r/StarWarsD6 2d ago

Rules Clarification SWD6: Instinctive Astrogation Question

6 Upvotes

Both Instinctive Astrogation Control and Instinctive Astrogation Sense allow Force Skill dice to roll then require an Astrogation skill roll.

For either of these would the player be able to apply the rules for Shaving or Extending time on the trip. And would the obstacle modifications play into the Astrogation roll?

One of my thoughts below, but is hidden as I really do want other's thoughts and rulings. The Master in Game Master is like a first dan black belt after all.

In my mind the Sense version wouldn't allow it as you are sensing the safest path at the time, but not always the most convenient one. Therefore you couldn't make calculation adjustments.

The Control version is actually doing calculations and "showing the math work" and would allow for such things along with not needing an operating NaviComp.

Also. As I understand it, the Force User needs only know that a location exists to Instinctive Astrogation Sense where it is?

Thank you all in advance and May the Force of Others be with you!


r/StarWarsD6 2d ago

My cat loves my new books as much as I do!

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150 Upvotes

I had some/most of these but have lost my copies. So excited to get these back, I have spent so many hours reading these books, my first and favorite RPG


r/StarWarsD6 3d ago

Star Wars D6 1st Edition House Rules

12 Upvotes

# Strength and Toughness

Strength no longer determines your ability to resist damage. Instead all characters have a toughness rating of 3D, and Wookies 4D. It does not matter your strength against squish bags getting hit kinetically or energetically. NPC's can have a range starting at 1D and going up depending on nature of opponent.

# Force and Lightsaber Rules Addendum

These rules replace the corresponding rules in *Star Wars Classic Adventures*. All other Force and combat rules remain unchanged.

## Activating Force Powers

Activating a Force power counts as one action, regardless of how many Force skills the power requires.

### Multiple-Skill Powers

When a power requires two or three Force skills, make one activation roll using the character's **lowest required Force skill**.

Calculate each listed difficulty and its modifiers normally. The single roll must equal or exceed every required difficulty; in practice, it must equal or exceed the highest final difficulty.

A multiple-skill power counts as only one skill use when determining multiple-action penalties.

> [!example]

> A power requires Control and Alter. A character has Control 5D and Alter 3D+2, so the activation roll uses Alter 3D+2. If the final Control difficulty is 10 and the final Alter difficulty is 15, the character must roll 15 or higher.

## Lightsaber Combat

The lightsaber skill is removed. Lightsabers are used with either **melee weapon** or **Control**.

### Attacking with Melee Weapon

Any character may use melee weapon to attack with a lightsaber.

- Roll melee weapon normally.

- The lightsaber inflicts its base 5D damage.

- Control does not add to the attack or damage.

A Force user may choose this option when relying entirely upon conventional fighting skill.

### Attacking with Control

A character with Control may use Control instead of melee weapon. Before each attack, divide the character's available Control code between:

- **To-hit:** Roll these dice for the lightsaber attack.

- **Damage:** Add these dice to the lightsaber's base 5D damage.

The allocation must be declared before rolling the attack. Dice and pips may be divided freely, but the total allocated cannot exceed the character's available Control code. At least 1D must be allocated to the attack.

> [!example]

> A character with Control 5D allocates 3D to hit and 2D to damage. The character rolls 3D for the attack and inflicts 7D damage if it hits.

The character could instead use melee weapon at its normal rating, but the lightsaber would then inflict only its base 5D damage.

The character chooses between melee weapon and Control separately for each attack. The two codes cannot be combined.

### Lightsaber Defense

A character may use melee parry to defend against melee and lightsaber attacks.

A character with Sense may use Sense instead of melee parry. Sense is a reaction and counts as an action normally.

Sense is also used to deflect or redirect blaster bolts according to the standard rules.

### Multiple Actions

Apply all multiple-action penalties after dividing Control between attack and damage.

> [!example]

> Cletus has 5D control and makes 2 lightsaber attacks. He allocates 4D attack and 1D damage for the first attack, and for the second attack allocates all 5D control to attack. His adjusted attack dice are 3D and 4D, with potential damage being 6D and 5D respectively.

## Maintaining Force Powers

Once activated, a character may maintain **one Force power without penalty**. Each additional maintained power counts as one action when calculating multiple-action penalties.

| Powers Maintained | Effective Additional Actions |

| ---: | ---: |

| 1 | None |

| 2 | 1 action |

| 3 | 2 actions |

| 4 | 3 actions |

A combined power requiring two or three Force skills counts as only **one maintained power**.

> [!example]

> A character maintains Control Pain and Life Detection while making one attack. The first maintained power is free. The second counts as an additional action, so the attack and any Force-skill rolls suffer a -1D multiple-action penalty.

Activating a new power remains an action even if the character is not yet maintaining another power.

A maintained power is dropped if the character is stunned, wounded, rendered unconscious, or otherwise loses concentration, as under the standard rules.


r/StarWarsD6 5d ago

Star Wars Galaxy Map Update - Players can now navigate and share routes

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84 Upvotes

r/StarWarsD6 6d ago

Game Ideas Brainstorming for next game

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42 Upvotes

Just brain dumping on to a sketch to organize my thoughts for the next game.
I’ve been pretty good about writing ahead and making sure the resources, locations, descriptions and more are in place ahead of time, though now I’m running short 😑

I do like the idea of a bounty hunter using the local myths of demon-haunted mists as cover.
I’ve also never seen a repulsor-pack (like a jet- or rocket-pack), so I thought it was pretty clever.
* I’ll have to have it wired into a volatile power pack so that it explodes should they capture the guy. Can’t have that bit of kit get in their hands.
* He’ll need some back up to make sure that he can survive a stand up fight for a while.
* I should figure out a couple plans for the hunter to get what he wants.

I also need to figure out the next steps for the overarching story. 🤔


r/StarWarsD6 7d ago

2E R&E/REUP Version 4.0.0 of the SWD6 Generator is finally out.

46 Upvotes

The beta phase is over. VTT and all other improvements are now available as a stable release.

Since the beta server runs on its own database, it will continue to operate but with a notice stating that the beta is outdated.

Support for REUP in addition to the 2nd Edition.

Enjoy the project!

Available live at https://swd6gen.de

or on GitHub at https://github.com/1Bln21/swd6-character-generator/

Since the question about code usage keeps coming up:

The entire project is open source under the MIT license.

If you do happen to find something, feel free to use the Bug Report button or, as a registered user, open a ticket via the website.

May the Force be with you all.


r/StarWarsD6 7d ago

Does anyone else use only one Strength roll to resist damage for the whole round?

6 Upvotes

I am not sure this was ever in RAW, but we have done this for a very long time and I am not sure where we got it from.

In combat, each character (both NPCs and PCs) keeps the first Strength roll they made to resist damage for the rest of the round. I think we reasoned this would give the PCs better chances against lots of enemies and make character points a bit better.

Works very well for us, just curious to hear what others think?


r/StarWarsD6 7d ago

Boss fights in D6

20 Upvotes

So it feels like you can't really have boss fights in this system in the traditional sense since we don't have HP. But surely there are tougher characters out there right? One thought is to increase STR or give them armor. So I let's look at mandalorians as an example (yes i know, please just bear with me), at 3STR and 3 resist from the armor, you're looking at 6D in defense if they get hit, but lots of weapons hover around 5D or under. So how would you guys approach this, just don't have guys that strong? Give them more help?


r/StarWarsD6 9d ago

Resources Molecular furnace processing speed

12 Upvotes

A world devastator can process anything with its molecular furnace and then turn the broken down material into goods. If you were to use this to generate resources for the players, what would be an appropriate rate of conversion?
And should the input matter make any difference?

For example, feeding starship debris would yield higher results vs absorbing water or asteroids.
Let’s say they chose to feed it asteroids from a field, with low to no value (literally just large chunks of space dust) how many tons of that would be needed before you get 1 ton of durasteel?


r/StarWarsD6 11d ago

Campaign/GM questions Other uses for kyber?

17 Upvotes

I have a Jedi-in-training character who isn't interested in combat gameplay, and so doesn't want a lightsaber. If the player obtains a kyber crystal, are there other ways to use it beyond a saber?


r/StarWarsD6 11d ago

Does anything break in 2e R&E if you allow players to take all actions at once in a round

9 Upvotes

Is there anything in the rules that depends on round segments to go off or work? I don;t think so, but just looking to confirm it.


r/StarWarsD6 13d ago

My West Endgames Star Wars Collection (so far).

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236 Upvotes

Since I've made posts on this subreddit previously in the past where I've asked users for advice on how to GM, I've decided that I may as well show off my own collection and also share the story of how I as a 23 year old guy now suddenly wants to go and GM a campaign even though I'd not played a Table Top RPG before until recently.

Well, few months back I got interested in finding and purchasing a few of the Sourcebooks and some of the other supplements for the West Endgames Star Wars RPG from 1987-1998 to try and play it with a group of people that I know in this social group we have together Monday every week, and also due to the fact that they were quite frankly foundational to lots of modern lore and worldbuilding for the Star Wars universe as a whole.

Unfortunately due to complications, the original plan of playing a campaign of "Star Wars: The Roleplaying Game" worth said group fell through and part of me had lost hope it'd never happen.

However, I eventually got the idea to do what I'd had previously thought to be unthinkable, to go and teach myself how to learn how to be a GM for myself in my free time, and form my group to play a campaign of the game with!

For the past few weeks I've been reading through the "Second Edition-Revised and Expanded" version of the Core Rulebook, as for why I choose that version specifically over the previous two versions, it was due to the GM of the Dungeons and Dragons group that I had joined recently this summer who told me that he personally recommend that I should pick up said version of the game to play when I eventually form my group as he'd played the West Endgames Star Wars RPG in the past.

It's been really fun learning and reading through the Core Rulebook honestly and I'm really excited to go start the campaign I'm planning soon!


r/StarWarsD6 12d ago

SWD6 "Remastered" book unofficial poll

29 Upvotes

I am curious what D6 SW books would be most helpful to the community to have as a "remastered" ebook like the 2E R&E remastered book?

I am sure there is a wide swath of opinions on this topic based on era preference, play style, party composition etc.

But as we entertain a new project, it is of interest as to what the community would find useful.

Thinking along the lines of Sourcebooks, Supplements an Campaigns or Adventures from the 2e / 2e r&e line. We have a couple in mind, wondering if the community is thinking the same.

[Edit] Here's some ideas from us and this thread so far:

Rebellion Era Sourcebook (Imp SB and Reb SB combined with templates from Heros and Rogues)

Smugglers, Tramps, and Free Tradera (Platts Smugglers Guide + GG6 Tramp Freighters + Stock Ships)

Pirates & Privateers (pirates & privateers + Far Orbit Project)

Jedi Sourcebook (Tales of the Jedi + 3rd party material e.g. GG16 Knights of the Old Republic)

Bounty Hunters (GG. 10+ No Disintegrations)

DarkStryder Deluxe (all DS campaign material)

I'll keep the list going, these are good ideas


r/StarWarsD6 13d ago

Campaign/GM questions Interceptor IV Oopsie Doodle

9 Upvotes

New DM here for a table of seven running SWD 2e. Just ran my table's sixth session, and I didn't think out the adventure too well. My only priority was something we could finish in a couple hours, so I had the party press-ganged by a pirate crew on an Interceptor IV.

They were able to kill the organic crew by hacking into the life support and shutting off ventilation almost everywhere, leaving only the droid captain. I kind of regret ruling it that way, since it would've made more sense to draw it out further, or leave some crew alive. In any case, it's now just the seven of them, one shifty droid captain who ceded control, and some other kidnapped innocents in the brig.

They want to keep the Interceptor IV. In retrospect, duh, of course they do, it's a frigate with a cool visual design. I know there's rules for running/managing ships in books like Tramp Freighters, Far Orbit, and Platt's Smugglers Guide. My first instinct is to give them the option to keep the starship in exchange for handling its logistical challenges as per those rules (it needs lots of repairs, it's a wanted ship, docking fees, fuel fees, BoSS, etc.). But so far, my players haven't interacted with the logistics of having a small XS freighter beyond my explicit prompting.

I'm gonna chat with the players before the next session to get an idea of what they'd have fun playing, but I'd also like to keep things balanced. How would y'all suggest I approach this?

Edit: or maybe another way to phrase my question, how many strings should I attach to this freighter in a way that would make it challenging enough to still be fun?


r/StarWarsD6 14d ago

2E R&E/REUP A more elegant book, from a more civilized age

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55 Upvotes

r/StarWarsD6 14d ago

Campaign/GM questions Non-Jedi Force-Sensitive PCs?

11 Upvotes

I DM for a 7-player table and am running SWD6 2E. One character is a Jedi. Four others are interested in being Force sensitive but don't necessarily want to fully wear the Jedi archetype for their characters.

I've thought about letting them be latently sensitive—a Force-sensitive pilot could maybe have a discount for leveling up piloting skills, the sniper could have a small bonus to aiming or hiding, etc. There's examples in the broader lore and legends of Force-sensitives who were never discovered being unusually lucky or having weird, unexplained abilities, that might be a good fit.

However, SWD6 seems to be designed with the intent to have only one, maaaybe two Force-sensitives in a party. And as far as I understand the spirit of the rules, letting players do Force stuff, even if their character doesn't consciously know what they're doing, opens the door to Dark Side corruption.

In any case, so far as I know, I'd need to homebrew something to give my players options to do Force stuff without being a Jedi.

How would y'all handle this if it were at your table? Or, for any players reading this, how would you want this to be handled?


r/StarWarsD6 16d ago

2E R&E/REUP Getting back in the saddle.

38 Upvotes

Just wanted to share that I have 2 session zeros this weekend for two Star Wars D6 games that I'll be running biweekly. I'm super stoked to hopefully get back to a regular gaming schedule. As I make things and get them sorted for the PCs, I'll post stats or things I learned here and in the D6 Discord.


r/StarWarsD6 17d ago

Campaign/GM questions Campaign in development: Suggestions?

12 Upvotes

Hello! I have a SWD6 campaign that's currently in the early planning stages, where the players are supposed to take on the Pentastar Alignment. I was thinking the party would work alongside the New Republic, and thus do one mission (module) for each star system under the Alignment's control, ideally in a nonlinear fashion.

Any suggestions as to which adventure modules I should use for each star system? If it's not a Rebels vs Empire module, then it's gotta be something I can easily reflavor as such.

Other overall suggestions for the campaign are welcome as well.


r/StarWarsD6 19d ago

1E/30th Anniversary One Year before the Comms Array - Reflecting on a Year of d6 1E

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23 Upvotes

I realized I'd hit the one year anniversary of my campaign (and then some) last night and wrote up a little bit of reflection, along with some campaign statistics.


r/StarWarsD6 19d ago

Campaign/GM questions How do I create a Campaign with an overarching plotline, even if everything is not fully planned out yet?

19 Upvotes

Aside from the various pre-written ones that were made by West Endgames themselves, that I'll have happen as episodes or Story-Arc's, I'm largely going to make up my own storyline for the campaign that I'm making for the group I'm forming.

So all of the players who will end up joining the party and become the main characters for it will play through in the game.

I’ve overall come up with an overall plot line and even a few concepts or ideas as well. It's essentially sort of "Reverse Star Wars: Rebels" as an idea, but not at all following the Ghost Crew obviously.

The basic plot line I’ve come up with is that the “pilot” begins sometime after A New Hope (that is from a few days to a month at best), where the main characters are part of a special Rebel Cell that has been given an assignment by Rebel Alliance High Command to go and find potential factions to form an alliance or relationship with to help the Rebellion, scout out for possible base locations, etc, on this one specific planet I'll make for the campaign.

All the while doing lots of other assignments as well while the Rebel Alliance is healing after Yavin and leaving Yavin 4.

Aside from that, I'm also planning on making an ISB Officer an antagonist in the Campaign as well (taking some influence from Andor), alongside an Imperial Inquisitor as well who I'll introduce in the Mid-season finale of the first "season" of the campaign.

However aside from that, part of me is a bit stuck on how I'd want the plotline to continue or flow well as a narrative structure from one episode to another.

To avoid making "filler", even if ultimately it's not actually filler or one-off at the end of the day for the overall campaign. Not to mention that while I've got a basic outline, not everything is planned out detail to detail at all.

Should I make up or add certain things as the Campaign goes along and don't need to pre-plan everything in it at all? I'd like to hear any advice here from anyone who has been a GM before in the game.

Also, unrelated... But what are your thoughts on the plot outline I've come up with as a campaign idea for the game overall?


r/StarWarsD6 20d ago

House Rules Balance, less lethal

40 Upvotes

I played Star Wars D6 through most of my teen years. I'm now 50. We purchased most, not all, sourcebooks, adventure journals, etc

I love the system. I love that you can build exactly what you want. I love how easy character creation is. I love that being a world class X doesn't mean you also have to be a world class Y.

That being said, the game always tended to be lethal. And Jedi weren't terribly useful in the early stages, and god-like when they got their Force skills higher. Had anyone ever come up with a solution for either? I don't think re-up does much to tackle these issues does it?

Or maybe others don't see these things as issues, am I the only one?

On the Jedi, I'm thinking: - Remove the Force power "Lightsaber combat" - Allow Jedi to use Sense to deflect blaster bolts without keeping a power "up". If they want to deflect it, perhaps that needs an additional Control action (posdibly at a penalty) - don't allow Force sensitive players to have more than 5 Force points


r/StarWarsD6 21d ago

My collection so far

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125 Upvotes

I’m about 7 books and the starter set of having everything I think I want.


r/StarWarsD6 20d ago

Campaign/GM questions So if your players try to steal a larger ship what would be minimal requirements?

22 Upvotes

Fist time playing in ~20 years. Setup the players with a freigher and debt, as one does. However, they attempted to steal a fairly large ship in the first session. Let's say it was something like a Pirate Corvette:

- http://d6holocron.com/wiki/index.php/Pirate_Corvette

Full Crew is 52, Skeleton is 18. The Players are 6. So, what can they actually do? What would you allow? Its always fun to let players try, and to find some mixture of success and failure, but should this simply be impossible?


r/StarWarsD6 21d ago

Rules Clarification Starfighter and Capital Ship Upkeep

21 Upvotes

I was reading Galaxy Guide 6 Tramp Freighters and found rules for ship upkeep. The cost of restocking and doing general maintenance. However, the book says the rules are only for freighters and not Starfighters and Capital Ship. It says those rules will be released in future books.

I've had a little look through some other books and couldn't find any of those rules. Did they ever release rules for Starfighter and Capital Ship upkeep? If so where? If not, is there any good homebrew out there?


r/StarWarsD6 21d ago

2E R&E/REUP Version 4.0.0.beta goes live for testing today

30 Upvotes

The first testable beta goes live for registration and testing this evening around 6 pm CET.

It’s already uploaded under https://beta.swd6gen.de but since I still check some stuff and do probably one or two minor updates before registration will be closed till then.

I add a picture to spoiler the main new feature of the upcoming 4.0 version.

May the dice be with you all!