STAR WARS - Rise of Rebellion
The game uses a modified version of the West End Games Revised and Expanded Second Edition Rules for Star Wars D6. Most general rules conventions such as wild dice, movement, and general skill improvement remain the same. Variations will be listed below. An image of the Character Sheet can be found on the linked page.
All players get 18D to allocate for attributes regardless of species (those that would have gotten more or less now get the same amount). No attribute can be less than 1D (mostly for species like Shard and Ee which were allowed 0 stats; in the case of the Shard the physical stats of the droid body come from the player's pool and are not figured separately).
A player may use a number of attribute dice to purchase Force Ability (in dice as other attributes, but it may be 0 and the cap is 5D regardless of species). This is a special attribute and not all players will have it.
This game uses a condensed skill list with several skills from WEG combined for 30 general skills (5 per attribute). There are no advanced skills in this version, but players may specialize.
Specializations can be purchased at the cost of raising the current general skill one pip (1 character point per full die of base skill). The specialization is then 1D above the base skill and remains so when the base skill is raised in the future (the specialization never goes above the base skill by more than 1D). There is no limit to how many specializations may be taken, but generally more than 2 isn't cost effective.
Defense and Maneuvers;
In vehicle combat rather than roll for initiative characters roll opposed pilot rolls to gain position. The winner is in shooting position (short range) on the loser and if the winner won by a margin of 10 or more they are in ideal shooting position (point blank). Unless the losing vehicle has turrets or rear facing guns it cannot attack, but may make a full dodge (add pilot/drive to base difficulty to hit for all incoming shots).
Two or more vehicles may work together in a wingman formation which requires anyone taking position on the lead vehicle to surrender position to the wingman (no roll needed for the wingman). This forces a vehicle attacking the lead to defend against the wingmen unless they move in to destroy them first.
All Out Defense vs Reactive Defense; in an all out defense the only other thing a character can do is move (all out defense is rolled normally for cautious and normal move, -1D for double move, and -3D for all out move). A reactive dodge isn't used until an attack happens, but doesn't stack with range penalties and goes down by 1D per defense roll made in addition to any existing penalties for actions taken earlier in the round.
Defending Others can be done by providing cover fire, shooting at the enemy to force them to use up their actions dodging, or by blocking. Blocking is getting between the enemy and the person protected to act as cover, but it is very dangerous since you can't dodge without taking away the protection offered although parry is still an option making it a more viable defense for Jedi.
Skill for Initiative;
Similar to the idea of maneuvering in vehicles a character in a ground fight can rely on high skill to replace Perception for Initiative rolls if they are only doing one sort of action. A gunfighter knows he will be trying to use his heavy blaster pistol to shoot his three opponents, so he asks to use his blaster skill for initiative. Another character knows all he wants to do is get safely to cover, so he asks to use Dodge in place of initiative hoping to reach cover before anyone starts shooting. This has the drawback that Stormtroopers generally use simple tactics meaning they will often go sooner in a round using this method (5D gun skill vs 2D Perception).
In combat damage is pooled and compared to the character's damage threshold. Each stage is reached when damage accumulates to the pips of Strength Code (a die is 3 pips, so a 2D Strength is 6 pips and a 3D+1 is 10 pips). In this system a character takes no penalties as long as damage is below the first threshold (0-5 for 2D, 0-9 for 3D+1). When the damage reaches the first threshold or Wounded the character takes a 1D penalty to all actions and cannot move all out (6-11 for 2D, 10-19 for 3D+1). At the second threshold or Seriously Wounded the character takes 2D penalties to all actions and cannot double move (12-17 for 2D, 20-29 for 3D+1). At the third threshold the character is incapacitated and cannot act on their own; if roused, but not healed they take 3D penalties and can only move at 1/2 move (18-23 for 2D, 30-39 for 3D+1). A character taken to the fourth threshold is mortally wounded and not only can't be roused, but will continue to lose 1 damage per round until they die if not given medical care (24-29 for 2D, 40-49 for 3D+1). If a character takes enough damage to go to a 5th threshold they are dead and cannot be revived (30 for 2D, 50 for 3D+1).
Armor and Shields are subtracted from the attacker's damage before it is rolled.
Vehicles don't get incapacitated and instead are heavily damaged (3D penalties and 1/2 move only), a mortal vehicle is breaking up and can't be saved (but could be later repaired if it didn't get destroyed in the crash). Shields act as armor for vehicles, the shields blown result no longer applies so shields continue to protect unless ionized.
Shields for other vehicles: in the original material armor was incorporated into the body rating but the new system eliminated that. To calculate in an original D6 vehicle should have shields/armor rating subtract 3D from the listed body rating if the result is positive treat it as armor to a maximum of 3D (don't use this for starships or vehicles with a listed shield rating). An AT-AT would have a 3D armor rating (making their armor effective against snow speeders as depicted in Empire Strikes Back), while a 74z speeder bike wouldn't get any armor benefit.
In these rules the slow and expensive performance enhancements aren't available. Instead all improvements are done as jury-rig modification. For each die of improvement to a maximum of 3D the player uses a special die which if it comes up a 1 requires a check on the jury-rig charts. All equipment, vehicles, and droid stats rated in dice or having a move score may be jury rigged (cybernetics and drugs are considered jury-rigging for characters).
When items from Clone Wars were introduced they were given stats matching or surpassing the Rebellion era equipment. This places them outperforming the equipment by far that was supposed to be from that era. A simple correction for this is to take any new clone wars era equipment and modify it (lower Space or Move by 2 steps, lower maneuver/body/shields/fire control by 1D, and lower damage done and droid skills by 2D).
Each Force Power is learned as a separate skill, there are no prerequisites and if there is a self and other version of the power (such as healing) they are combined into one power. There is only one roll to activate a force power and they may be kept up at the standard multi-action penalty. Most powers will now add a flat 3D bonus which isn't improved. If a power does damage it now does 3D damage (or 3D damage per round if kept up). Damaging powers aren't automatically dark-side but the GM may assign dark side if it becomes necessary. Powers in general require a moderate activation roll (15). When possible a power should give a bonus rather than an automatic result (affect mind gives a 3D bonus to any influence roll made such as Con or Command). An example would be a character using receptive telepathy to read a prisoner's mind, the GM has them make a persuasion roll with a 2D bonus (3D -1D for multiple actions) or has a friend roll persuasion and add the 3D for the Jedi if they are only reading minds while a companion tries to get the prisoner to think of the information. Stacking abilities is possible, but eventually the penalties are too much to make the force power rolls for activation such as combining affect mind and receptive telepathy while having a prisoner questioned.
Lightsaber Combat adds 3D to hit and damage with a lightsaber (a specialization of Melee Weapons), but since it must be maintained during the fight the character only has a 2D effective increase in Lightsaber to hit rolls and cannot make an all out defense while maintaining the power.
Force Skills cost twice as much to learn or advance as other skills unless the character has a teacher, another force user with the skill equal to or higher what the character will achieve when they raise it (a character with 5D force ability could not learn from someone with 5D or less in the skill they intended to teach).
Using the map in the Maps section of the page (or a similar one) the scale used is 2 days at x1 hyperdrive to cross one square on the map. Major hyperpace lanes (Hydian Way, Corellian Run, Perlimmian Trade Route, Rimma Trade Route, and Corellian Trade Spine) marked in bold black lines are difficulty 10 (Easy) to navigate at full speed. Minor hyperspace lanes (thin lines on the map) are difficulty 15 (Eoderate) to navigate at full speed. Lesser hyperspace routes (unmarked on the map) are difficulty 20 (Difficult) to navigate at full speed. Each factor slower than the ship's normal speed lessens difficulty by a category (-5); so a x2 hyperdrive ship could travel a major hyperspace lane at x3, a minor hyperspace lane at x4, or a lesser hyperspace lane at x5 only requiring a difficulty 5 (Very Easy) navigation roll. A hotshot pilot could increase the difficulty 2 steps (10) to lower their multiplier by 1 stage (x2 to x1 or x1 to x1/2).
Players begin with 18D for attributes which must fall into the racial guidelines for their species. No attribute may be below 1D even if the Species would normally allow it (shards must pay the dice for their droid body).
Players start with "Worldly Experience" which is 1D over the attribute in all 30 general skills to a maximum of 5D (if your attribute is 4D+1 or higher the skill starts at the higher of 5D or your attribute). In addition to their worldly experience players begin with specific training in the form of 7D which the player can apply to those skills already increased by worldly experience to a maximum of 2D over the attribute (this generally means only 1D per skill unless an alien with a base attribute over 4D, aliens with attributes of 4D+1 or 4D+2 will need to assign pips rather than full dice to reach the cap – 3 pips er die). Any of the 7D can be traded for specializations at the rate of 3 specializations for 1D of traded skill or 1 specialization per pip with 3 pips per die (no limit to how many may be taken other than maximum of dice spent – a player could start with no general skill adds and 21 specializations).
Players can spend up to 5,000 credits for starting gear (one set of casual clothes can be assumed if no money is saved). Unspent money is available at the beginning of the game.
All characters begin with 1 Force Point and 5 Character points at the beginning of the first session.
Game Master Character:
A Game Master character is not a traditional NPC, but is the game master's personal character for play when another GM runs a session. The GM character will receive the standard awards for the session and may accompany the team (this setting will make it hard to excuse the character not being with the team, at least in the beginning), but should fall into the background as much as possible and unless necessary not appear in scenes where there are no other NPCs.