vigor.
  • Symbiote Regeneration: Since the symbiote quickly heals wounds sustained in 
  combat, healing rolls can be made every day.
  • A Lifetime of Learning: Throughout their long life, the Tok’ra symbiote has learned to 
  do just about everything. They receive the Jack of All Trades Edge.
  • Disease Immunity: Tok’ra are immune to virtually all diseases.
  • Poison Immunity: Tok’ra are immune to the most common types of poison.
  • Naquadah in Bloodstream: As a result of the blending of host and symbiote, the 
  metal naquadah ﬂows through the character's veins, allowing the use of Goa'uld 
  devices that require it.
  • Leaders of the Resistance: The Tok’ra ﬁrmly believe that they have the wisdom and 
  experience to best decide how to deal with the Goa’uld and other enemies and that 
  other races should defer to them. They all have the Stubborn Hindrance.
  • Tok'ra Responsiblity: The character has a Vow (Major) to fulﬁll the needs of the 
  Tok'ra, taking precedence over those of those the host is afﬁliated with.
  • Patience of Generations: The Tok’ra are accustomed to planning for months at a 
  time before taking action against their enemies, especially if it means that no Tok’ra 
  lives will be lost. All Tok’ra have the Cautious Hindrance.
  If playing before the Goa’uld have been overthrown:
  • Tok’ra Spy Network: The Tok’ra are deeply embedded into Goa’uld operations. A 
  Tok’ra has the Connections Edge and can use the network to get information, 
  requisition materials, and possibly work out a diversion in order to complete their 
  mission. (This network largely depended on the vast empire of the Goa’uld and, while 
  still present, is not nearly as powerful during the time after they are overthrown).
  • Hunted: The Tok’ra must work in secret and take great lengths to ensure that they are 
  not captured by the Goa’uld.
  Wraith
  �
  The Wraith are the scourge of the Pegasus Galaxy who went to war against the 
  Ancients, resulting in them sinking Atlantis and retreating to the Milky Way. With the 
  Wraith reawakened in full force, they are now culling humans in greater numbers than 
  ever before.
  Stargate: A Savage Worlds Conversion�
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  �
  The Atlantis Expedition has made uneasy alliances with certain Wraith from time to 
  time, notably Todd. Because the Wraith rarely work with humans for an extended period 
  of time, you should get Game Master approval before building a Wraith character.
  • Wraith Vitality: No well-fed Wraith is frail. All Wraith start with a d6 in Vigor.
  • Hardy: The Wraith are difﬁcult to kill and often can take many bullets before dying. If a 
  Wraith is Shaken, a second Shaken effect does not result in a wound.
  • Feeding Claws: A grappled, restrained, or incapacitated human can be fed upon with 
  a successful Touch Attack. The Wraith can transfer one level of Fatigue or one wound 
  level between the target and themselves, or can make a Spirit roll vs. the target’s 
  Spirit at -2 to try to gain some sort of information. If the Wraith is not attacked and the 
  target is still in its grasp, the beneﬁts of feeding can be repeated each round.
  • Knockback: All Fighting attacks made with a Wraith’s bare hands cause 1d4” of 
  knockback on the target.
  • The Need to Feed: All Wraith must feed on a human each week or begin suffering 
  fatigue as with a Major Habit. If a Wraith is incapacitated in this way, they die.
  • Bringers of Death: The Wraith are universally feared for culling and feeding on 
  humans and suffer a –6 Charisma to any social interactions with humans. This penalty 
  can be reduced if it is known that a particular Wraith refuses to feed on the people he 
  is working with (like Todd with Sheppard’s team), but not entirely eliminated as they 
  are always a little afraid that the Wraith might still feed if they are vengeful or 
  desperate.
  Stargate: A Savage Worlds Conversion�
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  Edges
  Excluded Edges
  �
  The following Edges are not available in Stargate: Arcane Background, Arcane 
  Resistance, Gadgeteer, Florentine, Liquid Courage, Martial Artist, Noble, Power Surge, 
  Rich, Filthy Rich, and all other Edges that include any of these as a requirement.
  Modiﬁed Edges
  �
  The following Edges from Savage Worlds Deluxe have been modiﬁed for their use in 
  Stargate.
  Linguist
  �
  Requirements: Novice, Smarts d6+
  �
  This Edge allows the character to effectively read and understand any alien 
  language (e.g. Goa’uld, Asgard, Atlantean, Wraith). He can also make a Smarts roll at –
  2 to make himself understood in any language or dialect that he has heard spoken for 
  an extended period of time.
  Mr. Fix-It
  �
  Requirements: Novice, Smarts d10+, Repair d10+, Knowledge (Alien Technology) 
  d8+ with at least three specializations
  �
  This Edge has different requirements, but otherwise functions as described in 
  Savage Worlds Deluxe.
  New Edges
  Background Edges
  Ancient Gene
  �
  Requirements: Novice
  �
  The character is able to activate mundane Ancient technology and use complex 
  Ancient technology, either naturally or as a result of gene therapy. They are also never 
  required to make a Knowledge (Alien Technology) roll when using Ancient technology 
  (although they will still need to do so if modifying it).
  The Gift
  �
  Requirements: Novice
  �
  As a result of Wraith experimentation in one of their ancestors, this character has 
  some Wraith DNA. She is able to sense that Wraith are in the vicinity with a Notice 
  check (but speciﬁcally where) and can make a Notice check at –2 to sense that Wraith 
  ships are approaching. In extreme circumstances, an individual with The Gift can also 
  telepathically communicate with a Wraith or ﬂy a hive ship.
  Stargate: A Savage Worlds Conversion�
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  Professional Edges
  Surgeon
  �
  Requirements: Novice, Healer, Healing d8+
  �
  This character ignores wound penalties for the victim when healing someone within 
  the “Golden Hour.”
  Weird Edges
  Grace Under Pressure
  �
  Requirements: Novice, Luck
  �
  Whenever things seem hopeless, this character is able to pull everything together to 
  do the impossible and save the day. Every time the character receives a Joker, they 
  receive a +3 to all Trait and damage rolls for the round, rather than the standard +2.
  Stargate: A Savage Worlds Conversion�
  10
  
  Gear
  �
  All Modern era gear from Savage Worlds Deluxe is available in Stargate, but the 
  most common gear for SG teams and the alien races they encounter are listed below.
  Stunning Weapons
  �
  Weapons that list “Stuns” as their damage work as follows: on a successful hit, the 
  target falls prone and must make a Vigor roll at -2. On a success, the target is treated 
  as being Exhausted. On a raise, the target is treated as being Fatigued. If the target 
  fails the roll, he is incapacitated. The target may make a Vigor roll at -2 as a free action 
  each round to attempt to remove a level of Fatigue. If all levels are removed, the target 
  is no longer considered “stunned.”
  Tau’ri 
  Armor
  Type
  Armor
  Weight
  Notes
  Kevlar Vest
  +2/+4
  8
  Covers torso only, +2 vs. most attacks (not Staff 
  Weapons), +4 vs. bullets
  Kevlar Vest w/ Standard 
  Ceramic Inserts
  +4/+8
  12
  Covers torso only, +4 vs. most attacks (not Staff 
  Weapons), +8 vs. bullets
  Kevlar Vest w/ Ceramic 
  Polymer Inserts*
  +4
  12
  Covers torso only, +4 vs. most attacks (including Staff 
  Weapons)
  * Only available after the events of Season 7’s Heroes.
  Ranged Weapons
  Type
  Range
  Damage
  ROF
  Weight Shots Min Str
  Notes
  P90 (.28)
  24/48/96
  2d8
  3
  6
  50
  -
  AP 2, Auto, 3RB
  Beretta (9mm)
  12/24/48
  2d6+1
  1
  1
  10
  -
  Kull Disruptor*
  24/48/96
  2d6
  1
  2
  -
  -
  Mounts on a P90 and ﬁres 
  simultaneously with bullets, 
  harms Kull warriors (Anubis 
  guards)
  * Only available after the events of Season 7’s Death Knell.
  Special Weapons
  Type
  Range
  Damage Weight Min Str
  Burst
  Notes
  Frag Grenade
  5/10/20
  3d6
  1/4
  -
  MBT
  C4
  -
  4d6
  1/4
  -
  MBT
  Heavy Weapon, can be 
  detonated remotely, two or more 
  together deals 5d8 in a LBT
  Stargate: A Savage Worlds Conversion�
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  Mundane and Special Items
  Type
  Weight
  Notes
  Bullets, Medium
  5/50
  Includes 9mm to .45
  GDO
  1/8
  For transmitting an IDC to Stargate Command
  Radio
  1/2
  Naquadah Generator
  15
  Can also be detonated after a 30 second 
  overload, which destroys everything in a large 
  radius and generates an EMP wave
  Jaffa
  Melee Weapons
  Type
  Damage Weight Min Str
  Notes
  Staff Weapon (Melee)*
  Str+d8
  8
  -
  Reach 1, +1 Parry, 2 hands
  * A staff weapon can be used as either a melee or ranged weapon, but cannot be used as a ranged 
  weapon against targets within melee reach.
  Armor
  Type
  Armor
  Weight
  Notes
  Chest plate
  +3
  15
  Covers torso (does not stack with chain hauberk)
  Chain Hauberk
  +2
  10
  Covers torso and arms (can be worn with chest plate)
  Plate Greaves
  +3
  10
  Covers legs
  Serpent Guard Helmet
  +4
  8
  Covers head, retractable
  Ranged Weapons
  Type
  Range
  Damage
  ROF
  Weight Shots Min Str
  Notes
  Staff Weapon*
  30/60/120
  3d6
  1
  8
  -
  d8
  AP 3, 2 hands, Snapﬁre
  Zat’nik’tel (Zat 
  gun)
  5/10/20
  Stuns
  1
  3
  -
  -
  Ignores most armor, see 
  notes below **
  De-mounted 
  Glider Cannon
  50/100/200
  3d10
  1
  20
  -
  d10
  Heavy Weapon, AP 6, 2 
  hands
  * A staff weapon can be used as either a melee or ranged weapon, but cannot be used as a ranged 
  weapon against targets within melee reach.
  ** If the target is hit by a second Zat blast while under the stunning effects of a Zat gun, the target will die 
  immediately. A third hit will disintegrate the target. For the sake of game balance and drama, anyone 
  Stargate: A Savage Worlds Conversion�
  12
  
  wanting to kill a Wild Card with a zat gun must go on hold with the Zat gun aimed at the target (the threat 
  of killing the Wild Card will often bring the battle to a halt).
  Special Weapons
  Type
  Range
  Damage Weight Min Str
  Burst
  Notes
  Shock Grenade 
  (Tok'Kal)
  5/10/20
  -
  1
  -
  MBT
  Incapacitates all in burst for 1d6 
  rounds, Rolling
  Mundane Items
  Type
  Weight
  Tretonin (one day)*
  1/8
  * Only available after the events of Season 6’s The Changeling.
  Goa’uld
  Special Weapons
  Type
  Range
  Damage Weight Min Str
  Burst
  Notes
  Ribbon Device*
  Cone 
  Template
  1d6
  1/4
  -
  -
  Requires naquadah in bloodstream, 
  pushes target 1d4 squares, 
  fatigues target (bumps & bruises), 
  can only be used every other round
  * A ribbon device can be used to create a wall of force during combat or to torture a restrained target out 
  of combat.
  Mundane and Special Items
  Type
  Weight
  Notes
  Goa’uld Personal 
  Communicator
  1/4
  Goa’uld Healing Ring
  1/4
  Requires Naquadah in the bloodstream, provides 
  a +2 to Healing rolls and can heal after the 
  Golden Hour
  Ribbon Device*
  1/4
  Requires Naquadah in the bloodstream, can 
  torture, incapacitate, or kill a restrained target
  Goa’uld Personal Shield
  1/4
  Complete protection against anything faster than 
  a throwing knife, dissipates a zat gun blast, can 
  only be activated for 2 minutes at most
  Personal Cloaking Device
  2
  Renders the user invisible per the invisibility 
  power in Savage Worlds Deluxe
  * A ribbon device can be used to create a wall of force during combat or to torture a restrained target out 
  of combat.
  Stargate: A Savage Worlds Conversion�
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  Ori
  Melee Weapons
  Type
  Damage Weight Min Str
  Notes
  Battle Sword
  Str+d8
  8
  -
  2 hands
  Armor
  Type
  Armor
  Weight
  Notes
  Banded Leather Corselet
  +2
  15
  Covers torso
  Banded Leather Vambrace
  +2
  5
  Covers arms
  Banded Leather Greaves
  +2
  10
  Covers legs
  Helmet
  +2
  2
  50% vs. head shot
  Ranged Weapons
  Type
  Range
  Damage
  ROF
  Weight Shots Min Str
  Notes
  Staff Weapon
  30/60/120
  3d6
  1
  8
  -
  -
  AP 3, 2 hands, Snapﬁre
  Stun Weapon
  5/10/20
  Stuns
  1
  1/2
  -
  -
  Ignores most armor, worn 
  on hand
  Wraith
  Armor
  Type
  Armor
  Weight
  Notes
  Warrior Chest Plate
  +3
  25
  Covers torso
  Warrior Face Mask
  +3
  4
  Covers head
  Ranged Weapons
  Type
  Range
  Damage
  ROF
  Weight Shots Min Str
  Notes
  Stunner Pistol
  5/10/20
  Stuns
  1
  3
  -
  -
  Ignores most armor
  Stunner Riﬂe
  24/48/96
  Stuns
  1
  10
  -
  d6
  Ignores most armor
  Special Weapons
  Stargate: A Savage Worlds Conversion�
  14
  
  Type
  Range
  Damage Weight Min Str
  Burst
  Notes
  Wraith Detonator
  5/10/20
  3d6
  1
  -
  MBT
  Can be hidden and rigged to 
  detonate when exposed
  Self-Destruct 
  Device
  -
  3d6
  1/8
  -
  -
  Soldiers have it on their chest, 
  elites on their left wrist
  Miscellaneous Factions
  Ranged Weapons
  Type
  Range
  Damage
  ROF
  Weight Shots Min Str
  Notes
  Ronan’s Gun
  12/24/48
  Stuns/
  2d8
  1
  3
  -
  d6
  AP 2, Can either be set to 
  stun or to damage
  Replicator 
  Disruptor
  Cone 
  Template
  Special
  1
  10
  -
  d6
  Instantly disintegrates all 
  replicators that are not 
  immune to it
  Genii Pistol
  12/24/48
  2d6+1
  1
  3
  6
  -
  Asuran Pistol
  12/24/48
  2d6+1
  1
  2
  -
  -
  Mundane and Special Items
  Type
  Weight
  Notes
  Sodan Invisibility Device
  2
  Shifts the user to an alternate dimension where 
  they cannot be seen or interacted with, 
  prolonged use unleashes inter-dimensional 
  parasites that mutate animals
  Puddle Jumper Remote
  1/8
  Ancient Life Signs 
  Detector
  1/4
  Range of 10”, cannot differentiate between 
  species
  Destiny Portable DHD
  1/4
  Kino
  -
  Can be manually controlled or set to patrol
  Portable Kino Remote
  1/4
  Stargate: A Savage Worlds Conversion�
  15
  
  Savage Worlds is the property of Pinnacle Entertainment. Stargate and all related trademarks are the 
  property of Metro-Goldwyn-Mayer (MGM). This is a free product, I seek no proﬁt, and in no way intend to 
  infringe on any of the copyrights of MGM. It is my intention that rather than inhibiting sales, the creation of 
  this product will encourage sales of both Savage Worlds and Stargate products.
  The Stargate logo is used solely for the purpose of identiﬁcation of MGM’s products.
  All material is written entirely by Will Herrmann. Check out my site at JourneymanGM.com
  This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 
  Unported License. You are free to share and remix this work, so long as credit is given to the original 
  author, the resulting work is non-commercial, and any derivative works are distributed under this license 
  or a similar one.
  Stargate: A Savage Worlds Conversion�
  16
  
SOURCE: textdata/thevault/Savage Worlds/Fan/Stargate/Savage Worlds - Stargate (v0.6).pdf