QUICK REFERENCE GUIDE Version 1.4 by Diem Ephée

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QUICK REFERENCE GUIDE Version 1.4 by Diem Ephée QUICK REFERENCE GUIDE Version 1.4 By Diem Ephée Based on the Table of Contents Character Creation and Advancement .......... 3 Ships and Vehicles ...................................... 15 Skills: Dexterity, Strength, Perception ............. 4 Space Yachts, Freighters, and Transports ...... 15 Skills: Knowledge, Mechanical, Technical ........ 5 Scout Ships, Military Shuttles, Patrol Craft .... 16 Capital Ships ................................................... 17 Alien Races................................................ 6-9 Starfighters ..................................................... 18 Aliens, Illustrated ............................................. 8 Landspeeders ............................................ 18-19 Airspeeders and Speeder Bikes ...................... 19 Gamemastering and Rules .......................... 10 Walkers .......................................................... 20 Setting up an adventure and nuts/bolts ........ 10 Other Vehicles ................................................ 20 Rules, Combat, and Movement ..................... 10 Damage and Game Mechanics tables ............ 11 Modifications, Repairs, and Components .... 20 Weapons, Armor, and Equipment ............... 12 Droids ........................................................ 21 Blasters, Missile Weapons, Firearms ............. 12 Stock Non-Player Characters ....................... 22 Brawling, Melee, and Thrown Weapons........ 13 Weapon Accessories ...................................... 13 The Force ................................................... 23 Grenades, Mines, and Explosives ................... 13 Basics, Control/Sense/Alter, Teachers ........... 23 Standard Body Armor and Vests .................... 13 The Light and Dark Sides ................................ 23 Military Armor ................................................ 13 Lightsabers ..................................................... 23 Powered Armor .............................................. 14 Force Powers .................................................. 24 Medical Equipment ........................................ 14 Security, Surveillance, and Restraints ............ 14 Miscellaneous author’s notes ........................ 25 Glossary of Sources 2RE: Core Rulebook, 2nd Edition Rev/Exp D20: WotC D20 Core Rulebook (adapted) GH: Gamemaster Handbook ND: No Disintegrations (Adventure) SWG: Star Wars Galaxies (Adapted) AE: Alien Encounters DE: Dark Empire Sourcebook GSR: Gamemaster Screen, Revised OE: Operation: Elrood (Adventure) Snov: Supernova (Adventure) AIR: Alliance Intelligence Reports DF: Dark Forces Computer Game (adapted) Gor: Goroth, Slave of the Empire P&P: Pirates and Privateers SSR: Secrets of the Sisar Run AJ_: Adventure Journal (#) DKO: DarkStryder: Kathol Outback H&S: Hideouts and Strongholds PC: Star Wars Planets Collection SS: Stock Ships BSS: Black Sands of Socorro DSt: DarkStryder Campaign Boxed Set HSC: Han Solo and the Corporate Sector PG: Planets of the Galaxy (#) TaB: Truce at Bakura Sourcebook CA_: Classic Adventures (#) DSTC: Death Star Technical Companion HtE: Heir to the Empire Sourcebook PoM: Planet of the Mists (Adventure) TJ: Tales of the Jedi Companion CC: Classic Campaigns FBS: Flashpoint! Brak Sector IC: The Isis Coordinates (Adventure) PSG: Platt’s Smuggler’s Guide Tril: Star Wars Trilogy Sourcebook CRF: Cracken’s Rebel Field Guide FOP: Far Orbit Project Imp/IS: Imperial Sourcebook RAS: Rebel Alliance Sourcebook TT: Thrawn Trilogy Sourcebook CRO: Cracken’s Rebel Operatives Gal: Galladinium’s Fantastic Technology JA: Jedi Academy Sourcebook RoE: Rules of Engagement/Rebel Specforce UAA: D20 Ultimate Alien Anthology (adapted) CTD: Cracken’s Threat Dossier GD: Gundark’s Fantastic Technology LES: Lords of the Expanse Sector Guide SEPG: Shadows of the Empire Planets Guide WBC: Wanted by Cracken Cyn: Cynabar’s Fantastic Technology: Droids GG_: Galaxy Guide (#) MtL: Mission to Lianna SoE: Shadows of the Empire Sourcebook WH/WHSV: Wretched Hives of Scum&Villainy The purpose of this document is to facilitate the game so as to be able to compare several concepts at once without having to find and open several web pages or, back in our time of playing, to crawl through the old West End Games books (many of which don’t have tables of contents) to find the droids you were looking for. The major characteristics and story factors are included; for in-depth, detailed information, see the relevant sources (noted above). This guide will get you running the game, but for the deeper intricacies (and there are a lot in this game), you’d do well to hold the original books in your hands. The discussions of the rules are true to the text, though slightly editorialized. [Other opinions and interpretations are in brackets and italics.] With WEG having gone under, and all of their publications being out of print, sites such as the Rancor Pit and D6 Holocron have compiled excellent collections of material available, as well as a large amount of player-created material. Nearly all the material within this guide is available on D6 Holocron’s wiki and was compiled directly from WEG’s original material with very few exceptions, such as the “un-modification” of single-appearance modified items and vessels. The handful of cases in which information does not come directly from a WEG D6 source are those with no equivalent found which I just felt were too cool to omit (e.g. the Stouker concussion rifle from Dark Forces) or significant canon movie/game material (like Zabraks, Kel Dor, and Gungans). This document does not incorporate the tremendous amount of video game and D20-adapted material not found in the D6 game which has been done by Rancor Pit, D6 Holocron users, and rpggamer.org. This guide uses tables to present large amounts of data in a small space. As such, the text can get small (6 pt) in some places. Those with slightly lower visual acuity may do better to view the document electronically so as to be able to zoom in as opposed to printing it out (very handy on a tablet). Also, many of the high-resolution images (especially of the Alien Species) may not do very well with inkjet printers on standard paper, so you may save yourself some ink by skipping those pages or printing them out on photo paper. I printed mine at FedEx on 20-lb plain white paper and bound it; it looks and feels great. My friends and I spent a lot of time playing this game at our houses, on vacations, and on Scout campouts while growing up. We’d like to think we played the game inside and out, but the truth is that in a game as deep and flexible as WEG’s D6 Star Wars RPG was, one circle’s experiences are just the tip of the iceberg of all the ways the game can be played and enjoyed. In fact, there were lots of rules and nuances I’d never even heard of until I put this guide together. As such, treat the author’s opinions as they are – opinions – and use them to guide your circle’s gaming fun. Version 1.4 - Last Updated January 10, 2016 Page 2 SWD6 Quick Reference Character Creation and Advancement by Diem Ephée Character Creation 2RE:23-32 Step 5: Get equipped. There is no stated guideline in the 2RE core rulebook as to how Step 1: Choose an alien species or a human (all attributes 2D-4D, Move 10/12). When to determine starting characters’ money and equipment, so this again depends on how considering what you want in a character, pay close attention to attribute min/maxes your circle wants to do it. [Opinion: our circle gives new characters 2000 credits to buy and special abilities, e.g. natural weapons (claws, teeth) and armor (scales, thick hide), equipment not rated 4 or X.] skill bonuses, and special senses, like infrared vision or ability to read emotions. Note Step 6: Assign Force and Character Points. All characters start with 5 Character Points. that some aliens appear inherently more powerful than others; story factors are often Non-Force-sensitive characters get 1 Force point, Force-sensitive characters get 2. used as a temporizing measure to help the GM keep things a bit more “even.” Character Advancement 2RE:32-36, 83-86 Step 2: Assign attribute dice. Most species begin with 12D; see the Alien Species table for each species. The 2nd Edition: Revised and Expanded (2RE) core rulebook Character Points (CPs): this is the game’s version of XP. Some gamemasters may give recommends characters begin with an additional 6D (total 18D for most species). players a CP or two in-mission for particularly good decision-making or role-playing. An [Opinion: Some circles (mine included) don’t use it, preferring the from-scratch approach average 2-hour adventure will result in 6-10 CPs; players who were more crucial to the of character building and starting as an “average Joe” as opposed to a hero.] mission may receive more, and shorter/simpler missions may yield fewer CPs. Note that attributes, skills, Force skills, and Move can only be increased by +1 at a time. When assigning attribute dice, consider the consequences of having low dice in certain Increasing attributes: it costs 10/D CPs to increase attributes +1, e.g. 20 CPs to go attributes. Characters with low Strength and Dexterity may be liabilities in combat and from 2D 2D+1, 30 CPs from 3D+2 4D, etc. All skills of that attribute likewise have a high risk of getting hit and killed. Those with low Perception and Knowledge will increase +1. Attributes can only go above the species maximum if the roll of the have difficulties figuring out where to go, what to do, and will be prone to being conned intended score is less
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