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rebels of space deep

Rebels of Space Deep


by Onall Tarbal

Foreword and acknowledgments

Rangers of Shadow Deep (RoSD from now on) is © of his author, Joseph A. McCullough and is necessary to own a copy
of the game to properly use this supplement, as it uses the core rules in that game and Rebels of Space Deep never
could exist after the magnificent ruleset he created. I would thank him in advance for giving me permission of creating
this adaptation. All rules remain unchanged with the exceptions listed in the proper section of this game which may
apply in substitution of the original ones. RoSD rules take always precedence unless they were specifically changed.

I also would thanks to Wookiepedia for its huge help (https://starwars.fandom.com/wiki/).

Disclaimer:

This is a fan based product and is just for the fun of the Rangers of Shadow Deep Facebook Community and was made
under of a non profit base and just for the mere fun of their users. This work was made with all the love of a fan and
with high respect for all the creators of this wonderful universe. It is also for the joy of all people like me that may want
to recreate the adventures in their favorite universe.

These rules are free and subject to the Creative Commons license terms.

All characters, creatures, vehicles and lore are property of Lucasfilm® Ltd. A division of the The Walt Disney
Corporation®.

In Rebels of Space Deep you can take either the role of a Rebel Hero in the Age of Rebellion in the
Star Wars Universe fighting against the hideous and evil Emperor Palpatine and his Galactic Empire
or a Jedi or Republic Hero in the Clone Wars trying to stop the Separatist menace in the last days of
the Galactic Republic and the following prosecution by the Imperial Inquisition after Order 66 was
issued, providing our Jedi hero was one that survived the slaughter.

You can also be a loyal hero to the Republic or a Jedi in the Rebellion Era but the rules were
developed with this scheme in mind, but of course, this is your game, so play it as you want and
please.

Our heroes get their missions either from the Rebel High Counsel or the Jedi Counsel in a struggle
for justice and freedom in the galaxy.

As we are focus now in the good and Light Side of the Force, I do not want on purpose to complicate
the rules with Dark or Light side of the Force for the moment. In other supplement, Scum and
Villainy of Space Deep, I will develop the same for people who may want to run space adventures
with Imperial Agents whom support the New Galactic Order against the Rebel rabble or unaligned
Fringe characters that have to deal with both Rebel and Imperial forces in order to attain their
mischievous goals. I will also deal with the Dark Side of the Force there.

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What you need to play.

You can find a variety of Star Wars figures in the market; first, West End Games had a line of
Grenadier made metal miniatures for his RPG and miniature battle game, followed by Wizards of the
Coast and his miniatures game made of prepainted plastic miniatures that covered a wider range of
miniatures and eras, including the Old Republic and the Clone Wars; now, Fantasy Flight Games has
released their miniature battle rules, Star Wars Legion, and the line of Imperial Assault board games
which have also an awesome source of miniatures to use with Rebels of Space Deep. Alternative
Gaming Miniatures can be found on the internet for scenery and special miniature figures.

All other materials are exactly the same as in RoDS.

Creating a Hero or Jedi

The Hero sheet is almost identical but some skills are changed to fit with the futuristic environment.
As in RoDS, you should first imagine your hero, it would be an alien, or a human? Would be an
expert in infiltration or a bold “fire-first-ask-second” type? Would be a scoundrel for whom the end
justify means or a honest law abiding guy or gal?
Same for Jedi characters; is she in the diplomatic corps or in the guardian roles? Print the sheet and
name it.

Rebel Heroes follow the same rules of creation as a Ranger in RoDS, they have the same
characteristics and points. The character sheet is slightly different as some skills were modified to
adapt to the galactic environment. They start with 10 Build Points.

Rebel Hero Stat-Line


Move Fight Shoot Armour Will Health
6 +2 +1 10 +4 18

Jedi Heroes start with three Force Powers of each Sense, Alter and Control that have to be picked
from the Force Powers list, they also start with a Lightsaber and the following stats:

Jedi Base Stat-Line


Move Fight Shoot Armour Will Health
6 +3 0 10 +5 18

Jedi starts with 8 Build Points to reflect their commitment with the Force and all years of training to
master them, as the time used in this training were not dedicated to learn other skills and abilities,
they have less options for building their characters.
As in RoDS you can spend up to 3 Build Points to increase your stats for both Rebel Hero and Jedi.

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Heroic Abilities and Force Powers

Spells were substituted by Force Powers although Heroic Abilities remain the same. Rebel Heroes
cannot access all Force Powers as they are not fully trained Jedi, but can achieve some sensitiveness
towards the Force, thus, a Rebel Hero can only select powers that are related to the Sense side of
the Force. You can check in the Force Powers list which are related to Sense. Force Powers follow
the same rules as spells in RoDS and require an action to be used.

Heroic Abilities remain unchanged but Halt Undead, that is deleted from the eligible ones.

Force Powers

Force Power are divided in Sense, Alter and Control Powers. Only Jedi characters can choose any
without restrictions from the list. Rebel Heroes can only select Sense Powers for their characters.

Sense Powers

◦ Concentration: Your keen senses were focused and allows to perform any skill or fighting
or shooting at +10.

◦ Premonition: You got a glimpse into the future, so you can react to an enemy action
made in the Enemy/Creature Phase as it were your Phase. You get a bonus action which
can be used either to move or make a combat action. This power must be selected as an
action in your own Rebel Hero/Jedi Phase and is triggered in the next Enemy/Creature
Phase when you choose to.
◦ Telepathy: In your Rebel Hero/Jedi Phase you can spend an action to activate any
companion that is more than 3” away in addition to the up to two companions that are
within 3” of the Rebel Hero/Jedi.

◦ Widen senses: You focus in your five senses to boost their acuteness, so you get a +5
skill bonus in the Perception and Track skills.

Alter Powers

◦ Aid: Any companion within 3” of you can add your bonus to any task he may perform.
For example if your Jedi has Fight +4, a Clone Trooper Companion that is at 2” and has
Fight +2 can add 4 to his Fight stat for a total of Fight +6. Same applies to any skill.

◦ Fly: You can move this turn your move stat multiplied by 3 ignoring rough terrain
restrictions.

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◦ Force invisibility: Using Jedi mind tricks, you disappear from the sight, no one can attack
or engage you in combat this turn, you can use your second action to move adding your
Will Stat to the Move Stat.

◦ Heal: As the Spell in the Rangers of Shadow Deep rules.

◦ Health Transfer: You can subtract any Health points from your Health Stat to give them to
any Companion who is at 3” of your Jedi character.

◦ Jump: You can jump up to 15” high or through and succeed automatically, so no
Acrobatics Skill Roll required.

◦ Levitate: This power consumes two actions instead of one in your Rebel Hero/Jedi Phase,
so if you have attacked or moved you cannot use it this turn; in the first action your Jedi
soars up to 1' from the ground and uses the second action for landing in the same spot
he or she departed. You can make Perception Skill Rolls (TN8) with a +2 bonus to check
what is in the battleground surroundings.

Control Powers

◦ Confusion: You force any Enemy/Creature to bend to your will, suggesting courses of
action in your own interest. Make a combat roll but both use their Will Stat instead of
your Fight or Shooting Stat; the Jedi receives a +5 bonus. If you win the combat, you
control that enemy this turn and can make with him anything that does not suppose a
direct harm to him, her or it, like “Shoot yourself in your head” or “Jump off that cliff”
kind of things. You can move the enemy up to his maximum move or even try to perform
a skill to open a door, saying “these are not the droids you're looking for” or give you the
password needed to enter into the bunker, for example.

◦ Defend: You can use this power as it were an Heroic Ability and react to a Enemy combat
actions that targets a Companion within 3”; you interpose your body between the
Enemy shoot or fight and make the roll with your stats instead of the intended target.

◦ Dissipate Energy: You can block any blaster shooting in the next turn as you have won all
the shooting combats.

◦ Force Resiliency: Any time your Jedi Health Stat drops to 0 or less points, automatically
regain 5 Health Points.

◦ Guard: You use the Force to adopt a defense stance and for the remainder of the turn
you have an Armour Stat of 15 for combat purposes only.

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◦ Telekinesis: You can move objects and Enemies that are 6” within your reach to any
direction you wish up to 12” away or close to you. Clues are not eligible for this purpose.
Enemies are subject to be pushed away and fall from heights, or you can elevate 6” an
enemy and let it fall, no roll needed in both cases. See falling rules on page 38 on the
RoDS manual to check the effects of falling.

Skill List

Skills remain unchanged from Rangers of Shadow Deep with two exceptions: substitute Ancient Lore
for Galactic Lore and Read Runes for Technology Operation.

• Galactic Lore: Knowledge of solar systems, hyperspace routes, alien species, local customs,
etc.
• Technology Operation: Operate, program and repair droids, computers and pilot vehicles.

Recruitment Points

Same as in the RoDS rulebook.

Weapons, Armour and Equipment

Your Rebel Hero gets the same number of items as a Ranger in RoSD but Jedi only gets a lightsaber
as his Jedi Knight distinctive weapon and can wear armour if he or she wishes, but nothing more as
they are aesthetic in nature. There are no Shields in Rebels of Space Deep.

Set to Stun: Almost all weapons with the exception of Lightsabers, Vibrodaggers and Flamethrowers
can be set to deal non-lethal damage. If you choose to set your weapon to stun and you win the
combat, then the target must do a Will Roll with a Target Number equal to the number of the
damage it will be dealing (d20 Roll minus Armour). In the case of a fail, the target renders alive but
unconscious, falls prone in the same spot it were standing and it is considered out of the game
unless some Rebel Hero, Jedi or Companion spend and action to bring him or her back to
consciousness again, both figures must be in contact to do so.

Basic Equipment List

• Blaster: The favorite missile weapon of the Galaxy. For gaming purposes the maximum range
of a blaster is 24”. Blasters have no damage modifiers, but receive a point blank bonus of +1
in combat rolls if the target is 6” or less from the attacker.
• Blaster Rifle: Its range is longer than the rifle, so you can target blanks up to 30”. As in the
blaster, it has no damage modifier but has no point blank bonus.
• Electro-Staff: Same as staff in RoDS.

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• Flamethrower: A weapon designed to set things ablaze projecting a flame in a concentrate


burst of a flammable substance at 3” maximum range. Wining a combat with a flamethrower
means that the target starts burning and the damage is dealt ignoring armour, if the target
survives, the fire is extinguished in the next turn, receiving half the damage taken in the
previous turn. Flamethrowers are limited to three uses per game and counts as two
equipment for buying purposes.
• Heavy Blaster/Wookie Crossbow: This is a more powerful version of the blaster but lacks its
long range effectiveness, so it can only be used at a range of 18”, but have +2 to damage and
receive the point blank bonus of +1 in combat rolls if the target is 6” or less from the
attacker.
• Hand Weapon: There are a variety of hand weapons that can be wielded by your character:
electro whips, force batons, sabers, rapiers... these weapons have no modifiers in combat.
• Heavy armour: Like the ones Storm or Clone troopers wear, as in the RoDS.
• Jet-pack: A portable repulsor the size of a backpack that allows you to make jumps of up to
15” high or through and ignore rough ground. You can only use it once per game. Subject to
make the Acrobatics Skill Test when landing as in the Jumping rule.
• Light armour: Scattered pieces of plastisteel armour, ballistic vests, and the like. Same as in
RoDS.
• Lightsaber: This weapon wielded by a Jedi doubles damage if winning the combat. If the
combat roll is a natural 20, a Critical Hit, then it deals triple damage. A Rebel Hero that fights
with a lightsaber (like Luke Skywalker in Ep. IV and V) adds +5 to the damage, +10 if a Critical
Hit; although there is a hindrance: a lightsaber is a difficult and dangerous weapon for those
not trained in its use, any character that is not a Jedi have a -2 negative bonus to his or her
Fight Stat when the character uses it.
• Med-pack: You can heal 3 points of Health and requires one action. Med-packs have multiple
uses, so you can pick this option more than once, but they occupy one slot each. Characters
recover their Med-packs between missions.
• Rope: Same as in RoDS.
• Throwing weapons: Like throwing knife in RoDS.
• Two Handed Weapons: Like, Gardeffi Sticks, Force Pikes and Force Halberds. Same as in
RoDS.
• Utility Belt: This have rope and hook, an intercom and macrobinoculars (Perception Skill +1)
but counts as two equipment slots for buying purposes.
• Vibrodagger: Same as Dagger in RoDS.

Optional - Blast Area Weapons (BAW) like grenades, concussion grenades, EMP grenades and
thermal detonators are deliberately left out of the game, as they are not part of the original set of
RoSD, although they can be incorporated to this rules as the users may want to use them as an
option.

To throw a BAW you must perform a Strength Roll TN15 minus your Strength Skill bonus, if you pass
the roll then the BAW hits the target, roll again for damage (note that the Enemy or Creature does

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not roll, it is caught in the blast and therefore it is not an opposed roll fight roll) subtracting the
difference of the roll to the Armour value like in a fight roll, if there's no damage as the roll is less
than the Armour stat, the target managed to get out of the blast in the last minute. If the Strength
Roll is failed then determine the direction of the deviation at random like in the move of Enemies
and the difference between the TN and the Roll is the length in inches that the BAW travels away
from the origin (yes, it could be only an inch and you get in the blast radius!) Roll for damage as
above.

BAW blast radius is 3” diameter for grenades and concussion grenades (which only stun, follow the
same rules as for “Set to Stun”). EMP Grenades affect only droids, apply also “Set to Stun” rules to
droids, and 6” diameter for thermal detonators.

Basic Rules
Same as in RoDs.

The Turn

Phases, same as in RoDS but the name has changed a bit:

1. The Rebel Hero/Jedi Phase


2. The Enemy/Creature Phase
3. The Companion Phase
4. The Event Phase

The Rebel Hero/Jedi Phase


Same as the Ranger Phase in RoDS.

The Enemy/Creature Phase


Same as the Creature Phase in RoDS.
The Companion Phase
Same as the Companion Phase in RoDS.

The Event Phase


Same as the Event Phase in RoDS.

Activation
Same as in RoDS.

Group Activation
Same as in RoDS.

Movement

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Same as in RoDS.

Obstructions
Same as in RoDS.
Rough Ground
Same as in RoDS.

Movement into Combat

When engaged in combat with an Enemy/Creature, Rebel Hero and Jedi can use a Force Power
instead of his attack action. Rest remains the same as in RoDS.

Moving off the table


Same as in RoDS.

Jumping
Same as in RoDS.

Falling
Same as in RoDS.

Skill and Stat Rolls


Same as in RoDS.

Swimming
Same as in RoDS.

Zero Gravity Environments

In some scenarios that are set in space, occasionally figures may have to enter in a zero gravity
room. This means that they lose foot and are subject to action-reaction gravity forces. To simulate
the absence of gravity all figures have a negative -2 in all Combat and Move rolls unless they
succeed in a Will Roll (TN10).

Hand to Hand Combat


Same as in RoDS.

Multiple combats
Same as in RoDS.

Critical Hits

Same as in RoDS with the exceptions of some Enemies, like Dark Lords of the Sith, deal Critical Hits.

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In that case it is indicated in the Bestiary.


Shooting

In Rebels of Space Deep any figure can shoot twice per activation instead of one, providing it does
not move in his phase.
When a Jedi that wields a lightsaber and wins a shooting combat roll, he or she can return the shot,
or deviate it to any other target he has line of sight, subtract the result of the roll to the Armour stat,
and make the damage accordingly to the intended target.

Otherwise, the rules remains the same.

Shooting Modifiers
Same as in RoDS.

Damage

Same as in RoDS.
Poison

Same as in RoDS.
Disease

Disease is not a serious condition as it might be in RoDS due to extraordinary medical advances in
the cure of maladies. Med-packs include a full spectrum vaccine shot that destroy any pathogens
that could render a companion or Rebel Hero or Jedi handicapped for the current game or the next
which may follow.

Hunger and Thirst


Same as in RoDS.

Using Heroic Abilities and Force Powers

Same as in RoDS with some exceptions indicated in the Force Power description.

Using Force Powers


Same as Casting Spells in RoDS.

Treasure Tokens
Same as in RoDS.

Enemies / Creature Actions


Same as in RoDS.

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Companions
Same as in RoDS.
Companions List

All companions have at the top of their stat the game eras suitable for the game it is going to be
played, so not all companions are eligible, as their use is restrained for some games. Droids have not
Will Stat as they must always follow their programming, and cannot be affected by mind related
Force Powers, Poison, Disease or Fear.

Astromech Droid

Astromech droids are ubiquitous in the galaxy as they operate and maintain starships, dockyards
and repair workshops. They only can follow its programming and have a very limited skill options. An
astromech droid can only make Rolls in the following skills: Navigation, Perception and Pick Locks.
They are armed with a shocker, a weapon that delivers electric shocks to adjacent targets at -1
damage.

Game Eras: Age of Rebellion/ Clone Wars


Astromech droid RP 10
Move Fight Shoot Armour Will Health Notes
6 +0 - 10 - 6 Shocker (-1 Damage), Technology
Operation +5, Cannot carry
Treasure or items. Limited Skill
Rolls

Bountyhunter

Bounty Hunters are law enforcing corps that chase criminals or other wanted subjects all over the
galaxy. They are trained to fetch their prey and bring them to justice or whomever set a bounty on
them, could it be dead or alive.

Game Eras: Age of Rebellion/ Clone Wars


Bountyhunter RP 30
Move Fight Shoot Armour Will Health Notes
6 +2 +2 11 +4 12 Heavy Blaster, Utility Belt, Light
Armour, Jet-Pack (+5RP), Armoury
+5, Traps +5

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Clone Troopers

These clones, fabricated in the cloning facilities of planet Kamino, are the rank and file of the Army
of the Republic in the Galactic Civil War against the Separatist Army. They are used to specialize in
some skills so the hero can pick one skill from the Skill list at +5.
There are many types of clone troopers, depending its experience: Regular with none of few battle
experience, Veteran that has seen some action and Elite which are battle hardened troopers,
survivors of many encounters with the enemy.

There are some specialized clone troopers as the Advanced Recon Commando or ARC, Heavy
Weapons Specialist, Jet Pack Troopers, Clone Fighter Pilots and Blaze Troopers armed with
Flamethrowers.
Clone Trooper - Regular
Game Eras: Clone Wars
Clone Trooper - Regular RP 10
Move Fight Shoot Armour Will Health Notes
6 +1 +1 12 +2 10 Blaster, Utility Belt, Heavy armor, 1
Skill at +5

Clone Trooper – Veteran


Game Eras: Clone Wars
Clone Trooper - Veteran RP 20
Move Fight Shoot Armour Will Health Notes
6 +2 +2 12 +2 12 Blaster Rifle, Utility Belt, Heavy
armor, 1 Skill at +5

Clone Trooper – Elite


Game Eras: Clone Wars
Clone Trooper - Elite RP 30
Move Fight Shoot Armour Will Health Notes
6 +2 +3 12 +2 14 Heavy Blaster, Utility Belt, Heavy
armor, 2 Skills at +5
ARC Clone Trooper
Game Eras: Clone Wars
Clone Trooper – ARC RP 25
Move Fight Shoot Armour Will Health Notes
6 +2 +2 12 +2 14 Blaster, Utility Belt, Heavy armor,
Stealth +5, Traps +5

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Blaze Trooper
Game Eras: Clone Wars
Blaze Trooper RP 25
Move Fight Shoot Armour Will Health Notes
6 +2 +1 12 +2 14 Flamethrower, Utility Belt, Heavy
armor, 1 Skill at +5

Jet Pack Trooper


Game Eras: Clone Wars
Jet Pack Trooper RP 25
Move Fight Shoot Armour Will Health Notes
6 +1 +2 12 +2 12 Blaster, Utility Belt, Heavy armor,
Jet Pack, 1 Skill at +5

Clone Fighter Pilot


Game Eras: Clone Wars
Clone Fighter Pilot RP 10
Move Fight Shoot Armour Will Health Notes
6 +1 +2 11 +2 10 Blaster, Light armor (space suit),
Navigation +5, Technology
Operation +5

Commando

Special forces trained to perform tasks that regular army soldiers cannot even imagine. They used to
infiltrate and spread havoc behind enemy lines, causing as much damage as possible to vital
infrastructures, communication lines and civil or military crucial facilities.

Game Eras: Age of Rebellion/ Clone Wars


Commando RP 25
Move Fight Shoot Armour Will Health Notes
6 +3 +1 11 +2 12 Blaster, Utility Belt, Stealth +5,
Traps +5.

Droid

Droids are as common as sentient beings all over the galaxy. There are literally millions of different
designs and purposes, from diplomatic and protocol droids, to surgery specialists, mining droids,
paramedics, and all imaginable tasks that you may think. Droids are not intended to harm anything,

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including other droids; as military droids are prohibited in the Empire after the Clone Wars,
although some have been survived, they are encountered only as Enemies, therefore Droids have
not Fight, Shoot, and Will Stats.
In the Clone Wars droids are also mainly designed for civil purposes and only the Separatist Army
employs Droid Soldiers. As droids are designed and programmed for specific tasks, you can pick up
two skills of your choice to incorporate to his programming with a +5 bonus. Droids can carry
objects and treasure. You can expand their capability as droids survive and gain experience.

Game Eras: Age of Rebellion/Clone Wars


Droid RP 5
Move Fight Shoot Armour Will Health Notes
6 - - 8 - 8 2 Skills at +5

Engineer

Engineers design, make, repair and improve technology. From awesome Spaceships, to humble
Moist Evaporators, and tiny Comlinks. They are the cement that binds the bricks of galactic
civilization. It is always useful to have some engineers at hand, because you never know when you
will need them.

Game Eras: Age of Rebellion/Clone Wars


Engineer RP 20
Move Fight Shoot Armour Will Health Notes
6 +1 +1 10 +1 10 Blaster, Utility Belt, Med-pack, Pick
Locks +5, Technology Operation +5,
Traps +5

Gambler
Every gambler knows the secret of surviving, is knowing what to throw away and knowing what to
keep. Money, estate properties, starships, lives... all that is at stake at a sabacc or pazaak tables in
the Outer Rim or in the Core; and there is where the gambler feels at home. He or she have a best
knowledge of the Underworld, where the easy money could be and how to take it. Traveling all
around the gaming tables of the galaxy, he knows a lot of things that can be useful for your cause.

Game Eras: Age of Rebellion/Clone Wars


Gambler RP 25
Move Fight Shoot Armour Will Health Notes
7 +1 +1 10 +1 10 Blaster, Vibrodagger, Climb +2,
Perception +2, Pick Lock +2, Traps
+2, Stealth +2

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Jedi Knight

Guardians of the Galactic Republic, the Jedi Order shared the fate of the Republic dying with it when
the Empire rose. In the Clone Wars they were generals and diplomatics that tried to preserve the
Galactic Order and win the Civil War; failing to do so they fall over the treacherous schemes of
Supreme Chancellor Palpatine, a Sith Lord who looked for the doom of the Jedi Order. In the Age of
Rebellion, Jedi are hidden and prosecuted by the Imperial Inquisition, lead by no less than Darth
Vader himself. You can recruit a Jedi Knight as a companion, but be aware that if you are looking for
getting a low profile, a Jedi Knight will attract undesirable attention to your group; and, at the end,
that could be extremely dangerous.

Game Eras: Age of Rebellion/Clone Wars


Jedi Knight RP 45
Move Fight Shoot Armour Will Health Notes
6 +4 +2 10 +4 14 Lightsaber, One Force Power of
each Sense, Alter and Control at
your choice. Perception +5

Law Enforcer

Law Enforcers are the planetary law and order agents that watch for the safety of all citizens. They
look for thieves, burglars, scams, smugglers, con artist, murderers, and whatever or whoever
threatens the living of the good peoples in their planets. They use to work close along with the
Imperial or Republic Governments but not always share or like their proceedings...

Game Eras: Age of Rebellion/Clone Wars


Law Enforcer RP 20
Move Fight Shoot Armour Will Health Notes
6 +1 +2 11 +2 12 Blaster, Light Armour, Hand
Weapon

Mercenary
Guns for hire are always on demand in the Outer Rim, where the governing institutions of the
Galaxy does not have enough strength to stop petty wars that are fought in the planetary surface.
Former soldiers or sentients with paramilitary backgrounds, could found a job as security agents or
even as part of small armies for planetary warlords.

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Game Eras: Age of Rebellion/Clone Wars


Mercenary RP 20
Move Fight Shoot Armour Will Health Notes
6 +1 +2 11 +2 12 Blaster, Vibrodagger, Light Armour

Outlaw

They came and take all you got: kill your family, burnt your house, ruined the harvest. Now you have
nothing to lose, and you are looking for revenge. You make ambushes to them and take whatever
you want, whenever you want, because you know some day will find them and make them pay with
interests what they have done. In the mean time, you live dangerously as a daredevil.

Game Eras: Age of Rebellion/Clone Wars


Outlaw RP 20
Move Fight Shoot Armour Will Health Notes
6 +0 +1 10 +1 10 Blaster Rifle, Vibrodagger, Climb
+2, Traps +2, Stealth +2

Pilot

Pilots are in great numbers across the galaxy as they are needed to steer the starships from one
system to other traveling through the hyperspace routes and making the galactic civilization
possible. They are not great fighters but often they have to deal with pirates and dock marauders
that may ask for a honest earned pay.

Game Eras: Age of Rebellion/Clone Wars


Pilot RP 15
Move Fight Shoot Armour Will Health Notes
6 +1 +1 10 +1 10 Blaster, Technology Operation +5

Rebel Recruit

You joined the cause of the Rebellion because you are a freedom fighter, and the ranks of the Rebels
are so thin that they take all what is available.

Game Eras: Age of Rebellion


Gambler RP 10
Move Fight Shoot Armour Will Health Notes
6 +0 +2 10 +0 10 Blaster

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Scout

Scouts are guides, trackers and explorers that feel more comfortable in the wild that in the
civilization. If you are entering an unknown territory, you better have one of this at your side.

Game Eras: Age of Rebellion/Clone Wars


Scout RP 30
Move Fight Shoot Armour Will Health Notes
7 +2 +2 11 +2 12 Blaster Rifle, Vibrodagger, Light
Armour, Tracking +5

Smuggler

Taxes are economy killers, and many entrepreneurs does not feel that their money are well
managed by the Republic Bureaucracy or the Imperial Tax Officers, so they would prefer to hire
some people that can sell directly their products with a wider profit margin. Smugglers are specialist
in doing so, getting a share of the profits. They know what customs officers can be bribed and what
routes should follow to deliver their load unnoticed by planetary governments.

Game Eras: Age of Rebellion/Clone Wars


Smuggler RP 20
Move Fight Shoot Armour Will Health Notes
6 +1 +1 10 +1 10 Blaster, Vibrodagger, Traps +3,
Stealth +2

Soldier

Soldiers are professional fighters in the Galactic Republic, the Empire or the Rebel Armies, trained to
a variety of roles, from assault troopers to crew armoured vehicles. They can be found armed with a
variety of weapons and armours.

Game Eras: Age of Rebellion/Clone Wars


Soldier RP 20
Move Fight Shoot Armour Will Health Notes
6 +1 +2 11 +2 12 Blaster Rifle, Light Armor, 1 Skill +3

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Game Eras: Age of Rebellion/Clone Wars


Assault Soldier RP 30
Move Fight Shoot Armour Will Health Notes
6 +1 +2 12 +2 12 Heavy Blaster, Utility Belt, Heavy
Armour, 1 Skill +3

Wookiee

Wookiees are tall and furry humanoids native of planet Kashyyyk. They are famous for their custom
of pull people's (and droid's) arms out of their sockets. They are fierce when in anger but loyal to
the death to his friends.

Game Eras: Age of Rebellion/Clone Wars


Wookiee RP 35
Move Fight Shoot Armour Will Health Notes
6 +4 +1 10 +3 14 Two Handed Weapon or Wookiee
Crossbow, Strength +5

THE CAMPAign

Same as in RoDS, but treasury. As the goals of the campaign are not intrinsically materialistic, in
every scenario, could or could not appear some valuable goods, as the strategy towards winning
the war is far more important than credits in your pockets.

This said, some specially difficult scenarios will reward the Rebel Hero/Jedi and his companions with
some useful trappings and tools to overcome the adventures that will come in the future. That
would include mastercrafted arms that give Fight or Shoot bonus, superior armour, etc.

Injury and Death

As stated before, science-fiction settings are far more benign than relentless Dark Ages-based
fantasy settings, although magic could replace science, this is less quotidian and available to the
common of mortals. Thus, injuries did less sequels than in Rangers of Shadow Deep.

The powerful organizations that support your adventures will supply you with all you need to
successfully overcome the missions, including what happened in the aftermath, replacing lost limbs
and organs and cures in bacta tanks.

But all this will not go without any peril at all, Grim Reaper still roams over the battlefield and severe

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injuries could result in an irreversible and definitive death.

After the game, the player should roll once on the Survival Table for each of his heroes and
companions that was reduced to 0 Health or less. When rolling for the Rebel Hero/Jedi can choose
to add +1 to the result after the die is rolled in the Survival Table. Unless a bad luck result in the
death of the character, all the results apply, but Permanent Injury is treated a bit different. Roll in
the table and results of “Smashed Leg”, “Crushed Arm”, “Lost Fingers” and “Lost Eye” effects will last
until the Hero or Companion reach their next level. At that time, the limb or organ will be replaced
by a cybernetic prosthetic that will cancel the handicaps of such results. Unfortunately, other results
will apply as they are. Note in your character sheet the lost limb or organ, as you can lose that limb
or organ again, in that case, same rule as above applies. You get a replacement when you advance
one level.

ExPERiENCE AND LEvELS


Same as in RoDs

Both Rebel Hero/Jedi and Companions follow the same rules of experience and level advance and
companion progression.

TREASuRE

Treasure
Die Roll Treasure
1-6 Credits
7-12 Med-pack
13-16 Weapon or Armour
17-20 Special Item

Credits
Same as Gold and Jewels in RoSD.

Med-pack

The Med-pack substitutes herbs or potions in RoSD.

Weapon or Armour

As we have stated before, in an science-fiction environment there are not magical properties
imbued in weapons and armour so no special effects will generate finding such items. In the

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scenario could be found some weapons and armours that could be excellently crafted and give
some kind of bonus, or special effects as negate zero gravity, increase the range of the weapon and
things like these.
Special Items

Special Items substitutes Magic Items, as magic does not exist, although some may think that Force
powers are a kind of magic, but they are not. Jedi Holocrons, relics with special meanings to lost or
actual civilizations, etc. All can be encountered in the scenarios but must be specified as special
items. It is recommended to prepare a list at the beginning of the scenarios and perhaps be inspired
in the magical items to reproduce technologically the same or similar effects.

Reorganize Companions

Same as in RoDS.

Enemy and Creatures Compendium

Assassin Droid

All these droids are highly illegal, but crime lords and corporations use them to eliminate obnoxious
subjects that interfere with their business. They are tireless, relentless and extremely dangerous.

Game Eras: Ago of Rebellion /Clone Wars


Assassin Droid XP 4
Move Fight Shoot Armour Will Health Notes
6 +3 +3 12 - 9 Heavy Blaster, Hand Weapon,
Climb +3, Stealth +3, Track +3,
Traps +3

Battle Droids (Clankers)

B1 Battle Droids

Frail in appearance but deadly in vast numbers, these droids form the bulk of the Separatist Army.
Built by Geonosians in the Bactoid Combat Automata factory, they are found everywhere in the
planets in dispute in all over the battlefields of the Galactic Civil War. As they are not completely
autonomous because depend on a central control computer, B1 have no will as all droids and no
skills but Perception at -2.

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Game Eras: Clone Wars


B1 Battle Droid XP 2
Move Fight Shoot Armour Will Health Notes
4 +0 +0 10 - 3 Blaster, Perception -2

B2 Super Battle Droids

An improved and armored version of the B1, they are autonomous and not depend on a central
control computer. Their weapons are allocated in their wrists with a built in target computer.

Game Eras: Clone Wars


B2 Super Battle Droid XP 5
Move Fight Shoot Armour Will Health Notes
5 +0 +2 14 - 8 Heavy Blaster, Perception -2

Droideka Series Destroyer Droids

This droid is a real nightmare for all whom encounter it in the battlefield, not only by his superb
movement capacity, its awesome fire power and the bronzium armour shell, but the most
impressive is his deflector shield generator which makes it a terrible foe to fight with. You cannot
defeat this deadly machine unless you hit it with a Critical roll. In that case you ignore the armour
and shield generator and deal damage as normal.

Game Eras: Clone Wars


Droideka Destroyer Droid XP 15
Move Fight Shoot Armour Will Health Notes
8 +0 +4 18 - 10 Shield Generator, Impervious
to non Critical hits.

Commando Droid (V2 Series)

Where B1 and B2 droids work well in the front lines, but some operations required the use of a
more specific and surgical precision rather simple brute force. The V2 was a real successful design
to perform such tasks.

Game Eras: Age of Rebellion/Clone Wars


Droid Commando XP 3
Move Fight Shoot Armour Will Health Notes
6 +2 +2 11 - 6 Blaster, Climb +5, Stealth +5

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IG-100 Magnaguard

Designed by General Grievous himself, they are the perfect mechanic bodiguards, fighting to the
bitter end to protect their master. Well armored and trained in hand to hand combat, its power staff
can resist even a fight with a lightsaber.

Game Eras: Clone Wars


Magnaguard XP 5
Move Fight Shoot Armour Will Health Notes
6 +3 +0 14 - 10 Two Handed Weapon,
Perception +2

Viper Probe Droid

Famous all over the galaxy, these droids are used as sentinels, scouts, vanguard and spies and are
hard nuts to crack. They levitate, have keen sensors, long range arrays and have weapons for self
defense and attack.

Game Eras: Age of Rebellion


Viper Probe Droid XP 3
Move Fight Shoot Armour Will Health Notes
6 +0 +2 10 - 4 Ignores terrain features.
Blaster. Perception +2

Bounty Hunters

Same as companions, but these are looking for the hero's head!

Game Eras: Ago of Rebellion /Clone Wars


Bounty Hunter XP 5
Move Fight Shoot Armour Will Health Notes
6 +2 +2 12 +4 12 Heavy Blaster, Utility Belt, Jet
Pack (+2XP), Heavy Armour,
Armoury +4, Traps +4

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Imperial Troops

Imperial Soldier

The majority of imperial troops are not storm troopers, they are conscientious citizens of the Empire
that have signed to serve their Emperor by maintaining peace and order throughout the galaxy.
They are usually found on duty in garrisons on worlds that are already pacified and maintain military
bases, in the Imperial Navy can be found as marines.

Game Eras: Age of Rebellion


Imperial Soldier XP 2
Move Fight Shoot Armour Will Health Notes
6 +0 +1 11 +2 10 Rifle Blaster, Light Armour

ISB Agent

The Imperial Security Bureau(ISB), is a law enforcement and intelligence agency of the Galactic
Empire that is in charge with matters of state security and ensuring the loyalty of citizens to the
Empire. It is led by ISB High Command.

Game Eras: Age of Rebellion


ISB Agent XP 5
Move Fight Shoot Armour Will Health Notes
6 +3 +2 12 +3 12 Blaster, Utility Belt, Heavy
Armour, Climb +3, Perception
+3, Stealth +3, Swim +3

Imperial Officers

Imperial officers were individuals, predominantly human, who held a position of authority and
responsibility in the military forces, and some civilian elements, of the Galactic Empire. When the
Empire succeeded the Republic after the end of the Clone Wars, some were tasked with leading the
stormtroopers, while others command all other troops.
Game Eras: Age of Rebellion
Imperial Officer XP 3
Move Fight Shoot Armour Will Health Notes
6 +1 +1 10 +3 10 Blaster, Leadership +5

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Stormtrooper

Clone troopers that survived the Galactic Civil War continued their duty in the new Imperial Army,
although not all troops are clones, as the Empire opened the access to levies in all planets of the
galaxy, they still have a specific weight in the army, as they are genetically loyal to the Emperor. They
form the vanguard of the Imperial Army in all battlefields and are ubiquitous all over the planets
where the Empire wants to make feel its presence. Feared and respected, no one wants to mess
with them, as the consequences could be lethal.

Game Eras: Age of Rebellion


Stormtroopers XP 3
Move Fight Shoot Armour Will Health Notes
6 +1 +1 12 +2 12 Heavy Blaster, Utility Belt,
Heavy Armour, 1 Skill at +5

Stormtrooper – NCO

Petty officers that lead the stormtroopers in battle, they report to an Imperial officer. They are easily
identified in the battlefield as they wear a colored-coded shoulder pad.

Game Eras: Age of Rebellion


Stormtrooper - NCO XP 3
Move Fight Shoot Armour Will Health Notes
6 +1 +1 12 +2 12 Heavy Blaster, Utility Belt,
Heavy Armour, 1 Skill at +5,
Leadership +3

Scout Troopers

Scout troopers are the eyes and ears on the battlefield for the Imperial Army, the combination of
high mobility and dedicated scouting tactics, make the scout troopers a real elite within the army.

Game Eras: Age of Rebellion


Scout Trooper XP 3
Move Fight Shoot Armour Will Health Notes
7 +1 +1 11 +2 12 Blaster, Utility Belt, Light
Armour, Survival +3, Track +3

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Snow Troopers

Snow Troopers are Stormtroopers specially trained for resist below zero temperatures and arctic
planetary climates.

Game Eras: Age of Rebellion


Snow Troopers XP 3
Move Fight Shoot Armour Will Health Notes
6 +1 +1 12 +2 12 Heavy Blaster, Utility Belt,
Heavy Armour, Survival +5

Death Troopers

Death troopers are an elite variant of the storm troopers designed for stealth, espionage and
lethality. Operating under Imperial Intelligence, they served as protective details and bodyguards for
significant Imperial Officers, Governors and Moffs, as well as special-assignment commandos. They
wear blacksuits of bodyarmor and specialized helmets with vocal scramblers, micro-motion sensors,
and heads-up displays with data on enemy and friendly positions on the battlefield.

Game Eras: Age of Rebellion


Death Trooper XP 5
Move Fight Shoot Armour Will Health Notes
6 +3 +2 12 +3 12 Rifle Blaster, Utility Belt,
Heavy Armour, Climb +3,
Stealth +3

Zero-G or Spacetroopers

Spacetroopers are among storm troopers elite, trained to operate the bulky but powerful zero
gravity stormtrooper armour. Their training focuses on starship assaults and boarding vessels in
order to disable a ship's vital systems or neutralize its crew.

Game Eras: Age of Rebellion


Zero-G Space trooper XP 5
Move Fight Shoot Armour Will Health Notes
6 +3 +2 12 +3 12 Heavy Blaster, Utility Belt,
Heavy Armour, Climb +3, Does
not suffer zero G penalties

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Gamorreans

These green-skinned porcine-like humanoids from planet Gamorr have a tribal structure leaded by a
warlord and a clan matron, they are fierce and brutal and a favorite troop choice for crime lords and
mercenary companies all over the galaxy.

Game Eras: Age of Rebellion/Clone Wars


Gamorrean Fighter XP 3
Move Fight Shoot Armour Will Health Notes
5 +2 +0 11 +0 12 Hand Weapon, Light Armour

Gundarks

Gundarks are large, fearsome predatory animals from Vanqor. Gundarks had 16 claws and have a
keen hearing.

Game Eras: Age of Rebellion/Clone Wars


Gundarks XP 3
Move Fight Shoot Armour Will Health Notes
8 +5 +0 9 +0 14 Animal.

Inquisitors

The Order of Inquisitors is an organization of Force-Sensitive agents who worked for the Galactic
Empire. Members of the Inquisitorius, they are known as Imperial Inquisitors or Inquisitors, and
sometimes even Jedi hunters. They are tasked with hunting down the remaining Jedi who have
survived Order 66 at the end of the Clone Wars.

Game Eras: Age of Rebellion


Inquisitor XP 10
Move Fight Shoot Armour Will Health Notes
6 +4 +0 11 +3 14 Lightsaber, Light Armour, 2
Force Powers of Alter and/or
Control.

Jawas

Small scavengers native of planet Tatooine, they take any piece of technology scrap they can repair
and re-sell, and never miss an opportunity of doing so. They live in large mobile communities in
huge vehicles called Jawa Crawlers.

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Game Eras: Age of Rebellion/Clone Wars


Jawas XP 2
Move Fight Shoot Armour Will Health Notes
4 +0 +0 8 +0 3 Blaster, Technology Operation
+2

Nexu

Nexu are agile predators with four red eyes and sharp quills. They have infrared vision and were
4.51 meters long. Typically 0.94 meters tall, nexu posses sharp teeth and claws, as well as long tails.
It's light build allowed it to remain highly agile and difficult to hit, but also meant that it is easily hurt
or even killed if struck with enough force; a single kick is enough to stun a nexu and cause significant
pain.

Game Eras: Age of Rebellion/Clone Wars


Nexu XP 2
Move Fight Shoot Armour Will Health Notes
8 +3 - 12 +0 2 Animal, Perception +3, Agile
(+2 Armour)

Thugs

Members of street gangs and never-do-wells. The typical scum that populates the low life of the
Galaxy and can be found everywhere in spaceport slums and the underworld.

Game Eras: Age of Rebellion/Clone Wars


Thugs XP 2
Move Fight Shoot Armour Will Health Notes
6 +0 +0 10 +0 8 Hand Weapon

Tusken Raiders

Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, are a culture of
nomadic, primitive sentient indigenous to Tatooine, where they were often hostile to local settlers.
They use masks to retain moisture and wear heavy clothes that are equal to light armour, they fight
with unique “gardeffii sticks” that in the game are treated as a two handed weapon. Some use
Tusken Cyclers that are equal to Blaster Rifles.

Game Eras: Age of Rebellion/Clone Wars

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Tusken Raider XP 3
Move Fight Shoot Armour Will Health Notes
6 +2 +0 11 +0 10 Two Handed Weapon or
Blaster Rifle

Sith Apprentice

A Sith apprentice is a Force-sensitive individual trained by a Sith Master to use the Dark Side of the
Force.

Game Eras: Clone Wars


Sith Apprentice XP 10
Move Fight Shoot Armour Will Health Notes
6 +4 +0 11 +3 14 Lightsaber, 3 Force Powers.

Space Pirates

Piracy is still a lucrative business in the vast dimensions of space, and a lucky crew can get rich
enough to retire before they can be captured, prosecuted and executed. Fortunately few get that
chance and most of them end their pirate careers jettisoned through an air lock. Space pirates use
to have a variety of hand weapons and blasters, so you may decide which have what when you use
them in your scenarios. They also are accustomed to fight in zero G, so they have a +2 bonus to the
TN in absence of gravity.

Game Eras: Age of Rebellion/Clone Wars


Space Pirates XP 3
Move Fight Shoot Armour Will Health Notes
6 +1 +1 10 +2 10 One weapon of your choice.
+2 Bonus to Zero Gravity rolls.

Womp Rats

Large rodents, 2 meters size long, 3 if we include the tail that roam all around planet Tatooine, and a
real pest to the moisture farmers. They form packs of up to 20 individuals and once they bite, they
cannot let its prey go, due to their extremely long incisive teeth.

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Game Eras: Age of Rebellion/Clone Wars


Womp Rat XP 2
Move Fight Shoot Armour Will Health Notes
6 +0 +0 6 +0 1 Animal.

The Missions

There are only two missions in this booklet that serves to introduce the game to the newcomers. I
encourage you to create your own missions and campaigns and share with the community of
players that can enjoy your creations. I am working myself in a campaign, but still are far from
complete. I shall share it with all of you when finished.

Rebellion Era Missions

Mission 1: Stolen plans

It is a dark time for freedom in the galaxy, the evil Galactic Empire is closing its grasp on more and
more planetary systems. The ISB is getting more and more experience and expanding his net of
informers. Only the Outer Rim planets are still out of reach of the Empire, at least for the moment.
This freedom of movement is an advantage for the High Rebel Counsel as they use the Outer Rim as
a secure channel where the Rebellion makes its movements to achieve victory against the Empire.

In this case, plans of Imperial intelligence, vital for the Rebellion, are hidden into the memory banks
of an astromech droid. They contain the informant names of all ISB agents in the galaxy, so the
importance to recover them intact is maximal. Our Hero is dispatched to recover them and bring to
the intelligence branch of the Rebellion to be analyzed.

But ISB is very aware of this leak of information and have followed the lead of the Astromech droid
and its owner to an arid planet with two suns. They have sent an agent to recover the data and
delete all evidences, being that droids, sentients or places, that this leak has ever happened.

Miniatures

For this mission you will likely need the following miniatures:

• 4+ Jawas
• 4 + Tusken Raiders
• 2 + Womp Rats
• 1 Astromech droid

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• 1 Assasin Droid
• 1 ISB Agent
• 1 Viper Probe Droid
• 1 Imperial Officer
• 1 Stormtrooper NCO
• 6+ Stormtroopers

Scenario 1 : Where is the droid we are looking for?

Tatooine. A scrap junkyard seemed the perfect hideout for the rebel agent who drove the R5 unit
where the plans are into, and programmed the astromech droid to give the data to whomever gives
the password “Twin Suns” to it. The junkyard is placed at the outskirts of Mos Eisley. There is only
one problem: the agent forgot to tell where exactly the droid is hidden, so you must search all
around the junk piles with the hope that you find it before anyone notice suspicious movements of a
group of sentients that seemed very all way of the line.

The junkyard is also home of a pack of womp rats and are not fond of intruders and can attack
anybody who enters its territory without further warning.

Jawas who roam around the junkyard also will consider that the droid could be a nice extra source
of income, needless to say, they will not love competition.

Moreover, the agent of the ISB are very aware of the operation and have sent a detachment of
stormtroopers to deal with the rebel scum.

SET-UP

This scenario should be played on a 3' x 3' table. The Rebel Hero and companions should all be
placed 3” of any table edge. Scattered all along the table should be 8 to 12 piles of scrap junk, no
pile should be closer 6” to the other, but in a way that every table quarter must have at least one or
two piles of junk, all piles should be 6” away of any table edge as well. You can fill the gaps between
the piles with broken crates, discarded furniture and similar wastes.

Six clue markers should be placed on the table in the piles of junk. Determine the pile randomly, but
no more than two clues per quarter of the table. Place three Womp Rats in the piles that have clues,
at random, there can be two or more rats in the same pile. Randomly place four Jawas in the piles,
one in each quarter of the table that are not occupied by Womp rats.

SPECIAL RULES

Before the scenario begins, choose one figure to make a Perception Roll (TN 12). If successful, you
can move 6” towards any pile of junk, as you think you have seen a shine in a pile that could be your

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droid.

Whenever a hero moves into contact with a clue marker, end its action immediately and roll on the
Clue Marker Table below. Once this roll is made, remove the clue marker from the table. If all clues
were discovered but one and the droid was not among them, then do not roll in the table for the
last clue and place the astromech droid in the table.

If the droid is found in the first of second clue, then draw two cards in the Event Phase where the
droid was discovered, but remember, only do this if the droid is discovered in the first or second
clue markers, if not, draw only one card in the Event Phase. Each result on the Clue Marker Table
can only be obtained once in the scenario. Re-roll any duplicate results.

There is no Target point in this scenario.


This scenario ends ends after eight turns have been played or the Rebel Heroes with the plans, leave
the table at the opposite table edge they had entered.

Clue Marker Table


Die Roll Clue
1-2 R5-D9 beeps and clicks when you approach. One small door at his front opens and a
shocker is ejected with an electric arc running through it, threatening and whistling
something that sounds as “Password”. You give the password and then the droid follows
you as one of your companions. Check the companions list for its stats. Before you go,
one disc is ejected from its slot. Give the hero who found it a treasure marker to mark
that he or she has the plans now. As long as the droid survives you can use it as a
companion for free. It costs no RP.
3-6 Womp Rat. Replace the clue marker with a womp rat, it makes a spring leap from the pile
and is in combat with the figure that moved into contact with the clue marker.
7-9 Mastercraft Weapon. Treat the clue marker as you found one exceptional Blaster pistol,
which will add +1 to your shoot roll.
10-12 What is that noise? You hear something strange. Make an inmediate Perception Roll
(TN6) to see if you can determine its nature.
13-15 Medpack. You find a fully operational med-pack. You can use it for this scenario or save it
for the next ones.
16-18 Disgusting thing. While searching in the junk pile you touch something awful, your hand
or apendix is now full of a disgusting, bad smelling green slime. Make an Health Roll
(TN10) or be poisoned until treated with a medpack.
19-20 Reactor leak. You find an old reactor with a leak. Make a Health Roll (TN15) or get 3
damage.

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Event Cards
Card Number Event
Red Ace Jawas, place four additional jawas, one in each quarter of the table in the nearest
junk pile of that quarter, counting form the edge.
Red 2 Womp Rats. Place two additional Womp Rats on the table on any junk pile of the
table at random.
Red 3 Assasin Droid! One Assasin Droid was discarded as waste in a pile of junk, its
battery depleted, but it's autorepair routine finally ended and now is reactivated.
It's final mission programm: Kill'em all! As it is not a fully operational assasin droid
it has the following stats: Move 4 Fight +0 Shoot +0 Armour 11 Healt 4 It has no
weapons, but he wields a plaststeel pipe that makes -1 damage.
Red 4 Stormtroopers. Place 3 stormtroppers 6” in from the centre point of a random
table edge.
Red 5 Stormtroopers on the run. Place 2 Stormtroppers and a Stormtrooper NCO 9” in
from the centre point of a random table edge.
Red 6 ISB Agent. Place one ISB Agent 6” in close to the nearest hero in any table edge.
Red 7 Junk Pile Collapse. One of the junk piles collapse due to the search the heroes
were doing. Any figure within 2” of the pile, suffers an immediate +4 attack.
Red 8 Utinni! Jawas have discovered the droid the heroes are looking for. Substitute one
of the remaining clues, at random, with R5-D9. They had rendered it immobile
with an ion gun, and implanted a restrainer. Some jawas are gathering around.
move all the jawas to the pile with the droid, if there are not any left on the table,
place three jawas on that pile. One hero can buy the droid without fighting, buying
the droid to the jawas providing one heroe does not attack them and goes contact
base-to-base with one of the jawas, if he sucessfully rolls a Leadership Roll TN14,
then the droid is now property of the heroes. If fails they must battle the jawas.
Red 9 Low moral. If any figure was hit in the previous phases this turn, the Rebel Hero
must make a Leadership Roll TN12. If not, the Companion with the lowest Will Stat
loses his next action; in case that several companions share the lowest Will Stat, all
of them lose their next action.

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jedi knight sheet


Rebel hero Level Experience

Move Fight Shoot Armour Will Health Current Recruitment


health

Heroic abilities and force powers skills

acrobatics

galactic lore

armoury

climb

leadership

Sense navigation

alter perception

control pick lock

technology
operation

items stealth

strength

survival

swim

track

traps

Notes

Abcdefgyjklmnopqrstuwxyz1234567890
rebels of space deep
32
Abcdefgyjklmnopqrstuwxyz1234567890
rebels of space deep

rebel hero sheet


Rebel hero Level Experience

Move Fight Shoot Armour Will Health Current Recruitment


health

Heroic abilities and force powers skills

acrobatics

galactic lore

armoury

climb

leadership

navigation

perception

pick lock

technology
operation

items stealth

strength

survival

swim

track

traps

Notes

Abcdefgyjklmnopqrstuwxyz1234567890
rebels of space deep
33
Abcdefgyjklmnopqrstuwxyz1234567890
rebels of space deep

companion type

Move Fight Shoot Armour Will Health Current Rp


health

items and skills Progression points

companion type

Move Fight Shoot Armour Will Health Current Rp


health

items and skills Progression points

companion Type

Move Fight Shoot Armour Will Health Current Rp


health

items and skills Progression points

Abcdefgyjklmnopqrstuwxyz1234567890
rebels of space deep
34
Abcdefgyjklmnopqrstuwxyz1234567890
rebels of space deep

companion type

Move Fight Shoot Armour Will Health Current Rp


health

items and skills Progression points

companion type

Move Fight Shoot Armour Will Health Current Rp


health

items and skills Progression points

companion Type

Move Fight Shoot Armour Will Health Current Rp


health

items and skills Progression points

Abcdefgyjklmnopqrstuwxyz1234567890
rebels of space deep
35

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