Stargate, powered by Fate: Gear

This week, I’ve been working on bringing Stargate to life using Fate. Props go out to Thomas E., who is going to be running a three-shot of Stargate that I get to play in (woot!), for inspiring me to dust off my ideas for running this amazing setting in Fate.

As I develop various systemic elements to match the setting, I will be posting them on here; first up: handling gear!

Weapons & Armor

To keep things simple, and as other elements I am adding will be bringing more aspects to the table, I decided on a simple modification to the Weapon & Armor Rating rules found in Fate Core, pg. 277. This iteration divides weapons and armor into classes and ratings.


Weapons and Armor have four classes: light, medium, heavy, and colossal.

Each class adds their rating to or against attacks made by classes equal to or less than their own (e.g. light weapons add their rating to Hits made against light or unarmored targets, but heavy weapons wouldn’t add their rating to attacks made against colossal armor targets).

If there is a difference in the class between a weapon and armor, add that difference to the weapon or armor’s rating (e.g. a light weapon has a +1 against unarmored targets, while colossal weapons gain a +3 against light armored targets).


Each weapon and armor has a rating from 1-4. Weapon Rating adds to the Damage of a successful Hit, while Armor Rating subtracts from the Damage of a successful Hit.

Rating Examples

  • Rating 1
    • Examples of Weapon:1 are shivs, holdout pistols, improvised explosives, and the Vulcan cannons mounted on jet fighters
    • Examples of Armor:1 are heavily padded clothes, thick leather clothes, metal covering most automobiles, and the armor of fighter craft
  • Rating 2
    • Examples of Weapon:2 are combat knives, standard 9mm pistols, frag grenades, and air-to-air missiles
    • Examples of Armor:2 are basic Kevlar vests, ceramic-reinforced Kevlar vests, personnel carrier armor, hull of naval craft
  • Rating 3
    • Examples of Weapon:3 are functional swords, Jaffa staff weapons, rocket-propelled grenades, railguns
    • Examples of Armor:3 are SWAT armor, military-grade personal armor, tank armor, the hull of most advanced space vehicles
  • Rating 4
    • Examples of Weapon:4 are two-handed swords, M60’s, ground-based artillery, Asgard beam weapons
    • Examples of Armor:4 are light skin suits of exotic materials, personal exoskeleton, naquadah/trillium mechanized walkers, hull of O’Neill-class Asgard motherships


One of the main assumptions of Fate is that if you have the Skill, you have what equipment it takes to use the skill. When ammo matters, make use of situation aspects to represent it (e.g. Out of Ammo or Armor-Piercing Rounds)


Shields are provided either by specialized gear or by a skill on applicable extras (such as a space vessel). They absorb physical damage, as represented by an additional stress track; the length of the track is either listed on the applicable piece of gear or via the normal rules of governing skills and stress. If an attack is strong enough to penetrate the shield stress track, or rolling of it, that stress may be absorbed as normal.

Unless noted by the item providing it or because of some special circumstance, shield stress recovers as normal at the end of the scene.

Certain types of shields may also act as obstacles to action. These barriers must be overcome before the action they are preventing may be taken. Shields of this type are usually provide through special gear or as the result of special circumstance.

Special Gear and Tech

Certain gear or pieces of tech are special or important enough to warrant their own Extra. Each piece of special gear or tech has two free aspects: a function and a flaw. Each piece of special gear or tech may also have stunts, adding a refresh cost to the item. Additional flaw aspects may be added to the item, lowering its refresh cost by 1. An piece of gear with stunts always cost at least 1 Refresh.


That’s it for this week! Comment below, let me know your thoughts. I look forward to play-testing this in the near future as Thomas has stated he’ll be trying it out in his three-shot. Next blog on Stargate, powered by Fate, will be discussing modification to the Default Skill list.


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