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THE STOORMTROOPER RPG.play a typical Stormtrooper soldier from the universe of Star Wars!

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i

 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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ii

Dedications/Inspirations/Etc. Goes Here

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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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 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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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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S e 

ct i  on  3 :  Pr oce 

d ure s 

 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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  S  e  c  t  i  o

  n   #  :   P  r  o  c  e  d  u  r

  e  s

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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 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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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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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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 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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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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 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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 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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