D6 Rules

I'll be adding the D6 rules from the West End Games Star Wars Roleplaying, Second Edition, Revised and Expanded, for both ground combat and space. Hopefully it'll help solve certain combat-related issues on the MUSH and provide the actual ruleset in situations where they are needed (I know that not every scene uses the D6 rules).

Right now, I've added the basic combat rules and charts for basic ground combat. Space combat will come later, along with other useful information. I still have to format everything to make it look appealing and easy to read.

Everything listed below ARE the official WEG rules, but slightly modified to account for "poses" and such. However, these rules aren't absolute - you can do whatever you want in your scene as long as the players agree. It's generally recommended that if you follow the rules you appoint a respectable player as Game Master, or call for a Game Master appointed by the MUSH itself. This page is a reference for those rules and nothing more. Once I finish writing down all the rules and so forth, I'll actually be adding all the D6 stats for all the NPC troops, templates, and vehicles/ships/equipment from all the WEG books I have (I have a lot of them).

Since some people are obviously confused, I'll try to clarify some more. Star Wars: Galaxy at War has its roots in WEG's D6 System. However, roleplay is the most important factor on the MUSH. Do not let the D6 System take priority over roleplay, and only use the NPC stats if the players in the scene agree. Otherwise, use roleplay! Nothing on this page or its fellow NPC Stat pages are fabricated - they are taken from the sourcebooks themselves. This system is an alternative to pure roleplay. Remember: have fun and do not let the rules get in the way of playing.

Below are basic rules. To get to more in-depth rules, go to the following:


 * The Wild Die
 * Character Elements
 * Character Advancement
 * Combat and Injuries
 * Healing
 * Character Movement and Chases
 * Vehicle Combat and Damage
 * Vehicle Movement and Chases
 * Space Movement and Chases
 * Space Combat and Damage

= Difficulty Chart  =

The player has to tie with or beat the difficulty number for a given task to accomplish it. If the player's roll is lower than the difficulty, the player fails.

Very Easy - Almost anyone should be able to do this most of the time. Example: Hitting a target with a blaster at point-blank range. Driving a landspeeder across Very Easy terrain, like a good road. Knowing that Coruscant is the capital of the New Republic and was the capital of the Empire.

Easy - Most characters should be able to do this most of the time. While these tasks aren't too difficult, there's still a chance of failure. Example: Hitting a target with a blaster at short range. Driving a landspeeder over somewhat rough terrain, like a choppy lake. Knowing that Coruscant's major "industry" is government and that billions of people live there.

Moderate - This kind of task requires skill, effort and concentration. There's a good chance that the average character could fail at this type of task, but most highly skilled characters can succeed at something this hard. Example: Hitting a target with a blaster at medium range. Keeping control when jumping a landspeeder over a big ditch (or other obstacle). Knowing which neighborhoods in Imperial City are safe and which are dangerous at night.

Difficult - Difficult tasks are hard and "normal" characters can only succeed at them once in a while. These tasks take a lot of skill... and luck doesn't hurt either. Example: Hitting a target with a blaster at long-range. Driving a landspeeder at high speed around moving pedestrians and other obstacles. Knowing a safehouse in Imperial City where your character can hide during a manhunt.

Very Difficult - Even professionals have to work to pull off Very Difficult tasks. Only the most talented individuals in the galaxy (like Luke, Han, and Leia) succeed at these tasks with any regularity. Example: Hitting someone with a blaster at long range who is mostly hidden behind cover. Safely driving a landspeeder at high speed through a traffic jam by taking to walkways and making "insane" maneuvers. Knowing which bureaucrats in Imperial City can facilitate the acquisition of weapons permits.

Heroic - Something that's almost impossible and calls for extraordinary effort and luck. Even "heroes" have a tough time pulling off Heroic tasks. Example: Shooting a proton torpedo into a small exhaust port without the benefit of a targeting computer. Flying the Millennium Falcon at all-out speed through a dense asteroid field.

Random Difficulties
You can randomly determine a difficulty number instead of picking one. First, determine the difficulty level: Very Easy, Easy, Moderate, Difficult, Very Difficult, or Heroic. Then roll the dice and use the total as the difficulty number.

= Modifiers  =

If one character has a clear advantage over another, the GM can assign a modifier. Modifiers aren't used when one character simply has a better skill; they're used to reflect unusual situations where skill is not the only determining factor.

Add the modifier to the character with the advantage. Here are some situations where modifiers can be used:
 * The characters are racing each other to get information out of a computer system. If one character already knows the system inside and out, and the other has never seen a system like this before, the first character might get a +10 bonus modifier to the die roll.


 * Two characters are playing sabacc. One character has a cheater chip to control which cards are dealt to him. He might get a +15 bonus modifier to his gambling skill roll.


 * The player characters are trying to sneak out of an Imperial base undetected. The Imperial Moff knows the layout of the base and is aware that the characters have escaped. The Moff might get a +10 bonus modifier when rolling his search skill to figure out what route the characters will use to escape.

Note: You don't need to use modifiers with difficulty numbers...but you can apply them to justify making difficulty numbers as low or high as needed to make the game challenging for players. Think of modifiers as a way of tailoring your game to best suit your players.

= Initiative  =

The character with the highest Perception on each side rolls that attribute. The character who gets the highest roll gets to decide whether his side acts first or last in that round. (Re-roll in the event of a tie.)

Rolling for initiative doesn't count as an action. A character may not spend a Character Point to improve the initiative roll, but penalties for being wounded count (See Combat and Injuries). = Reaction Skills  =

When a character gets attacked, he can react by trying to get out of the way, the most common reaction skills are dodge, melee parry, and brawling parry. A character can wait until he's attacked to use a reaction skill. The character can use up any remaining actions for a reaction or have the reaction be an extra action, accepting the higher multiple action penalty for the rest of the round. The reaction skill roll is in effect for the rest of the round and replaces the original difficulty number. (even if the difficulty number was higher). = Typical Combat Round  =

A typical round in a scene lasts about five seconds of IC. At the beginning of the round, initiative is determined (see above) and the players involved declare the number of actions their characters will be taking in this particular round that will be roleplayed out through their poses so that multiple action penalties can be accounted for throughout the round.

For instance, Sandor has the initiative and decided to go first. He declares he will be using two actions. Cantrell has decided to use two actions as well. Sandor poses drawing his blaster and shooting at Cantrell.

The multiple action penalty comes into play (see Multiple Action Penalties) - Sandor is at a -1D. The range between him and Cantrell is medium, so the Game Master determines a moderate difficulty and declares the difficulty to hit Cantrell is 14. Cantrell decides to use a reaction (see above). He has a choice to have it take the place of one of his actions he declared at the start or add it as an extra action, which would incur further penalty. Cantrell decides to tough it out and add it as an extra action, bringing his total up to three actions for this round, putting him at -2D.

Cantrell then +checks Dodge but then +rolls 2D to account for the penalty. 25 and 5. His reaction total is 20. This means that for the rest of this round the difficulty to hit Cantrell is 20, no matter who fires at him throughout the rest of the round's progression.

Sandor +checks his Blaster skill, but then +rolls 1D to account for the multiple action penalty of two actions. His Blaster +check results in 20 and the 1D results in 3, resulting in a 17. He misses Cantrell this round.

Now on Cantrell's pose, he has to pose being shot at and dodging, but is free to use up the other two actions he previously declared: he poses and draws his weapon and opens fire on Sandor. But since he used a reaction as an extra action, he's still at -2D. The distance is medium and the GM determines the difficulty to hit Sandor is 15. Sandor decides to use a reaction to Dodge as well. Since he has no actions left, he has to add it as a new action, bringing his action total to three and resulting in a -2D penalty. He +checks Dodge and +rolls 2D, ultimately resulting in a 21. For the rest of this round, anyone who fires at Sandor has to tie or beat 21 to hit him.

Cantrell +checks Blaster and +rolls 2D for the three action penalty. His Blaster results in 25 and the penalty results in 3, for a 22 total. He hits Sandor. See the Combat Injuries section below for finer details.

Sandor has to accept the attack and do his best to resist. Cantrell has to +roll the amount of dice shown on his weapon's damage rating. For this case, his blaster does 5D damage, so Cantrell +rolls 5D. Sandor has to +check Strength to resist. Cantrell's damage results in 18. Sandor's Strength +check results in 14. Four points of damage, which sets Sandor at the Wound status (see Combat Injuries for more info).

Being wounded, Sandor falls prone and can no longer take any actions for the rest of the round and suffers a -1D penalty for all actions until healed. For this round, any further attacks against him still have to beat his 21 Dodge. If anyone else attacks him and ties or beats the 21, Sandor is hit again. For instance, Mahon fires and hits Sandor; he has to resist again, using +check Strength. Being wounded does not incur a penalty on a Strength check to resist damage, so Sandor uses his full Strength. The only time when Strength would be penalized would be if the character was inflicted with a serious disease or some other special circumstance. If Mahon's damage roll is 20 and Sandor's Strength roll is 14, Sandor is wounded again, incurring the Wounded Twice status (see Combat Injuries for more). If Sandor gets hit again and is wounded again, he enters the Incapacitated status. = Other Circumstances  =

Preparing
A character willing to spend twice as long to complete a task receives a +1D bonus for the die roll. The character can do nothing else in this time.

You have to use your judgment when deciding whether preparing can be used for a given task; if in doubt, ask the player to justify the preparing bonus.

Preparing is often used for Blaster by aiming at a target for an extra round. This rule can be applied to many long-term technical tasks, such as repairing a droid or starship - the character could be taking extra care or "studying" technical manuals to make sure the task is done properly.

Of course, preparing doesn't make sense for many tasks. Characters generally should not be allowed to prepare for dodges, parries, or driving or piloting skills like repulsorlift operation, space transports and starfighter piloting. Characters probably won't be able to prepare for skills like survival, hide, stamina or swimming, but there may be circumstances where the bonus is justified.

Rushing
At your discretion, characters can try to "rush" an action that takes two rounds or longer (actions which take one round cannot be rushed).

A rushing character is trying to do the task in half of the time and the player rolls only half of the character's skill. You have final discretion as to whether a task can be rushed. With some tasks - like fixing a starship in a hurry - it's reasonable to say a character could rush, especially if the character is racing a deadline. In other cases, rushing doesn't make much sense. If in doubt, ask the player to justify how the task could be rushed. Example: Danik is trying to fix a busted power coupling on Moralis's freighter. Danik has starship repair at 6D. This is a Moderate task; the gamemaster says it will take one hour to repair. Danik knows that they've got to get off-world soon, so he rushes the task. Danik can try to make the repair in half a hour, but the player only rolls 3D.

Combined Actions
Two or more characters can work together to more effectively accomplish a single task: this process is called combined actions.

Combined actions can be used for combat (several stormtroopers shooting at a single character) or a situation where several characters are working closely together (a group of mechanics overhauling a busted landspeeder or several Rebels working to build a rope bridge across a canyon).

The characters must agree to combine actions. The only other thing a combining character can do is roll reaction skills (such as dodge, melee parry, or bawling parry).

The character in the group with the highest command skill (or Perception attribute) is the leader. He can only command as many characters as he has command skill dice. Example: Danik has a command skill of 8D+2. He can command a maximum of eight characters when leading combined actions.

The leader rolls his command skill to see if the group can be combined. If the leader is just supervising (not working on the task), he rolls his full command skill. If he's commanding and working on the task, this counts as two actions, giving him a -1D penalty to his command roll.

You have to use your best judgment in selecting a command difficulty. Here are some factors to consider: Very Easy: The task isn't too complicated or is not at all precise. The characters are highly skilled or work together regularly.
 * How hard or complex is the task? (The easier the task, the lower the command difficulty)
 * How much precision is needed? (A task where the end result must be very precise - components must line up to the millimeter, for example - is a lot harder to combine on than something where "that's good enough" is indeed good enough.)
 * How many characters are involved? (Generally, the more people who have to work together, the harder it is to get them to work together effectively.)
 * How much skill or experience do the characters have? (Characters with a very high level of skill in the task or who have done this type of task in the past will be better able to understand what's expected of them and do the part. Characters who've never done anything like this before are going to have a tough time figuring out what to do, especially if the task if of any complexity.)
 * How well do the characters know each other? (If the characters are a group of Rebels who've been adventuring together for years, they're probably pretty good at working together - even if they're completely inexperienced at the task. People who barely know each other sometimes have trouble working together effectively. And people who can't stand each other probably aren't going to be very easy to combine either.)
 * How much time is being taken to complete the task? (If the task would normally take two hours to complete and the group is taking just two hours, the difficulty should be a little higher just because it takes some time too coordinate a group of people. If the characters are willing to take extra time - three or more hours in this example - the difficulty should be lower; perhaps significantly lower if they're willing to take much longer to finish the task. If the characters are rushing things - in this example trying to finish the task in a hour or less - the command difficulty should be higher to reflect the challenge of getting a group of people to work together under pressure.)

Easy: The task is fairly easy or requires a minimal amount of precision. The characters are skilled or work together well.

Moderate: The task requires a good deal of effort or requires precision. The characters have a modest level of skill or have worked together before (although not all that often.)

Difficult: The task is difficult or requires a high degree of precision. The characters don't have very much skill or have seldom worked together before (if at all).

Very Difficult: The task is very difficult or requires extreme precision. The characters are completely unskilled in the task or have never worked together before (or despise each other).

Heroic: the task is incredibly difficult or requires almost impossible levels of precision. The characters are completely unskilled, despise each other or don't even speak the same language.

You can increase or decrease the difficulty based on other factors, such as weather conditions (people are going to have a harder time working in torrential rains than in pleasant weather) or anything else that affects the commander's ability to get the characters to work together in a unit. If a task is very easy and the characters are highly skilled or experienced, you may even allow a leader to combine actions for more characters than he has command skill dice. Example: Danik is supervising a group of eight troops who are fixing a cargo hauling speeder that broke down in the middle of a dense jungle. Danik is only supervising the action (and not working on the speeder), so he rolls his full command skill.

The cargo hauler needs to have its cooling system fixed (the Imperials don't have replacement tubes, so they have to patch the ones that are only on the speeder) and recalibrate the repulsorlift generator. This repair job is a fairly difficult task and none of the characters are very experienced at working on landspeeders, but they've all worked together for a long time. The gamemaster selects a command difficulty of Moderate, with a difficulty number of 12.

Danik's command roll is 27 - he succeeds in combining the actions of his troops. If the command roll is successful, the combined action bonus is +1D for every three characters combining. Add a +1 for one "extra" character and +2 for two "extra" characters. Example: Danik has commanded eight Imperial troops. That's a combined action bonus of +2D+2. (The first six characters are +2D, with a +2 for the two extras).

If the commander fails the roll, there may still be a smalle combined action bons. Subtract -1D from the bonus for every point the roll failed by (A bonus cannot go below 0D) Example: Danik successfully commanded eight troops to get the combined action of +2D+2. The command difficulty number was 12. If Danik had rolled an 11, he would have missed the difficulty by one: the bonus would have been +1D+2. If he rolled a 10, the bonus would have been +2. If he rolled a 9 or less, there would have been no bonus at all.

The combined action bonus is added to the character with the highest skill who's working on the task. Example: Danik has commanded the troops to get a +2D+2 bonus. Repairing the busted speeder is a repulsorlift repair (or Technical) task; one Imperial trooper has repulsorlift repair at 4D+1. because of the bonus, the trooper now gets to roll 6D+2 to fix the busted speeder.

If a group of characters are combining actions on a combat task, the bonus can be split between the attack roll and the damage roll. Likeise, if the task requires two or more skill rolls, the bonus can be split up among any of these rolls. Example: Danik's troops have repaired the speeder and continue through the jungle. Several hours later, the Imperials sneak up on a Rebel scout. Danik decides that his troops should ambush the scout. The Imperials have to take out the Rebel with one shot, since he could get off a warning on his comlink if he has a chance. Danik commands eight of his troops to combine fire on the biker scout. The command difficulty is Moderate; Danik beats the difficulty number to get the +2D+2 bonus. One of Danik's troopers has a blaster skill of 6D and uses a blaster rifle that does 5D damage. The Imperial is pretty likely to hit the trooper, but he wants to add +1D of his bonus to his Blaster skill just in case. If the Imperial hits, he gets ro roll 6D+2 for damage (5D and the remaining combined action bonus of +1D+2.) = Scale  =

You may notice that a landspeeder may have a body strength of 2D, while a character can have a Strength of 4D. Does that mean that the character is tougher than the landspeeder? No!

The game uses "scales" to show the differences between different sizes and types of objects. You add or subtract dice to attack rolls, dodge rolls and damage rolls to show these differences.

The scales, from "lowest" to "highest," are character (and creature), speeder, walker, starfighter, capital and Death Star.

The scale modifiers reflect the differences between small, fragile targets (like characters) and large, tough targets (like Star Destroyers).

When targets of the same scale are shooting at each other, ignore the modifiers; just roll attack dice, dodges, and damage die codes normally.

It's when things of a different scale are affecting each other that you use these rules. Example: A Landspeeder (speeder-scale) is firing at an AT-AT (walker-scale). The landspeeder has a modifier of 2D, the AT-AT has a modifier of 4D. The adjusted modifier is 2D.
 * Apply the difference between the two scales: this is now called the "adjusted modifier."

Lower Against Higher
When a "lower" scale character or vehicle is shooting at a "higher" scale character or vehicle Example: The landspeeder fires at the walker. The landspeeder's blaster cannon has a fire control of 2D and a damage of 3D+2. The walker has no maneuverability (0D) and a body strength of 6D.
 * The lower scale attacker gets to add the modifier to the attack roll. If the target makes a dodge, it just rolls its maneuverability (and dodge skill).
 * The higher scale target adds the modifier to the roll to resist damage; the lower scale weapon rolls damage normally.

The landspeeder gets to add the adjusted modifier of 2D to its roll to hit. If the landspeeder hits, the landspeeder rolls the cannon's normal damage of 3D+1. However, because the walker is a higher scale, it gets to add the adjusted modifier of 2D to its body strength of 6D: it rolls 8D to resist damage.

Higher Against Lower
When a higher scale character or vehicle is shooting at a lower scale character or vehicle: Example: Assuming the walker survived the blast (and that's a pretty safe assumption), the walker's commander decides to return fire.
 * The higher scale attacker rolls its normal attack roll; the lower scale target adds the "adjusted modifier" to its dodge roll.
 * The higher scale attacker adds the "adjusted modifier" to its damage roll.

When the walker fires, it uses its fire control normally. The landspeeder, because it is a lower scale vehicle, adds the adjusted modifier of 2D to its maneuverability to dodge the attack. If the walker hits with its blast, the walker adds the adjusted modifier of 2D to its normal weapon damage. The landspeeder only rolls its normal body strength to resist damage.

= Surprise  =

When characters are surprised, their attackers can automatically take their first action before the "surprised" side can act. The "surprised" side cannot roll defense skills to dodge or parry this first action.

How do you figure out if someone is surprised?
When characters are laying an ambush, simply have each character make a Sneak roll. When the targets of the ambush come within range (just a couple of seconds before the ambush is going to be sprung), roll search or Perception checks for each target character: if they roll equal to or higher than any of the attacker's sneak rolls, they spot that attacker and will not be surprised by the attack. If none of the characters spot the attackers, the target characters are "surprised."

= Falling Damage  =

Whenever anything falls and smacks into the ground, the damage is dependent upon how far the character or object fell. The damage always matches the scale of the thing falling - characters suffer character-scale damage, speeders suffer speeder-scale damage, and so forth.

These values are for standard gravity worlds. Increase the damage a couple of levels for high gravity worlds and decrease falling damage a couple of levels for low gravity worlds.

From SW1ki, a Wikia wiki.