Using the StargateThe stargate itself is the single most important plot device, piece of equipment, and drama engine in the game. It is the centerpiece and the raison d’etre for the entire SGC. Inevitably, stargates becomes more than a simple means of transportation. Firefights rage around them, characters are forced to dial hasty, barely remembered destinations, and people decide to fire a weapon through them. Below are several simple rules that make refereeing the stargate itself quick and easy.
Dialing a Stargate AddressThere are three main ways to dial the stargate – using the DHD, using an integrated computer system, or dialing manually.
Under ideal conditions, dialing the stargate requires no skill check. All the options below are to be used when the characters are dialing under less than ideal conditions.
Using a DHDA DHD is a Dial Home Device. It allows the gate to be operated by dialing up a quick succession of symbols, then pushing a central activation button. This is a fast and efficient process. Using a DHD requires either one full action or three move actions.
Focused Dialing (1 Full Action)
Using one full action requires that the character dedicate his complete attention on the dialing. If combat rages around the stargate – as it so often does – then the character must succeed with a Concentration check (DC 15) in order to dial the gate.
Alternately, an experienced combat veteran (anyone with levels in the Soldier or Field Officer advanced classes) may simply use his calm under fire to allow him to keep his head. In this case, the character adds his base attack bonus to his Concentration check in order to stay calm as combat continues around him. In either case, he is considered flat-footed, as he must devote all his attention to dialing the DHD. Failure with the check, however, means that the character types in the wrong sequence and, most likely, nothing happens (the GM may determine that the gate dials to an alternate world of his choice).
Distracted Dialing (3 Move Actions)
If the character must participate in the combat, he may dial using three move actions. This is most useful when the character must squeeze off hasty gunfire while slapping in the dialing sequence with his free hand. In this case, the first move action punches the first three symbols into the DHD, the second move action punches the next three symbols into the DHD, and the final move action enters the point of origin and depresses the activation button. The character need not perform these move actions in consecutive succession, though if he leaves a partially dialed gate untouched for 5 rounds, the gate resets and all progress with the current address is lost.
Since the dialing sequence is complicated and often hard to remember, the character must succeed with a Concentration check (DC 15) to correctly complete each of these three move actions. Once again, failure with the check, however, means that the character types in the wrong sequence and, most likely, nothing happens. Dialing in this manner does not cause you to be flat-footed.
Using an Integrated Computer SystemUsing an integrated computer system, such as the one employed by the SGC, is highly efficient – an operator merely selects the destination and allows the computer to dial for him. Unfortunately, an integrated computer system is much slower than a DHD. Only two chevrons are encoded per full round, and as noted below, it takes about half a round for a gate’s wormhole to form after an address is dialed. meaning that 4 full rounds are required to open the gate using this system.
No special checks are required to dial a gate address in this manner, though there may be security codes to overcome.
Dialing ManuallyFinally, assuming a power source is available, a character may manually dial the gate. Manually dialing a destination is a difficult, exhausting, and slow proposition – the gate must be rotated by hand to lock in each individual symbol.
One character must be selected as the primary dialer. This character makes a complex Strength check (DC 16, 3 successes), modified as described within the aid another rules for each additional person assisting the manual dialing process (see
here). No more than three additional people may assist the dialer. If the next chevron in the sequence is not engaged within 5 rounds of the previous chevron, the stargate resets and dialing must be restarted from the beginning.
When the complex skill check has reached 3 successes, the chevron locks and encodes and a new complex Strength check (DC 16, 3 successes) must be attempted to lock and encode the next chevron. When all seven chevrons are encoded, the gate opens automatically, requiring ten additional initiative counts for the stable wormhole to form (see below).
Because of the time required for this process, it’s much more difficult to make a mistake. If dialing the gate manually during calm conditions, then no Concentration check is required. During combat and other distracting conditions, the primary dialer must succeed with a Concentration check (DC 5) as each chevron is locked. Failure with this check means that the wrong chevron is locked and the process must begin again. If the character suffers a critical failure with this Concentration check (a roll of a natural 1), the character doesn’t notice that the wrong chevon was dialed and the process continues (in this case, if the address is completed, the GM may determine that the gate dials to an alternate world of his choice).
Opposed DialingThere may come a time when the characters attempt to dial an address before someone else can dial into their gate. The rules for resolving this differ depending on the dialing methods used, as follows.
Different Dialing Methods:
If the two dialers use different methods (e.g. one dials with a DHD and another with an integrated computer system, as is usually the case when someone tries to dial into the SGC gate), then the dialing processes are resolved and the fastest of the two establishes the one-way wormhole. In the case of the Earth and an off-world DHD, the DHD is always faster unless someone is distracted or misdials, thus necessitating the use of the SGC’s iris).
If misdials, distraction, or something else causes two wormholes to be fully activated during the same initiative count, then only the wormhole created using the fastest method opens (e.g. if a DHD and a computer are used, then the DHD-dialed wormhole is created).
Same Dialing Methods – DHDs and Computers:
In these cases, the dialer with the highest initiative count establishes a wormhole first.
Same Dialing Methods – Manual Dialing:
In this case, the dialing process is completed per the normal rules, and the dialer who completes his address first establishes the wormhole from his planet.
Firefights Near The StargateFirefights happen quite a bit around stargates. They should be resolved per the normal combat rules, with a few additional considerations.
When a character tries to dial out during a firefight, he is subject to Concentration checks as described above. He is also considered flatfooted when dialing manually or when using a DHD to open a gate with 1 full action.
When inactive, the stargate is considered 1/2 cover. When active, the stargate is considered total cover (unless you peer around it).
Weapons fire directed at an active wormhole (a stargate’s front side) travel through the wormhole to the destination without losing velocity or distance. Weapons fire directed at a stargate’s back side while the wormhole is open is simply annihilated.
It’s impossible to target those standing on the other side of an active wormhole.
A character may leap through an active stargate, firing wildly as he does and hoping that his split-second reactions help him hit an enemy – all people targeted in this manner receive the benefits of total concealment.
The KawooshA stargate’s wormhole forms over the course of 10 initiative counts, beginning at the initiative count immediately following the dialing character completing the dialing sequence. The "kawoosh" of the unstable wormhole forms on the first initiative count following the completion of dialing. Use this timing to determine where everyone is when the wormhole forms.
For example, two Jaffa are standing in front of the stargate. Col. O'neill acts just before one of the Jaffa, both on initiative 16. The second Jaffa acts on initiative 15. Col. O'neill completes the dialing of the gate on his action, and then fires a shot at one of the Jaffa. The first Jaffa then acts, and realizing the danger of standing in front of a stargate as its wormhole is powering up, takes a move action to move out from in front of the stargate, thus removing himself from danger, and then fires a Zat'nik'tel at Col. O'neill. At the start of initiative count 15 the "kawoosh" emanates from the stargate, and the second Jaffa must make a Reflex saving throw to dodge the unstable energy. The kawoosh will have collapsed back into a stable wormhole by the start of initiative count 5, and anyone may act on initiative count 5 enter the stargate.
When a stargate establishes a wormhole, it creates a kawoosh that extends out 20 ft. forward of it, destroying all matter in its path, including characters. There is a brief warning when this jet forms, allowing any character in its path with freedom of movement to make a Reflex save (DC 15) to leap to the nearest safe square. With success, the character enters the safe square and suffers no damage. With failure, he enters the safe square, but also suffers 1d6 normal damage per point by which he missed the DC. On a natural 1, he’s struck by the kawoosh and instantly reduced to -50 wound points (i.e. his body is instantly destroyed).
Wormhole DurationThe wormhole created by a stargate is powered by the DHD of the dialing gate, though a stargate can maintain a wormhole for a short time from the energy stored in the superconductive naqahdah that composes the stargate, acting as a capacitor. Also, a continuous electric current supplied to the stargate can maintain a wormhole for up to 38 minutes. In some instances the DHD of the receiving gate can take over the powering of the open wormhole.
In general, the wormhole is maintained by the dialing gate, and the receiving gate is powerless to shut-down an in-coming wormhole. Those controlling the dialing gate can disengage the wormhole via the DHD. Left unattended with no matter or spectral signals (such as radio waves) traversing through the wormhole, a dialing stargate will not maintain an outgoing wormhole for the full 38 minutes possible.
Once a wormhole is established and stabilized, it will be maintained for 10 rounds unless something crosses the event horizon. If no matter or signals have crossed the event horizon by that point, the gate will shut down. Once someone or something has fully entered the event horizon (or once radio communications have ceased) the Stargate will remain open for 5 rounds, and then shut down if nothing else has crossed the event horizon. Each time something crosses the event horizon, the Stargate will remain open for 5 additional rounds (unless the 38 minute maximum is reached). The Stargate will remain active so long as something partially crosses the event horizon (unless it loses power, or the 38 minute maximum is reached). For example, Col. O'Neill activates a Stargate on another world. He enters the event horizon one round after it is established, and 5 rounds later the Stargate disengages. (The 5-round rule supersedes the 10-round rule).