Optional Rules Resource

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Optional Rules Resource OPTIONAL RULES RESOURCE A collection of official Optional Rules published by West End Games for the Star Wars D6 Roleplaying Game Transcriptions by: Chris Campbell (+Chris C.), D. G. Diestler (+Oliver Queen), Tom C. (+Ty Caine) Compiled by : Tom C. (+Ty Caine) Edited by : Daniel Stull (+Daniel Stull) Cover by : Tom C. (+Ty Caine) Input provided by: Star Wars D6 G+ Community, The Rancor Pit forums, D6 Holocron, Wookieepedia, West End Games and George Lucas Last Update: 12/05/13 Includes minor edits and copy updates. Author's Note: The material presented in this product is not endorsed or intended to challenge the copyright of those who hold the rights to the various intellectual properties and images featured herein. For the Star Wars D6 System, originally published by: 2 Table Of Contents General Rules Starship/Vehicle Maneuvers & Tactics Adventure Themes For Scouts 5 Ackbar Slash 105 Ancient Research 6 Attack Pattern Delta 105 Cargo Tonnage Vs Cargo Space 6 A-Wing Slash 106 Claim Jumping 6 Bantha Decoy 106 Climbing Difficulties 7 Brawl 107 Communications Difficulties 7 Break 107 Computer Languages 8 Capping the "T" 108 Contaminated Drinking Water 9 Exchange 108 Designing New Structures 11 Fake 108 Devising Creatures 13 Harpoon & Tow Cable 108 Drop-point Delivery 16 Jinking 109 Encumbrance 17 Reverse Throttle Hop 109 Equipment Maintenance 18 Scissors 110 Foot Travel 18 Screen Formation 111 Imperial Law Starship Infractions 19 Strategy and Tactics 111 Jury-Rigging (First Edition) 20 Talon Roll 113 Jury-Rigging (Second Edition) 22 Trap 113 Kessel Run 23 Under Split 114 Law Enforcement On Tatooine 24 Loan Sharks 25 Combat Rules Locating The Black Market 27 AT-ST Damage Table 115 Mishap Tables and Goods Charts 28 Custom Martial Arts 115 Operating Gravity Well Projectors 35 Custom Martial Arts – Other Rules 118 Phrenbi 37 Deadliness In Star Wars 118 Planet Generation System 37 Duels 119 Ringali Nebula 55 Ground Combat 119 Rules & Regulations 63 Poison Rules 122 Sabacc 69 Power Control 122 Slave-rigging Walkers 70 Shielding In Combat 123 Spacer's Information Manual 72 Ship Location Targeting 124 Speculative Trading 73 Smoke on the Battlefield 124 Speed Drawing 80 Suppression Fire 125 Spice 80 Turbolaser Operations 125 Starship Repairs 82 Stopping Hyperspace Jumps 83 Bounty Hunting Swoopchasing 83 Bounty Hunter Guilds 126 System Generation 86 Bounty Hunting 129 The Black Market 96 Bounty Postings 132 The Survey 100 The Business 133 Trauer Gas and Acid Effects 103 Using Glitterstim 104 Droids, Cyborgs & Prosthetics Cybernetics and Prosthetics 146 Jury-Rigging Prosthetics 146 Prosthetics 147 3 Table Of Contents (continued) Information References Alliance Bases 149 Character Development 177 Alliance Intelligence 153 Gamesmastering & Gameplay 178 Authority Legal Codes 160 Starship Repairs & Modifications 178 The Bloodstripe 161 The Waivers List 162 Force Rules A Slow Progression Into Darkness 163 Dathomir Magic 163 Dramatic Force Use 171 Eliminating Required Powers 171 Lightsaber Construction 172 Lightsaber Practice 172 4 General Rules Adventure Themes For Scouts Brief: Optional Rules for generating random scout adventures Source: Galaxy Guide 8 - Scouts P25 Description: The types of adventures scouts are likely to have depends largely upon what kinds of space they are in. Scouts close to the borders of settled space (Imperial or New Republic) are much more likely to come across a colony than an unknown alien species. Likewise, if the scout is far from settled space, the scout is more likely to come across a rich, unsettled world than a thriving colony. Some of the adventure types overlap with others to a certain degree. This was intentionally done in order to give the gamemaster maximum latitude when rolling up a category. As any fan of science fiction literature knows, seldom are stories about one central theme: often, novels are a mixture of different themes, for a story that is interesting on many levels. As a gamemaster, you might want to roll up two or three themes and then create a story with two central themes or devise one central story with two or three subplots. When choosing to randomly roll up an adventure theme, select the classification that best fits and roll on the ap- propriate column of the chart below: Frontier: Space on or near the edge of settled space. Technically, not part of the Empire or the New Re- public, but not too far removed from their influence either. Independent tramp freighters, pirates, outlaws and other fringe elements of galactic society are fairly common. Resource-rich worlds are likely to have already been colonized. There are many known hyperspace routes, although they may require slow travel due to navigational hazards. Semi-Wilderness: Space that is partially settled and somewhat explored. There are many systems that aren’t well known or explored, but there are many small colonies as well. Advanced, but unknown alien civilizations are unlikely. Area may have been previously settled by Old or New Republic or alien colonists, so lost civilizations and worlds are quite possible. Freighters and pirates are less likely. Resource-rich worlds may still lie undiscovered. There are fewer hyperspace routes, and most have navigational hazards. Wilderness: Space that has been minimally explored. Recently established and unregistered colonies are less likely, although colonies established during the Old New Republic and then forgotten are possible. Freighters, pirates and others unlikely. Encounters with primitive and advanced aliens quite likely. Re- source-rich worlds are most likely to be unsettled. Almost all hyperspace routes will have to be plotted based only on astronomical data – time consuming and dangerous. To randomly determine an adventure theme, roll two six-sided dice. Read one die as the “tens” die, while the other die is the “ones” die. For example, if the “tens” die comes up as a 5 and the “ones” die comes up as a 6, look up “56“ on the chart below. Frontier Semi-Wilderness Wilderness Result 11-12 11 ---- Diplomatic 13-15 12-13 13 Imperials 16-23 14-15 14 Known Colony 24-26 16 ---- Law Enforcement 31-34 21-22 15 Pirates/Criminals 35-36 23-24 16 Traders 41-42 25-26 21-22 Disaster 43-45 31-33 23-24 Unregistered Settlement 46 34-36 25-31 Lost Colony 51-52 41-43 32-34 Equipment Failure/Accident 53 44-45 35-36 Space Hazard 54-55 46-51 41-42 Life Forms 56 52-53 43 Lost Treasure 61-62 54-55 44-46 Primitive Culture 63 56 51-52 Aliens 64 61-62 53-54 Survival 65 63 55-56 Resource World ---- 64 61-62 Unknown Artifact ---- 65 63-64 Exploration/Survey ---- 66 65-66 Navigate Hyperspace Route 5 Ancient Research Brief: Optional Rules to research past historical events Source: Tales of the Jedi Companion P134 Description: Any character who spends at least one week studying any particular culture (including the Sith) in the Galactic Museum may increase their cultures specialization in that culture by 10 at half the normal rate (rounded up). For example, an explorer seeking knowledge of the territory once ruled by the ancient Kashi Mer spends ten days researching that civilization in the appropriate hall of the Galactic Museum. He may now increase his cultures: Ka- shi Mer skill of 6D to 7D at a cost of five Character Points (six points for each additional pip (18), divided in half for the specialization (9), and halved again (5) for the Galactic Museum bonus). —————————————————————————————————————————————————————- Cargo Tonnage Vs Cargo Space Brief: Formula to determine available cargo in tons or cubic meters Source: The Far Orbit Project P22 Description: While the Star Wars Roleplaying Game has only rarely concerned itself with minutiae of space travel, the Far Orbit campaign necessitates some scrutiny of cargo space. In general, use the following formula to determine how much cargo and equipment the Far Orbit can hold. Note that consumables do not factor into the cargo space. 100 tons of cargo can be held for every 50 cubic meters of available cargo space. —————————————————————————————————————————————————————- Claim Jumping Brief: Optional Rules to claim newly discovered planets Source: Galaxy Guide 8 - Scouts P19 Description: The main problem that the independent Scout has to deal with is claim jumping. All a scout can do when he has discovered a new planet is set up a marker buoy in orbit and hope that others respect it. By the time the scout races back to "civilization,' it could be weeks or months later. There is very little that the scout can do to preserve his claim in absentia. A favorite trick for disreputable scouts of all loyalties is to scan a new system for a marker buoy signal and re- place it with one of his own. Once this is done, the claim jumper goes directly to the nearest Scout Services base, where he registers the planet as his own. This ensures that he has laid claim to the best planet in the system, whether for valu- able mineral content or for colonization purposes. Of course, since the original scout probably made a beeline for the scout base as well, this will lead to a conflict that can be near irresolvable. According to Imperial and New Republic laws, the first scout to report a system or world is the one who wins the claim. But. in the case of a contest or claim jumping report, the credit reward is stalled pending an "investigation." In Imperial terms, this meant the greater kickback and/or influence won. Sadly, in New Republic terminol- ogy, this is often the same result—the most loyal bureaucrats of the New Republic do not work on the frontier. The Independent Scouts have, therefore, developed a 'Code of the Claim" that resolves the situation.
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