Wow, thank for all the feedback guys. You guys done 3/4 of my work here, great job guys.
Maybe I'm crazy, but one of the things I like most about this system is how un-complicated it is. Making something more complicated on purpose when the rules already are adequate is just...does not compute.
I know, that what I like about the game to. The main reason that I want something a bit more... crunchy is that our group come from playing MERP and D&D. So while they taken to FATE with great gusto, they still used to clear, detail, and precise rules. Plus, I kind of new to GMing and would like some set rules lay down, more for my peace of mind.
With that out of the way, let see what we, i.e everyone else but me, have come up with.
Zat'nik'telDescription: Commonly referred to as a "Zat" or "Zat gun," the Goa'uld Zat'nik'tel is a common Jaffa sidearm. A weapon using a different form of energy, less powerful than that of a staff weapon. Less destructive, but still quite deadly.
Effect:
Short Ranged: Due to the unstable nature of the energy field fired by the Zat gun, the effective target range is limited to 1 zone.
One To Stun, Two To Kill: A Zat gun fire a charged energy field, much like a taser, stunning a target by overriding his bio-electrical system and causing brief, painful spasms. An attack against a organic target is treated as a Maneuver to place the Aspect "Zatted" on the target. Successive shots from a Zat while the Aspect in place typically disrupts a target bio-electrical and synaptic activity, treated as an attack with Weapon:3
What do you guys think? I try to make it sound more formal and rule-like.