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 Quote of the night

Postby Lewis » Mon Oct 28, 2013 10:03 am

Quote of the night #1 from "Stargate: SG2" RPG last night:

CDR SHEPPARD: "These are our Marines. They're expendable."

COL MAKEPEACE: "Dude, I'm standing right here!"


Quote of the night #2:

FARAD (Jaffa Shol'va): "What's the Jaffa leader's name?"

GM: "Lunna'r, with an apostrophe between the 'a' and the 'r'. The apostrophe is very important."

FARAD: "Hang on. How come I don't have an apostrophe?!"

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)

willybogoffNO
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Re: SG-2 Mission Logs

Postby willybogoffNO » Mon Oct 28, 2013 1:45 pm

Expendable, partially sighted I'd have to say true... but... expendable ... Don't know what the Navy do... but Marines leave no man behind in this mans corps.

Much fun was had - thanks for the warm welcome.

Lee.

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Lewis
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Re: SG-2 Mission Logs

Postby Lewis » Tue Oct 29, 2013 1:02 am

You're welcome! :)

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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Stargate: SG-2 - Episode 2.3

Postby Lewis » Sat Nov 02, 2013 5:30 pm

Stargate: SG-2 Season Two "Handmaidens"

Episode 2.3 “Bad Company”


As night falls, Cdr Sheppard puts his group's tactical control of the Stargate to good use and dials up the SGC. After explaining the situation to General Hammond, Sheppard orders the wounded Crassus back to Earth along with Farad's family. However, Catain refuses to leave until her family is safe, and remains on Gleanavar to help defend the Stargate. Then, the SGC send reinforcements in the form of SG-3, a squad of marines under Col. Makepeace. The marines bring with them a Stinger and some claymores.

The working relationship between Lt. Cdr Sheppard (USN) and Lt. Col. Makepeace (USMC) is unfortunately barely functional. However, they work together, using Farad's intel to defend the gate. SG-2 and SG-3 mange to see off initial probes by the death glider and Jaffa foot soldiers.

Meanwhile, the other half of SG-2 struggle across country in the gathering gloom. They are slowed by the need to move the exhausted grandmother and the young children. An encounter with farmers nearly ends in disaster when the confused locals mistake Dr. Cross for a Goa'uld! (don't ask). However, Lt. Tigman works overtime to hide their trail from the Jaffa he believes are pursuing them. The exhausted group push on, into the night. After several hours, they are barely fifteen minutes from the gate, and upon receiving a radio message, Sheppard dispatches SG-3's medic, Toddhunter, to find them and guide them back safely.

Meanwhile, Farad uses a Jaffa communicator to contact his ex-comrade, Lunna'r, who has been given command of the opposing forces as a last chance to redeem himself and his family in the sight of their vengeful 'god'. He and Lunna'r agree to meet, which they do. However, it is just as well that Col. Makepeace followed Farad. The rebel Jaffa is unable to convince his friend to join him, and is denounced as a Shol'va! A fierce gunfight erupts, ending when Makepeace and Farad render Lunna'r unconscious, but not before the Jaffa soldier has destroyed Makepeace's rifle. With the loss of Lunna'r, Farad reckons the remaing Jaffa will abandon subtlety and try an overwhelming frontal assault.

Can SG-2 and SG-3 hold the Stargate against a superior force for 15 minutes and then dial back to Earth under fire?

There's only one way to find out...

Tune in on Sunday 03 Nov 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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roleplaysucks
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Re: SG-2 Mission Logs

Postby roleplaysucks » Mon Nov 04, 2013 5:43 pm

Lewis wrote:Can SG-2 and SG-3 hold the Stargate against a superior force for 15 minutes and then dial back to Earth under fire?

There's only one way to find out...


FIGHT!!!!!!
"Dont mess with Roleplaysucks, he's a lunatic!!" - Megatron
"Roleplaysucks beat me in a tiddly-winks game once....true bass ass!!"- Batman
"Even I'm scared of Roleplaysucks!!" - Chuck Norris

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Stargate: SG-2: Episode 2.4

Postby Lewis » Tue Nov 05, 2013 11:57 pm

Stargate: SG-2 Season Two "Handmaidens"

Episode 2.4 “The God That Failed”


Back at the Stargate, now that Lunna'r is out of the picture, and as Farad predicted, the remaining Jaffa troops abandon subtlety and fall back on standard Goa'uld/Jaffa tactics. They launch a frontal assault in overwhelming numbers, attempting to shock the humans into submission. However, thanks to well placed claymores and automatic weapons fire from Peterson, Hollister and Lt Cdr Sheppard, the Jaffa lose half their numbers very quickly. It is testament to the Jaffa fanaticism that they do not break, but continue to press the attack. The SGC teams then come on the receiving end. Initially, equipment malfunction and weapons misfires and chamber explosions wound Hollister and Petersen, before ma'tok (staff weapon) fire leaves them close to death. Then Sheppard is also blinded by his own exploding weapon before being injured by the plasma blasts.

Fortunately, at this moment, Farad and Makepeace return. As Farad drops the unconscious Lunna'r near the gate and checks on Catain, Makepeace grabs fragmentation grenades from Petersen and prepares to throw one at the remaining Jaffa. Unfortunately the marine Colonel overcooks the grenade and it goes off early, injuring him and temporarily blinding him, too. And then the gate itself begins to activate.

A few minutes away, through the woods, Toddhunter has rendezvoused with Lt. Tigman and Dr. Cross and helps them carry Catain's family through the trees and safely past the remaining claymores.

At the gate, Farad trusts Catain to deal with what comes through the gate and saves the life of Holister and then decides to gamble on an attempt to intimidate the remaining Jaffa force. He is helped by Marcus Crassus stepping through the Stargate armed with a grenade launcher. Amazingly, Farad breaks the resolve of the Jaffa troops, all of whom are injured, and they flee back towards Ladyhaven.

As Toddhunter, Tigman and Cross arrive and reunite Catain and family, the death glider reappears and begins an attack run. Cross leaps to the DHD and dials Earth, then transmits SG-2's IDC to the SGC from his GDO. A well placed shot from the Stinger blasts the death glider and the pilot loses control, his fate uncertain as the two SGC teams escape through the gate. In the best traditions of the SGC, no man is left behind, and even the critically wounded Petersen is rescued.

Back on Earth, the wounded personnel from SG-2 and SG-3 have weeks of recovery to look forward to. SG-2 are debriefed by General Hammond and Farad is interrogated and interviewed by a variety of interested parties, including Col. Harry Maybourne of the NID. The civilians are carefully educated and fitted into life on the nearby military base in Colorado Springs. Catain hopes the embarassing defeat for Evnith, the goa'uld regent on Gleanavach, will inspire rebellion on the planet and ultimately lead to freedom for her people.

In a ceremony in the gate room, both Sheppard and Tigman receive promotions for their parts in the actions on P3X-457 (Ardara) and P8H-725 (Gleanavar). Sheppard is now a full Commander and Tigman receives his Captain's bars.

Farad learns English. He also provides a large amount of intelligence on the Goa'uld called The Morrigan and on her key rivals. Specifically, Farad was recently employed to spy on a goa'uld called Arawn, Death Lord of Annwn. Arawn is an underlord to the System Lord, Manannan mac Lir and is the scientist who created the infamous Black Cauldron. This device is an offshoot of the sarcophagus and resurrects Jaffa fallen in battle as the terrifying Cauldron Born that form Manannan's feared legions of shock troops.

Farad joins the SGC, and is granted the rank of Staff Sergeant, becoming part of SG-2 under Commander Sheppard. The newest member of SG-2 reports that a secret project of Arawn's is hidden away on a desert planet called Ganevalach and is much closer to success than he reported to Morrigan. The experiment is known only as Project 172 and the only other word associated with it possibly translates as “Evolution”.

It transpires that the SGC know the planet as P4M-364 and the address is currently locked out. The SGC got the address from the Abydos cartouche and tried dialing it about a year ago. A MALP was sent through and confirmed the presence of a DHD. The Stargate was located on a small plateau, overlooking an extensive desert landscape. The position of the sun in the sky suggested morning, but already the temperature was around 100 degrees Fahrenheit.

Captain Moore, still walking with the aid of a stick after being shot by his own team member (remember that?), is brought in to explain what happened when SG-10 were sent to recover the MALP. When his team reached the DHD, they immediately came under fire from unseen attackers and barely escaped through the Stargate alive. Capt Moore did not see SG-10's attackers but was convinced they were targeted by plasma blasts like those from staff weapons (ma'tok).

Clearly, Farad's intelligence and the experiences of SG-10 indicate there is something worth defending on P4M-364. General Hammond orders the newly promoted Commander Sheppard to prepare a mission plan for SG-2 to infiltrate P4M-364, find the laboratory and retrieve whatever information they can on Project 172.

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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Stargate: SG-2: Episode 2.5

Postby Lewis » Mon Nov 11, 2013 7:42 pm

Stargate: SG-2 Season Two "Handmaidens"

Episode 2.5 “Highway to Hell”


Commander Sheppard eventually comes up with a mission outline acceptable to General Hammond, who confirms they have a go. SG-2, now including Farad, first send a UAV through the gate and Marcus Crassus uses it to scout the plateau. No heat signatures are detected but three small covered areas. Forewarned is forearmed and all that. The team go through the Stargate and battle against three Tacluchnatagamu.... err... Tac'unitagamuni.... umm... Takunitagaminituro... oh, sod it, TACS. Despite yet more weapons malfunctions, the team defeat the three automatic remote weapons systems. One of the Tacs is shot to pieces, one explodes when Dr. Cross takes it apart, but the last one is safely deactivated.

Dr. Cross is able to partially repair the abandoned MALP, effectively creating a booster station for radio signals. However, when Sheppard tries to use the DHD to dial up Earth, it does not work! Farad opens up the base of the DHD and discovers that the main control crystal has been removed - possibly another security precaution after SG-10's aborted visit a year ago. The team is stranded on P4M-364!

With no choice, Sheppard orders the team to rappel down the cliff to the rocky floor 30m below. He gambles that they will be able to find the large pink control crystal in the Goa'uld facility. They all arrive safely at the bottom, however on the way down they spot a strange creature resembling a giant scorpion apparently watching them from behind a dune, around 200 metres away. Dr Cross and Farad think it resembles a Giratablulluh - a creature bred by a Goa'uld called Marduk, although that monster was adapted for an arctic climate.

Captain Tigman notes that the sun is by now high in the sky and the temperature is rapidly climbing to dangerous levels. On his advice, SG-2 shelter in a cave until evening and the heat of the day subsides. At some point, the SGC dial the gate and make contact by radio. Hammond agrees that Sheppard has little choice but to look for the missing control crystal in the Goa'uld base.

The team set off towards the south west, fortunately the rocky outcropping that acts as a broad natural road or highway towards their target also retains a degree of heat from the day. Even with this, during the night the temperature drops below freezing and Marcus Crassus begins to suffer badly. The Romani are deathly susceptible to cold! He survives, and the next morning the team push on towards an oasis. However, before they can reach it, a huge sandstorm blows up. Captain Tigman finds a rocky outcropping they can shelter behind and builds suitable shelter from their tents.

SG-2 have no choice but to curl up under the canvas, each locked in their own private world by the roaring noise of the storm and the terrible darkness of millions of tons of sand flying around. Eventually it subsides. Cdr Sheppard is the first to emerge and helps to dig out Capt Tigman. They look around, but they are all alone. There is no sign of the rest of SG-2!



End of Season Two

A good old cliffhanger!

Fear not, Stargate: SG-2 will return in 2014.

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 » Tue Nov 12, 2013 5:25 pm

DUNN DUNN DUUUHHH!!!!
"Dont mess with Roleplaysucks, he's a lunatic!!" - Megatron
"Roleplaysucks beat me in a tiddly-winks game once....true bass ass!!"- Batman
"Even I'm scared of Roleplaysucks!!" - Chuck Norris

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Lewis
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Stargate: SG-2 Season 3 Sun 02 Mar

Postby Lewis » Fri Feb 28, 2014 10:50 am

Season 3 of SG-2 will kick off on Sunday 02 March.

Good news. No-one died!

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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Stargate: SG-2 3.1 Alien Ant Farm

Postby Lewis » Sun Mar 09, 2014 3:05 pm

Stargate: SG-2 Season Three - "Hosts"

Episode 3.1 “Alien Ant Farm”


Previously on 'Stargate: SG-2'... Searching for a secret Goa'uld laboratory, Commander Sheppard and the rest of SG-2 have become stranded on the desert planet, P4M-364. Three members of the unit have disappeared during a sand storm...

Cdr Sheppard and Capt Tigman search quickly for their comrades. Eventually, they realise there is something not quite right about the 'rocky outcrop' they sheltered against. Digging down, they discover holes beneath the tents of their friends. The crawl down and investigate. There is a labyrinthine complex of tunnels and passages dug out by bizarre alien creatures. Superficially, they resemble giant ants, ranging in size from lion-sized to pony-sized. They even exhibit the typical hive behaviour of Terran eu-social insects, including castes with different roles, and sophisticated environment control (such as channelling water and controlling the temperature of their underground domain). However, they are far too large to be true insects.

Sheppard and Tigman take great care not to kill any of the 'ants' as they fear this is likely to release alarm/attack chemicals. After much tense creeping about and covering themselves in 'ant poop' for disguise, they find Cross, Crassus and Farad, just before the paralysed team members are about to become the first meal of maturing pupae. The entire team escape the ants' lair.

The sand storm and the rescue have thrown SG-2 off schedule, meaning they must endure nearly two hours in the blazing midday sun before they can reach the oasis on Farad's map. Fortunately, Capt Tigman's expert knowledge of desert environments minimises the damage from the soaring heat.

The oasis turns out to be far bigger and stranger than the explorers had anticipated. It lies in a dip and clearly encompasses the ruins of some ancient city. SG-2 find evidence of walls and metal objects, as well as tiled floors. Fortunately, they also find shade and plenty of water.

Setting off to the south again that evening, they see a great cloud of.. birds? bats? nanites? something fly out of the great sinkhole and head to the oasis they have just left. As the team push on through the night, they have to cannibalise the hi-tech pouches intended to heat their MREs to keep Crassus warm enough so that the Romani detective does not die of cold.

The next morning, they reach the great chasm and the supposed location of the secret Goa'uld laboratory, as marked on Farad's purloined map. After a bit of careful exploration, SG-2 discover a ledge around 50' down the great cliff. They manage to climb down and explore a short cave which ends with a blast door in the rock. Cross and Farad get the door to open. Beyond is a short passage, sealed by another door. As they enter this, a trap is sprung and they have a brief firefight with another TAC. Fortunately, the automated weapon is soon knocked out by Crassus's taser and a zat gun.

Beyond the second blast door there is an ominous tolling sound, which Farad identifies as a Goa'uld alarm. In the concrete corridor, SG-2 find the mangled body of a dead Jaffa. Something has savaged him and there is no sign of a symbiote!

Uh-oh.....

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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