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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 fit. 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 films 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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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 office 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 fist 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 fills 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.

Section 0: introduction

See the Galaxy! Protect the Empire!
Crush the Enemy!
Join the Stormtrooper Corps!

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, firing 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 be
forced to react to, and think around, these difficult 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 significant 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

Section 0: introduction

Writing implements (preferably pencils)

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Each player should have one D20, five D4s, two D6s, two D8s, two D10s, and two D12s;
the Mission Director won’t need the D20
Copies of the Imperial Profile (a.k.a. character sheets)
Copies of the Mission Objectives and Mission Debriefing 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

Training

• Stormtrooper Infantry are provided with training in a variety of Proficiencies, but do not receive

any advanced training. Because they need to be able to deploy into the field quickly to fill whatever role is
required, they have to be flexible in their skill base. Infantry troops distribute four D4s, two D6s, and one D8
within their Proficiencies.

• Specialist Stormtroopers are recruited into very focused, advanced programs that hone their

natural capabilities for use in specific units within the Corps. They are deployed on missions fitting their
unit profile, 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
Proficiencies. Their D12 Proficiency becomes their Specialty.

• Elite Stormtroopers were either enrolled in accelerated programs as cadets, or were recruits

who 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 Proficiencies.
Elite troopers receive a commissioned Rank and other benefits depending on their Command Proficiency.

Section 1: Recruitment

Trainees who enter into the Stormtrooper Corps are chosen for their fitness, 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.

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 and Wounds determine how much damage and strain the Stormtrooper can sustain

before 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 Wounds, and you need to mark the
Wounded Condition on your Profile. Wounded troopers reduce all of their Proficiencies 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 Proficiency. 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 first.

• 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 officially recognize a measurement of anything called
”Effort.” Some unenlightened minds think of it as ”luck,” while there are seditious rumors that whisper of the
influences 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 Chance 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
Condition on his Profile. 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 local
fauna of a forest moon, etc.)
The Stormtrooper’s starting Effort is equal to 5, plus the total number of D4 and D6 Proficiencies he has.
Infantry would therefore start with 11 Effort, because of their room for growth and flexibility. 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 and 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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Section 1: Recruitment

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 Section 2: Missions.
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 Chance rolls. When the
trooper spends Effort to influence 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,” he
adds 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 Section 2: Missions.

Proficiencies

Stormtroopers train in fifteen different areas of
military skills, physical conditioning, and technical
abilities. Called Proficiencies, each represent a
different role a trooper can be expected to fill in
the field. While all Stormtroopers are competent
in every Proficiency, 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
Proficiencies, the size of the die determining the
trooper’s level of expertise.

Die Code

Level of Ability

1D4

Skilled

1D6

Highly Skilled

1D8

Advanced Skill

1D10

Expert Skill

1D12

Superior Skill

The Proficiencies are briefly described below. They also include the classification for Specialist Stormtroopers.
• Accuracy: Training in the use of light arms and hurled weapons, such as blaster pistols and rifles,
slugthrowers, flechettes, thrown grenades, bows, and slings.
Class: Storm Commando.
• Airborne: Training in the use of personal flight devices such as jumpjets and jetpacks, aerial freefall and
deployment, and operating in zero-G environments.
Class: Jump Trooper or Space Trooper.
• Command: Training in tactics and strategy, as well as directing soldiers in battle, and working within the
military hierarchy and chain of command. Command is also a measure of military Rank, as described later.
Class: Field Trooper.
• Conflict: 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.
• Contact: 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 infiltration, stealth, sabotage, intrusion, and silent extermination.
Class: Shadow Trooper.
• Engineer: Training in the construction and modification of equipment, vehicles, and fortifications, the
preparation and safe disarmament of explosive charges, and the operation of heavy armored vehicles and
walkers.
Class: Frag Trooper or Field Engineer.
• Gunner: Training in heavy ranged weapons, support weapons such as grenade launchers and chemical
projectors, and artillery, mortars and vehicle weapon emplacements.
Class: Shock Trooper.
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• Intrigue: Training in military surveillance, intelligence, impersonation, propaganda, information gathering,





Section 1: Recruitment

and cryptography.
Class: Ghost Trooper.
Medical: Training in essential medical field procedures, scientific analysis, pharmacology, and basic
psychology and counseling.
Class: Medic Trooper.
Patrol: Training in investigative techniques, urban navigation and observation, and methods of obtaining
information from unwilling subjects.
Class: Storm Enforcer.
Piloting: Training in the operation of the many vehicles of the Imperial Military, including repulsorlifts,
speeders, starfighters, 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.
Recon: Training in wilderness operations, including orienteering, bushcraft, finding 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 difficult 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.)

Aren’t There Other Proficiencies?

Because SYRS is centered around Imperial military operations, the Proficiencies here focus entirely on the
Stormtrooper’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.

Name and Designation

Names 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 identification 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 officers 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 field experience and unit seniority, which is represented by his
rating in the Command Proficiency. 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 officers in the same
conditions. Rank is a Scale modifier, which is explained in Section 3: Procedures.
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Section 1: Recruitment

Command

Enlisted Rank

Commissioned Rank

(Infantry & Specialists)

(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 Assignment

The 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
Unit
Unit Size
monikers for their Units, Imperial Units will typically use spartan Unit
numbers, such as the 501st Legion, 102nd Battalion, or the 25th
Squad
8 troops
Advance Fireteam. Units with a history of distinction or under the
Platoon
32 troops
direct command of a particularly prominent figure may earn a more
descriptive nickname. The 501st Legion, for instance, is also known
Company
128 troops
as ”Vader’s Fist.”
Battalion
512 troops
The Unit’s Assignment is the name of whatever world or location
Regiment
2,048 troops
they are stationed at, whether that is the Tatooine Garrison, Endor
Front Lines, or even the Death Star Brig.
Legion
8,192 troops

Homeworld

While this may seem like an insignificant detail compared to everything else, your trooper’s homeworld is an
important detail for the fiction 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 five or six planets. Need any help? Here’s a list of different planets that are
human-dominated:
Aaeton, Alderaan, Altair 9, Bespin, Bestine IV, Cirrus, Corellia, 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.

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Equipment

Stormtrooper Infantry
Stormtrooper armor, encrypted comlink, grapple wire, three ion flares, medpac, binders, blaster carbine or
assault blaster rifle, three power packs, one thermal detonator.
Elite Stormtrooper
Stormtrooper armor, encrypted comlink, grapple wire, three ion flares, medpac, binders, blaster pistol, blaster
carbine, four power packs, one thermal detonator.

Specialty Stormtroopers

Assault Trooper
Stormtrooper armor, light melee shield, encrypted comlink, grapple wire, three ion flares, 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 flares, binders, heavy blaster pistol, three power packs, two ion grenades.
Field Engineer
Armored jumpsuit, encrypted comlink, utility tool kit, two restraining bolts, droid caller, extinguisher, mesh tape,
grapple wire, three ion flares, binders, heavy blaster pistol, five power packs.
Field Trooper
Stormtrooper armor, encrypted long-range comlink, grapple wire, three ion flares, medpac, binders, heavy
blaster pistol, blaster rifle, four power packs, one thermal detonator.
Frag Trooper
Stormtrooper blast armor, encrypted comlink, utility tool kit, grapple wire, three ion flares, binders, assault
blaster rifle, 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 flares, binders, assault blaster pistol, three power packs, one thermal detonator.
Hazard Trooper
EVO trooper armor, encrypted comlink, grapple wire, three ion flares, medpac, antidote kit, binders, blaster
pistol, heavy blaster rifle, four power packs.
Jump Trooper
Light stormtrooper armor, encrypted comlink, jumpjets, three ion flares, medpac, binders, blaster pistol, assault
blaster rifle, four power packs, four concussive grenades.
Magma Trooper
Magma trooper armor, encrypted comlink, grapple wire, three ion flares, medpac, heavy blaster rifle, three
power packs, two concussive grenades, two cryoban grenades.
Medic Trooper
Stormtrooper armor, encrypted comlink, grapple wire, three ion flares, surgery kit, medical kit, two medpacks,
heavy blaster pistol, three power packs.
Radtrooper
Radtrooper armor, encrypted comlink, grapple wire, three ion flares, medpac, radiation kit, binders, blaster
pistol, assault blaster rifle, four power packs, two thermal detonators.
Sand Trooper
Sand trooper armor, encrypted comlink, grapple wire, three ion flares, medpac, binders, macrobinoculars, field
kit, knife, heavy blaster pistol or heavy blaster rifle, three power packs, four concussion grenades.
Scout Trooper
Scout trooper armor, encrypted comlink, grapple wire, three ion flares, medpac, field kit, macrobinoculars, holdout blaster, heavy blaster pistol, four power packs, one thermal detonator.

Section 1: Recruitment

Stormtroopers 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 Proficiency), with the unit quartermaster, or from local merchants or black markets.

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Section 1: Recruitment
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Sea Trooper
Sea trooper armor, encrypted comlink, aquata breather, three ion flares, hold-out blaster, heavy blaster rifle,
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 rifle, four power packs, two smoke grenades.
Shock Trooper
Stormtrooper blast armor, encrypted comlink, grapple wire, three ion flares, medpac, heavy blaster pistol, two
power packs, assault grenade launcher, two concussive grenades, two stun grenades, two plasma grenades.
Snow Trooper
Snow trooper armor, encrypted comlink, grapple wire, three ion flares, macrobinoculars. field kit, heavy blaster
rifle, three power packs, two thermal detonators.
Space Trooper
Space trooper armor, encrypted comlink, maneuvering jets, heavy blaster pistol, blaster rifle.
Storm Commando
Stealth-coated stormtrooper armor, encrypted comlink, grapple wire, three ion flares, medpac, light repeating
blaster or targeting blaster rifle, four power packs, four concussive grenades, two thermal detonators.
Storm Enforcer
Light stormtrooper armor, riot melee shield, encrypted comlink, three ion flares, medpac, blaster pistol, three
power packs, ion staff or stun staff.
Support Trooper
Light stormtrooper armor, encrypted comlink, miniature audiorecorder, three ion flares, medpac, hold-out
blaster, three power packs, vibrodagger.
Swamp Trooper
Stormtrooper armor, encrypted comlink, grapple wire, three ion flares, medpac, antidote kit, hold-out blaster,
assault blaster rifle, four power packs, vibrodagger, two plasma grenades.
TIE Pilot
Armored flightsuit, 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 flares, medpac, heavy blaster pistol, three
power packs, three concussion grenades, one thermal detonator.

Assignment

•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 infiltrating a terrorist cell, or as difficult 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 to
the Mission, but ultimately helpful if accomplished.

Section 2: Missions

In 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, and
assigning 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.

•Limitations are restraints that define 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 officer who takes perverse pleasure in making
Stormtroopers suffer.

Assignment

The Mission Director can present the Mission in whatever manner he sees fit: providing a Mission print-out
with the Objectives and Limitations clearly laid out; reading out the Mission goals in character like an actual
briefing; he can even toss the troopers in blind, and let them use their expertise and clues they find in the field
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 field, 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 infiltrate an
enemy base, when you are supposed to go unnoticed, would make things rather difficult.

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 Scene, 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 four
points 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.
•Secondary 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.
•Limitations: 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.

Section 2: Missions

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 they
can 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 and Minds: If your troopers manage through their deeds and actions to inspire respect in
significant 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.
•Bounties: The Empire has a tight budget (heck, they can rarely affort safety railings...), so any Credits they
can save from capturing bounties rathering than paying for mercenaries or the villainous Bounty Hunters' Guild, the
better. Bringing in a significant 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 to
important and influential 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 officer 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 Taking Credit, or Placing 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 Proficiency, 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 involve
reporting to superiors with embellished Mission progress updates before anyone else has the chance, the other
troopers won’t actually find out what has been done until it is too late (at least in the fiction...obviously, the other
players would know about it). By the time of the Mission Debriefing, 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 find themselves making the acquaintance of a dianoga in the
near future.

10

Example Missions
Containment

• Uncover terrorist threats within the civilian population
• Infiltrate 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 specific location until reinforcements arrive
• Protect a specific target from significant damage
• Prevent enemy forces from advancing further into controlled territory
• Allow for the safe retreat of allied forces

Elimination

• Locate a specific target
• Provide targeting information to an artillery unit
• Demolish a specific target of tactical significance
• Nullify an enemy’s tactical advantage
• Assassinate a target to cause mass panic

Escort

• Ensure shipment’s safe arrival at a specific 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
• Infiltrate hostile enemy forces
• Infiltrate 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

• Infiltrate a specific location
• Allow for the safe infiltration of allied forces
• Hold a specific location until reinforcements arrive
• Neutralize hostile civilians to cement control of a location
• Prevent enemy forces from launching retaliatory strikes

Offensive

• Destroy specific 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

Reconnaissance

Rescue

Section 2: Missions

Counter-Insurgency

Possible Objectives
• Cordon off a specific location before a certain time limit
• Prevent media or Rebel forces from infiltrating the cordoned-off area
• Prevent detainees from escaping, or leaving without meeting specific conditions
• Prevent information leaks

• Prevent illegal activities within a certain district
• Uncover illegal activities within a certain district
• Protect specific civilians or businesses from attack or crime
• Capture/recover stolen goods or kidnapped individuals
• Settle disputes between citizens
• 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
• Locate and recover a specific target
• Extract target to a safe location within a certain time limit
• Deliver aid or supplies to a specific location
• Provide support to civilian forces in a rescue effort

11

Section 2: Missions

Debriefing

At the end of each Mission, the MD will ask for a Debriefing Report from each of the surviving Stormtroopers.
Each trooper will take the Debriefing 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
Total
Outcome
for each trooper (rounding up), and add it to their current values.
Once the Stormtroopers have logged their final totals, they will subtract
-11 and below
Judgement
their total Defeats from their total Victories, and check the following chart
-6 to -10
Retraining
to see what possible Advances (or Demerits) they may receive.
-3 to -5
Demotion
Many individual Advances will have an associated cost – if the trooper has
earned enough Advances, he can select a more expensive award. You
-1 to -2
Reprimand
cannot collect Advances over several Missions to spend them at a later
0 to +5
Nothing
time, because Military bureaucracies simply don't work that much in your
+6 to +10
1 Advance
favor.
When a trooper receives new Proficiencies or advances current
+11 to +15
2 Advances
Proficiencies, this will retroactively affect their Health and Effort totals.
+16 and up
3 Advances
For example, if an Infantry Trooper advances a D6 Proficiency to D8, he
would lose one point of Effort.

Advances

•Advanced Training (2): Your trooper is enrolled in an advanced training program. He may upgrade a
D8 Proficiency to D10, or a D10 Proficiency to D12. You cannot have more Proficiencies than you have space
on your Imperial Profile.
•Development: Your trooper is given additional training to improve his skill base. You may add a new
D4 Proficiency, upgrade a D4 Proficiency to D6, or upgrade a D6 Proficiency to D8. You cannot have more
Proficiencies than you have space on your Imperial Profile.
•Medal of Honor (2): Your Stormtrooper has been recognized by several commanding officers 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 influencing 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 fire, he has earned
the award of the Medal of Service. During the next Mission, this counts as a +2 bonus to all Checks when
influencing 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 influencing or asserting his authority over other
Imperials. However, this also counts as five automatic points of Victory when making Chance rolls.
•Procurement (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.
•Promotion (2): Your trooper has been recognized as having significant potential, and has been given

a 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 field 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.
12

•Requisition: Your trooper gains the regular use of a non-standard piece of equipment, such as a special
weapon, forcefield, vehicle, or droid. The Mission Director will have final approval of the item – obviously,
you can't expect to quickly obtain an AT-ST or a Heavy Combat Forcefield. However, each time you get a
Requisition, you can either select a new piece of equipment, or upgrade one of your current items.

Demerits

•Demotion: 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).
•Judgement: 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.

•Reprimand:

Section 2: Missions

•Special Training (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.

Your superiors have decided that you need to learn a little more respect and discipline, and have given you
an official Reprimand. During your next Mission, you suffer an automatic -5 penalty with any Checks when
influencing or asserting your authority with other Imperials.
•Retraining: 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 Proficiency by one die size.

13

order of Action

Section 3: Procedures

During Missions, the flow 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 Scenes, 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 Turns. Each Stormtrooper has a Turn, in order of ascending Rank, from enlisted
to commissioned (hey, the non-coms should have SOME advantage over the officers, right?) and if there are
any ties, they can duke it out with each other over who should go first. 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 are
already 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 benefit 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 fire? 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 fires upon the defenseless civilians, or your
commanding officer 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 are
needed. 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 firefight, sneaking past a guard, or telling a boldfaced lie to a commanding officer 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
Roll
Result
Description
ignorant.
1-5
Disaster
+2 Dangers
Checks involve rolling a single 20-sided die.
6 - 10
Failure
+1 Danger
If the trooper has a Proficiency applicable to
the action, he adds its die to the roll as well.
11 - 15
Marginal
+1 Result
Any Effort spent adds extra D4s to the roll.
16 - 20
Success
+2 Results
The total of the roll determines the outcome
21 +
Triumph
+3 Results
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, fighting 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

15

Section 3: Procedures

Proficiency 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, Taking Credit and Placing Blame, which were
described in Section 2: Missions.

Modifiers

There are many things that may modify the Stormtrooper’s Check, either to his advantage or not, like
Opposition described here.
•Assistance: If another trooper is helping with another's action, they add their Proficiency 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 Descriptions: 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!
•Equipment: Some of the trooper's gear may be of exceptional quality, or is designed to assist specific
actions. These provide a base bonus to the appropriate Checks.
•Heroes: In addition to whatever threat an NPC poses, Heroic opponents are very difficult to overcome.
Because of the Hero's script immunity, Stormtroopers suffer a -5 penalty with ANY action against them!
•Rank Scale: If a trooper has a higher commissioned Rank than another trooper or other Imperial officer,
he receives a +2 bonus to his Check per level of difference. Similarly, he can suffer a penalty when dealing
with superior officers 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 fighter's lack of shields, its higher Speed often lets them
fly circles around the ponderous Rebel Y-Wings.

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 fighter, 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 firefight 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 Harm
with 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 fire.
It is possible with a good enough roll to get as many as three Results.

16

•Dangers 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 inflict damage in a firefight, while a swamp with the Miasma Trait may poison an
uprotected soldier or make it difficult 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 fired 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.

Sample Results
Description

Do Harm

Inflict damage based on your weapon

+Critical Hit

Add +1D6 damage to your attack

Take Cover

Avoid an attack by ducking for cover

+Evasive Action

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

+Examine It

Ask the MD for three pieces of information about an object or detail

Manipulation

Persuade a target to do something you ask

+Convince

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

+Dominate

Ask for three pieces of detail, truth, or other info from a target

Suppress

Prevent a Danger or situation from happening this Turn

+Prevent

Stop a Danger or stiuation from occuring

Gain Distance/Catch Up

Move faster than a target (gain one Area)

+Outrun

Outmaneuver a target (gain two Areas)

First Aid

Heal yourself or an ally for 1D6 Health, 2 Turns

+Treatment

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

+Ignore 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

+Alertness

Ask the MD for three potential Dangers associated with a situation

Second Wind

Heal 1 Health immediately

+Undefeatable

Heal 1D4 Health immediately

Turning Point

Gain 1 Effort immediately

+Inspiring

Gain 1 Effort immediately, and give 1 Effort to one other Trooper

Section 3: Procedures

Results

17

Section 3: Procedures

sample Dangers

18

Dangers

Description

Suffer Harm

Take damage from an enemy

- Suffer Injury

Take damage, and check the Wounded Condition (even if you still have Health)

Malfunction

Reduce a Weapon or Armor by one die size, or bonus by 2, until repaired

- Broken

Piece of equipment is useless until repaired

Reload

You must spend a Turn to reload a weapon before it can be used again

- Discard

Piece of equipment is lost

Impaired

Suffer a -2 penalty to a related future action

- Distracted

Suffer a -5 penalty to a related future action

Interference

Ally suffers a -2 penalty to a related future action

- Liability

Ally suffers a -5 penalty to a related future action

- Friendly Fire

Ally is hit by your attack

- Crossfire

Ally is hit by your opponent's attack

Escalate the Situation

Whoever deals with the problem suffers a -2 penalty

- Reinforce the Situation

New threats are added, or the problem causes a -5 penalty

Start a Countdown

Some situation threatens a new Danger in 1D10 turns

- Offscreen Escalation

A situation develops elsewhere that the troopers may not realize

Infliction

Suffer -2 penalty for 1D6 Turns from toxins or environmental effects

- Poisoned

Suffer -2 penalty and 1 automatic damage for 2D6 Turns from toxins or
environmental effects

On the Spot

If the situation is not dealt with this Turn, it gets worse

- Unavoidable Situation

The situation must be dealt with this Turn, or everyone takes a Danger next Turn

Misled

You accept a lie as fact

- Deceived

The MD redefineds what you understand as fact

Cornered

You cannot move without dealing with a situation

- Trapped

You are immobile or captured and require help

Split Up

You are separated from your team

- Lost

You are separated from your team and cannot get your bearings

Detected

Your movements or actions are noticed, but not recognized

- Caught

Your movements or actions are obvious to observers

Tricked

You must perform a certain action next Turn

- Controlled

The MD decides what actions you take next Turn

Movement and Range

Combat and Damage

There aren’t any long lists of combat maneuvers, options, modifiers, 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 fire, or with superior tactics? It is up to the individual to figure out
what makes sense, sometimes in concert with the Mission Director.
The only rules specific to combat are Damage and Defense rolls. All weapons inflict 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.

Section 3: Procedures

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 fiddly bits like
”five 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 be
Range Areas Description
fired in Areas. Pretty simple.
On the Stormtrooper’s Turn, he can
Close
0
Same location as the trooper, whispering range
walk one Area without requiring an
Short
1
Within walking distance, talking range
action. If he wants to chase after
someone or escape from them,
Medium
2
Within running distance, yelling range
it requires a Result like Catch Up
Long
3
Within sprinting distance, bullhorn range
or Outrun. Otherwise, you can
assume that opponents will be
Extreme
4
Visual contact still possible
moving about as well.

Size Scale

When 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 starfighters will have a difficult 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 snubfighter, much less a Stormtrooper, were it actually able to hit...
The Size Scale reflects 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.

19

Section #: Procedures

Conditions

20

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.
• Wounded was already discussed in Section 1: Recruitment, 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 first 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.

Building opposition

Opposition

Points

Description

Slight

2

An inconvenience or insignificant NPC.

Minor

4

An irritating obstacle, a mook, or a troublesome personality.

Moderate

6

A trap, a significant obstacle, a minion, or a prominent personality.

Major

8

A well-planned trap, a difficult 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

Section 4: opposition

The level of threats, hazards, and enemies the Stormtroopers face will depend on how difficult 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 give
the troopers some idea of the odds they will be facing as part of their briefing...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.

•Traits: While Stormtroopers are defined by their Proficiencies and learned abilities, Opponents are defined
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 difficult, etc. They are
broad definitions, and open for the Mission Director to interpret as needed during the game. One point will buy
one 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 defined 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 difficult 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 difficult.

•Equipment: The Mission Director can arm and equip his NPCs with any weapons, armor, or other gear

he deems fit, 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 rifle, 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 forcefield generator, give it to them, but give each Stormtrooper facing that Opponent
an extra point of Victory after the Scene is over.
21

Section 4: opposition

•Damage and Defense: While NPCs can have weapons, armor, and other gadgets, it doesn’t make

22

sense to use the same equipment to allow a creature or environmental hazard to inflict 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 first 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 and 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 fiction (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.

Sample opposition
Traps

Description

Pit Trap

Hidden, Damage 2D4.

Explosive Trap
Minor

Concealed, Damage 2D8.

High Explosive Trap
Moderate

Concealed, Damage 2D12

Obstacles

Description

Wall

Tall, Well Constructed

Slight

Dark Forest

Minor

Poor Visibility, Treacherous Footing

Dagobah Swamp
Moderate

Poor Visibility, Treacherous Footing, Hidden Creatures, Miasma, Quicksand, Dark
Secrets

Creatures

Description

Dianoga

Hidden, Tentacles, Size 1, Damage 1D8, Defense 1D6, Health 5.

Rancor

Great
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

Stealth, Impersonate, Escape, Tell Lies, Get Information, Health 5. One small weapon
and concealed data recorder.

Moderate

Section 4: opposition

Slight

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 Man
Great

Hero, Jedi, Mind Trick, Cunning, Lightsaber, Dark Secrets, Health 15. Lightsaber and
Jedi robes.

Heroic Furry Alien
Great

Hero, Really Strong, Rip Your Arms Out, Crack Shot, Loud, Health 20. Bowcaster and
lots of fur.

23

Section 5: Logistics

Weapons and Armor

Equipment is divided into the following categories: Melee Arms, Ranged Arms, Explosives, Armor, Tools, Gear,
Droids, and Vehicles. It will be important for Stormtroopers to be familiar with the great variety of arms, devices,
and transportation that are available within the Empire and the surrounding regions, particularly when searching
for contraband, identifying potential insurgents, or acquiring non-standard items from local sources.

Melee Weapons
Primitive Weapons
Unarmed
Net

Damage
1D4s
1D10 Grapple

Primitive Weapons

Damage

Flail

1D8

Spear

1D8

Knife

1D4

Sword

1D8

Club

1D4

Polearm

1D10

Whip

1D4 + Reach

Long Sword

1D10

Shortsword

1D6

Axe

1D10

Quarterstaff

1D6

Maul

1D10

Hand Axe

1D6

Pike

1D10

Mace

1D8

Battle Axe

1D12

Vibro Weapons

Damage

Vibro Weapons

Damage

Vibrodagger

2/D4 +Pierce

Force Pike

2/D10 +Pierce

Vibroblade

2/D6 +Pierce

Vibroaxe

2/D12 +Pierce

Vibrosword

2/D8 +Pierce

Vibrosaw

2D10 +Pierce

Shock Weapons

Damage

Shock Weapons

Damage

Prod, Ion

1D4 or 2/D4i

Electronet, Stun

Prod, Stun

1D4 or 2/D4s

Mace, Ion

1D6 or 2/D8i

Baton, Ion

1D4 or 2/D6i

Mace, Stun

1D6 or 2/D8s

Baton, Stun

1D4 or 2/D6s

Staff, Ion

1D6 or 2/D10i
1D6 or 2/D10s

2/D6s +1D10 Grapple

Whip, Ion

1D4 or 2/D8i +Reach

Staff, Stun

Whip, Stun

1D4 or 2/D8s +Reach

Pike, Ion

1D6 or 2/D12i

Electronet, Ion

2/D6i +1D10 Grapple

Pike, Stun

1D8 or 2/D12s

Energy Weapons
Plasma Torch
Cryo Torch
Plasma Brand
Cryo Brand

Damage
2D4 +1D4 Burn
2D4 +1D4 Freeze
2D6 +1D6 Burn
2D6 +1D6 Freeze

Holy Crap! That's a Lot of Damage!

Energy Weapons

Damage

Light Whip

2D6 +Reach

Short Lightsaber

2D8 +Pierce

Lightsaber

2D10 +Pierce

Lightsaber Pike

2D12 +Pierce

Well, yeah, in some cases, weapons will do quite a bit of damage, particularly when dealing with energy
weapons and explosives. A few shots with a blaster will drop most non-heroic individuals, armored or not...
and unfortunately, Stormtroopers are not Heroes. That's why it is important for your troopers to think fast and
shoot first. If your enemy is dead, they can't kill you.
24

Ranged Arms
Primitive Arms

Damage

Range

1D4

Short

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

Pistol

2/D6

Short
Medium

Flechette Pistol

2/D6 +Pierce

Short

Machine Pistol

2/D6 +Autofire

Medium

Combat Pistol

2/D8

Medium

Sport Rifle

2/D8

Flechette Rifle

2/D8 +Pierce

Medium

Assault Rifle

2/D8 +Autofire

Long

Bowcaster

2D8

Long

Heavy Rifle

2/D10

Long

Combat Rifle

2/D10 +Autofire

Long
Short

Long

Shot Rifle

2/D10 +Pierce

War Bowcaster

2D10

Long

Sniper Rifle

2/D12

Extreme

Slug Rifle

2/D12

Short

Machinegun

2/D12 +Autofire

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

2D6i

Medium

2D6 or 2D10 at Short Range

Medium

Ion Pistol
Pulse-Wave Pistol
Sonic Pistol
Assault Blaster Pistol
Blasters

Section 5: Logistics

Thrown Knife
Sling

2D6s

Short

2D6 +Autofire or 2D6s

Medium

Damage

Range

Sporting Blaster Rifle

2D6 or 2D6s

Long

Heavy Blaster Pistol

2D8 or 2D8s

Medium

25

Blaster Carbine
Blaster Rifle
Ion Rifle

Section 5: Logistics

Assault Blaster Rifle
Sonic Rifle

2D8 +Autofire or 2D8s

Medium

2D8 or 2D8s

Long

2D8i

Long

2D8 +Autofire or 2D8s

Long

2D10s

Medium

Light Repeating Blaster

2D10 +Autofire

Long

Repating Blaster Carbine

2D10 +Autofire

Medium

Heavy Blaster Rifle

2D10 or 2D10s

Long

2D12

Extreme

Targeting Blaster Rifle
Ion Cannon

2D12i

Long

Blast Cannon

2D12 or 2D12s

Long

Heavy Repeating Blaster

2D12 +Autofire

Long

Heavy Weapons

Damage

Range

Thrown Grenade

per Grenade

Short

per Grenade, single shot

Medium

per Grenade

Medium

Mortar

per Missile, single shot

Indirect

Missile Launcher, Portable

per Missile, single shot

Long

per Net, single shot

Medium

Grenade Launcher
Assault Grenade Launcher

Electronet Launcher
Flame Pistol

2D6 +1D6 Burn

Short

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

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

2D12 Concealment

1 Area

2D12s

1 Area

2D12 +1D12 Burn

1 Area

2D12x2 +1D12 Burn

1 Area

Cryoban Pistol

Explosives
Grenades

Smoke Grenade
Stun Grenade
Plasma Grenade
Thermal Detonator

26

Missiles

Blast

2D12x2

1 Area

Explosive Missile

2D12x3

1 Area

Ion Missile

2D12x2i

1 Area

Plasma Missile

2D12x3i

1 Area

High-Explosive Missile

2D12x4

2 Areas

2D12x3 +Pierce

1 Area

Charges

Damage

Blast

Detonite

2D10/charge

1 Area

Liquid Detonite

2D12/charge

2 Areas

2D12/charge +1D12 Burn

1 Area

2D10

1 Area

Flechette Mine, Pressure Activated

2D10 +Pierce

1 Area

Anti-Droid Mine, Pressure Activated

2D10i

1 Area

2D10s

1 Area

Anti-Armor Missile

Thermite
Land Mine, Pressure Activated

Stun Mine, Pressure Activated
Anti-Armor Mine, Pressure Activated
High-Explosive Mine, Pressure Activated

2D12x2 +Pierce

1 Area

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

-

Section 5: Logistics

Damage

Anti-Personnel Missile

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.
• Autofire: 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.
• Burn: If you are hurt by the attack, does 1 additional point of damage each Turn for the die result in turns.
• Concealment: Smoke makes it difficult 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.
• Range: The maximum range of the weapon. Indirect range counts as Long, but doesn’t require line-of-sight.
If you fire 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?).
•Forcefields: These portable deflection shields are small enough to be worn on a gauntlet or belt. When
you roll dice for a Forcefield, 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.
27

Armor

Section 5: Logistics

Melee Shields

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 Burn

Magma 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

28

Defense

Defense

Special

Personal Forcefield

1D4+1D4

On a max roll, reduce die by one size

Advanced Forcefield

1D6+1D6

On a max roll, reduce die by one size

Combat Forcefield

1D8+1D8

On a max roll, reduce die by one size

Heavy Combat Forcefield

1D10+1D10

On a max roll, reduce die by one size

Forcefield Generator

1D12+1D12

Large and Heavy (-5 to Checks), On a max
roll, reduce die by one size

Gear

Armor Accessories
Item

Description

Heads-Up Display

+2 to shoot at targets at Short Range

Insulation, Heat

Halve Burn

Insulation, Cold

Halve Freeze

Insulation, Static

Halve Stun

Stealth Coating

+2 to stealth and hiding

Section 5: Logistics

All personal equipment that isn’t either armor or weapons are considered gear. This includes sensors, communications, 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 difficult to repair a vehicle without a tool kit.
Some Gear, due to its features or superior construction, will have certain bonuses associated with it. These
bonuses 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.

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

29

Section 5: Logistics

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

30

Item

Description

Binders

+10 to restrain prisoners

Binders, Stun

+5 to restrain prisoners, each attempt does 2D4s Damage

Camouflage Cloak

+2 to hide and stealth

Camouflage 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

Sensors
Item

Description

Binocular, Electro

+4 to observe from a distance, detect radiation

Binocular, Macro

+2 to observe from a distance
+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 identification 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 identification 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)

Section 5: Logistics

Binocular, Night

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

Nullifies 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

31

Section 5: Logistics

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 firing blasters

Silencer, Projectile

+4 to remain concealed when shooting firearms

vehicles

There are a wide variety of vehicles in the Star Wars universe, such as jetpacks, swoops, speederbikes, repulsor sleds, tanks, walkers, starships, etc. Most vehicles that Stormtroopers will be using are assigned per Mission – very few troopers have access to personal vehicles, typically only Jump Troopers and Space Troopers.
Even TIE Pilots don’t have their own TIE fighters.
Vehicles are built in a similar manner to Opponents: they have a Frame and Defense, sometimes modifiers 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

32

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

Walkers
Vehicle

Damage

Defense

Size

Speed

AT-AT

10

2D8

2D10

4

1

AT-ST

10

2D6

2D8

2

2

Frame

Damage

Defense

Size

Speed

10

2D6

2D4

2

7

Starfighters
Vehicle
A-Wing

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

Section 5: Logistics

Frame

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

Frame

Damage

Defense

Size

Speed

Capital Starships
Vehicle
Corvette

15

2D8

2D8

6

5

Star Destroyer

15

2D10

2D10

7

5

33

Section 5: Logistics

Droids

Stormtroopers will often have Droids assigned to their Unit in a support capacity, but they will rarely have any
significant 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

Traits

2nd Degree (Technical)
Droid

Frame

Damage

Defense

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, Conflict, Recon

Dark Trooper Phase II

10

2D8 Auto

1D8

Accuracy, Conflict, Recon

Dark Trooper Phase III

10

2D12 Auto

1D10

Accuracy, Conflict, Recon

5th Degree (utility)

34

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

Trooper Designation:
Report

mission d ebriefin g

Designation

Notes:

Victories

Defeats

mission d ebriefin g

Mission Debriefing

Objective
Limitations
Primary

❏ Secondary

SUCCEED

❏ FAIL

Primary

❏ Secondary

SUCCEED

❏ FAIL

Primary

❏ Secondary

SUCCEED

❏ FAIL

Primary

❏ Secondary

SUCCEED

❏ FAIL

Primary

❏ Secondary

SUCCEED

❏ FAIL

Primary

❏ Secondary

SUCCEED

❏ FAIL

Objective
Limitations

Objective
Limitations

Objective
Limitations

Objective
mission objectives

Limitations

Objective
Limitations

Notes

mission objectives

Mission Objectives