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Asgard Weapons

The primary Asgard sidearm is a roughly ovoid shape made out of a shiny metallic substance with an
emitter port at one end, and five grooves in the other. The groves are for Asgard fingers, and will
conform to perfectly fit the hand of any Asgard who picks up the weapon (it is too compactly built for
races larger than the Asgard.) Each of the fore, middle, and ring finger grooves contains a trigger, as
well as the thumb. Each trigger controls one of the weapons four firing modes. The triggers may be
reprogrammed at will, allowing an individual Asgard to configure the weapon to his own style. The
weapons beam looks similar to the teleportation ray employed by the Asgard, with different colours
for the different firing modes. Blue is for stun, green for paralyse, red for memory wipe, and white for
disintegrate.

Name RP Recoil Acc Damage Error Threat Range Ammo Qualities Size Wt

AA, CP, WP,


Aegis 12^ 10 0 Varies 1 19-20 20ft [max 100ft] 100* T 1lb
ID

^ This weapon will not normally be available to the SGC under any circumstances.
* The weapon does not use ammunition or batteries, but rather uses a small naquadah power source
to charge a bank of capacitors. These capacitors can store enough energy to fire the weapon 100
times, and the charging system can charge up enough energy for a shot in ten minutes (thus, it is
unlikely that the weapon will ever deplete it's capacitors completely.) The naquadah power cell does
not need to be replaced or recharged, unless damaged.

The four firing modes are:

1. Stun: (half action): The wielder makes a ranged attack. With a successful hit the target
takes 3d6 subdual damage. A successful hit with this mode forces the target to make a
Fortitude save to resist being knocked unconscious for a number of rounds equal to the
amount of damage inflicted. The Fortitude save DC is determined as follows:
 If the attack raises the target’s current total of subdual damage to less than or
equal to his current vitality point total, the Fortitude save DC is equal to the
damage inflicted (before damage reduction and hardness were applied).
 If the attack raises the target’s current total of subdual damage to more than
his current vitality point total, or if the attack was a critical hit, the Fortitude
save DC is 10 + the damage inflicted (before damage reduction and hardness
were applied).

2. Paralysation: (half action): The wielder makes a ranged attack. With a successful hit
the target takes 3d6 subdual damage. A successful hit with this mode forces the target
to make a Fortitude save to resist being paralysed a number of rounds equal to the
amount of damage inflicted. The Fortitude save DC is determined as follows:
 If the attack raises the target’s current total of subdual damage to less than or
equal to his current vitality point total, the Fortitude save DC is equal to the
damage inflicted (before damage reduction and hardness were applied).
 If the attack raises the target’s current total of subdual damage to more than
his current vitality point total, or if the attack was a critical hit, the Fortitude
save DC is 10 + the damage inflicted (before damage reduction and hardness
were applied).

3. Memory Loss: (half action): The wielder makes a ranged attack. With a successful hit
the target takes 3d6 subdual damage. A successful hit with this mode forces the target
to make a Fortitude save to resist or forget up to the most recent ten minutes of his life.
False memories may not be implanted, and it will be easy for the target to realize he is
"missing time." The target gains no normal damage reduction against this attack, instead
gains a damage reduction equal to the sum of his wisdom and charisma ability bonuses.
The Fortitude save DC is determined as follows:
 If the attack raises the target’s current total of subdual damage to less than or
equal to his current vitality point total, the Fortitude save DC is equal to the
damage inflicted (before damage reduction and hardness were applied).
 If the attack raises the target’s current total of subdual damage to more than
his current vitality point total, or if the attack was a critical hit, the Fortitude
save DC is 10 + the damage inflicted (before damage reduction and hardness
were applied).

4. Disintegration: (half action): The wielder makes a ranged attack. With a successful hit
the target takes 4d6 damage. Damage from this mode will destroy objects and damage
items and armour worn or carried (GM's discretion.) If this weapon scores enough
damage to reduce the target to less then zero wound points, the target is disintegrated
(reduced to -25 wound points instantly.)
Paralysation: A target that is suffering the effects of a paralysing attack, cannot move (but
can make Int, Wis, Cha, and Con skill checks, except those that would require movement,
GM's discretion, and cannot speak normally).

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