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Screw You Rebel Scum! A game from Gremlin Legions®
Alpha Test Revised
05.30.2010
This game is free to download, print, and distribute as you see t. You may also use or modify these rules to
create your own games or supplements, as long as you give credit where credit is due. A Creative Commons
license is not possible with this material, as Gremlin Legions does not own any rights, nor has any permission,
to produce work related to Star Wars or Lucas Arts. George Lucas has not approved any of this, but it is used
in good faith, as I am a loyal Star Wars fan who will buy each and every version of his Star Wars lms and
television shows, no matter how much the other fans don’t like them.
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Dedications/Inspirations/Etc. Goes Here
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S e ct i on 0: i n t r od
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See the Galaxy! Protect the Empire!Crush the Enemy!
Join the Stormtrooper Corps!
When chaos runs rampant, and Rebel terrorists upset the delicate peace of the Galactic Empire,
you can be sure that those boys in white plastoid carapaces will be there to set things right. Do
YOU have what it takes to be an Imperial Stormtrooper? Will YOU heed Darth Vader’s call to
action? Inquire at your local recruitment ofce to see if YOU are loyal enough, tough enough, and
smart enough to don the helmet of an Imperial Stormtrooper TODAY!
Screw You Rebel Scum! is not intended, in any way, to be a serious game of military action and
Imperial offensives. Sure, the whole premise is to play Stormtroopers, the iconic iron st of the
Galactic Empire, and yes, you could easily play this as a serious game. It certainly has enough
crunch for that. However, that is not the actual intent.SYRS was conceived as a tongue-in-cheek version of Star Wars, inspired heavily by the fan-made
short ”Troops”. It lls the same role as past games that are violently comedic, like Paranoia or
Kobolds Ate My Baby. Instead of misinformed clones sent on fools-errands by an insane computer,
or furry balls of teeth that only want to eat babies or their friends, you have armor-clad soldiers who
destroy innocent lives and die ignoble deaths.
In the movies, Stormtroopers are treated as little more than hapless cannon fodder, despite
their fearsome reputations for ruthlessness and deadly accuracy. They were woefully ineffective
against the protagonists, and were seen bumping their helmets against doors, being befuddled
by old hermits, ring wildly at teddy bears, falling into bottomless chasms, and otherwise getting
repeatedly trounced by a farm boy, a smuggler, a princess, and a couple of droids...and sometimes
a Wookie. But then, they were meant to be mooks in the movies, nothing more than disposable
extras.
In SYRS, the story is told from the point of view of the Stormtroopers. You will be sent on missions
to keep the peace on backwater worlds, keep guard at power stations on forested moons, escort
prisoners to the brig, and other mundane duties. Occasionally there will be the excitement of an
actual battle, a raid against a Rebel ship, or maybe rounding up fugitives on a captured tibana
mining colony. Of course, as the Stormtroopers face greater odds and heroic enemies, they will beforced to react to, and think around, these difcult situations, and still try to pull a victory out of their
armored asses.
But it’s not so easy when you, the player, know that those heroes with their individual names and
multi-million dollar paychecks are given certain amounts of script-immunity, and WILL most likely
defeat their characters. Maybe not all the time, but it’ll certainly be harder to capture or kill them
without signicant losses. And if you mess up too much, or call upon the mercies of ”luck” too often
in order to succeed, you might have to face the inquisitorial furor of Darth Vader or the Emperor.
As they say, Stormtroopers wouldn’t be caught dead using the Force...instead, they’d be caught
alive, and found dead from a broken neck or collapsed lungs soon thereafter.
But you know what? That’s part of the fun.
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To play Screw You Rebel Scum!, you will need:These rules
Writing implements (preferably pencils)
Each player should have one D20, ve D4s, two D6s, two D8s, two D10s, and two D12s;
the Mission Director won’t need the D20
Copies of the Imperial Prole (a.k.a. character sheets)
Copies of the Mission Objectives and Mission Debrieng forms
A playing surface, and either a basic grid, miniatures mat, or game tiles
Star Wars miniatures (or whatever you have handy that you’d rather use)
A screwy imagination and at least marginal enjoyment of the Star Wars universe
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TrainingTrainees who enter into the Stormtrooper Corps are chosen for their tness, cunning and loyalty, and are
subjected to an extensive series of medical tests, brutal exercise regimens, and intense instructional sessions
as part of their basic training. After this initial period, while most become part of the Stormtrooper Infantry, some
are recruited into more advanced programs, becoming either Specialist or Elite Stormtroopers.
• Stormtrooper Ifatry are provided with training in a variety of Prociencies, but do not receiveany advanced training. Because they need to be able to deploy into the eld quickly to ll whatever role is
required, they have to be exible in their skill base. Infantry troops distribute four D4s, two D6s, and one D8
within their Prociencies.
• Specialist Stormtroopers are recruited into very focused, advanced programs that hone their
natural capabilities for use in specic units within the Corps. They are deployed on missions tting their
unit prole, such as Sand Troopers on desert planets, Field Engineers with a cavalry command, TIE Pilots
as part of a squadron, etc. Specialist troops distribute three D4s, one D6, one D8 and one D12 within their
Prociencies. Their D12 Prociency becomes their Specialty.
• Elite Stormtroopers were either enrolled in accelerated programs as cadets, or were recruitswho demonstrated exceptional promise and were hand-picked by their commanders for greater rank and
responsibility. Elite troopers distribute one D4, two D6s, two D8s, and one D10 within their Prociencies.
Elite troopers receive a commissioned Rank and other benets depending on their Command Prociency.
values During a Mission, it is necessary to check the progress of your Stormtrooper as he survives encounters and
achieves his goals. It is vital to measure the damage and stress he suffers, exhaustion and tapped potential,
earned experience and possible demerits. These measures are Health, Wounds, Effort, Victory, and Defeat.
• Health ad Wouds determine how much damage and strain the Stormtrooper can sustainbefore suffering severe trauma, and eventually death. As he gets hit in combat, his Health is reduced,
until it reaches zero, after which all future damage is recorded as Wouds, and you need to mark the
Wouded Coditio on your Prole. Wounded troopers reduce all of their Prociencies by one die
size. Any damage they suffer at this point requires a Death roll of 1D20 plus the current Wound value,
and if the total is greater than 20, the trooper dies from his injuries.
The Stormtrooper’s starting Health is equal to 5, plus the die size of his highest Prociency. Infantry would
therefore start with 13 Health, Elite troopers with 15, and Specialists with 17, due to their advanced training.
Health recovers naturally with rest, one point per day, Wounds being reduced rst.
• Effort is a representation of a Stormtrooper’s untapped potential and experience that he can draw upon in
times of need. The Imperial Security Bureau does not ofcially recognize a measurement of anything called”Effort.” Some unenlightened minds think of it as ”luck,” while there are seditious rumors that whisper of the
inuences of the Force. When the Stormtrooper attempts a risky action, he can spend points from his Effort
to add bonus D4s to his Check. He can spend as much Effort as often as he likes, before and even after
the roll, but there are consequences...
Whenever the trooper spends Effort, he needs to make a Chace roll of 1D20, adding how many Effort
points he just spent, and either his current Victory or Defeat value. Which one is added will depend on
the situation, as explained below. If the Chance roll is greater than 20, the trooper marks the Doomed
Coditio on his Prole. Being Doomed has no real effect on the trooper, and it is not immediately fatal
– however, if the trooper becomes Doomed AND Wounded, it is similar to failing a Death roll, and he suffers
some horrible, humiliating fate (like, say, falling off a platform with no railings, getting eaten by the localfauna of a forest moon, etc.)
The Stormtrooper’s starting Effort is equal to 5, plus the total number of D4 and D6 Prociencies he has.
Infantry would therefore start with 11 Effort, because of their room for growth and exibility. Specialists
have focused so much of their potential already, they only start with 9 points, and Elite troopers start with 8,
particularly after the Force-sensitive cadets get weeded out for other...duties. Effort is fully restored before
the start of the next Mission, and may also be earned during play from exceptional successes.
• Victories ad Defeats are a measure of your Stormtrooper’s progress during a Mission. The more
goals the trooper achieves, the more Victories he earns, and the more he fails, the more Defeats he is
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burdened with. With enough collected Victories or Defeats at the end of a Mission, the trooper may expect to
get an Advance, or perhaps a Demerit. These are discussed in more detail in Sectio 2: Missios.
So far, this will sound pretty straight-forward.
However, as mentioned earlier, when you spend Effort, the Stormtrooper is inadvertently calling upon the
Force, and the Force has a funny way of balancing things out by requiring Chace rolls. When the
trooper spends Effort to inuence events or Checks with his allies and superiors, he adds his current Defeats
and Effort spent to his total Chance roll, representing the black mark his failures leave on his record and in
the opinions of his fellows. If the trooper is spending Effort on actions involving civilians or ”good guys,” headds his current Victories and Effort spent to the total Chance roll instead, as his many deeds for the sake of
the Dark Side come back to haunt him.
Stormtroopers start each Mission with a blank slate – no points in either Victory or Defeat. As he earns them
during the session, he has a choice of adding them straight to his Values, or he may use them to decrease
the opposing Value on a one-to-one basis. Sure, it makes sense to reduce your total Defeats with your
Victories to avoid possible censure later, but it may seem counter-intuitive to reduce your Victories. Just
remember that Rebels like to target particularly notorious and successful Imperials for ”interventions.” More
on Victories and Defeats can be found in Sectio 2: Missios.
Proficiencies Stormtroopers train in fteen different areas of
military skills, physical conditioning, and technical
abilities. Called Prociencies, each represent a
different role a trooper can be expected to ll in
the eld. While all Stormtroopers are competent
in every Prociency, they will have put more time
and practice into certain abilities. Based on their
Training, Stormtroopers will receive a number of
dice which are then distributed amongst the various
Prociencies, the size of the die determining thetrooper’s level of expertise.
The Prociencies are briey described below. They also include the classication for Specialist Stormtroopers.
• Accuracy: Training in the use of light arms and hurled weapons, such as blaster pistols and ries,
slugthrowers, echettes, thrown grenades, bows, and slings.
Class: Storm Commando.
• Airbore: Training in the use of personal ight devices such as jumpjets and jetpacks, aerial freefall and
deployment, and operating in zero-G environments.
Class: Jump Trooper or Space Trooper.
• Commad: Training in tactics and strategy, as well as directing soldiers in battle, and working within themilitary hierarchy and chain of command. Command is also a measure of military Rank, as described later.
Class: Field Trooper.
• Coict: Training in close-quarters combat, including the use of martial arts and a variety of melee
weapons, as well as a focus on physical strength and persuasion through threats of violence.
Class: Assault Trooper.
• Cotact: Training in dealing with other divisions of the military, handling supply procurement, as well as
how to deal diplomatically with planetary authorities and native populaces.
Class: Support Trooper.
• Covert: Training in techniques of inltration, stealth, sabotage, intrusion, and silent extermination.
Class: Shadow Trooper.
• Egieer: Training in the construction and modication of equipment, vehicles, and fortications, the
preparation and safe disarmament of explosive charges, and the operation of heavy armored vehicles and
walkers.
Class: Frag Trooper or Field Engineer.
• Guer: Training in heavy ranged weapons, support weapons such as grenade launchers and chemical
projectors, and artillery, mortars and vehicle weapon emplacements.
Class: Shock Trooper.
Die Code Level of Ability
1D4 Skilled
1D6 Highly Skilled
1D8 Advanced Skill
1D10 Expert Skill
1D12 Superior Skill
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• Itrigue: Training in military surveillance, intelligence, impersonation, propaganda, information gathering,
and cryptography.
Class: Ghost Trooper.
• Medical: Training in essential medical eld procedures, scientic analysis, pharmacology, and basic
psychology and counseling.
Class: Medic Trooper.
• Patrol: Training in investigative techniques, urban navigation and observation, and methods of obtaininginformation from unwilling subjects.
Class: Storm Enforcer.
• Pilotig: Training in the operation of the many vehicles of the Imperial Military, including repulsorlifts,
speeders, starghters, and plotting courses with astronavigational computers.
Class: TIE Pilot or Trooper Cavalry.
• Program: Extensive training in the operation, maintenance, subversion, and slicing of sensors,
computers, communications, and other systems.
Class: Comm Trooper.
• Reco: Training in wilderness operations, including orienteering, bushcraft, nding food and water,
building concealed encampments, and tracking enemy units. Class: Scout Trooper.
• Survival: Training in hazardous environment operations, which includes special training regimens
that enable freedom of movement in difcult terrains, building up a resistance to caustic, poisonous, and
otherwise dangerous conditions, as well as the operation of HAZMAT equipment.
Class: EVO Trooper (e.g. Radtrooper, Swamp Trooper, Hazard Trooper, Magma Trooper, Sea Trooper, Sand
Trooper, Snow Trooper, etc.)
Name and DesignationNames are the easy part. Everyone has a name. Even the old clone troopers would take names for themselves
after a while. The Designation is your individual Stormtrooper identication code. This will be a series of two
letters, followed by four numbers, like CC-0001, TH-1138, or RT-2093. Your Stormtrooper’s Designation is more
important than your Name. Your commanding ofcers will only call you by your Designation, your access codes
only work with your Designation, and you are required to identify yourself and your fellow troopers by your
Designations when in public. The public, especially in areas with strong ties to the Rebel insurgency, should
never, EVER know your real name. Your Designation serves to inspire fear and respect amongst the civilians.
Rank For most Stormtroopers, Rank is a measure of eld experience and unit seniority, which is represented by his
rating in the Command Prociency. For enlisted troops, Rank has no real effect aside from description and
distinction. Elite troops, on the other hand, have a commissioned Rank, which offers them greater access
and privilege. Elite Stormtroopers with a Rank higher than other troopers receive a bonus when giving orders,
asserting authority, or making requisitions, and suffer a penalty when dealing with superior ofcers in the same
conditions. Rank is a Scale modier, which is explained in Sectio 3: Procedures.
Aren’t There Other Proficiencies?
Because SYRS is centered around Imperial military operations, the Prociencies here focus entirely on theStormtrooper’s military training. We can assume that, unless they are clones, they have other things they
might be good at, such as arts or crafts, scholarly pursuits, hobbies, and so on. However, none of these are
necessary to a SYRS game (which almost sounds like a pun). Of course, the people Stormtroopers encounter
(read as: kill), may have any number of different talents of their own, such as Artisan, Merchant, Rebel Spy,
or Doctor, some which include abilities that Stormtroopers are not trained in (avoiding falling off walkways
without railings), and others that may overlap with their abilities (I’m sure a Rebel Spy would have training
similar to Intrigue). A lot of it is left up to the Mission Director’s interpretations, since it would be a pain in
the ass to list the dozens, if not hundreds of different skills that would accurately represent the dichotomy of
abilities in the Star Wars universe.
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Command Enlisted Rank(Infantry & Specialists)
Commissioned Rank(Elite)
None Private 2nd Lieutenant
1D4 Private, First Class 1st Lieutenant
1D6 Corporal Captain
1D8 Sergeant Commander
1D10 Master Sergeant Major
1D12 Sergeant Major Colonel
unit and AssignmentThe team you are assigned to is your Unit. There are no game rules related to your Unit, but it gives the
players an idea of how many other Stormtroopers are stationed with them, wherever they might be assigned.
While the Old Republic and the Rebel Alliance tend to have colorful
monikers for their Units, Imperial Units will typically use spartan Unitnumbers, such as the 501st Legion, 102nd Battalion, or the 25th
Advance Fireteam. Units with a history of distinction or under the
direct command of a particularly prominent gure may earn a more
descriptive nickname. The 501st Legion, for instance, is also known
as ”Vader’s Fist.”
The Unit’s Assignment is the name of whatever world or location
they are stationed at, whether that is the Tatooine Garrison, Endor
Front Lines, or even the Death Star Brig.
HomeworldWhile this may seem like an insignicant detail compared to everything else, your trooper’s homeworld is an
important detail for the ction you and the other players will weave. Between the many worlds of the Galactic
Empire, there are rivalries, enemies, deep friendships, mysteries, mistrust, and shared legends. People from
different worlds will have their distinct accents and attitudes and ways of doing things.
If you can somehow work your Homeworld into your actions and activities, particularly in a creative or
interesting way, the Mission Director may even reward you for it, either with a bonus to your Check, or maybe
even Effort points. Are you Corellian who tries to change the duty assignments with a little gambling? Or maybe
you are from Coruscant and use your street-smarts to uncover some information from underworld scum?
Perhaps you are a native of Tatooine who knows all of the local moisture-farmers by name, and has a good
reputation with them? Think creatively, since your Stormtrooper will often need all the help they can get.We’re not going to describe the multitudes of different worlds for you – we assume that if you’ve seen enough
Star Wars, you can name at least ve or six planets. Need any help? Here’s a list of different planets that are
human-dominated:
Aaeton, Alderaan, Altair 9, Bespin, Best ine IV, Cirrus, Corell ia, Coruscant, Dantooine,
Elrood, Galleefryn II, Handooine, Jagga II, Juvex, Kalevala, Koros Minor, Loronar,
Mandalore, Mantooine, New Agamar, Obulette, Peragus II, Reltooine, Taris, Tatooine,
Ultaar, Utrost, Vandor-3, Vanqor, Voltare, Wukkar, Yir Tangee, Zonju V.
Unit Unit SizeSquad 8 troops
Platoon 32 troops
Company 128 troops
Battalion 512 troops
Regiment 2,048 troops
Legion 8,192 troops
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EquipmentStormtroopers are issued standardized armaments and accoutrements, with additional supplies as necessary
per mission. Elite and Specialized troopers have additional or variant equipment per their seniority and
operational focus. If you need special equipment, troopers can try to requisition them through proper channels
(as per the Contact Prociency), with the unit quartermaster, or from local merchants or black markets.
Stormtrooper Ifatry
Stormtrooper armor, encrypted comlink, grapple wire, three ion ares, medpac, binders, blaster carbine or
assault blaster rie, three power packs, one thermal detonator.
Elite Stormtrooper
Stormtrooper armor, encrypted comlink, grapple wire, three ion ares, medpac, binders, blaster pistol, blaster
carbine, four power packs, one thermal detonator.
Specialty StormtroopersAssault Trooper
Stormtrooper armor, light melee shield, encrypted comlink, grapple wire, three ion ares, medpac, binders,
heavy blaster pistol, three power packs, vibroblade, ion mace or stun mace, two thermal detonators.
Comm Trooper
Stormtrooper armor, encrypted comlink, portable jammer, security kit, advanced datapad, grapple wire, three
ion ares, binders, heavy blaster pistol, three power packs, two ion grenades.
Field Egieer
Armored jumpsuit, encrypted comlink, utility tool kit, two restraining bolts, droid caller, extinguisher, mesh tape,
grapple wire, three ion ares, binders, heavy blaster pistol, ve power packs.
Field Trooper
Stormtrooper armor, encrypted long-range comlink, grapple wire, three ion ares, medpac, binders, heavy
blaster pistol, blaster rie, four power packs, one thermal detonator.Frag Trooper
Stormtrooper blast armor, encrypted comlink, utility tool kit, grapple wire, three ion ares, binders, assault
blaster rie, three power packs, two thermal detonators, four detonite charges, two triggers.
Ghost Trooper
Stealth-coated scout trooper armor, encrypted comlink, sensor jammer, concealed holorecorder, grapple wire,
three ion ares, binders, assault blaster pistol, three power packs, one thermal detonator.
Hazard Trooper
EVO trooper armor, encrypted comlink, grapple wire, three ion ares, medpac, antidote kit, binders, blaster
pistol, heavy blaster rie, four power packs.
Jump Trooper
Light stormtrooper armor, encrypted comlink, jumpjets, three ion ares, medpac, binders, blaster pistol, assault
blaster rie, four power packs, four concussive grenades.
Magma Trooper
Magma trooper armor, encrypted comlink, grapple wire, three ion ares, medpac, heavy blaster rie, three
power packs, two concussive grenades, two cryoban grenades.
Medic Trooper
Stormtrooper armor, encrypted comlink, grapple wire, three ion ares, surgery kit, medical kit, two medpacks,
heavy blaster pistol, three power packs.
Radtrooper Radtrooper armor, encrypted comlink, grapple wire, three ion ares, medpac, radiation kit, binders, blaster
pistol, assault blaster rie, four power packs, two thermal detonators.
Sad Trooper
Sand trooper armor, encrypted comlink, grapple wire, three ion ares, medpac, binders, macrobinoculars, eld
kit, knife, heavy blaster pistol or heavy blaster rie, three power packs, four concussion grenades.
Scout Trooper
Scout trooper armor, encrypted comlink, grapple wire, three ion ares, medpac, eld kit, macrobinoculars, hold-
out blaster, heavy blaster pistol, four power packs, one thermal detonator.
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Sea Trooper
Sea trooper armor, encrypted comlink, aquata breather, three ion ares, hold-out blaster, heavy blaster rie,
four power packs, vibrodagger, two cryoban grenades.
Shadow Trooper
Stealth-coated scout trooper armor, encrypted comlink, grapple wire, security kit, vibrodagger, heavy blaster
pistol, silenced blaster rie, four power packs, two smoke grenades.
Shock Trooper Stormtrooper blast armor, encrypted comlink, grapple wire, three ion ares, medpac, heavy blaster pistol, two
power packs, assault grenade launcher, two concussive grenades, two stun grenades, two plasma grenades.
Sow Trooper
Snow trooper armor, encrypted comlink, grapple wire, three ion ares, macrobinoculars. eld kit, heavy blaster
rie, three power packs, two thermal detonators.
Space Trooper
Space trooper armor, encrypted comlink, maneuvering jets, heavy blaster pistol, blaster rie.
Storm Commado
Stealth-coated stormtrooper armor, encrypted comlink, grapple wire, three ion ares, medpac, light repeating
blaster or targeting blaster rie, four power packs, four concussive grenades, two thermal detonators.
Storm Eforcer
Light stormtrooper armor, riot melee shield, encrypted comlink, three ion ares, medpac, blaster pistol, three
power packs, ion staff or stun staff.
Support Trooper
Light stormtrooper armor, encrypted comlink, miniature audiorecorder, three ion ares, medpac, hold-out
blaster, three power packs, vibrodagger.
Swamp Trooper
Stormtrooper armor, encrypted comlink, grapple wire, three ion ares, medpac, antidote kit, hold-out blaster,
assault blaster rie, four power packs, vibrodagger, two plasma grenades.
TIE Pilot
Armored ightsuit, encrypted comlink, grapple wire, distress beacon, medpac, hold-out blaster, three power
packs, one thermal detonator.
Trooper Cavalry
Armored jumpsuit, encrypted comlink, tool kit, grapple wire, three ion ares, medpac, heavy blaster pistol, three
power packs, three concussion grenades, one thermal detonator.
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S e ct i on 2 : Mi s s i on s
AssignmentIn Screw You Rebel Scum!, there are no ”adventures.” Adventures are for foolhardy, reckless individuals who
care only about fame and fortune. They will call themselves heroes because of their exploits, but they do
nothing to serve the public or the good of the Empire.
Stormtroopers don't have adventures – they have Missions. Missions determine where the troopers need to
go and what they need to do. The Mission Director has the responsibility of putting together Missions, andassigning them to an expendable responsible team of troopers. It is then up to them to carry out their orders
obediently, no matter what they are. Their loyalty and hard work will see them through, and if their Mission is
completed successfully, they will reap the rewards.
Missions are built from a series of Objectives and Limitations.
•Objectives are the goals of the Mission that need to be accomplished. This may be as simple as guarding
a particular post, as dangerous as inltrating a terrorist cell, or as difcult as holding a position against a
superior military force. Objectives should be short and to the point: what needs to be done, where does it need
to be done, and who does it need to be done to. The Mission Director will make up to six different Objectives for
a single Mission. Most of these goals should be Primary Objectives – they must be completed for the Mission to
be considered a success. There can also be Secondary Objectives, which are supplemental goals – not vital tothe Mission, but ultimately helpful if accomplished.
•Limitatios are restraints that dene the stakes of the Mission. Perhaps an Objective must be completed
within a certain timeframe, or they must prevent a particular outcome or situation from occuring, or maybe
they must take a particular target unharmed. Potentially, any Objective can have one or more Limitations
attached to it, even if only arbitrarily assigned by a commanding ofcer who takes perverse pleasure in making
Stormtroopers suffer.
AssignmentThe Mission Director can present the Mission in whatever manner he sees t: providing a Mission print-outwith the Objectives and Limitations clearly laid out; reading out the Mission goals in character like an actual
brieng; he can even toss the troopers in blind, and let them use their expertise and clues they nd in the eld
to determine what the Mission is (if the MD wants to be really dastardly).
Whatever method is used, it will be up to the Stormtroopers to keep track of their Objectives and Limitations
once they are on the move. In the eld, they typically can't ask for reminders from their commanders, and doing
so would cast serious doubt on their ability to complete the Mission. However, how the Mission is completed is
up to the discretion of the troopers. It can be played by the book, they could jump in recklessly, take it carefully,
approach it with completely irregular tactics, or even put it off completely until the last minute! It doesn't really
matter, as long as they are successful. Of course, the very nature of some Objectives and Limitations may
make certain options unavailable or extraordinarily risky. For example, using high explosives to inltrate an
enemy base, when you are supposed to go unnoticed, would make things rather difcult.
Reports and Rewards While the Stormtroopers are seeking to accomplish their Mission, it is up to the Mission Director to decide if
and when Objectives have been achieved. It is expected that during downtime, the troopers will be sending
progress reports or making records of their Mission for review by their commanders. Of course, we don't expect
you to write real reports...we aren't sadists. Between each Scee, the Mission Director will dole out Victory
and Defeat points based on what has been completed. These points are given equally to each trooper, even if
they were only nominally involved in the action.
•Primary Objectives: If the troopers have completed one of their Primary Objectives, they earn fourpoints of Victory. If, instead, they have failed at an attempt, they receive one point of Defeat. If the failure is so
great that the Objective is completely FUBAR, they get two points of Defeat.
•Secodary Objectives: Because these goals are not essential to the Mission, completing them only
earns two points of Victory. Similarly, losing it won't affect the Mission's main goals, and only forces the troopers
to accrue one Defeat point, no matter how badly things went.
•Limitatios: There are no additional rewards for working within the restrictions of your Mission – it is
expected for troopers to follow their instructions to the letter. If the Limitation is ignored, the Mission Director
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will add a point of Defeat to the troopers' total, whether the Objective was successful or not. It is also important
to understand that Limitations are often there for a very good reason. Not heeding them could lead to
complications later in the Mission.
Report Supplementals There are other ways of earning Victories and suffering Defeats as part of the Mission, too. As Imperial
Stormtroopers, there are certain things that MUST be done, no matter where they are in the Galaxy, and theycan be used to bolster their reports...or to further doom them to a week in the Brig for insubordination. Because
these supplementals are often performed by individuals, the points earned are only given to those Stormtroopers
responsible.
•Hearts ad Mids: If your troopers manage through their deeds and actions to inspire respect in
signicant portions of the local populace, they earn two points of Victory. They can also get two points of Victory
by intimidating a community into complete subservience to the Empire. This reward is subjective, based on
the situation. Obviously, a community that fakes its respect for the Imperial way of life will not earn the troopers
anything, and may bring them under suspicion for being complicit with supporters of insurgency.
•Bouties: The Empire has a tight budget (heck, they can rarely affort safety railings...), so any Credits theycan save from capturing bounties rathering than paying for mercenaries or the villainous Bounty Hunters' Guild, the
better. Bringing in a signicant bounty earns a Victory point, unless it was already part of the Mission Objectives.
•Tributes: Some cultures and alien species revere the Emperor and Darth Vader as gods. Sometimes, they
need to be reminded to please their gods. If the troopers collect offerings and tributes and deliver them to the local
Moff or system governor, they earn a Victory point. However, any report of embezzelment is a good way of getting
your trooper killed, and also earns two points of Defeat!
•Property Damage: Normally, destroying public property is a standard part of Imperial operations –
buildings and dwellings are, after all, just a convenient and concealed shortcut in urban environments when
explosives are carefully applied. But the Stormtroopers must be careful not to destroy the property belonging toimportant and inuential citizens, which may get you one point of Defeat, or Imperial property, which is worth two
Defeat points. Crashing vehicles or getting blown up in such property usually doesn't count...your trooper won't be
alive long enough for it to be written up in a report.
•Casualties: No matter what their Mission is, Stormtroopers are always expected to protect important
members of the Empire, such as admirals, Moffs, and governors, except when otherwise ordered by Lord Vader.
Any superior ofcer or important individual that dies under your watch earns the trooper two points of Defeat. Dying
of natural causes doesn't besmirch their report, though it will be necessary to PROVE it was natural causes...
Being a Dick There will always be some troopers who feel that they deserve all of the praise for successes, and are
blameless for all failures (these are, more likely than not, Elite Stormtroopers with a commissioned Rank and
feelings of entitlement). When Victories and Defeats are being dished out, such enterprising individuals can try
to screw over the other troopers by Takig Credit, or Placig Blame.
By Taking Credit, he earns two more Victory points for a successful Objective, while the other troopers earn
nothing; by Placing Blame, he avoids taking any Defeat points while his teammates suffer two additional points.
In each case, this requires a special Contested Check – the trooper and all of his teammates make special
Checks adding their Command Prociency, and compare their totals to each other. If the weasel of a trooper
has the highest outcome, he is successful.
Taking Credit and Placing Blame may seem like a really disruptive thing to do, particularly when you are trying
to work together to accomplish a Mission. Hell, it IS disruptive. However, since both of these actions involvereporting to superiors with embellished Mission progress updates before anyone else has the chance, the other
troopers won’t actually nd out what has been done until it is too late (at least in the ction...obviously, the other
players would know about it). By the time of the Mission Debrieng, it will all become clear when one of their
team makes off with an Imperial commendation and a promotion, while the rest of them get garbage-scow duty.
Of course, a trooper who does this too often may nd themselves making the acquaintance of a dianoga in the
near future.
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S e ct i on 2 : Mi s s i on s
Example Missions Possible Objectives
Containment
• Cordon off a specic location before a certain time limit• Prevent media or Rebel forces from inltrating the cordoned-off area• Prevent detainees from escaping, or leaving without meeting specic conditions• Prevent information leaks
Counter-Insurgency
• Uncover terrorist threats within the civilian population• Inltrate terrorist cells• Disseminate calming propaganda amongst the civilians• Identify terrorist cells or operatives• Capture terrorist leaders and detain them for questioning• Eliminate terrorist cells before a certain time limit
Defensive
• Hold a specic location until reinforcements arrive• Protect a specic target from signicant damage• Prevent enemy forces from advancing further into controlled territory• Allow for the safe retreat of allied forces
Elimination
• Locate a specic target• Provide targeting information to an artillery unit• Demolish a specic target of tactical signicance
• Nullify an enemy’s tactical advantage• Assassinate a target to cause mass panic
Escort
• Ensure shipment’s safe arrival at a specic destination• Ensure shipment is on time• Protect shipment from theft or spoilage• Secure shipment route from piracy or bandits• Guard an individual discreetly
Espionage
• Uncover potential political or military threats• Inltrate hostile enemy forces• Inltrate the entourage of hostile political personalities• Disseminate disinformation to enemy forces
• Procure secret plans, data, or deployment information
Interdiction
• Prevent enemy forces from taking action at a particular time• Block enemy supply routes• Block enemy communications• Capture enemy supplies or transports• Capture smugglers or bandits• Prevent enemy forces from passing unnoticed
Invasion
• Inltrate a specic location• Allow for the safe inltration of allied forces• Hold a specic location until reinforcements arrive• Neutralize hostile civilians to cement control of a location
• Prevent enemy forces from launching retaliatory strikes
Offensive
• Destroy specic enemy forces before a certain time limit• Destroy enemy encampments or supply routes• Capture enemy units for questioning• Capture enemy leaders for questioning and trial• Advance to a particular location and hold position
Police Action
• Prevent illegal activities within a certain district• Uncover illegal activities within a certain district• Protect specic civilians or businesses from attack or crime• Capture/recover stolen goods or kidnapped individuals• Settle disputes between citizens
Reconnaissance
• Locate enemy units and report their movements• Set up an ambush position• Set up a sniper position• Provide targeting data for artillery strikes• Locate suitable defensive positions for allied forces
Rescue
• Locate and recover a specic target• Extract target to a safe location within a certain time limit• Deliver aid or supplies to a specic location• Provide support to civilian forces in a rescue effort
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Debriefing At the end of each Mission, the MD will ask for a Debrieng Report from each of the surviving Stormtroopers.
Each trooper will take the Debrieng Report, and distribute 5 Victory and 5 Defeat points secrectly amongst
each of the other troopers. This is a subjective opinion of the effectiveness or liability posed by the other
troopers. The Mission Director will collect the Reports, average the ratings
for each trooper (rounding up), and add it to their current values.Once the Stormtroopers have logged their nal totals, they will subtract
their total Defeats from their total Victories, and check the following chart
to see what possible Advances (or Demerits) they may receive.
Many individual Advances will have an associated cost – if the trooper has
earned enough Advances, he can select a more expensive award. You
cannot collect Advances over several Missions to spend them at a later
time, because Military bureaucracies simply don't work that much in your
favor.
When a trooper receives new Prociencies or advances current
Prociencies, this will retroactively affect their Health and Effort totals.
For example, if an Infantry Trooper advances a D6 Prociency to D8, hewould lose one point of Effort.
Advances •Advaced Traiig (2): Your trooper is enrolled in an advanced training program. He may upgrade a
D8 Prociency to D10, or a D10 Prociency to D12. You cannot have more Prociencies than you have space
on your Imperial Prole.
•Developmet: Your trooper is given additional training to improve his skill base. You may add a new
D4 Prociency, upgrade a D4 Prociency to D6, or upgrade a D6 Prociency to D8. You cannot have more
Prociencies than you have space on your Imperial Prole.
•Medal of Hoor (2): Your Stormtrooper has been recognized by several commanding ofcers has
having gone above and beyond the call of duty, and is awarded the prestigious Medal of Honor. During the
next Mission, this counts as a +5 bonus to all Checks when inuencing or asserting his authority over other
Imperials. However, this also counts as three automatic points of Victory when making Chance rolls.
•Medal of Service: Because of your Stormtrooper's hard work and steadiness under re, he has earned
the award of the Medal of Service. During the next Mission, this counts as a +2 bonus to all Checks when
inuencing or asserting his authority over other Imperials. However, this also counts as one automatic point of
Victory when making Chance rolls.
•Medal of Victory (3): Your trooper has been recognized by Lord Vader himself as being an example
to other Stormtroopers throughout the Empire, and personally awards you with the Medal of Victory. During the
next Mission, this counts as a +10 bonus to all Checks when inuencing or asserting his authority over other
Imperials. However, this also counts as ve automatic points of Victory when making Chance rolls.
•Procuremet (2): At the beginning of the Mission, or any time you have access to an Imperial supply
base, you can spend a point of Effort (no Chance roll required), to obtain a non-standard piece of equipment for
use during the rest of the Mission. This can be any sort of weapon, vehicle, droid, or other gear, as long as the
Mission Director deems that it is available.
•Promotio (2): Your trooper has been recognized as having signicant potential, and has been givena promotion to commissioned status. If the trooper was already commissioned, he increases his Rank by one
level instead.
•Quartermaster (3): Your trooper is assigned the special position of the unit's eld quartermaster.
He has a utility cache that he carries with him (-2 to Checks when carrying it around). Any time during the
Mission, he may spend a point of Effort (no Chance roll required), to produce any piece of Gear from one of its
compartments, as long as it isn't Heavy or Large.
Total Outcome
-11 and below Judgement
-6 to -10 Retraining
-3 to -5 Demotion
-1 to -2 Reprimand
0 to +5 Nothing
+6 to +10 1 Advance
+11 to +15 2 Advances
+16 and up 3 Advances
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•Requisitio: Your trooper gains the regular use of a non-standard piece of equipment, such as a special
weapon, forceeld, vehicle, or droid. The Mission Director will have nal approval of the item – obviously,
you can't expect to quickly obtain an AT-ST or a Heavy Combat Forceeld. However, each time you get a
Requisition, you can either select a new piece of equipment, or upgrade one of your current items.
•Special Traiig (3): Your trooper has been recognized by Lord Vader for having exceptional loyalty
to the Empire, as well as an uncompromised command of the Force. He takes your Stormtrooper under his
wing for secret training in the Dark arts, and when he is through, he is assigned special red Stormtrooper armor.Now, when he spends Effort, he rolls D6s instead of D4s.
Demerits •Demotio: Your trooper has done poorly enough that your superiors want to make sure that you won't
forget your indiscretions any time soon. If you were a commissioned trooper, you now become enlisted. If you
were already enlisted, you lose one of the Advances you have previously earned (Medals do not count, since
their effects are temporary).
•Judgemet: Feel that tightening sensation on your throat? Word of your abject failure has reached the
ears of Lord Vader…maybe even to Palpatine himself! The Dark Side is not very forgiving, and perhaps you will
remember that next time with your new Stormtrooper.
•Reprimad:Your superiors have decided that you need to learn a little more respect and discipline, and have given you
an ofcial Reprimand. During your next Mission, you suffer an automatic -5 penalty with any Checks when
inuencing or asserting your authority with other Imperials.
•Retraiig: Your commanders have decided that you need to be made an example of, and have
assigned your trooper for Retraining. After a few sessions with an Imperial Interrogation Droid (just to make
sure he isn't actually a Rebel operative), he is subjected to several painful mindwipes and indoctrination
sessions. By the time it is complete, drop his highest Prociency by one die size.
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order of ActionDuring Missions, the ow of the action depends on the decisions of the Stormtroopers themselves – whether
to attack an outpost, complain to a commander, talk to a merchant, to duck for cover, and so on. The Mission
Director will be presenting situations and choices, explaining what opposition or hazards they face, and the
troopers decide what they will do based on that. Because of this, there aren’t any rolls for initiative or rules for
holding actions or anything like that.The Mission is divided into Scees, which are broad segments of time that focus on a particular location and
goal. When the Stormtroopers are investigating a suspicious cargo bay, questioning an informant behind his
junk shop, scouting for enemy units in the jungle, or shooting it out with Rebels while boarding their ship, all of
these qualify as Scenes. Think of it in terms of the movies – if there is something exciting or interesting going
on that the audience would want to watch, it should be a Scene. Everything else happens between Scenes, and
should be handled quickly.
Scenes are broken down into Turs. Each Stormtrooper has a Turn, in order of ascending Rank, from enlisted
to commissioned (hey, the non-coms should have SOME advantage over the ofcers, right?) and if there are
any ties, they can duke it out with each other over who should go rst. Once everyone has had their Turn, the
Mission Director summarizes any changes to the situation as necessary, and the series of Turns starts again.
You will notice that the Mission Director doesn’t actually get a Turn for his NPCs. That is because NPCs arealready assumed to be acting as part of the situation. Rebel soldiers are shooting, informants are scheming
and lying, smugglers are hiding things, and so on. The troopers will try to curb or benet from the actions of the
NPCs on their Turns with their own actions, or Checks.
Checks The Stormtrooper’s actions determines how the situation plays out. Does the trooper succeed with his action,
does he prevent an NPC from being a problem, or does he defuse the situation? Does he fail and suffer a
consequence, does the NPC take advantage of the trooper’s mistake, or is there some kind of setback?
When a trooper is deciding what to do in a situation, it will be up to the Mission Director to decide if it is risky
or questionable enough to require a Check. As long as the trooper’s action is reasonable given the Scene,
and has little risk associated with it, the MD should say “Yes,” allow it to succeed automatically, and move on
with play. Not everything will require a roll of the dice, and this will help keep things moving smoothly. Does the
trooper mow down the helpless crowd with a barrage of blaster re? Say “Yes.” Does the trooper get permission
from his commander to take sentry duty? Say “Yes.” Does the merchant give the trooper what he wants at
gunpoint? Say “Yes.”
Sometimes the Mission Director might want to present possible complications to the Stormtroopers’ actions.
Perhaps there are inconvenient witnesses when the trooper res upon the defenseless civilians, or your
commanding ofcer wants you to take sentry duty in the festering sewers, or the merchant is sly enough to
provide false information. When this arises, the MD should say, “Yes, but...” and explain the situation to the
troopers. If they are still willing to accept the complication in exchange for their success, then no rolls areneeded. Otherwise, a Check is required. Checks are also required when the outcome of an action is clearly in
doubt, or carries considerable risk. For example, engaging in a reght, sneaking past a guard, or telling a bold-
faced lie to a commanding ofcer all should require Checks. In both cases, the troopers should know what the
possible consequences of their actions are,
even if “in-game,” they would be blissfully
ignorant.
Checks involve rolling a single 20-sided die.
If the trooper has a Prociency applicable to
the action, he adds its die to the roll as well.
Any Effort spent adds extra D4s to the roll.The total of the roll determines the outcome
of the action, lower rolls failing and higher
rolls succeeding.
Contested Checks Sometimes a Stormtrooper will have compete with another trooper. Maybe they are arm-wrestling, ghting over
a piece of equipment, arguing over the best course of action, or trying to kill each other! In these situations,
the trooper that initiated the action will make a Check as normal. If the opposing trooper has an applicable
Roll Result Description
1 - 5 Disaster +2 Dangers
6 - 10 Failure +1 Danger
11 - 15 Marginal +1 Result
16 - 20 Success +2 Results
21 + Triumph +3 Results
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Prociency or helpful equipment, he subtracts if from the acting trooper’s roll as a penalty. There are two special
types of Contested Checks that work slightly differently, Takig Credit andPlacig Blame, which were
described inSectio 2: Missios.
Results and Dangers The outcomes of the Stormtrooper's actions are determined by what Results they earn on their Check, and
what Dangers are presented by whatever hazards, obstacles, or threats they face.
•Results are rewards and effects that occur because of a successful Check. With your total Results, you
can narrate what happens on your Turn, whether beating a criminal senseless, outrunning an X-Wing ghter, or
discovering hidden evidence. The more Results you earn, the more that can happen, as long as it makes sense
for what you were trying to accomplish.
For example, if your Stormtrooper was engaged in a reght with some Rebel insurgents and received two
Results, he could use one Result to Do Harm to one of the Rebels while Taking Cover from their attacks. Some
of the sample Results listed further on are marked with a ”+,” and these can be used to modify the effects of
the Result preceeding it. In the above example, the Stormtrooper could use his two Results to instead Do Harmwith a Critical Hit, and do more damage to his opponent, or Take Cover with an Evasive Action if there was
nothing he could interpose between him and the blaster re.
It is possible with a good enough roll to get as many as three Results.
•Dagers are the effects of an enemy's action, a hazardous situation, or some other disadvantageous
circumstance. Dangers allow the Mission Director to narrate what happens on your Turn, such as your
Stormtrooper getting shot, mind controlled by a Jedi, or trapped in a cave. Most Dangers will result from poor
rolls and the logical consequences of the trooper's actions. However, sometimes he will be facing situations
or opponents that are particularly dangerous. If an NPC or other obstacle has a Trait that would be applicable
against the trooper's action, it adds an automatic Danger to the outcome. A Rebel soldier with the Marksman
Trait would be more likely to inict damage in a reght, while a swamp with the Miasma Trait may poison an
uprotected soldier or make it difcult to navigate.
As with Results, the more Danger that occurs, the more that can happen, though not in the trooper's favor.
Some of the example Dangers are marked with a ”-,” which can be used to modify the effects of the Dangers
preceeding them. A device could be Broken instead of Malfunctioning, or the Trooper could be Deceived
instead of Misled.
It will be important for the Stormtrooper to take potential Dangers into account when choosing their Results.
If they know that they are being red upon, it is just as important to take a defensive Result along with your
counterattack, to prevent your trooper from getting injured or otherwise endangered.
ModifiersThere are many things that may modify the Stormtrooper’s Check, either to his advantage or not, like
Opposition described here.
•Assistace: If another trooper is helping with another's action, they add their Prociency die to their
roll when it is their Turn. The troopers may also be aided by droids or helpful members of the community, in
which case their Traits are added as a bonus 1D6 to the Check.
•Creative Descriptios: If the player acts out his trooper's role particularly well, he may earn a few
points extra on his roll. The Mission Director should base this bonus on how despicable and evil it makes the
Stormtrooper seem in the eyes of the Rebel insurgents!
•Equipmet: Some of the trooper's gear may be of exceptional quality, or is designed to assist specic
actions. These provide a base bonus to the appropriate Checks.
•Heroes: In addition to whatever threat an NPC poses, Heroic opponents are very difcult to overcome.
Because of the Hero's script immunity, Stormtroopers suffer a -5 penalty with ANY action against them!•Rak Scale: If a trooper has a higher commissioned Rank than another trooper or other Imperial ofcer,
he receives a +2 bonus to his Check per level of difference. Similarly, he can suffer a penalty when dealing
with superior ofcers and other important members of the Empire.
•Speed Scale: This functions much the same way as Rank, except in realtion to the relative quickness
and maneuverability of vehicles. If one vehicle has a higher Speed than another, it gives the pilot a +2 bonus
per difference, or -2 penalty if slower. Despite a TIE ghter's lack of shields, its higher Speed often lets them
y circles around the ponderous Rebel Y-Wings.
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Sample Results Results Description
Do Harm Inict damage based on your weapon
+Critical Hit Add +1D6 damage to your attack
Take Cover Avoid an attack by ducking for cover
+Evasive Actio Avoid an attack without needing cover
Tough it Out Halve the secondary effect of a weapon or an environmental effect
+Resist It Ignore the secondary effect of a weapon or an environmental effect
Redirect a Problem Make an obstacle someone else's problem
+Dismiss It Ignore a problem, since it has nothing to do with your team
Figure It Out Ask the MD for one piece of information about an object or detail
+Examie It Ask the MD for three pieces of information about an object or detail
Manipulation Persuade a target to do something you ask
+Covice Persuade a target to do want to do something you ask
Make a Demand Ask for one piece of detail, truth, or other info from a target
+Domiate Ask for three pieces of detail, truth, or other info from a target
Suppress Prevent a Danger or situation from happening this Turn
+Prevet Stop a Danger or stiuation from occuring
Gain Distance/Catch Up Move faster than a target (gain one Area)
+Outru Outmaneuver a target (gain two Areas)
First Aid Heal yourself or an ally for 1D6 Health, 2 Turns
+Treatmet Heal yourself or an ally for 2D6 Health, 4 Turns
Patch Up Repair an object for 1D6 Frame, 2 Turns
+Restore Repair an object for 2D6 Frame, 4 Turns
Tinker Take apart two items to make standard Gear, 2 Turns
+Kit-Bash Take apart four items to make a large/heavy Gear or Weapon, 4 Turns
Gain/Give an Advantage Receive a +2 bonus to a related future action
+Overwhelm Receive a +5 bonus to a related future action
Search Ask the MD for one piece of information about the situation or area
+Discover Ask the MD for three pieces of information about the situation or area
Stand Firm Resist the effects of social manipulation or fear
+Igore It Resist the effects of social manipulation or fear, and gain +2 bonus to a related future action
Instinct Ask the MD for one potential Danger associated with a situation
+Alertess Ask the MD for three potential Dangers associated with a situation
Second Wind Heal 1 Health immediately
+Udefeatable Heal 1D4 Health immediately
Turning Point Gain 1 Effort immediately
+Ispirig Gain 1 Effort immediately, and give 1 Effort to one other Trooper
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Movement and Range Distance and speed are an important detail in many games, and SYRS is no different. However, unlike older
versions of Star Wars, we don’t need to worry about careful measurements, range penalties, or ddly bits like
”ve foot steps” or such. Instead, we measure distance very generally, in Areas. There is no exact measure of
an Area – instead, think of it as far as your trooper can walk in one turn. When using weapons, their Range tells
you how far the weapon can bered in Areas. Pretty simple.
On the Stormtrooper’s Turn, he can
walk one Area without requiring an
action. If he wants to chase after
someone or escape from them,
it requires a Result like Catch Up
or Outrun. Otherwise, you can
assume that opponents will be
moving about as well.
Combat and Damage There aren’t any long lists of combat maneuvers, options, modiers, or tactics to choose from, and that is
intentional. What your Stormtroopers accomplish in combat is determined largely by the outcomes of your
Checks, and how you narrate the action. You can describe the many Events in any way that seems appropriate
– do you Gain an Advantage by sweeping the legs out from an opponent, or do you have the higher ground?
Do you Suppress a situation with covering re, or with superior tactics? It is up to the individual to gure out
what makes sense, sometimes in concert with the Mission Director.
The only rules specic to combat are Damage and Defense rolls. All weapons inict some sort of damage with
a Do Harm or Suffer Harm result, and all armor will absorb damage. This is all determined with the roll of one
or two dice (and is, in fact, one of the few things a Mission Director actually has to roll for when dealing with
his NPCs). The target’s armor Defense total is subtracted from the attacker’s weapon Damage total, and the
remainder is subtracted from the target’s Health, and once that has been depleted, the rest is added to his
Wounds.
Size ScaleWhen dealing with vehicles, damage presents a rather unique problem. It is much harder for Stormtroopers to
destroy vehicles with weapons that were meant for killing organics. Even starghters will have a difcult time
destroying space stations, no matter how easily they hit them. On the other end, the weakest weapons on the
Death Star would easily vaporize a snubghter, much less a Stormtrooper, were it actually able to hit...
The Size Scale reects how much more powerful large vehicles are in comparison to smaller things. Multiply
the total Damage or Defense of the vehicle by its Size before applying the outcome. This will be a substantial
amount in most cases, but there are always methods of working around such an advantage. All it takes is
some clever thinking and some stolen plans to destroy an otherwise formidable battle station, for instance.
Vehicles with a Size of zero or one are a special case. Size 0 vehicles are considered human-scale or
smaller, and thus have no multiplier. Size 1 vehicles double their Damage and Deense against human-scale
targets ONLY, because of their comparative durability. Against larger vehicles, however, they would have no
multiplier.
Range Areas Description
Close 0 Same location as the trooper, whispering range
Short 1 Within walking distance, talking range
Medium 2 Within running distance, yelling range
Long 3 Within sprinting distance, bullhorn range
Extreme 4 Visual contact still possible
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Conditions There are two persistent effects which can drag down your trooper’s performance, called Conditions, and this is
as good a place as any to discuss them. They are Wounded and Doomed.
• Wouded was already discussed in Sectio 1: Recruitmet, and is the most common, as well as
the easiest to remedy; once your Wounds have been cancelled out, you recover. If you are Wounded as part
of a Danger effect, any rst aid treatment will remove the condition.• Doomed is a special Condition resulting from a failed Chance roll. As mentioned earlier, if you are
unlucky enough to be Doomed twice, or suffer both a Wounded and Doomed Conditions, it’s just as if you
failed a Death roll – you die, in some hideous, humiliating, and quite possibly silly way. You get eaten by
Ewoks, crushed by Vader’s Force Grip, fall off a platform with no handrails into a bottomless chasm, etc.
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e ct i on 4: opp os i t i on
Building oppositionThe level of threats, hazards, and enemies the Stormtroopers face will depend on how difcult the Mission
Director wants to make it. While creating the Mission, the MD should set aside a stable of Opponents
that are tied to the various Objectives, and possible have a few stashed away as consequences for not
following Mission Limitations. There is no attempt at balancing the strength of Opposition to the ability of the
Stormtroopers, however, just like in actual military operations. The Mission Director may, however, want to givethe troopers some idea of the odds they will be facing as part of their brieng...though this is not required.
The Mission Director will possible have to throw together new Opponents on the spot as well, particulalry if
the troopers wander off on their own and cause unexpected trouble. To aid this, the creation of Opponents has
been boiled down to a very few, simple steps. Once the MD is used to it, he can bring hazards to life quickly.
Once he knows how tough he wants it to be, everything else is a snap from there.
Opposition Points Description
Slight 2 An inconvenience or insignicant NPC.
Minor 4 An irritating obstacle, a mook, or a troublesome personality.
Moderate 6 A trap, a signicant obstacle, a minion, or a prominent personality.
Major 8 A well-planned trap, a difcult obstacle, a minor protagonist.
Great 10 An ambush, a challenging obstacle, a major protagonist or a minor hero.
Extreme 12 A death-trap, an immense obstacle, a major hero (typically named)
Legendary 15 A named, major hero or Jedi
•Traits: While Stormtroopers are dened by their Prociencies and learned abilities, Opponents are dened
by Traits, which encompasses any sort of advantage they may possess, whether learned skills, Jedi powers,
cybernetic implants, alien physiology, elemental features, descriptions of why they are difcult, etc. They are
broad denitions, and open for the Mission Director to interpret as needed during the game. One point will buyone Trait, which adds an automatic Danger to the trooper's action if the Mission Director thinks it is applicable.
•Health/Frame: Static obstacles will typically only need to be dened by Traits. Once the Stormtrooper
succeeds his Check, it is no longer a threat to him, and he can move on. Interactive Opponents (e.g. people,
creatures, and droids) on the other hand, will keep coming back until they are defeated (or convinced to do
something else). Thus, they need to have either a Health or Frame value. When it has been dropped to zero,
that Opponent is defeated, whether killed, destroyed, knocked out, deactivated, or otherwise incapacitated,
unless the Opponent is Heroic. Each point adds 5 Health or Frame, and shouldn’t exceed a score of 20.
•Heroic: For two points, you can make Heroic NPCs. Heroes always have names (and are mentioned in the
credits), and are extremely difcult to defeat. Just confronting a Hero will penalize the Stormtrooper's Checks by-5! You want to know why the Stormtroopers could never accurately shoot Han Solo when he was running from
them in the Death Star? Because he was a Hero, that’s why.
Heroic Opponents also withstand considerably more damage than other NPCS, and take Wounds and make
Death rolls when their Health or Frame is reduced to zero, just like Stormtroopers.
The Mission Director may also want to tie some of the Mission Limitations to Heroes. Darth Vader may want
some of them alive, for questioning or father-son reunions, after all. This just makes a Stormtrooper’s job even
more difcult.
•Equipmet: The Mission Director can arm and equip his NPCs with any weapons, armor, or other gear
he deems t, as long as it makes sense. Equipment is treated like a prop, and like in the movies, a character
will rarely have more than one or two pieces of recognizable equipment unless it makes sense for his concept.
Boba Fett, for instance, has probably a dozen or more gadgets on his person, but we only really notice his
blaster rie, armor, wrist launcher, and jetpack. If, for some reason, the MD needs an NPC to have a particular
piece of equipment for a Scene to make sense (like the spy pulling out a concealed holorecorder), just go
ahead and give it to them.
If, on the other hand, you think your Opponent needs to have a trick up his sleeve, like a couple of thermal
detonators, or a portable forceeld generator, give it to them, but give each Stormtrooper facing that Opponent
an extra point of Victory after the Scene is over.
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S e c t i o n 4 : o p p o s i t i o
n
•Damage ad Defese: While NPCs can have weapons, armor, and other gadgets, it doesn’t make
sense to use the same equipment to allow a creature or environmental hazard to inict or absorb harm.
Creatures would have claws, teeth, and scaly hides, while traps and hazards explode or shoot out poisonous
darts. In this case, you can spend points to give them an independent Damage and Defense score. For
creatures, the rst point spent adds either 1D4 Damage or Defense, and each additional point increases it
by one die size, to a maximum of 1D12. Hazards don’t need a Defense score, so instead each point assigns
double the dice for Damage (2D4, 2D6, 2D8, etc.) to a maximum of 2D12.
•Size ad Speed Scales: While we don’t suggest it, you can make Opposition of extreme Size or
incredible Speed. Giant things do show up from time to time in the movies, like the Rancor or the Sarlacc, so
are given more leeway; but preternaturally quick creatures really aren’t part of the Star Wars ction (except for
some little fuzz-ball on Endor, but we are NOT discussing that). Still, we aren’t going to say you CAN’T have
a super-fast NPC, it’s just going to cost you dearly. Each level of Size will cost two points, to a maximum Size
of 3 (trust me, they shouldn’t get much bigger than this). Each level of Speed will cost four points, also to a
maximum of 3.
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e ct i on 4: opp os i t i on
Sample oppositionTraps Description
Pit Trap
Slight
Hidden, Damage 2D4.
Explosive TrapMinor Concealed, Damage 2D8.
High Explosive Trap
Moderate
Concealed, Damage 2D12
Obstacles Description
Wall
Slight
Tall, Well Constructed
Dark Forest
Minor
Poor Visibility, Treacherous Footing
Dagobah SwampModerate
Poor Visibility, Treacherous Footing, Hidden Creatures, Miasma, Quicksand, DarkSecrets
Creatures Description
Dianoga
Great
Hidden, Tentacles, Size 1, Damage 1D8, Defense 1D6, Health 5.
Rancor
Legendary
Hungry, Strong, Long Reach, Size 1, Damage 1D8, Defense 1D10, Health 15
NPCs Description
Conniving Merchant
Minor
Greedy, Swindle, Contacts, Health 5. One small weapon.
Rebel Soldier
Minor
Marksman, Brave, Dodge, Health 5. One weapon and light armor.
Rebel Commando
Moderate
Marksman, Brave, Stealth, Dodge, Cunning, Health 5. One weapon, one grenade, and
light armor.
Rebel Spy
Moderate
Stealth, Impersonate, Escape, Tell Lies, Get Information, Health 5. One small weapon
and concealed data recorder.
Rebel Commander
Major
Marksman, Ambush, Tactics, Brave, Cunning, Outwit, Health 10. One weapon, one
grenade, and light armor.
Heroes Description
Heroic Smuggler
Great
Hero, Greedy, Crack Shot, Gamble, Pilot, Health 20. One blaster and a star freighter.
Heroic Farmboy
Great
Hero, Force Sensitive, Good Shot, Pilot, Whine, Health 20. One weapon and a white
tunic.
Heroic Princess
Great
Hero, Senator, Bossy, Good Shot, Secrets, Health 20. One weapon and hair buns.
Heroic Old ManGreat Hero, Jedi, Mind Trick, Cunning, Lightsaber, Dark Secrets, Health 15. Lightsaber andJedi robes.
Heroic Furry Alien
Great
Hero, Really Strong, Rip Your Arms Out, Crack Shot, Loud, Health 20. Bowcaster and
lots of fur.
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S e ct i on 5 : L ogi s t i cs
Ranged Arms Primitive Arms Damage Range
Thrown Knife 1D4 Short
Sling 1D4 Medium
Bow 1D6 Medium
Hunting Bow 1D8 Long
Crossbow 1D8 Medium
Repeating Crossbow 1D8 Medium
Heavy Crossbow 1D10 Long
Blunderbuss 1D12 Medium
Firearms Damage Range
Concealed Pistol 2/D4 Medium
Flechette Tube 2/D4 +Pierce Short
Pistol 2/D6 Medium
Flechette Pistol 2/D6 +Pierce Short
Machine Pistol 2/D6 +Autore Medium
Combat Pistol 2/D8 Medium
Sport Rie 2/D8 Long
Flechette Rie 2/D8 +Pierce Medium
Assault Rie 2/D8 +Autore Long
Bowcaster 2D8 Long
Heavy Rie 2/D10 Long
Combat Rie 2/D10 +Autore Long
Shot Rie 2/D10 +Pierce Short
War Bowcaster 2D10 Long
Sniper Rie 2/D12 Extreme
Slug Rie 2/D12 Short
Machinegun 2/D12 +Autore Long
Blasters Damage Range
Hold-Out Blaster 2D4 or 2D4s Short
Sonic Stunner 2D4s Short
Sporting Blaster Pistol 2D4 or 2D4s Medium
Blaster Pistol 2D6 or 2D6s Medium
Ion Pistol 2D6i Medium
Pulse-Wave Pistol 2D6 or 2D10 at Short Range Medium
Sonic Pistol 2D6s Short
Assault Blaster Pistol 2D6 +Autore or 2D6s Medium
Blasters Damage Range
Sporting Blaster Rie 2D6 or 2D6s Long
Heavy Blaster Pistol 2D8 or 2D8s Medium
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S e c t i o n 5 : L o g i s t i c s
Blaster Carbine 2D8 +Autore or 2D8s Medium
Blaster Rie 2D8 or 2D8s Long
Ion Rie 2D8i Long
Assault Blaster Rie 2D8 +Autore or 2D8s Long
Sonic Rie 2D10s Medium
Light Repeating Blaster 2D10 +Autore Long
Repating Blaster Carbine 2D10 +Autore Medium
Heavy Blaster Rie 2D10 or 2D10s Long
Targeting Blaster Rie 2D12 Extreme
Ion Cannon 2D12i Long
Blast Cannon 2D12 or 2D12s Long
Heavy Repeating Blaster 2D12 +Autore Long
Heavy Weapons Damage Range
Thrown Grenade per Grenade Short
Grenade Launcher per Grenade, single shot Medium
Assault Grenade Launcher per Grenade Medium
Mortar per Missile, single shot Indirect
Missile Launcher, Portable per Missile, single shot Long
Electronet Launcher per Net, single shot Medium
Flame Pistol 2D6 +1D6 Burn Short
Cryoban Pistol 1D6 +1D8 Freeze Short
Adhesive Pistol 2D6 Grapple Short
Flame Projector 2D10 +1D10 Burn Short
Cryoban Projector 1D10 +1D12 Freeze Short
Adhesive Projector 2D10 Grapple Short
Explosives
Grenades Damage Blast Adhesive Grenade 2D10 Grapple 1 Area
Cryoban Grenade 1D8 +1D12 Freeze 1 Area
Concussive Grenade 2D12 1 Area
Ion Grenade 2D12i 1 Area
Smoke Grenade 2D12 Concealment 1 Area
Stun Grenade 2D12s 1 Area
Plasma Grenade 2D12 +1D12 Burn 1 Area
Thermal Detonator 2D12x2 +1D12 Burn 1 Area
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S e ct i on 5 : L ogi s t i cs
Missiles Damage Blast
Anti-Personnel Missile 2D12x2 1 Area
Explosive Missile 2D12x3 1 Area
Ion Missile 2D12x2i 1 Area
Plasma Missile 2D12x3i 1 Area
High-Explosive Missile 2D12x4 2 Areas
Anti-Armor Missile 2D12x3 +Pierce 1 Area
Charges Damage Blast
Detonite 2D10/charge 1 Area
Liquid Detonite 2D12/charge 2 Areas
Thermite 2D12/charge +1D12 Burn 1 Area
Land Mine, Pressure Activated 2D10 1 Area
Flechette Mine, Pressure Activated 2D10 +Pierce 1 Area
Anti-Droid Mine, Pressure Activated 2D10i 1 Area
Stun Mine, Pressure Activated 2D10s 1 Area
Anti-Armor Mine, Pressure Activated 2D12x2 +Pierce 1 Area
High-Explosive Mine, Pressure Activated 2D12x2 2 Areas
Timer up to 6 hours -
Manual Trigger Long Range -
Remote Trigger 10km Range -
Proximity Trigger Close Range -
Laser Trip Sensor Close Range, LOS -
DEFInITIOnS• [A] D [B]: Roll A# of B#-sided dice, e.g. 2D6, 1D10.
• [A] /D [B]: Roll A# of B#-sided dice, taking the best of the two results.
• ”s” Damage: Stun Damage. Only affects living targets. If their Health drops to zero, they are unconscious.
• ”i” Damage: Ion Damage. Only affects droids and devices. If its Frame drops to zero, it is deactivated.
• Autore: You can divide the total damage rolled among any legitimate targets in range.• Blast: How many Areas the damage effects. A direct hit does full damage, and everyone else within the
Blast Area takes half damage.
• Bur: If you are hurt by the attack, does 1 additional point of damage each Turn for the die result in turns.
• Cocealmet: Smoke makes it difcult to see, imposing a -5 penalty for the die result inTuns.
• Freeze: If you are hurt by the attack, suffer -2 penalty to all Checks for the die result in Turns.
• Grapple: Target is caught and can do nothing except try to free himself. Effect has a Frame equal to the die
result.
• Pierce: You halve the target’s defense against a Pierce attack.
• Rage: The maximum range of the weapon. Indirect range counts as Long, but doesn’t require line-of-sight.
If you re Indirectly, you suffer a -5 penalty to your Check.
• Reach: A long melee weapon. It can be used to attack any target within Close Range.•Melee Shields: These usually require one free hand to use. While there are no rules about one-handed
and two-handed use, it is a descriptive detail that can affect certain tasks (such as, do you have a free hand to
defuse that bomb?).
•Forceelds: These portable deection shields are small enough to be worn on a gauntlet or belt. When
you roll dice for a Forceeld, if either turn up the maximum for that die, it reduces it by one size. For example, if
you roll 1D8+1D8, and get a 4 and an 8, your next roll will be 1D8+1D6. One the dice have been exhausted, it
requires a power pack to recharge.
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S e c t i o n 5 : L o g i s t i c s
Armor Melee Shields Defense Special
Light Shield +1 -
Riot Shield +2 Requires one free hand
Battle Shield +3 Requires one free hand
Body Armor Defense Special
Protective Clothing 1D4 -
Concealed Armor 1D4 Indistinguishable from ordinary clothes
Blast Vest 2/D4 -
Padded Flightsuit 2/D4 10 hours Life Support
Padded Jumpsuit 2/D4 -
Leather Armor 1D6 -
Jedi Robes 1D6 -
Armored Flightsuit 2/D6 10 hours Life Support
Armored Jumpsuit 2/D6 4 hours Life Support
Light Battle Armor 2/D6 -
Sea Trooper Armor 2/D6 10 hours Life Support
Chainmail 1D8 -
Battle Armor 2/D8 -
Armored Spacesuit 2/D8 24 hours Life Support
Light Stormtrooper Armor 2/D8 20 minutes Life Support
Scout Trooper Armor 2/D8 No Life Support
Snow Trooper Armor 2/D8 20 minutes Life Support, Half Freeze
Platemail 1D10 -
Heavy Battle Armor 2/D10 -
Stormtrooper Armor 2/D10 20 minutes Life Support
Sand Trooper Armor 2/D10 20 minute Life Support, Half BurnMagma Trooper Armor 2/D10 1 hour Life Support, Ignore Burn
Imperial Guard Armor 2/D10 20 minutes Life Support
Radtrooper Armor 2/D10 10 hours Life Support, Ignore Radiation
Full Plate 1D12 -
Stormtrooper Blast Armor 2/D12 20 minutes Life Support
Space Trooper Armor 2/D12 24 hours Life Support
EVO Trooper Armor 2/D12 10 hours Life Support, Half Freeze and Burn
Forcefields Defense Special
Personal Forceeld 1D4+1D4 On a max roll, reduce die by one size
Advanced Forceeld 1D6+1D6 On a max roll, reduce die by one size
Combat Forceeld 1D8+1D8 On a max roll, reduce die by one size
Heavy Combat Forceeld 1D10+1D10 On a max roll, reduce die by one size
Forceeld Generator 1D12+1D12 Large and Heavy (-5 to Checks), On a max
roll, reduce die by one size
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S e ct i on 5 : L ogi s t i cs
Gear All personal equipment that isn’t either armor or weapons are considered gear. This includes sensors, commu-
nications, weapon scopes, medical or tool kits, outdoor supplies, rations, etc. Most Gear will be a mere detail,
and necessary only as a component for the character’s actions. For example, it would be impossible to reload a
blaster without an available power pack, and extremely difcult to repair a vehicle without a tool kit.
Some Gear, due to its features or superior construction, will have certain bonuses associated with it. Thesebonuses typically aid particular actions (like encrypted comlinks), or perform the function of a certain action
automatically (such as a Medpac).
Some Gear is exhaustible, so you will need to take note if it mentions how many uses it has. Otherwise, they
can be used repeatedly until lost, broken, or destroyed.
Armor Accessories Item Description
Heads-Up Display +2 to shoot at targets at Short Range
Insulation, Heat Halve BurnInsulation, Cold Halve Freeze
Insulation, Static Halve Stun
Stealth Coating +2 to stealth and hiding
Communications Item Description
Comlink 50km Range
Comlink, Long-range 200km Range
+ Encrypted Comlink +2 to secure transmissions
+ Scrambled Comlink +4 to secure transmissions
+ Translator Comlink +4 to understand aliens
Holoprojector Allows for holonet communications
+ Holo Encryption +2 to secure transmissions
+ Holo Scrambler +4 to secure transmissions
Recorder, Audio Records 100 hours
Recorder, Video Records 10 hours
Recorder, Holo Records 1 hour
+ Concealed Recorder +2 to conceal recorder
+ Miniature Recorder +4 to conceal recorder
Vocabulator +2 to communicate with aliens
Vocabulator, Protocol +4 to communicate with aliens
Computers Item Description
Computer +4 Data processing and research, allows access to networks
Computer, Encoded +4 to prevent slicing
Computer, Advanced +4 to slice into networks
Datapad Data processing and research, allows access to networks, highly portable
Datapad, Encoded +2 to prevent slicing
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S e c t i o n 5 : L o g i s t i c s
Datapad, Enhanced +2 to data processing and research
Datapad, Advanced +2 to slice into networks
+ Compact Datapad +4 to conceal from searches
Medical and Life Support
Item Description
Antidote Kit +4 to treat poisoning
Aquata Breather 2 hours of breathable air
Breath Filter +2 to resist airborne poisons, 20 minutes of breathable air
Breath Mask +4 to resist airborne poisons, 1 hour of breathable air
Medical Kit Allows for basic medical treatment (recover Health)
Medpac Heals 1D4 Health without a Check, single use
Radiation Kit +4 to treat radiation exposure
Surgery Kit Allows for advanced medical treatment (Wounds), +2 for basic medical treatment
Security Item Description
Binders +10 to restrain prisoners
Binders, Stun +5 to restrain prisoners, each attempt does 2D4s Damage
Camouage Cloak +2 to hide and stealth
Camouage Net +2 to conceal vehicles and encampments
Coder, Encryption +2 to create and decipher codes
Coder, Security +4 to create and decipher codes
Collar, Stun Activator does 2D4s Damage to prisoner within Medium Range
Jammer Jams all Comm signals within Short Range
Jammer, Holo Jams all Comm and Holo signals within Short Range
Jammer, Portable Jams all Comm signals within Close Range, +4 to conceal
Jammer, Sensor +4 to avoid Sensor detection within Short Range
Security Bug Can be planted in a room or on a target, listen in via Comlink
Security Kit Allows the disabling of locks and sensors
Tag, Bio Can be attached to a lifeform, and track with a computer or datapad within 5km
Tag, Droid Can be attached to a droid, and track with a computer or datapad within 5km
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S e ct i on 5 : L ogi s t i cs
Sensors Item Description
Binocular, Electro +4 to observe from a distance, detect radiation
Binocular, Macro +2 to observe from a distance
Binocular, Night +2 to observe from a distance, nightvision
Scanner Allows detection of energy emissions, communications, and life forms within 1km
Scanner, Comlink Detects and allows the intercept of broadcast communications within Long Range
Scanner, Holonet Detects and allows the intercept of Holonet communications within Long Range
Sensor, Chemical Allows detection and identication of chemicals and poisons within Medium Range
Sensor, Munitions +4 to detect and locate explosives and mines within Short Range
Sensor, Radiation Allows detection and identication of radiation within Medium Range
Sensor, Security +4 to detect and locate bugs and tags within Short Range
Sensor Beacon Automated proximity sensor within Medium Range
Sensor Pack Allows detection of energy emissions, communications, and life forms within 10km,
Large (-2 to Checks when carried)
Survival Gear Item Description
Beacon, Distress 50km range
Beacon, Programmable Automated repeating message, 50km range
Cloak, All-Temperature +2 to survive in hot and cold climates
Cloak, Arctic +4 to survive in cold climates
Cloak, Bubble Creates shell that protects in a vacuum, 2 hours of Life Support
Cloak, Desert +4 to survive in hot climates
Durashelter Dome tent, +2 to survive in hot and cold climates, +2 to conceal
Field Pack Camping gear, week’s worth of rations, etc.
Flare, Ion Illuminates up to Medium Range for one hour
Flare, Proximity Proximity sensor up to Short Range, Illuminates up to Short Range for 5 minutes
Ration Pack Food for one day, single use
Wire, Grapple Up to Medium Range in length, used for climbing
Wire, Liquicable Up to Short Range in length, single use
Wire, Synth Up to Medium Range in length
Tools Item Description
Blaster Kit +2 to the maintenance and repair of blaster weapons and power packs
Droid Caller Remote control and deactivation of droids with Restraining Bolts within Medium Range
Droid Kit +2 to the maintenance and repair of droids and cybernetics
Engineering Kit +2 to the maintenance and repair of devices and vehicles
Extinguisher Nullies Burn effect within Close Range, singe use
Mesh Tape Repairs 1D4 Frame without a Check, single use
Restraining Bolt Attached to a droid, allows the remote control and deactivation with a Droid Caller
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S e c t i o n 5 : L o g i s t i c s
Tool Kit Allows the maintenance and repair of devices, weapons, armor, vehicles, and droids,
Heavy (-2 to Checks when carried)
Tool Kit, Portable Allows the maintenance and repair of devices
Tool Kit, Utility Allows the maintenance and repair of devices, weapons, and vehicles
Weapon Accessories Item Description
Ammo Pack Can reload projectile weapons, single use
Power Generator Can be attached to energy weapons to avoid reloading, Heavy (-2 to
Checks when carried)
Power Pack Can reload energy weapons, single use
Scope, Targeting +2 to shoot targets at Long Range
Scope, Laser +2 to shoot targets up to Medium Range
Scope, Lowlight +2 to shoot targets in dark conditions
Scope, Smart +2 to shoot targets up to Short Range
Silencer, Blaster +2 to remain concealed when ring blasters
Silencer, Projectile +4 to remain concealed when shooting rearms
vehicles There are a wide variety of vehicles in the Star Wars universe, such as jetpacks, swoops, speederbikes, repul-
sor sleds, tanks, walkers, starships, etc. Most vehicles that Stormtroopers will be using are assigned per Mis-
sion – very few troopers have access to personal vehicles, typically only Jump Troopers and Space Troopers.
Even TIE Pilots don’t have their own TIE ghters.Vehicles are built in a similar manner to Opponents: they have a Frame and Defense, sometimes modiers for
particular actions, Damage if they have weapon systems, and a Size and Speed Scale.
Jetpacks Vehicle Frame Damage Defense Size Speed
Jumpjet 5 - 2D4 0 1
Maneuvering Jet 5 - 2D4 0 0
+2 to zero-G maneuvering
Speeders Vehicle Frame Damage Defense Size Speed
Airspeeder 10 - 2D6 2 3
Airspeeder, Gunship 10 2D8 2D8 3 3
Airspeeder, Military 10 2D6 2D8 2 3
Grapplegun 1D10
Airspeeder, Patrol 10 2D4 2D6 2 3
Landspeeder 10 - 2D4 2 2
Landspeeder, Armored 10 2D6 2D8 2 2
Landspeeder, Assault 15 2D12 2D10 3 1
Landspeeder, Transport 10 - 2D6 3 2
Speeder Bike 10 - 2D4 1 4
Speeder Bike, Military 10 2D4 2D4 1 4
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S e ct i on 5 : L ogi s t i cs
Walkers Vehicle Frame Damage Defense Size Speed
AT-AT 10 2D8 2D10 4 1
AT-ST 10 2D6 2D8 2 2
Starfighters Vehicle Frame Damage Defense Size Speed
A-Wing 10 2D6 2D4 2 7
Proton Torpedoes 2D12
X-Wing 10 2D6 2D6 2 6
Proton Torpedoes 2D12
Y-Wing 10 2D6 2D8 2 5
Proton Torpedoes 2D12
TIE Fighter 5 2D6 2D4 2 7
TIE Interceptor 10 2D6 2D6 2 7
Star Transports Vehicle Frame Damage Defense Size Speed
Small Transport 10 2D4 2D6 3 4
Medium Transport 10 2D4 2D6 4 4
Large Transport 10 2D4 2D6 5 4
Capital Starships Vehicle Frame Damage Defense Size Speed
Corvette 15 2D8 2D8 6 5
Star Destroyer 15 2D10 2D10 7 5
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S e c t i o n 5 : L o g i s t i c s
Droids Stormtroopers will often have Droids assigned to their Unit in a support capacity, but they will rarely have any
signicant access or interaction with them except when necessary. The most common will be medical and
engineering droids, which is essential to any Unit that sees combat on a regular basis. Protocol droids are also
fairly common, taking care of civil affairs, management, and logisitcs. Combat droids, on the other hand, are
extremely uncommon except for special Missions, mostly because of memories of the Separatist Droid Armies.Droids are built exactly like Opponents, with a Frame, Damage (if applicable), Defense, and Traits.
1st Degree (Scientific)Droid Frame Damage Defense Traits
2-1B Medical Droid 5 - 1D6 Medical, Contact
A-Series Medical Droid 5 - 1D6 Medical, Aggressive
2nd Degree (Technical)Droid Frame Damage Defense Traits
Cybot LE-Series Repair Droid 10 - 1D6 Engineer, Program
KDY-4 Tech Droid 10 1D4 1D6 Engineer, Program, Stable Footing
R2 Astromech Droid 5 1D4 1D6 Engineer, Program, Independent
3rd Degree (Service)Droid Frame Damage Defense Traits
3PO Protocol Droid 5 - 1D4 Contact, Languages, Timid
Cybot Espionage Droid 5 - 1D6 Contact, Covert, Intrigue
DR-10 Chiba Protocol Droid 5 - 1D4 Contact, Languages, Intrigue, Irritable
M-3PO Protocol Droid 5 - 1D4 Contact, Languages, Command,
Program
4th Degree (Combat)Droid Frame Damage Defense Traits
Arakyd DRK-1 Probot 5 2D4 1D4 Covert, Recon
Arakyd G-2RD Guard Droid 10 2D8 1D6 Accuracy, Recon
Arakyd Viper Probot 10 2D6 1D6 Covert, Recon, Self Destruct 1D12x2
Dark Trooper Phase I 10 2D6 1D8 Accuracy, Conict, Recon
Dark Trooper Phase II 10 2D8 Auto 1D8 Accuracy, Conict, Recon
Dark Trooper Phase III 10 2D12 Auto 1D10 Accuracy, Conict, Recon
5th Degree (utility)Droid Frame Damage Defense Traits
ASP Labor Droid 5 - 1D4 Strength, Engineer
MR-200 Minesweeper Droid 10 - 1D10 Engineer, Detect Explosives (Short
Range)
MSE-6 ”Mouse” Repair Droid 5 - - Engineer or Program
NR-5 Repair Droid 5 - 1D6 Engineer, Program
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mi ssi on
debri efi n
g
m
i s s i o n
d e b
r i e f i n g
Mission Debriefing
Trooper Designation:
ReportDesignation Victories Defeats
Notes:
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mi ssi on
objecti ves
m
i s s i o n
o b j e c t i v e s
Mission Objectives
ObjectiveLimitations
Primary ❏ Secondary ❏
SUCCEED ❏ FAIL ❏
ObjectiveLimitations
Primary ❏ Secondary ❏
SUCCEED❏
FAIL❏
ObjectiveLimitations
Primary ❏ Secondary ❏
SUCCEED ❏ FAIL ❏
ObjectiveLimitations
Primary ❏ Secondary ❏
SUCCEED ❏ FAIL ❏
ObjectiveLimitations
Primary ❏ Secondary ❏
SUCCEED ❏ FAIL ❏
ObjectiveLimitations
Primary ❏ Secondary ❏
SUCCEED ❏ FAIL ❏
Notes
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