SG-2 Mission Logs

It will take you a million light years from home. But will it bring you back?
Lewis's game based on the TV show and using Spycraft/Stargate: SG-1 rules. Explore the Galaxy! Save Earth from the tyrannical Goa'uld! Travel to exotic alien planets, which have trees! Or ancient ruins! Or both! Usually both.
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Lewis
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SG-2 Mission Logs

Postby Lewis » Sun Jul 28, 2013 11:53 pm

Season 1: One Toe In The Water

Episode 1.1 (pilot)


roll titles

Starring Edwyn Griffiths as Lt. Cdr Bob Sheppard, USN - SG-2's fearless, generous and fortunate leader!
Also starring Jeremy Randall as Dr. Mark Cross, Ph.D., NASA - scientist, astronaut, electronics genius, he knows many things, but not Geology.
Introducing Coxy as Praetor Marcus Crassus, Custodian - an alien, a member of the advanced Romani race, an interstellar cop who brings his expertise and technology to help the Romani's new allies - the Tau'ri.
Featuring Lt. Ian Dean Tigman, USAF - a heroic "PJ" (pararescue jumper), the team's totally dependable - and in no way suspicious - scout and medic (and definitely not a spy).


The team assemble in the Briefing Room to be briefed by Gen. Hammond on their upcoming mission to PX1-947... but suddenly there is an alarm for the dreaded "unscheduled off-world activation". The team rush to various points, Cdr Sheppard and Lt. Tigman to the Armory and the rest to the Control Room. The technician announces that they are receiving SG-10's Iris Code. The other SG is team returning from P3X-457.

The four members of SG-10 walk through the gate, but are behaving strangely. Lt. Colville is arguing with his CO, Capt. Moore. The argument escalates rapidly and Colville pulls a gun and shoots Moore in the back. The remaining members of SG-10 pull their weapons and start pointing them around wildly.

Fortunately, Lt. Cdr Sheppard is able to intervene before anyone else gets wounded. He talks down the gun waving team members until Praetor Crassus is able to stun one with his advanced sidearm, and the other two suddenly collapse with convulsions.

The medical teams quickly move in to treat the wounded, and assess the conditions of the collapsed SG members. The wounded CO is rushed to the Infirmary, followed shortly by his fellows. The initial examinations are inconclusive, so the medics must perform tests before any sort of diagnosis can be made. The other SG-10 members are taken into the Isolation Lab to minimize potential exposure to the rest of the base. The SG-2 members who came in close contact with the unconscious SG team must undergo a quick examination and are then allowed to go. General Hammond suspends additional off-world activity – as well as all leave off base – until the medical report comes in.

Reviewing SG-10’s mission briefing to P3X-457, the team discover that the gate was located in a sparsely wooded area near the foothills of a large mountain range. The immediate vicinity featured a variety of fairly unusual geological features and no sign of civilization, so SG-10 was assigned to go in and do a quick sweep for indigenous life. Given the geography, the SGC believed that heavy metal and mineral deposits might be found nearby.

The mission appeared to be going well after SG-10’s arrival on P3X-457 earlier that day. They dialled back a few hours later to report that they had discovered no signs of intelligent life – no animal life at all, in fact. The area seemed to be recovering from a drought – many of the newer trees were stunted, and fields of dead vegetation lays scattered about the area. There seemed to be plenty of water from the mountain runoff now, though. SG-10 planned to take soil samples and return in a few hours. They exhibited no signs of anxiety or belligerence during the conversation at all.

SG-2 find that SG-10 did return with a number of samples, which can be found in the Isolation Lab along with the unconscious teammates. Tests performed on the rocks reveal standard minerals for this type of region, as well as trace amounts of naquadah and signs of (apparently dead) microbial life. It is determined that the naquadah and microbe trace levels have increased considerably during the current drought....

To Be Continued...

... on 11 August 2013.

Playing: Telford: Dark Heresy.
Running: Cannock: Legends of Corwyn/D&D, Telford: Forgotten Realms: Heroes of Faerûn/D&D.
Prepping: Chill (modern day horror) Tales From The Loop (1980s sci-fi/horror)

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SG-2 Mission Logs - Episode 2

Postby Lewis » Fri Aug 16, 2013 11:03 pm

Season 1: One Toe In The Water

Episode 1.2 - Acute Schizophrenia Paranoia Blues

The SG-2 team is placed in charge of the investigation to locate the source of the strange behaviour beginning to crop up and a series of unexplained events on base. As the team helps keep the situation contained, evidence begins to mount that some kind of creature is loose on the base.

SG-2 find themselves in a race against time. More SGC personnel become stricken with irrational, aggressive behaviour - leading to food fights and more serious incidents. On top of this a number of electrical faults occur. The base is cut off and the clock starts ticking down to the forces topside treating it as a FOOTHOLD situation and dropping a nuke down Cheyenne Mountain. Meanwhile, the members of SG-10 are in deep comas and are dying.

As even Cdr Sheppard becomes affected, his comrades work out that some sort of creature came back with SG-10 from P3X-457. Eventually, they capture a strange, stick-like creature that exhibits some intelligence. With a live subject, Dr Fraiser is able to determine that the creature is exuding a pheromone-like chemical that causes mammals to become aggressive towards each other, perhaps a defence mechanism. Dr Fraiser is now able to treat the 'illness' with powerful anti-histamines. Additionally, she discovers that the creature is ill - it appears that its body is overloaded with naquadah, which both causes the electrical problems and means the creature is starving. Dr Fraiser is able to create a compound that will help flush the naquadah out of its system.

The team observe the creature miming something. Suddenly, they realise it seems to be trying to tell them that there are more like it, just as sick.

Playing: Telford: Dark Heresy.
Running: Cannock: Legends of Corwyn/D&D, Telford: Forgotten Realms: Heroes of Faerûn/D&D.
Prepping: Chill (modern day horror) Tales From The Loop (1980s sci-fi/horror)

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SG-2 Mission Logs - Episode 3

Postby Lewis » Mon Aug 19, 2013 5:30 pm

Season 1: One Toe In The Water

Episode 1.3 - Soldiers of Misfortune

The SG-2 team are cleared by General Hammond to travel through the Stargate to P3X-457 to treat the stricken stick creatures with Dr Fraiser's chemical compound. They do so, spending a hot sweaty morning spraying the chemical over the suffering and almost dead aliens. Crassus uses a UAV to scout out the area and spots what appears to be a mining village, high in the nearby mountain. Meanwhile, the stick alien that came through to the SGC leads Lt. Cdr Sheppard to the river bank, where there is a dead body of a human male. Lt. Tigman determines that the man suffered broken bones sometime before death, but eventually died of starvation. Alongside the river, there is a very fain track leading up the mountain.

Following the track, the team arrive at the village to find it eerily quiet and empty. They soon discover to their horror that the entire population is dead. Around half seem to have chosen to die with their families in their own homes and the rest in a central temple. The temple is dedicated to a red-headed goddess with massive... umm... personality. Dr. Cross and Lt. Tigman (Irish American) between them decipher the local writing, a dialect descended from Gaelic and written in a form of Ogham.

It seems that the villagers worshipped The Morrigan, who expected of them an annual tribute of naqadah. However, in recent years this became more and more difficult to meet. This led the villagers to try ever more risky mining operations, until they accidentally broke through to the river. This caused a mine collapse, killing or seriously injuring nearly all the adult males. This also diverted the river temporarily, causing the drought. By the time the river broke back out to its original course, the water was now contaminated with naqadah, causing the problems in the fields near the Stargate.

That night in the village, Dr. Cross spots a blue flash in the valley below and realises that the 'gate has been activated. The team discover that a party of Jaffa warriors are on the way. Sheppard has plenty of time to plan an ambush. Six Jaffa warriors, wearing Raven armour enter the village... commanded by a Goa'uld. The Goa'uld's host is wearing gold armour and is a well-endowed, red-headed woman! Sheppard arranges his team in good cover and the ambush works very successfully - although Dr Cross is stunned - four of the Raven Guards are killed and two rendered unconscious. The Goa'uld puts up a hard fight, using a kara kesh (ribbon device), knocking out Crassus, but she is eventually captured.

Who is she? What will the team do with her now?

Playing: Telford: Dark Heresy.
Running: Cannock: Legends of Corwyn/D&D, Telford: Forgotten Realms: Heroes of Faerûn/D&D.
Prepping: Chill (modern day horror) Tales From The Loop (1980s sci-fi/horror)

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Lewis
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SG-2 Season 2, Episode 1

Postby Lewis » Tue Oct 15, 2013 5:38 pm

STARGATE: SG-2 - Season 2: “Handmaidens”

Episode 2.1 – The Valley of the Deaf


The SG-2 team consist of:

• Edwyn Griffiths as Lt. Cdr Bob Sheppard, USN - their fearless, generous and fortunate leader!
• Jeremy Randall as Dr. Mark Cross, Ph.D., NASA - scientist, astronaut, electronics genius, he knows many things, but not Geology.
• Coxy as Prætor Marcus Crassus, Custodian - an alien, a member of the advanced Romani race, an interstellar cop who brings his expertise and technology to help the Romani's new allies - the Tau'ri.
• Fran Griffiths as Lt. Ian Dean Tigman, USAF - a heroic "PJ" (pararescue jumper), the team's totally dependable - and in no way suspicious - scout and medic (and definitely not a spy).
• and introducing Tom Bailey as Farad Ja Bafts – A Jaffa Raven Guard who has learnt the truth about the Goa’uld and wishes for himself and his family to be free.


One of the captured Jaffa (Farad) promises “The Lady” (the Goa’uld) that he will ensure she gets out of this alive and free. Then he tests to see if she and the other Raven Guard can understand Goidelic. Fortunately, neither of them could be bothered to learn the language of The Morrigan’s human slaves. Farad is able to communicate with Lt. Tigman, who finds that the Irish Gaelic he learnt from his grandfather is close enough for common comprehension (Fran makes a good Languages skill roll for Tigman, who gets a bonus from speaking Gaelic).

The Goa’uld and the other Jaffa are secured in the temple and guarded by Crassus and Dr. Cross. Meanwhile, Sheppard and Tigman take Farad to a separate building and find they can communicate with him in a mixture of Goa’uld and Gaelic. Farad rapidly explains that he knows the truth about the Goa’uld and that he detests them. He’s been looking for an opportunity to defect but is desperate to get his family to safety, as he believes The Morrigan would take reprisals against them if he defected. Farad explains that his family live on a planet called Gleanavar. If Sheppard and SG-2 agree to help him rescue them, he will help them get past the other dozen or so Jaffa already here on Ardara (his name for P3X-457).

Fortunately, Sheppard is convinced enough by Farad to trust him. Quickly they hatch a plan to avoid the Jaffa patrol summoned by the captured Goa’uld and then, dressed in captured Raven Guard armour, to bluff their way past the Jaffa guarding the Stargate. Thanks to firm, clear orders from Sheppard (Edwyn uses Sheppard’s Tactics ability) and co-operation between Farad and Tigman (and Fran spends an action die to activate Tigman's Trailblazer ability to grant everyone the benefits of his Forest Training feat), the first is swiftly achieved. Recovery of the quad bikes makes the journey to within 2km of the gate much quicker. Meanwhile, Dr Cross manages to rig up a Jaffa helmet communicator to totally jam all Jaffa communications with static (Jeremy spends an action die to activate a threat [i.e. critical success] on Cross’s Electronics skill). Then Cdr Sheppard and Farad manage to bluff the Jaffa at the gate into heading off to reinforce their colleagues (opposed Bluff vs Sense Motive – had to add a few action dice and it was very close!).

Once the Jaffa are a sufficient distance from the gate, Farad dials the combination of glyphs for Gleanavar and opens the wormhole to his home planet. Seconds later, the rebellious Raven Guard and the members of SG-2 are standing in a clearing surrounded by trees. It is Autumn in this part of Gleanavar, the leaves of the deciduous trees in the mixed woodland are just starting to turn brown. A cold, misty rain is falling. For the most part this works to the team’s advantage, as the mist cuts visibility to around 200 metres, and the noise of the rain falling on the leaves masks the sounds they make. However, Prætor Marcus Crassus finds the cold and damp seeping into his bones a little uncomfortable. (the Romani species vulnerability to cold comes into play, but Coxy makes a good FORT save for Crassus to be able to ignore any penalties).

Farad explains that the Morrigan’s previous regent on this planet was Sholred – who was in fact a Tok’ra infiltrator. During the years she was here, although no longer at The Morrigan’s court, Sholred worked the position to her advantage by slowly sounding out and then educating her temple handmaidens and key Jaffa amongst her temple guard. To those she felt were ready she revealed the truth about the Goa’uld. Sholred was eventually exposed when the The Morrigan arrived in a ha’tak (pyramid ship). The Tok’ra escaped the palace/temple by mysterious means, and fled through the Stargate. Farad remembers that Sholred had caches of weapons and equipment hidden in caves and the old mine. A trip to the old abandoned naquadah mine workings turns up a zat gun and some changes of clothing.

So accoutred, the party make their way into the walled town of Ladyhaven, bluffing their way past Jaffa guards. Once inside the town walls, Farad heads straight for his house. There he has an emotional reunion with his wife, Órla. However, she has bad news - the couple’s 8-year old daughter, Éanna, has been taken into the temple by the Regent (Evnith) to be brought up as one of the temple handmaidens. Farad insists that they have to get her out. He and Sheppard decide to head for the market place to see if Farad can spot one of the adult handmaidens he trusts. After several hours, Farad finally spots Catain ni Donall. However, she is being tailed by a Jaffa called Lunna’r, an old comrade of Farad’s. While Farad distracts his old comrade and takes him to a tavern, Sheppard whisks Catain back to the house (there were a number of opposed skill checks here, Cultures vs Spot and Innuenedo vs Sense Motive).

In the Ja Bafts residence Sheppard and SG-2 outline what they need to know – how did Sholred escape the temple? Catain agrees to help on one condition – she knows Evnith suspects her and is only allowing her to walk around freely to help identify any other troublesome slaves ‘infected’ with the knowledge of the Goa’ulds’ true nature. Soon she will no longer serve that purpose and then she and her family will likely be publicly executed. Catain will help if SG-2 promise to get her mother and two children to safety. Catain’s family (mother, Brìd ni Cullen, son Kieran and daughter Brìd) live in the village of Lagan, a few km to the east. Wondering how many more people they will have to recue before this is over, SG-2 agree. In return, Catain reveals that Sholred used a ring transportation system, one end in a rear room of the temple, the other in tunnels deep below the temple. The entrance will be somewhere wooded at the base of the hill, outside the town walls.

Catain has to leave quickly, before her absence is noted. When Farad returns, the party split into two. Overruling Cross and Crassus’s plan to destroy the town, all the inhabitants and possibly the entire valley by blowing up a warehouse full of naquadah, Commander Sheppard orders the team to split into two. Cross and Tigman will head to Lagan with a note from Catain. They will extract the family and head for the Stargate and then gate out to the Land of Light (P3X-797). Meanwhile, Sheppard will lead Crassus and Farad to find the entrance to the tunnels and then use the ring system to transport up into the temple. Fortunately, he has a transport ring remote control, which the team captured off the Goa’uld on Ardara (P3X-457).

Dressed in robes, Tigman and Cross head for Lagan. As they approach the village, they are spotted and challenged by a passing Jaffa patrol – “Kree!” Dr Cross quickly tells the Lieutenant how to act (Jeremy spends an action die to activate another threat, this time on his Xeno-Cultures check, so I award Tigman a +5 bonus to his Bluff check. Unfortunately for the players, the Jaffa guard gets a threat with his Sense Motive check, so I decide to use one of my remaining 13 action dice to activate it). But the Jaffa guard senses something is not right, perhaps it is Tigman’s oddly accented Goidelic? The two members of SG-2 are busted! Grabbed by the suspicious Jaffa, they are hauled off in the direction of Lagan!

Meanwhile, after a thorough search of the woods at the base of the hill, Sheppard’s group find a narrow fissure hidden by bushes. They squeeze through and find a tunnel leading deep under the temple. Along the way, they find some more of Sholred’s supplies and recover another zat gun. They find the bottom terminal of the transport ring system and activate the rings using the remote control. Instantly they are teleported up to a 5m square room in the temple. But something has gone wrong, in the room are 5 Jaffa, including Lunna’r, and one of them holds a zat on Caitan! (I had 12 action dice left at this point, so I decided to spend 10 of them on allowing the Goa’uld to activate a second spy that was following Catain and hence realising that she was up to something – after what happened in Spycraft, certain players should know better than to trust me with my action dice in double figures!).

TO BE CONTINUED...

Playing: Telford: Dark Heresy.
Running: Cannock: Legends of Corwyn/D&D, Telford: Forgotten Realms: Heroes of Faerûn/D&D.
Prepping: Chill (modern day horror) Tales From The Loop (1980s sci-fi/horror)

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roleplaysucks
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Re: SG-2 Mission Logs

Postby roleplaysucks » Wed Oct 16, 2013 4:42 pm

Aaaaaaaahhhhh nuts!
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Lewis
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SG-2 Season 2, episode 2

Postby Lewis » Tue Oct 22, 2013 12:26 am

Stargate: SG-2 Season Two "Handmaidens"

Episode 2.2 “Old Friends For Sale”


As the transport rings disappear, Sheppard and Marcus Crassus aim their weapons at the surrounding Jaffa. Farad also takes aim... at Sheppard! Catain produces a dagger and stabs the Jaffa threatening her, taking him down. Farad shoots Sheppard with the zat, knocking him out. Marcus Crassus attacks one of the Jaffa and is blasted by a plasma bolt from a staff weapon.

Farad explains to Lunna'r that he has had to bluff these aliens and was forced to go along with them to save The Lady on Ardara and to expose the vile traitor, Catain. Lunna'r is convinced. Farad takes Crassus's Taser weapon from his smoking body and confirms the Romani is dead (however, Crassus is not dead and still has his other weapons). Sheppard and Catain are searched (badly) and are dragged off an put in cells to await The Regent's pleasure. Farad and Lunna'r head off to report to The Regent in her throne room.

Meanwhile, Dr Cross and Lt Tigman are taken to the Jaffa guard post and searched (very badly) and thrown in a cell. One of the Jaffa is dispatched to run to Ladyhaven to report. While Tigman distracts the remaining Jaffa with songs, Dr Cross engineers an escape by making a hole in the wall. The two SG-2 team members leave a dummy in the bed and hide the hole with a blanket. They quickly head for Brìd nì Cullen's house.

Farad reports to the Regent, Evnith. The cruel goa'uld questions him at length, but believes the Raven Guard. In return for his service he is granted time with his daughter Éanna, one of the temple's handmaidens. Meanwhile, Marcus Crassus, who was not dead but merely wounded, clambers to his feet and searches for Sheppard, while dodging noisily marching Jaffa guards. Crassus tries to raise Sheppard on his radio. However, ironically, Sheppard has cannibalised his radio in order to make lock picks.

Over in Lagan, Lt Tigman makes contact with Catain's mother, Brìd, in her small herb garden at the rear of the house. At the same time, Dr. Cross spots a very nosy neighbour, Gawran, who is clearly watching Brìd's house. The scientist sneaks into Gawran's house and takes him by surprise. After a quick struggle, Dr Cross shoots Gawran with a zat, leaving the spy unconscious. The SG2 team members encourage Brìd and the children (Kieran and little Brìd) to pack food and put on warm clothing, and then quickly they flee Lagan, heading north on a dirt road to a farm a couple of kilometres north. With a gandmother and two children, they face the prospect of an 8 hour journey to the Stargate, with the added bonus of being hunted by Raven Guards before too long. Tigman is able to carry granny some of the time – this is, after all, his day job.

Back in the temple, Farad makes his way to the cells and explains himself to a furious Cdr Sheppard. However, when he explains he did it to keep them alive and also to be able to rescue his daughter. When the Jaffa hands his weapon to Sheppard, the angry naval officer is convinced and hands it back. Farad sends Sheppard and Catain to the Transport rings, while he heads back to retrieve Éanna. Sheppard soon meets up with Crassus and is relieved to see the Romani detective is still alive, albeit badly singed. Farad is forced to dupe and then zat his old comrade, Lunna'r and then he and Éanna join the others. They ring down into the tunnels, where there is an emotional family reunion between Farad, Éanna and Órla. The party of six exit the tunnels, and head north for the Stargate.

Meanwhile, several kilometres to the east, Tigman leads the other group as quickly as possible toward the same goal. Their speed is increased by finding and “borrowing” a horse and cart. The scout's animal handling skills are put to good use.

As Sheppard's group approach the gate, they spot some Jaffa hiding amongst the trees. A firefight erupts and poor Crassus is shot again, he's very poorly! Sheppard tries using a captured staff weapon, but ultimately finds that his trust old Beretta pistol is far more effective. Farad zats the other Jaffa. Sheppard's group currently have control of the Stargate. However, on a captured Jaffa communicator, Farad hears something rather worrying... something about a death glider!

Playing: Telford: Dark Heresy.
Running: Cannock: Legends of Corwyn/D&D, Telford: Forgotten Realms: Heroes of Faerûn/D&D.
Prepping: Chill (modern day horror) Tales From The Loop (1980s sci-fi/horror)

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roleplaysucks
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Re: SG-2 Mission Logs

Postby roleplaysucks » Fri Oct 25, 2013 4:18 pm

I'm guessing 'Death' glider, is just a name, they really are quite friendly?? <makes bluff GM roll>
"Dont mess with Roleplaysucks, he's a lunatic!!" - Megatron
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Lewis
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Re: SG-2 Mission Logs

Postby Lewis » Fri Oct 25, 2013 10:05 pm

Why yes... yes it is. 'Death' is just a nickname really.

<secretly arms the 12d6 laser cannons>

Playing: Telford: Dark Heresy.
Running: Cannock: Legends of Corwyn/D&D, Telford: Forgotten Realms: Heroes of Faerûn/D&D.
Prepping: Chill (modern day horror) Tales From The Loop (1980s sci-fi/horror)

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Walrus
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Re: SG-2 Mission Logs

Postby Walrus » Sun Oct 27, 2013 9:45 am

But Death Glider just use big staff weapons and we know what Cmdr Sh'pard's professional evaluation of those is.
"They are c**p" followed by the boom of another malfunctioning weapon.
I have total faith in our esteemed leaders abilities as long as his xenophobia does not kill half the team!!

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Lewis
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Re: SG-2 Mission Logs

Postby Lewis » Sun Oct 27, 2013 11:31 am

Yes, and it's only a little death glider, and quite an old one, hardly worth the effort, really. Probably no threat at all.

<Mwaa haa ha ha> :twisted:

The staff weapon fight was hilarious though...

CDR. SHEPPARD: "These staff weapons are crap!"

GM: "They do 6d6 damage and have a threat range of 18-20"

CDR. SHEPPARD: "Sweet! I'm having one of those!"

<a little while later, a firefight erupts between Sheppard's group and two Jaffa guarding the Stargate...>
<Sheppard fires staff weapon at Jaffa, misses>
<Jaffa fires staff weapon at Sheppard, hits and, after taking armour into account, does a total of 5 points of damage>
<Sheppard fires again, staff weapon malfunctions and stops working>
<Sheppard whips out Berrata Model 92 9mm pistol and, at extreme range, kills the Jaffa with one shot>


CDR. SHEPPARD: "These staff weapons are crap!"

Playing: Telford: Dark Heresy.
Running: Cannock: Legends of Corwyn/D&D, Telford: Forgotten Realms: Heroes of Faerûn/D&D.
Prepping: Chill (modern day horror) Tales From The Loop (1980s sci-fi/horror)


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