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Star Borg Rebel Handbook v1.0 Pages

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100% found this document useful (8 votes)
2K views28 pages

Star Borg Rebel Handbook v1.0 Pages

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© © All Rights Reserved
Available Formats
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ABILITIES & TestS

Agility (AGI) - Sneak, Dodge, Pilot, Throw TESTS


Roll D20 + Ability Score equal to
Knowledge (KNW) - Tech, Search, Magi Arts
or greater than DR.
Presence (PRS) - Charm, Bluff, Fire Blaster
Strength (STR) - Strike, Wrestle, Lift, Endure ADVANTAGE
Roll twice, take the best result.

DIFFICULTY RATINGS (DR) DISADVANTAGE


8 routine Roll twice, take the worst result.
10 easy
12 NORMAL
14 difficult
16 really complicated DESTINY
18 nearly impossible
Start with D2 Destiny Points. Reroll to regain
during a rest.

COMBAT USE DESTINY POINTS TO

INITIATIVE • Deal maximum damage with one attack.

ODD: Enemies go first. • Reroll a dice roll (yours or someone else’s).

EVEN: Rebels go first. • Lower damage dealt to you by D6.


• Neutralize a Crit or Fumble.
• -4DR to one test (before rolling).
MELEE: Test STR DR12.

THROW: Test AGI DR12.

RANGED: Test PRS DR12. RESTING


• Catch your breath restore D4 HP.
DEFENSE: Test AGI DR12.
• Night’s sleep restore D6 HP.
• Week in Healing Tank restore full HP.
ARMOR
Tier 1: Light -D2 damage
Tier 2: Medium -D4 damage BROKEN
Tier 3: Heavy -D6 damage Zero HP Roll D4:
Reduced a tier when roll 1. Unconscious D4 rounds, awaken with D4 HP.
blunder on Defense test.
2. D6: 1–3: Broken Limb. 4–5: Severed Limb.
6: Lost eye. Unconscious D4 rounds, awaken
CRIT (natural 20) with D4 HP.

Attack: Double damage, armor 3. Death in 1 hour of real time unless treated.
is also reduced one tier. All tests DR16 the first 30 minutes.
DR18 the last 30 minutes.
Defense: Rebel gains a free
attack. 4. Dead!
Roll Bits and Bobs

Choose or Roll D6 Class (pg. 4–15)

Roll Abilities (pg. 16)

Roll HP and Destiny Points (pg. 16, 17)

Roll Galactic Species and Rebel


Motivation(pg. 18, 19)

SAVE THE GALAXY!

BITS ∆
The galaxy is in chaos, and most people will only
barter or trade favors for precious goods and
services. If someone is willing to accept cash,
the standard currency of the galaxy is Bits.

Rebels either have Bits or they don’t.


Roll D6:

1-3: No Bits
4-6: You got Bits ∆

2
3D6 BOBS
1. Utility Knife (D4 damage)
2. Upcycled Staff (D4 damage)
3. Modified Shock Baton (D6, shotty)
4. Pocket Blaster (D6, reload)
5. Old Service Blaster (D6 damage)
6. Busted Blaster Rifle (D8, bulky, shotty)

1. Tattered Robes over a Tunic


2. Scuffed Boots and Smudged Goggles
3. Patched-up Flight Suit
4. Bandoleer and Vest
5. Scarf and Leather Jacket (tier 1, -D2
damage)
6. Scavenged Bot Plate Armor (tier 2,
-D4 damage)

1. Deck of Hologram Playing Cards


2. Binocular with Laser Microphone
3. Legionary Bot Head that can answer
one question before it self destructs
(small blast, D8 damage)
4. Space Helmet with 5 minutes of air in
the tank
5. Counterfeit Bits that will probably
work in the moment, but cause
trouble for you later
6. Collapsible Gravbike (shotty)

REBEL SHIP
Ask your Galaxy Master if your Rebels
have a ship, and if so, who owns it.
Even if a rebel owns a ship, it might be
impounded, out of fuel, in for repairs,
or being fumigated for space maggots.
Depending on the nature of the
adventure, it might not come up at all.

3
Curse the Maker! Your clanking body of servos and circuits
can barely manage stairs, let alone a blaster battle!
Where is KJ-99? This is all their fault somehow! Everyone
snickers and smirks when you complain that your leg keeps
dislocating. Oh dear, oh dear. You were made to suffer.

METAL: Roll 3d6 for HP. CLUMSY: Roll 3d6-2 for AGI. BOT: Don’t roll species.

BOT REPAIR RULES: You must destroy a piece of mechanical equipment to use
its components in order to benefit from a rest. Roll with Advantage if a Technician
helps.

1. PROTOCOL: Translate 4. COMPUTER INTERFACE:


any spoken or written Plug into a terminal to
language and parse negotiate directly with
any local custom, computer systems, roll
bureaucratic process, PRS test. Maybe you’ll
or restaurant menu. You make a new friend! Suffer
know what to say and a feedback shock (D4
do on a DR10 PRS test. damage) if you roll a
blunder.
2. PORTER: Why you
were programmed with 5. POWER: You are a
complex emotions and walking battery backup
aspirations is unclear. for more important
Roll with advantage machines. Power,
for lifting and hauling recharge, or jumpstart
tasks. devices of moderate
size. Super charge such
3. SUPERVISOR: a device on a DR14 KNW
Everything would be test.
fine if KJ-99 would
just do what they were 6. SURVEILLANCE: You
told! You oversee a tiny float through the air
rolling repair bot that with a weak antigrav
rarely does what you engine, surveying and
ask (Flip a coin. D4 HP, transmitting all you see
bump D2 damage). with your many sensor
functions. Disadvantage
on STR tests.

4
Another character can make a DR12 1. RETRACTABLE BONE SAW:
KNW test to fix the malfunction until it (D8 damage)
triggers again, DR8 for Mechanics
2. SMUGGLING COMPARTMENT:
1. EXTERMINATE: When you roll two Houses a canister of mind altering
blunders in a row, rush to attack a snuff-dust worth some serious bits.
random individual within sight.
3. COMM SCRAMBLER: DR12 KNW test.
2. WARNING CRITICAL ERROR: When
you roll a blunder on a test of DR14 or 4. LEGION CYPHER: Flip a coin to see
higher, you freeze in place. if the old security codes still work. On
tails, they don’t and an alarm sounds.
3. BUGGED AUDIO: When you roll a
blunder on a PRS test, you can only 5. TRASH COMPACTOR TORSO: Crush
repeat the last word of your previous handheld objects into tiny cubes.
full sentence.
6. SELF DESTRUCT: Blast apart in an
4. ARCHIVED MEMORIES: When you explosion (D8 damage), only your
roll a blunder on a test that aligns head survives, has 2HP.
with your Function, reroll for a new
Function to replace the one you have.
You had the old hardware installed
all along, but your system can only When you save the Galaxy,
handle one function at a time. pick one option:

5. TRICK LEG: When you roll a blunder • THIS MEANS WAR: Roll a
on an AGI test, your lower leg Restricted Weapon from the from
dislocates again. the Bounty Hunter Class (pg. 6).

6. SCREW LOOSE: Loose components • PORTABLE BOT MIND: You can


squeak and rattle with every insert your consciousness and
movement, disadvantage on AGI memory into another bot body. The
tests for stealth. process destroys the circuits of the
body you leave. No take backs.

• LEGION TRANSMISSION: On
your next mission, you intercept a
Legion transmission that reveals
critical info about your enemy.

5
You’ve been to one end of the Galaxy to the
next, and you’ve seen a lot of things, caught
a lot of bounties, and blasted more to ashes.
Legion, Rebel, Gangster, Pirate, their bits all
spend the same. Still, it’s a shame you don’t
get more jobs from the Rebels. Easier to live
with yourself after those jobs.

HARDENED: Roll 3D6+2 for STR.

1. ROUGH RIDER: All you need is some


makeshift reins and you can ride
any creature you can straddle. Roll
PRS with advantage to tame the wild
beast.

2. ESCAPE ARTIST: Been in and out of


your share of jail cells and shackles.
Roll AGI with advantage to slip your
bonds and pick locks.

3. DESERTER: You know how the


Legion thinks and talks. Roll KNW
with advantage when anticipating or
impersonating a Legionnaire.

4. TRACKER: With the right tools and a


little know how you can always tell if
your prey has been in the area you
are searching and where they went.

5. BOUNCER: Pain don’t hurt. Roll STR


with advantage when you wrestle
or shove someone. Roll D8 damage
when attacking with your bare hands.

6. ARMORER: You never take off your


helmet in front of anyone. Start with
Quantum Armor (Tier 3, -D6 damage).

6
1. GRAPPLE WHIP: Can be used to 4. RAY SHIELDING: Ignore the first
climb and swing. Test Morale to bind damage taken from blaster fire.
a creature in a retractable cable. Resets on a rest.
Rebels roll with advantage to defend
against attacks from bound creatures. 5. SAWED OFF REPEATER:
(2d4 damage). If you roll a blunder
2. FLAMETHROWER: Projects a burst on your Ranged test, it jams and
fire (D6 damage). If you roll a 6 for can only be fixed on a rest.
damage, the target is on fire for 1
additional round and you may roll 6. DISINTEGRATION RIFLE:
damage again on your next turn. (D12 damage) If you roll 8 or
above on damage, the enemy
3. JETPACK: You can fly. Every time you makes a Morale test. If you roll a
use the jetpack, roll a D20. If you roll blunder, the rifle disintegrates.
a blunder, your jetpack is out of fuel.

When you save the Galaxy,


pick one option:
They remind you of happier times,
and you just have to lend a hand • INHERITANCE: A fellow Bounty
if they need help. But you have a Hunter bought the vapor farm. A
reputation to keep, so look tough bot delivers their effects. Roll an
while helping. Regain a Destiny additional Heirloom Weapon (reroll if
Point if you do so. Discard your you already have it).
Heirloom Weapon if you don’t.
• THIS IS THE WAY: You adopt a
1. Helpless little creatures. foundling to train as a Bounty Hunter.
(HP 8, Morale 7, Tier 1 Armor -D2, Zap
2. Youthful whippersnappers. Gun D4) The GM makes a morale
check from time to time and adds
3. Simple folk making ends meet. your PRS to the roll. If they fail, the
foundling retreats and finds you after
4. Mistreated bots.
the adventure is over.
5. Elderly curmudgeons.
• FRIENDS IN LOW PLACES: You
6. Wounded veterans. always know a guy in the system who
owes you big. Tell the GM who it is
and how you met. Roll PRS to make
contact. On a blunder, they are a
Legionary stooge that’s already ratted
on you.
7
For a thousand generations, the Magi Knights
were the guardians of peace throughout one
billion worlds. That was before the dark times.
Before the Legion. Your order is all but extinct,
hunted across the stars and killed by the
Legion’s elite Dragoons.
Though you have incredible mystic powers,
you risk discovery when using them. The
only thing in the galaxy worse than being
discovered by the Dragoons is what
happens to those who helped keep
your secret.

WISE: Roll 3D6+2 for KNW

DRAGOON TEST: Each time you use one


of your Magi Arts or ignite your Blazer
Sword, roll 1d20. If you roll a 4 or lower, the
Dragoons have sensed your presence and
your Dragoon Nemesis will zero in on your
location soon. This number increases by 1
each time you take one of these actions.

BLAZER SWORD: Your Magi weapon, a


retractable beam of energy (2D6 damage).

MAGI ARTS: Test KNW to use a power. You


have all four of the powers listed below.

• MIND MUDDLE: Cloud the brains of


simple-minded creatures and issue
simple hypnotic commands.

• MAGI HAND: Reach out with your


powers to push, pull, and grasp objects
and people.

• BLASTER DEFLECT: Instead of making


a defense roll, deflect blaster bolts with
your Blazer Sword, make a damage roll
against the enemy that fired the shot
with their own weapon damage.

• HEALING TOUCH: Touch a creature of


8 flesh and bone to restore D6 HP.
1. Tragen Foul the Beheader 2. Manus Giant the Strangler 3. Gigus Noldo the Ripper 4. X-66 the Bot 5. Lord Commander Vortex 6. Roll 2
D6 BURNER IDENTITIES
Roll with advantage if a Youngster PC is
close by.

1. POWDER MINER: You get a coughing


fit when you fail an AGI test.

2. WASTELAND SCAVENGER: You


freeze for a moment when you fail a
PRS test.

3. VAPOR FARMER: Your back seizes


up when you fail a STR test.

4. VAGABOND: You need help to get


back to your feet when you fail an
AGI test.

5. RECLUSIVE HEALER: You must help


everyone who asks, DR14 PRS test to
resist.

6. BARFLY: You must answer the


slightest insult with one of your own,
DR14 PRS test to resist.

When you save the Galaxy,


pick one option:

• STRIKE ME DOWN NOW: When you


are stuck down, bestow all of your
Magi Arts upon a non-bot character
in the group.

• FORESIGHT: Regain 1 Destiny Point if


you correctly guess the number you
will roll on your test.

• HIGH GROUND: When your Dragoon


Nemesis finds you, you have
advantage on the first Attack and
Defense roll of the combat.
4. SMugGler jus t one per son in the galaxy, yourse
lf. No one else
going
You look out for hokey causes aren’t
the ho ok to do it. Cosmic destinies and t so hap pen to
is on you find jus
kets. But if the jobs s.
to put bits in your poc bu nch of clowns, wel l, the n eve ryone win
ion loo k lik e a
make the Leg

en you lie your way out of


: Rol l 3D 6+2 for PR S. Regain 1 Destiny Point wh
SWINDLER
a problem.
ort. On a blunder, you
you arrive at a new spacep
SCUM: Roll D20 whenever pay bac k.
“old friend” who wants
inconveniently run into an
orthy ship, pg. 22.
n a ramshackle but trustw
HUNK OF JUNK: You ow

D6 TRICKS
1. CERAMIC KNIFE: Invisible to
weapon scans (D4 damage).
er
2. EYEBALL BLASTER: Hidden und
an eyepatch, good for one shot (D6
damage).

3. PSYCHOGUN: Mechanical arm


covering bioelectrical, single-shot
cannon (D8 damage).

4. MONOFILAMENT GARROTE:
e
Retractable metal wire coiled insid
a glove. 2 succ essf ul STR test
a
needed to subdue a creature with
humanoid neck.
be a
5. SONIC GRENADE: Appears to
m unit . Dea feni ng blas t
normal com
of stunning sound.

6. VAPOR TOOTH: Bite down to


suddenly fill a room with thick fog.

10
D6 TRADES
You are smuggling contraband. It
begins with D6 Containment Points.
When you roll a blunder on any test,
you reduce the Containment Points
by 1. When Containment Points D6 CRIME LORDS
become 0, the contraband is no You are in debt to a Cri
longer salable or safe. me Lord. You
must deliver your Contr
aband to your
Crime Lord before its Co
1. ENGINEERED ORGANS: Blood is ntainment
Points reach 0. If you suc
leaking out. ceed, you
roll a new Contraband
result to
2. FROZEN BONE CRABS: Will thaw deliver somewhere els
e for the Crime
and awaken. Lord. If you fail, the Cri
me Lord will
send Bounty Hunters to
capture you.
3. PARTICLE WARHEADS:
Radioactive. 1. Don Crom

4. HYPER MUSHROOMS: Rotting 2. Jojo “The Borg”


smell and conscious altering gas.
3. Moon Queen Zala
5. GRAVITY MAGNET: Nullification
4. “Stumpy” Skadeen
field deteriorating, will become a
black hole. 5. “Meat Hook” Max
6. ROGUE BOT MIND: Will 6. Shadow Master Vu
eventually gain control of all
machines within signal range.

When you save the Galaxy, pick one option:

• DELUSIONS OF GRANDEUR: Roll with advantage when you throw


your name
around or lie shamelessly about yourself.

• BE BYGONES: An “old friend” or bounty hunter comes looking to


bury the
hatchet and work for you. HP:10 Morale: 8 Tier 1 Armor: -D2 Blaster:
D6 damage.
• ALWAYS SHOOTS FIRST: Free attack at the start of a blaster fight.

11
It’s not your fault! Sure, the life support was repaired with a jumble of
gardening equipment and vending machine parts, but no one complained when
you saved them a few bits! They should have known better than to plug a
heating unit into that outlet. Well, you’d better start on the patch job. You just
need some components... that bot doesn’t need its legs that bad, does it?

HANDY: Roll 3D6+2 for KNW. SPACEY: Roll 3D6-1 for PRS.

HACK JOB RULES: You can invent flimsy devices with


bizarrely jerry-rigged components. To make a device that
works for a single round, destroy two mechanical items and
combine their components. Flip a coin, heads it works, tails
it doesn’t.

JUNK DRAWER: You have D4 extra inventory slots for small


broken machines to be sacrificed for Hack Job parts.

12
D6 SCRATCH BUILDS
All Scratch Builds have the bulky and shotty equipment tag.

1. HYPERSPACE TRANSPORTER 4. CLOACKING DEVICE: Make a


PACK: Roll KNW to teleport to a person invisible or a huddled
location you can see clearly. If group mostly invisible (DR 8 for
you can’t see the target location Hiding and Stealth tests, DR10 for
clearly, roll with disadvantage. If a small group).
you roll a blunder, you make the
jump, but your Transporter Pack 5. MACHINE MIND DOMINATOR:
and D6 other items are lost in Test an enemy Bot’s Morale to turn
Hyperspace. them friendly.

2. ZERO BLASTER: Cover surface in 6. DEVASTATOR FIST: Crush armor


treacherous ice. Freeze a target and tear bulkheads (D6 damage,
solid with a sustained blast for 3 ignores armor). Roll STR to use. On
rounds. a blunder, the fist is destroyed in
an energy blast (D8 damage).
3. GRAVITY DISRUPTOR: Negate
gravity for just a moment for a
single target you can touch.

D6 HYPER FIXATIONS
When you see the subject of your
hyper fixation, you just have to swipe
a component for your collection.
Your fellow Rebels don’t have the
good stuff though.
When you save the Galaxy,
If you indulge, regain a Destiny Point.
pick one option:
1. Hologram Emitters • MORE MACHINE:
Roll a Bot Function.
2. Bot Optical Lenses
• SUPERWEAPON SAVANT:
3. Space Suit Respirators Recreate a portable facsimile of
a Legionary Superweapon that
4. Hyperdrive Ignition Switches
you’ve seen up close. (has the
5. High Explosives bulky and shotty equipment tags).

6. Speeder hood ornaments • ALWAYS CARRY A SPARE:


When tinkering with technology,
you may reroll the first blunder on
a KNW test.

13
You are meant for bigger things. You know that your family tree has
greatness in it but no one gave you any straight answers when you asked.
Then tragedy struck, and everyone holding you back was out of the picture.
Never let them see you cry, kid! Now, nothing stands in the way of you
finding your destiny among the distant stars. You just have to get off this
backwater settlement first.

1. A freak mechanical explosion took


out your auntie and uncle while you
were scavenging components to
LUCKY: repair the family speeder.
You roll D4 for
Destiny Points. 2. Your gamgam and grampy got caught
in a random exchange of blaster fire
while you were studying for your
academy entrance exams.

3. The PL-84 caretaker bot that adopted


you took a deadly midnight tumble
off the very bridge under which you
were discovered as an infant.

4. The troupe of circus performers that


raised you were trampled in a sudden
zanthadon stampede while you were
passing out fliers in the market.

5. The wise old healer who took


custody of you when your dad left on
a mysterious journey was beheaded
by an unknown assailant while you
were helping your childhood friend
pack up to move away.

6. The AI that ran the derelict moonbase


full of skeletons you grew up in
contracted a terminal virus and
opened the outside hatch before
shutting down.

14
1. The hilt of the Magi Blazer Wword left 1. BURDOGS BODY: You are used to
to you by your parent (2D6 damage, being bossed around and berated.
see Dragoon Test on the p. 8). Roll with your highest stat when
following another Rebel’s bossy
2. The polished breastplate of an instructions.
ancient armor set with your family
crest engraved upon it (Tier 2, -D4 2. BUSKER: You never go anywhere
armor). without your techno-harp. DR10 PRS
test to cause an obnoxious musical
3. The pair of blaster pistols and badge distraction.
your mamma once worn to protect
the galaxy (2D4 damage). 3. BOOTSHINER: You just look average
and unimportant. DR10 PRS test to
4. The disintegrator rifle your uncle blend in with the help.
used when he was a freedom fighter
(D8, takes a round to reload). 4. CUTPURSE: What can you say, you
have sticky fingers. DR10 AGI to
5. The coded research notes your swipe an item off an unsuspecting
parents were working on before they mark.
disappeared. Reveals weak points on
Legion Superweapon once analyzed 5. TINKERER: You make friends with
by a rebel leader. bots easily and can understand
their machine speech of clicks and
6. The signet ring of your once noble whistles. Roll PRS with advantage
house. It can still grant a favor when when being friendly to bots that
shown to the right nostalgic fool. aren’t already hostile to you.

6. MUCKER: You are at home in the


garbage and gutters of the galaxy.
DR10 AGI test to search for a trinket.

When you save the Galaxy, pick one option:

• REBEL RENOWN: Roll a Particular Set Of Skills from the Bounty


Hunter Class. It replaces your Knock, if you still have one.

• AWAKENING: Learn one Magi Art and roll one Dragoon Nemesis
from the Magi Knight Class to hunt you.

• PRETTY HANDY: Roll a Scratch Build from the Technician Class.


It replaces your Knock, if you still have one.
15
ABILITIES
Agility (AGI) - Sneak, Dodge, Pilot, Throw

Knowledge (KNW) - Use tech, Search, Magi Arts

Presence (PRS) - Charm, Bluff, Fire Blaster

Strength (STR) - Strike, Wrestle, Lift, Endure

Roll 3d6 and use the table below to generate your ability scores.
The SUM is not used in the game once the character is created,
only the SCORE value.

Rebels with an optional class follow their classes’ instructions and


roll 3d6 on the rest of their abilities. Rebels without a class roll
4D6 for for their abilities.
SUM 1-4 5-6 7-8 9-12 13-14 15-16 17-20

SCORE -3 -2 -1 +0 +1 +2 +3

HIT POINTS CARRYING CAPACITY


You start with STR+ D8 HP (unless your You can carry STR+8 normal-sized items
class says otherwise). In the worst case without a problem. After that, STR and
1HP, but never less. If you fall below 0HP AGI DRs increase by 2.
from damage, you are Broken. Roll D4 on
the Broken table. You cannot carry more than twice
STR +8.

BROKEN rou nds, awaken


1. Fall unconscious for D4
with D4 HP regain ed.

b. 4–5: Severed
2. Roll a D6: 1–3: Broken Lim
for D4 rounds,
Limb. 6: Lost eye. Cannot act
ain ed.
reactivates with D4 HP reg
1 hour of real time (set
3. Severe Injury! Death in
a timer) unless trea ted . All tests are DR16 the
last 30 minutes.
first 30 minutes. DR18 the
that shows up in the
4. Dead! Roll a new Rebel
adventure soon. 16
TESTS
To succeed on a test, roll D20 + your
Ability Score with a result equal to or
greater than the Difficulty Rating (DR). YOU CANNOT ESCAPE YOUR

DIFFICULTY RATINGS (DR)

8 routine
By accepting your destiny to fight for
10 easy the fate of the galaxy, you find that
12 NORMAL little things have a way of working out
in your favor. Call it luck, call it a hoaky
14 difficult
religion, call it an all-powerful mystical
16 really complicated energy field. Whatever you call it, it
18 nearly impossible favors the bold.

You start with D2 Destiny Points


CRIT (natural 20) (unless your class says otherwise)
and regain them by rolling that D2 (or
Attack: Double damage, armor what it says on your class) again after
protection is also reduced one tier. you’ve spent all Destiny Points and
have had the chance to rest.
Defense: Rebel gains a free attack.

Other Tests: Outrageous success! You can spend Destiny Points to...

BLUNDER (natural 1)
• Deal maximum damage with one
attack.
Certain class features, equipment,
etc. will mention an extra negative
• Reroll a dice roll (yours or
someone else’s).
effect to rub salt in the wound of
failure. Unless otherwise noted, a • Lower damage dealt to you by D6.
Blunder is just counted like a normal
failure. • Neutralize a Crit or Fumble.

• -4DR to one test (before rolling).


ADVANTAGE: Roll twice and take the
best result.

DISADVANTAGE: Roll twice and take


the worst result.

17
2.
4.
Wooly
Scaley
1. Anthrosquatch 5.
Lacertian
Baseline 3.
Flatheaded
Human Fish-eyed
Tricladid
Ichthyoid

7. 9.
6. Sucker-lipped 8. Lithe 10.
Runtish Anuran Flightless Pseudopoid Little
Zinto Macrobat Ursanid

18
Each Rebel has their own reasons to go on a damn-fool idealistic crusade to save
the galaxy. For some, the reason is to oppose evil, plain and simple. For others
it’s the siren call of adventure. For the rest, it might be more complicated and
personal. Roll on this table if your Rebel needs a juicier reason to fight the Legion.

1. 2.
The mission location has a The mission location has a
database with the master copy prison cell where your long lost
of your criminal record, and if twin is held captive. You gotta
you destroy it, you’re scott free! free them!

3. 4.
The mission location has the
The mission location has an
cold case files on what really
experimental cure to the rare
happened to you all those years
disease that your pet space
ago. This might be the only shot
lizard has. This is the little guy’s
you have at getting the answers
last chance at life!
you’ve been seeking!

5. 6.
This mission location is where The mission location is where
your childhood friend has been your elusive adversary has
stationed. If you could just talk been laying low all this time.
to them, they could see the light This is the best chance for
and defect to the rebellion. revenge you’re gonna get!

7. 8.
The rebel general ordering Everyone in the rebellion takes
the mission saved your bacon you for the low-life you appear to
back when no one else would. be, but if you pull off this mission
They’ve never asked for a favor you can turn over a new leaf by
before, so you won’t let them fighting for something that really
down now that they are! matters!

9. 10.
One of the other Rebels on
this mission is your best pal, You somehow played a part that
and you know they’ll never caused the current crisis. You
survive without you there to owe it to the galaxy to try to make
save their neck! things right!

19 “HERE WE GO AGAIN!”
INITIATIVE ARMOR
Roll a dice Tier 1: Light Armor (-D2 damage
when hit).
ODD: Enemies go first.
Tier 2: Medium Armor (-D4 damage
EVEN: Rebels go first.
when hit).
Tier 3: Heavy Armor (-D6 damage
ROUNDS when hit).
A round is enough time to make an
Armor is reduced a tier when you roll
attack (or use a Power) and traverse a
a blunder on a defense test.
normal-sized room. There are usually 10
rounds in one minute.
COVER
COMBAT TESTS Taking cover from a blaster bolt behind
Players roll for both their attacks and a corner or large object allows you to
defenses. Creatures and enemies don’t make a defense test with advantage.
roll dice in combat.
If you succeed your defense test while
The standard DR for attack and taking cover, your cover is blown to
defense is 12 but the GM might call for atoms or so riddled with holes that it
a different DR if the situation makes the can’t be used for cover any more.
test easier or more difficult.

MELEE: Test STR with DR12. SUPPRESSING FIRE


THROW: Test AGI with DR12. Fire your blaster wildly at the enemy
to give a fellow Rebel advantage on
RANGED: Test PRS with DR12. their test. If you do this, roll your next
Defense Test with disadvantage.
DEFENSE: Test AGI with DR12.
If you fail, the enemy hits you.

Resting REBEL PROMOTION


• Catch your breath in a safe or hidden When you save the galaxy and rest,
location. Restore D4 HP. increase your HP by D6 and choose
• A full night’s sleep in a safe location. two Ability Scores to increase by 1 (max
Restore D6 HP. +6). Additionally, each class has some
• A week in a Healing Tank in the care advancement options to choose from.
of Medical Bots. Restore full HP.

Medical Bots can replace any lost or


destroyed body parts with cybernetic
replacements ∆. They can also revive
anyone who has died within the last day
and still has most of their head and body
intact ∆ ∆.
20
EQUIPMENT TAGS MELEE
Bulky: Takes two item slots. D4 Knife ∆
D4 Chain Whip ∆
Reload: Takes a turn to reload.
D4 Slash Staff ∆
Shotty: Breaks on a blunder. D6 Quakehammer ∆
∆ : Costs all the bits you have. D6 Taser Baton ∆
D8 Rivet Gun (∆, bulky)
∆ ∆ : Costs all the bits the party has. D8 Sonic Mining Drill (∆, bulky)
(If an item doesn’t have a ∆ tag, then it’s D8 Battle Axe (∆, bulky)
not for sale) 2D6 Blazer Sword

RANGED GEAR
D4 Hold-Out Blaster ∆ Magnetic Boots ∆
Grapple Hook ∆
D6 Blaster Pistol ∆
Repair Toolkit ∆
D8 Blaster Rifle (∆, bulky) Battery Lamp ∆
2D4 Scatter Blaster (∆ ∆, blast, bulky, Lockpicking Kit ∆
reload) Grav-Lock Manacles ∆
Stimpack (∆, recover D6 HP)
D10 Bolt Caster (∆ ∆, bulky, reload) Shortwave Communicator ∆
D12 Rocket Launcher (blast, bulky,
reload) ARMOR
Light Armor (∆, fur, space suit, leather,
THROWN etc, -D2 damage)
D2 Jamming Charge (big blast, Medium Armor (∆ ∆, flak jacket,
disrupts tech) hardweave armor, blast gear, etc -D4
D4 Seismic Grenade (big blast, intense damage)
vibrations) Heavy Armor (bulky, personal deflector
D6 Beam Spear ∆ screen, quantum armor, adamant
plating, etc, -D6 damage)
D6 Concussion Grenade (∆, small
blast)
D6 Gravity Bomb (small blast, pulls
objects toward bomb)
2D4 Cluster Grenade (small blast) D6 Legionary Blaster (bulky, shotty)
D8 Ion Grenade (small blast, effects D6 Legionary Grenade (small blast,
only bots and computers) explodes in hand on a blunder)

D10 Stationary Blaster (shotty, needs


two people to lift and move)

Foot Soldier Armor (shotty, tier 1, -d2


damage)

Legionary Communicator (shotty)

21
Space Combat works basically the same as Close Combat and should
move just as fast and freely. There are a few differences however.

Each Rebel takes a Station on the ship at the start of Space Combat.
Enemies will target Stations on the ship during combat. The Rebel at
that Station will take damage if they fail their defense roll, but instead
of their own armor, the Rebels will use the Ship’s Armor.

The Ship’s Armor starts at Tier 2. When a Rebel fails a defense roll, the
Ship Armor reduces by 1 Tier for the next attack that hits.

Tier 0: no damage negation

Tier 1: -D2 damage

Tier 2: -D4 damage

When a Rebel reaches 0HP during Space Combat, consult pg. 16 for
HP rules.

The ship itself doesn’t track HP. If a Rebel is incapacitated or killed, the
station can be taken over by a different Rebel. If all Rebels aboard are
killed or incapacitated, the ship is either captured or destroyed.

It takes one round to change to a different Station. Anything plausible


can be attempted, but each Station comes with basic actions,
including different ways to make defense rolls, replacing the AGI test
for Close Combat.

22
PILOT (only 1 per ship) ENGINEER (multiple stations)
STEADY: Test KNW to grant advantage REPAIR SHIELD: Test KWN to increase
to the next attack test against an Ship Armor by 1 tier (max 2).
enemy.
LOAD PARTICLE TORPEDO: Test STR
FIXED BEAM CANNON (D4 damage): to load D2 torpedoes to fire.
Test PRS.
HYPERDRIVE JUMP: Charting,
EVADE (defense): Test AGI to negate charging, and engaging the Hyperdrive
incoming enemy attack. takes 3 rounds of combat. Jumping
to Hyperspace within a strong
gravitational pull, a tractor beam, a
COPILOT (only 1 per ship) field of asteroids or space debris,
or a combat with 4 for more enemy
TARGET LOCK: Test AGI. Reduce a ships will destroy the Rebel Ship in a
single enemy’s armor by 1 tier until the hyperspace collision.
end of the round.
DEFLECTORS (defense): Test PRS to
FIRE PARTICLE TORPEDO (D8 negate incoming enemy attack.
damage): If a particle torpedo is loaded,
test KNW to fire.
GUNNER (only 2 per ship)
JAMMING (defense): Test PRS to
negate incoming enemy attack. FIRE LASER TURRET (D6 damage): Test
AGI to fire.

DEFLECTORS (defense): Test PRS to


negate incoming enemy attack.

LF”
“I MADE A LOT OF SPECIAL MODIFICATIONS MYSE
one option to install the
When you save the Galaxy, the ship’s owner picks
next time you rest at a Rebel base:
next D2 attacks
• BOOSTER ROCKETS: The Steady action affects the
against the enemies.
Particl e Torpedoes
• PARTICLE TORPEDO WINCH: Any station can Load
with a KNW test.
t shields still start at
• OVERCHARGE SHIELDS: At the beginning of comba
ing the shields.
Tier 2, but can be moved up to Tier 3 (-D6) by repair
to deal D8 damage.
• TURBO LASER TURRETS: Choose a Gunner Station

23
“WHAT A PIECE OF JUNK!”
The Legion restricts the installation of
weapon systems, so Rebels will need
to deal with the seedier junk dealers or
gangster-run chop shops to upgrade their
ship’s hardware.

TORPEDOES
D4 Cluster Torpedo (∆ ∆, up to 3 targets,
roll to hit and for damage once for each
target).

D8 Hunter-Killer Torpedo (∆ ∆, rolls with


advantage to hit and damage).

Chaff Torpedo (∆, all rebels make


defensive test with advantage, and attack
tests with disadvantage for a full round).

Ion Torpedo (∆ ∆, permanently reduces a


target’s shield tier).

GUNNER TURRETS
D10 Gravity Catapult (∆ ∆, requires
the engineer to load an object with the
“bulky” tag into the chamber, add this to
1 gunner station).

D6 Hyper Railgun (∆ ∆, ignores armor).

MISCELLANEOUS
Smuggling Compartments (∆, hide from
sight and sensors if captured or boarded).

D8 Asteroid Mining Drill (∆, bore a tunnel


through solid rock at slow speed, Pilot
can attack with PRS test, but their next
defense test is at disadvantage).

Harpoon and Tow Cable (∆, Copilot can


attach magnetic harpoon to object of
equal or lesser mass, if target is a piloted
ship test AGI).

Hyperspace Destabilizer (∆, makes


jumping to Hyperspace impossible in a
wide area while active).

24
D10 Baseline D10 Family D10 Distant
First Names Names Names
1. Mason 1. Parsec 1. Tarkas
2. Wren 2. Lighthour 2. Komak
3. Alex 3. Cotorn 3. Vastus
4. Luca 4. Bastion 4. Marthis
5. Harper 5. Outlander 5. Lakor
6. Teagan 6. Quasar 6. Yamdor
7. Ellis 7. Voyager 7. Xodar
8. Vick 8. Hadron 8. Zithad
9. Dylan 9. Fraction 9. Parthak
10. Jace 10. Lysander 10. Hovan

D10 Ancient D10 Archaic D10 Grand


Names Names Names
1. Anatu 1. Sycorax 1. Armaros
2. Belatsunat 2. Banquo 2. Gabriel
3. Kishar 3. Marullus 3. Metatron
4. Zirratbanit 4. Calphurnia 4. Urizon
5. Igigi 5. Verges 5. Yadathan
6. Kinziru 6. Escalus 6. Zephon
7. Nebo 7. Egeon 7. Mastema
8. Ubaratutu 8. Caliban 8. Lailah
9. Gadatas 9. Oberon 9. Eleleth
10. Haban 10. Cressida 10. Azrael

2D10 Bot Names 2D10 Ship Names


1. XT- 64 1. Z Wing
2. RY- 90 2. Midnight Bolt
3. KT- 37 3. Crimson Ray
4. Q- 88 4. Violet Baroness
5. VV- 42 5. Boreal Storm
6. ZZT- 5E 6. Nova Dragon
7. L5R- 02 7. Shadow Huntress
8. NTH- 16 8. Light Banshee
9. ALT- F4 9. Fallen Chimera
10. TM- 006 10. Centurion Hawk

Star Borg © Kyle Latino and JP Coovert 2024 Thanks to Pelle Nilsson and Johan
First printing May 2024 Nohr for Mork Borg, Cy_Borg, and
their generous 3rd party license.
Find more Star Borg at patreon.com/jpcoovert
Special thanks to Ralph McQuarrie
youtube.com/mapcrow youtube.com/jpcoovert and Frank Oz for showing us how
kylelatino.com jpcoovert.com to imagine rusty spaceships and
leathery alien puppets.

Star Borg is an independent production by Kyle Latino and JP Coovert and is not affiliated with Ockult
Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License.
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.

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