Star Borg Rebel Handbook v1.0 Pages
Star Borg Rebel Handbook v1.0 Pages
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
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.
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)
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.
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).
• 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.
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.
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).
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.
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
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.
12
D6 SCRATCH BUILDS
All Scratch Builds have the bulky and shotty equipment tag.
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).
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.
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.
• AWAKENING: Learn one Magi Art and roll one Dragoon Nemesis
from the Magi Knight Class to hunt you.
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.
SCORE -3 -2 -1 +0 +1 +2 +3
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
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.
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.
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.
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)
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.
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.
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.
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).
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).
MISCELLANEOUS
Smuggling Compartments (∆, hide from
sight and sensors if captured or boarded).
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
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.
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