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[LOCK] Stargate Command
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tomparis
Stooge Three


Joined: 25 Jun 2001
Posts: 5964
Location: At your computer, hacking your files.

PostTue May 02, 2006 1:41 am    [LOCK] Stargate Command

Welcome to Stargate Command. You have been transferred to this base because you are the best and the brightest that we can find. Noone will be able to know that you are a part of this organization. It's secrecy is imperative. Your main objective here will be to go through the Stargate, and assist allies or begin friendly negotiations with alien races. Our main enemies are the Goa'uld and the Ori. Approach them with caution. As of now, SG teams must be filled. There are four members to a SG unit. Stargate Command is also looking for members. Fulfill your duties, and you will be rewarded.



Stargate Command


Played By: Tuvok8917
Name/Rank: Brigadier General George Carville
Gender: Male
Species: Human
Age: 59
Bio: Born in the Lone-Star state of Texas, George always dreamed of becomeing pilot in the Airforce. His father, who fought in the Iraq war supported him and when George reached the age of 17 he joined the Airforce Academy. George was quickly noticed for his elegance in combat and his strategy insight. He ranked up quickly and soon he was asked to join a special program called: Stargate Project. George accepted the position and became Major in SG-1, serving under Colonel Samantha Carter. When General Jack O'Niell retired, Colonel Samantha Carter was asked for the position. She denied the position, telling that she will retire immediatly. They asked George if he wanted the position and he accepted it. When Colonel Carter resigned from Stargate, a youngster named Benjamin Thornberry took command of SG-1.

SG-1


Played By: tomparis
Name/Rank: Colonel Benjamin Thornberry
Gender: Male
Species: Human
Age: 36
Bio: Thornberry joined the Air Force soon after he graduated from college. He showed great skill in flying, but better skill in ground combat. He was asked by his commanding officer if he wanted to transfer to another base. At the time, Thornberry refused, knowing nothing about the Stargate program. After a while though, he decided to take the assignment. He moved quickly up through the ranks, his first command being SG-2, then was later transferred to command of SG-1.


Picture
Played By: Omet'Ikilan
Name/Rank: Major James "St Jimmy" Silas
Gender: Male
Species: Human
Age: 33
Bio: Was born in Denver Colorado into a rather poor family. He was sent to a Millitary school after his parents died in a car accident. After Graduating the Military Acadamy he joined the Air Force and graduated top of his class. After recieving his promotion to Major he was accepted into the SGC where he has worked for the last 3 years.


Picture
Played By:
Name/Rank: Lieutenant
Gender:
Species:
Age:
Bio:


Picture
Played By:
Name/Rank: First Lieutenant
Gender:
Species:
Age:
Bio:

SG-2

Picture
Played By:
Name/Rank: Colonel
Gender:
Species:
Age:
Bio:


Picture
Played By:
Name/Rank: Major
Gender:
Species:
Age:
Bio:


Picture
Played By:
Name/Rank: Captain
Gender:
Species:
Age:
Bio:


Picture
Played By:
Name/Rank: First Lieutenant
Gender:
Species:
Age:
Bio:

Allies
Asgard

Played By:
Name/Rank: Thor, Supreme Commander of the Asgard Fleet
Gender: Male
Species: Asgard
Age: Unknown
Bio: Not much is known about Thor. He quickly rose through the ranks of the Asgard fleet, and is now commander of a Daniel Jackson class mothership

Tokra

Played By:
Name/Rank:
Gender:
Species: Human/Tok'ra
Age: Host: Symbiont: Unknown
Bio:

The Free Jaffa Nation (Led by )
Picture
Played By:
Name/Rank: System Lord
Gender:
Species: Goa'uld
Age: Unknown
Bio:


Played By:
Name/Rank: Teal'c
Gender: Male
Species: Goa'uld
Age: 37
Bio: Teal'c began his life in slavery to Apophis. He went through the ranks to become his First Prime. He then helped SG-1 escpae from Chulac, and after spending much time at the SGC, he has gone back to help the Jaffa Rebellion

Enemies
Goa'uld

Played By: Aphothis
Name/Rank: Baal
Gender: Male
Species: Goa'uld
Age: Unknown
Bio: A typical Goa'uld, once combined with his sybiote, Power is all he really cares about. He is attempting to gain power over the new Free Jaffa Nation by using the Ori threat as an anchor. While unsuccessful on his first attempt, and believed dead by the SGC, Baal has perfected cloning technology, and has made duplicates of himself. He refuses to share this technology with anyone.

Jaffa

Played By:
Name/Rank: First Prime of Baal
Gender:
Species: Jaffa
Age:
Bio:

Ranks (For Stargate Command; Listed From Highest Ranking to Lowest Ranking)
General

Lieutenant General

Major General

Brigadier General

Colonel

Lieutenant Colonel

Major

Captain

First Lieutenant

Second Lieutenant

Base Layout
Levels 1-4: Administrative areas for NORAD and the SGC, including personnel, payroll and accounting. Includes a waiting room for visitors, and houses the SGC's secondary computer system. Level 1 has a skeleton staff and houses the air flow system. Levels 3 and 4 are the record departments for accounting, and file storage. Includes small mess.

Levels 5-7: Storage for equipment and supplies; level 7 holds specialized and nonperishable foods for use during a lockdown. These levels can store enough supplies to keep the entire base staffed for three months. Also serve as staging areas for refugee populations brought through the Gate.

Levels 8-9: Internal power generation plant and distribution grid for the base's electrical system.

Level 10: Secondary air-processing plant, water purification and storage tanks.

Level 11: The old "basement" of NORAD, now split into two. Primary elevator shaft ends here, at a security checkpoint. Also contains bulk of water purification and storage tanks which extend up to level 10.


Levels 12-14: On-base housing for upper-level staff. Rooms are double-occupancy for officers, 4-6 man bunkrooms for enlisted personnel. Level 12 includes a large cargo elevator that runs through to level 28.

Level 15: On-base housing for SGC civilian personnel. 2-person rooms, with communal restroom and shower facilities. As with military personnel, all civilians have the option of securing off-base housing in addition to assigned quarters.

Level 16: Secondary command bunker and security station, as well as a monitoring station that can cover the entire SGC as well as function as a secondary command post in the event of an emergency. Also includes main stockade, which has a number of small holding cells. Small mess hall.

Level 17: Undeveloped, marked for future expansion. Has been converted, in the past, to serve as a firing range, meeting rooms, triage center, etc. as need required.

Level 18: Holds the majority of small labs and offices for senior civilian personnel. All rooms are locked with a private access code, restricting entry to approved personnel. A small communal lounge and work area is used for social gatherings.

Level 19: Base science labs and workshops. Also includes observation and monitoring rooms for items and personnel that may present a threat. Secondary armory is also located on this level, holding enough sidearms and firearms to equip all security personnel. All doors on this level are twice as thick as normal, and lab walls are reinforced with steel plating.

Level 20: Additional lab facilities and manufacturing services for specialized and mission-specific equipment.

Level 21: Infirmary and operating rooms. Includes three quarantine rooms. Additional set of multi-function labs, used for medical studies and analysis. Also holds autopsy room and coroner's office.

Level 22: Base main mess, consisting of two dining rooms, and a smaller lounge. Officer's mess and meeting room. Main kitchen is near the cargo elevator, and adjacent to primary mess. Also holds private isolation rooms, used as containment rooms for small groups.

Level 23: Secondary and emergency engineering and power grids. The emergency power can keep the SGC operational for at least 6 hours full power, or up to 12 hours of low-use.

Level 24: MALP storage, FRED bays and maintenance garages. SGC mainframe computer.

Level 25: On-base housing for senior SGC staff, SG teams, team COs, and Base Commander (Hammond). Quarters are individual or 2-person rooms, with private toilet facilities. VIP quarters for visitors, with private lounges. All VIP quarters can be monitored, for security purposes. Also holds SG team locker rooms and staging areas.

Level 26: Additional senior quarters and storage.

Level 27: SGC main briefing room overlooking the Gateroom. Base Commander's office, office of Base Commander's aide.

Level 28: The Gateroom and primary armory. Eveyrhting on this level is very heavily guarded. Mounted in the celieng of the Gateroom is a missile launcher, set to fire two AGM-65 "Maverick" air-to-ground missiles into the Stargate. Twin .50 caliber machine guns flank the gate.

The Stargate


The Briefing Room


General's Office


The Infirmary
Picture Unavailable

Earth Weaponry


P90

Fabrique National P90 Sub Machine Gun fitted with side mounted optical and laser sites. The optical site is on the right side, and the laser site on the left in the standard configuration, though this can be easily reversed for left-handed personnel.

Standard Clip holds 50 rounds.
Empty Weight is 2.5 kg
Loaded Weight is 3 kg
Standard Ammo Type is 5.7x28mm ball round (FN designates this round the SS190 and is designed for a a tracer mix with the L191 tracer round)

Note: Because the P90 uses supersonic rounds, in order to effectively suppress this weapon, the silencer must be used in combination with special ammunition.

Standard ammo issue with this weapon is six-50 round magazines with the SS190 supersonic armor piercing round in a four-to-one mix with the L191 tracer round, and two 50-round magazines with the Sb193 subsonic rounds.

M24 SWS

The Remington M24 7.62mm Sniper Weapon System is the standard issue army sniper rifle. The weapon is chambered for the 7.62mm Nato round, and uses the action from the Remington Arms 700. The weapon was introduced in the 70's as a more accurate alternative to the semiautomatic sniper rifles in use following the decomissioning of the Springfield 1903 at the end of WWII.


5 Round Internal Magazine.
Empty Weight is 6.3 kg
Loaded Weight is 6.5 kg
Standard Ammo Type is 7.62 Nato

Standard ammo issue with this weapon is eight 50-round boxes of ammo.

Barrett M82A1 .50 Caliber Semi-Automatic Rifle

The Barrett M82A1 rifle is the standard heavy sniper weapon of the SGC, prefered by many for its superior stopping power over the M24SWS. It uses essentially the same round as the M2 Browning .50 Caliber Machine Gun. The size of the round allows it to deliver a devastating amount of kinetic energy to the target. The weapon operates on a short recoil principal, but includes a recoil dampening system which reduced the impact to levels associated with a twelve gauge shotgun, allowing the weapon to be should fired from standing or prone positions.

The weapon's main disadvantage is it's weight. Empty, the weapon weights 12.9kg (28.5 pounds). Loaded, that number jumps to roughly 15kg (over 31.5 pounds), making it a difficult weapon to hump in the field. In addition, typical ammo loads can quickly exceed more then 25kg for a sniper, and the weapon is not useable as a close assault weapon.

Standard Clip holds 10 rounds.
Empty Weight is 12.9 kg
Loaded Weight is 15 kg
Standard Ammo Type is .50 BMG (12.7 X 99mm)

Standard Ammo Issue with this weapon is three 10-round magazines and one 150-round ammo case.

USAS-12

The USAS-12 is a magazine fed semiautomatic shotgun. It accepts ten round box magazines or 20-round drum magazines.

Standard Clip holds 10 rounds.
Drum holds 20 rounds.
Empty Weight is 5.5 kg
Loaded Weight is 6.2 kg with 10 round magazine
Loaded Weight is 6.9 kg with 20 round drum
Standard Ammo Type is 12 Gauge (2 3/4 in shells - 70 mm chamber )

Note: The read of the drum magazine is made of a translucent polymer to allow a quick vision determination of the number of rounds remaining in the drum.

Standard ammo issue with this weapon is 3 20-round magazines with Double 0 buckshot shells.

M249 (Minimi Para)

The M240 Minimi is the standard issue squad automatic weapon for the United States armed forces. A squad automatic weapon is designed to provide a team with heavy fire support. The weapon pictured below is the standard configuration. The SGC makes use exclusively of the M249 'Minimi Para' variant, which features a shortened barrel and a sliding stock.

Standard Ammo Box holds 200 rounds on a belt feed.
Empty Weight is 6.75 kg
Loaded Weight is 9.875 kg
Standard Ammo Type is 5.56mm Nato Ball round

Standard ammo issue with this weapon is three 200-round ammo boxes.

MP-5

Heckler & Koch MP5A5 Sub Machine Gun (not a rifle) fitted with optional integrated flashlight and a 10x optical dot site (ie, you look through the site and it magnifies what you see by a factor of 10 and puts a big red dot over the spot where the bullet will hit - unlike a laser site the target can not see the dot). Standard Clip holds 30 rounds. (SG teams used a double clip (two clips, attached side by side with a spacer between them. They fire 30 rounds, change the clip, and fire another thirty.))

Empty Weight is 2.880 kg
Loaded Weight is 4.104 kg (with the double clip)
Standard Ammo Type is 9x19mm NATO Ball.

Standard ammo issue with this weapon is one pair of 30-round magazines connected on the weapon, and four additional single 30-round magazines for a total of 180 rounds.

While this configuration of the MP-5 has since been replaced by the MP-5/10, a 10mm version of the weapon, the HK web site does still have some information in regards to the MP-5 family of weapons.

FIM-92A Stinger SAM

Manufacturer:Prime - Hughes Missile System Company ; Missile - General Dynamics /Raytheon Corporation
Type:Homing Surface to Air Missile
Bore diameter: 13.95cm
Maximum effective range 8 Kilometers
Maxiumum operational cealing: 3.046 kilometers
Clip Size: 1 round reloadable launcher. Fire rate 1 per 3-7 seconds
Ammunition:HE warhead
Known Modifications:Several variations exist. The SGC presumably uses the most modern (and advanced) Stinger-RMP Block II

This is the primary anti-air missile used by the US military infantry forces. It is a shoulder launched surface to air missile with a warhead designed to defeat even armoured targets. This weapon is fielded against Deathgliders or Alkesh bombers on attack runs. The main hull of said Goa'uld ships is designed to withstand some enemy fire from Death Glider type weapons. However the Stinger missile has a superior armed warhead and is capable of downing a Deathglider in a single hit, possibly even an Alkesh in a single hit. Though multiple hits are almost certain to do so. These weapons are not standard issue, rather they are typically carried by SG engineering teams or heavy assault teams or when an airborne threat is likely.

5-7

Fabrique National Five-Seven (pronouced "five seven") is now the standard issue side arm of SG teams. It uses the same armor-piercing cartridges as the P90, making the ammo interchangeable between the two weapons (Note: this requires removing it from the pistol magazine and loading it into the P90's magazine) which is the reason for changing from the standard 9mm pistol normally issues to US military personnel. The weapon is a fusion of the design of the Browning High Power 9mm pistol and the Glock line of fire arms. The most notable feature of the weapon aside from the extremely powerful ammunition, is the lack of a safety. Because the weapon is double action only, there is no need. Like the glock, the only way to discharge the weapon is by pulling the trigger, since there is no exposed hammer to precock, making accidental dischage of the weapon highly improbable.

Standard Clip holds 20 rounds.
Empty Weight is 618 g
Loaded Weight is 744 g
Standard Ammo Type is 5.7x28mm Ball round (FN designates this round the SS190)

M9

The M9, better known as the Beretta Model 92F is the stardard issue side arm of the United States Armed Forces. While solid and reliable, it lacks the raw penetration power and high magazine capacity of the 5-7 which the SGC issues as standard. However, some still prefer the M9 opting for familiarity over power.

Standard Clip holds 15 rounds.
Empty Weight is .859 kg
Loaded weight 1.145 kg
Standard Ammo Type is 9x19mm NATO Ball (a copper jacketed lead slug fired from a brass center fire casing).

Standard ammo issue with this weapon is three 15-round magazines.

AGM 65 Maverick Missile

Manufacturer:Hughes Aircraft Co., Raytheon Co.
Type: Guided Homing Missile
Bore diameter: 30.48cm
Minimum Arming Range: Unknown. Probably ~15 meters (so not to arm its warhead within the gate room)
Maximum effective range~30 Kilometres
Clip Size: 2 missile reloadable launcher
Ammunition:56.25 Kg HE shaped charge warhead
Known Modifications: Several Variants exist. The SGC uses the most modern laser guided AGM-65 E

The AGM-65 Maverick is a tactical, surface-to-surface guided missile designed for close air support, interdiction and offensive missions and is the most powerful non nuclear weapon in the SGC's arsenal. It provides stand-off fire support capability with a high probability of success against a wide range of tactical targets, including armour, air defences, static defence locations, enemy fortifications and grounded enemy Starships. The Maverick missile launcher system employed in the SGC is a classic example of the effectiveness and flexibility of Human military technology opposed to that of the Goa'uld. The system provides a flexible and powerful weapon which the SGC uses to eliminate enemy positions, structures or emplacements defending the opposing end of the Stargate, prior to sending SG teams through. The missiles are stored in a launcher above the Gateroom. When needed, they are lowered to in front of an outgoing wormhole and fired into the gate. Immediately on exiting the gate, the missiles perform a pop up manoeuvre to clear any obstruction and to remove even the extremely low chance of interception. They are programmed to either head to a certain area and home in on a laser designated target or immediately seek any locally designated targets. The missile has a laser aquisistion range of 11 square kilometres.

Alien Weaponry
Goa'uld Zatn'kite (Zat)

Manufacturer: Unknown Goa'uld Facility.
Type: Personal Energy Weapon
Bore diameter: Emission point: 5mm. Emission Assembly: 20mm
Maximum effective range: 30 Meters
Ammunition: Liquid Naquadah power cell.
Known modifications: None.

Also known as the Zat Gun, this is the primary side arm and close combat energy weapon of the Goa'uld forces. The weapon is a stylised pistol design that pops up when activated and expands its head to take on a menacing cobra' persona, almost a pet snake that shoots lighting out of its mouth. As usual, the Goa'uld panache for terror weapons shows through, however some through has been put into making it an effective weapons system. The weapon is close range in design but is effective out to the same ranges Staff weapons due to its superior ergonomics combined with the beam propagation rate. In 'Within The Serpents Grasp" Teal'c commented that "it used a different form of energy then a Staff weapon". We know from "Deadman's Switch" that is uses a Naquadah power cell, so it is clearly in reference to the actual energy emitted Teal'c refers to.

Goa'uld Staff Weapon

Manufacturer: Unknown Goa'uld Facility.
Type: Energy Weapon / Melee Weapon
Bore diameter: Emission point: 15mm. Emission Assembly: 80mm
Maximum effective range point target: ~70 Meters
Maximum effective range area target: Unknown.
Ammunition: Liquid Naquadah power cell.
Known modifications: None.

The right arm of any Jaffa warrior, the Staff has been the primary weapon of the Goa'uld Ground forces for over ten thousand years and will quite probably go on for the foreseeable future as their main weapon. Powered by an internal Naquadah fuel cell, the weapon can hold a functional charge for thousands of years and still be quite functional when picked up and activated. The total endurance of this system is unclear in total power, but there is never any concern over ammunition displayed by the Jaffa. The weapon is built into a quarter staff approximately 2.3 meters long . The main shaft is a cylinder approx. 30mm in diameter, of a material light enough for field use yet massive enough to make an effective melee weapon. It is highly rigid, never bending or bowing under the weight the oval shaped emission tip on one end or the teardrop/circular shaped melee butstop on the other end. All Jaffa undergo intense training with their Staffs as a matter of course, several styles of staff fighting exist among the Goa'uld with different emphasis on attack or defence, dependent on the Jaffa master teaching. While such combat techniques might be scoffed at by Earths military teams, the martial traditions of the Jaffa lend themselves well to such disciplines.

Earth Spaceships
X-301 Hybrid Interceptor

Manufacturer: Area 51 R&D facility.
Type: Air/Space superiority Fighter/Interceptor
Technology Base: Earth /Goa'uld (advanced)
Production Run: 1. X301 Prototype
Operational Area: Atmospheric - Local Space.
Powerplant: Death Glider engine system
Crew complement: 2.
Weapons Array: 2 X AIM-120-A Air to Air/Space missiles.
Unknown secondary weapon, possibly Rocket Pods
Defensive Technology: No active defence systems. Passive Stealth technology.
Support Craft: N/A
Troop capacity: N/A

X-303

Manufacturer: Area 51 R&D facility. Extremely probable the private sector is involved, but this is not clear
Type: Long Range Hyperspace capable warship
Technology Base: Earth (Area-51).
Production Run: X303 Prototype, 'Prometheus'.
Operational Area: Atmospheric - Local Space - Deep space - Hyperspace
Powerplant: A buffered Naquadriah reactor core (original).
Salvaged Al'kesh reactor core (defunct).
Advanced Asgard Hyperdrive/Reactor core (current>
Secondary reactors of unknown type (probably Naquadah reactors) powering unknown sublight drive system (ion??) and antigravity wave generators.
Crew complement: Roughly 20, skeleton. 1 person can run the ship in a limited fashion.
Weapons Array: 1 X unknown Asgard designed energy weapon.
10+ Missile bays launching Missiles of an unknown missile types.
8+ CIWS Point Defence Cannons.
Possible Other secondary weapons used in air to ground engagements
Defensive Technology: Asgard designed defence shields.
Probable Electronic Warfare equipment.
Heavy trinium alloy hull.
Support Craft: Hanger bays supporting 8 X-302 fighters or similar sized ships (Gliders can also dock).
Troop capacity: Multiple SG teams at the minimum. Size would suggest a company sized force is feasible.
Other Equipment: Goa'uld ring transporter(s). Asgard point to point transporter beams.

Asgard Spaceships
O'Neill Class Warship

Type: Advanced Long Range Warship
Manufacturer: Asgard Homeworld (prototype). Unknown Facility (production).
Technology Base: Asgard
Production Run: 6+
Operational Area: Atmosphere - Local Space - Deep Space - Hyperspace
Powerplant: Unknown
Crew complement: Unknown. Can be slaved to autopilot
Weapons Array: At least 1 Pulse Cannon
Defensive Technology: Advanced hull amour. Presumed Shields, Cloak, dampening fields...
Support Craft: None.
Troop capacity: Unknown.
Status: In active service.

Daniel Jackson Class Mothership

Type: Advanced Long Range Mothership
Manufacturer: Unknown Facility (production).
Technology Base: Asgard
Production Run: 2+
Operational Area: Atmosphere - Local Space - Deep Space - Hyperspace
Powerplant: Unknown
Crew complement: Unknown. Can be slaved to autopilot
Weapons Array: Unquntified conventional weapons. Replicator disruptor wave.
Defensive Technology: Asgard Shields, Cloaking Device.
Support Craft: None.
Troop capacity: Unknown.
Status: Class in active service.

Goa'uld Spaceships
Death Glider

Manufacturer: Various Goa'uld Facilities.
Type: Multirole Attack Fighter
Technology Base: Goa'uld
Production Run: Full scale production.
Operational Area: Atmospheric - Local Space.
Powerplant: Death Glider Propulsion system.
Crew complement: 2.
Weapons Array: 2 Type 1 Staff Cannons, fixed.
Defensive Technology: None known.
Support Craft: N/A
Troop capacity: N/A
Status Death Glider has been in full scale production for at least one hundred years.

Tel'Tac Shuttle

Manufacturer: Various Goa'uld Facilities.
Type: Long range Transport / Cargo Shuttle.
Technology Base: Goa'uld
Production Run: Full scale production for various capital ships and ground stations
Operational Area: Atmospheric - Local Space - Deep Space - Hyperspace
Powerplant: Goa'uld Inertial drive, manoeuvring thrusters, Hyperdrive.
Crew complement: 1 Pilot, 1 co-pilot
Weapons Array: N/A.
Defensive Technology: Low level defence shield.
Support Craft: Four Escape Pods.
Other Technology: Transport Rings, Cloaking Device
Troop capacity: 1 Squad equivalent
Status Cargo shuttles were introduced in "Deadman�s Switch". Teal'c also knew about them which implies a long service ship.

Al'Kesh

Manufacturer: Various Goa'uld Facilities.
Type: Midrange Attack Bomber
Technology Base: Goa'uld
Production Run: Full scale production for various System Lords and Lesser Goa'uld
Operational Area: Atmospheric - Local Space - Deep Space - Hyperspace
Powerplant: Reaction Drives (unknown type), Hyperspace Window Generator, Antigravity Wave Generators
Crew complement: Unknown. 1 Pilot, unknown passengers/troops/cargo space.
Weapons Array:2 Light Capital Staff Cannons, turreted (Ventral).
2 Energy bomb / projectile launchers (Ventral).
Defensive Technology: Probable shield array, not clearly substantiated
Support Craft: N/A.
Other Technology: Transport Rings, Cloaking Device.
Troop capacity: 15+ Jaffa
Status: In full Production

Ha'Tak Class Mothership

Manufacturer: (Presumed) Various Goa'uld facilities.
Type: Long range warship / Assault ship / Carrier.
Technology Base: Goa'uld
Production Run: Estimates of 200 + built, minimmum.
Operational Area: Atmospheric - Local Space - Deep Space - Hyperspace
Powerplant: Presumed Goa'uld inertial drive + antigravity Wave generators..
Crew complement: Pel'Tack command staff of at least 3-4 Jaffa. .
Weapons Array:24 turreted Multi Purpose weapons emplacements (extrapolated).
27 single Anti-fighter weapons emplacements (extrapolated).
Defensive Technology: Goa'uld Defence Shields.
Support Craft: At least 12 Death Gliders
Other Technology: Transport rings, Sarcophpsus, Cloaking Device
Troop capacity: 1000 Jaffa.
Status: In use as the primary capital ship of the Goa'uld.

Baal's Flagship

Manufacturer: Leo's Construction Facilities
Type: Heavy Warship.
Technology Base: Goa'uld
Production Run: 1.
Operational Area: Local Space - Deep Space - Hyperspace
Powerplant: Unknown.
Crew complement: Unknown. Minimum operational crew ~= 5.
Weapons Array: Estimated 6 major anti ship cannons.
Defensive Technology: Goa'uld Defence shields.
Support Craft: At least one Cargo ship.
Other Technology: Transport rings. Sarcophpsus, Hyperspace capable Escape pods.
Troop capacity: > Unknown.
Status: One in commision.


To join, give me
Picture
Played By:
Name/Rank:
Gender:
Species:
Age:
Bio:
And your preferred team/position.

When SG-1 and -2 are filled , I'll make SG-3 and -4 and so on.

Just so you all know, Baal is our main Goa'uld bad guy. As you see, the position of his First Prime is open. Other than the First Prime, all of Baal's Jaffa will just be god-moded by whoever chooses him, just don't go over the top. The Ori are not included as main characters, because, obviously, we haven't seen the new season, adn I don't want to presume. They will come in and out every once in a while, but this will be more of a fight against Baal.

NOTE: Yes, Teal'c can be on SG-1.

GREEN = Posts regularly / New Member.
YELLOW = Posts semi-regularly.
RED = Inactive, and maybe removed.
BLUE = Excused from posting.


Last edited by tomparis on Fri May 05, 2006 7:44 pm; edited 2 times in total



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Aphothis
Lieutenant, Junior Grade


Joined: 03 May 2006
Posts: 105

PostWed May 03, 2006 1:45 pm    

Name/Rank : Baal
Gender : Male
Species : Goa'uld
Age : Unkown
Bio :
A typical Goa'uld, once combined with his sybiote, Power is all he really cares about. He is attempting to gain power over the new Free Jaffa Nation by using the Ori threat as an anchor. While unsuccessful on his first attempt, and believed dead by the SGC, Baal has perfected cloning technology, and has made duplicates of himself. He refuses to share this technology with anyone.


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Aphothis
Lieutenant, Junior Grade


Joined: 03 May 2006
Posts: 105

PostThu May 04, 2006 9:00 am    

When do we start Role Playing ?

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tomparis
Stooge Three


Joined: 25 Jun 2001
Posts: 5964
Location: At your computer, hacking your files.

PostThu May 04, 2006 3:44 pm    

When we get more members.


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tomparis
Stooge Three


Joined: 25 Jun 2001
Posts: 5964
Location: At your computer, hacking your files.

PostFri May 05, 2006 7:43 pm    

*Sigh*

Well, since almost noone has joined, I am forced to have this locked so I can start a different one sometime, soon hopefully.



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