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  QUICK REFERENCE GUIDE   
   
  Version 1.4 
   
  By Diem Ephée 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Based on the 
   
   
  
   
  Page 2 
  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 
  AE: Alien Encounters 
  AIR: Alliance Intelligence Reports 
  AJ_: Adventure Journal (#) 
  BSS: Black Sands of Socorro 
  CA_: Classic Adventures (#) 
  CC: Classic Campaigns 
  CRF: Cracken’s Rebel Field Guide 
  CRO: Cracken’s Rebel Operatives 
  CTD: Cracken’s Threat Dossier 
  Cyn: Cynabar’s Fantastic Technology: Droids 
  D20: WotC D20 Core Rulebook (adapted) 
  DE: Dark Empire Sourcebook  
  DF: Dark Forces Computer Game (adapted) 
  DKO: DarkStryder: Kathol Outback 
  DSt: DarkStryder Campaign Boxed Set 
  DSTC: Death Star Technical Companion 
  FBS: Flashpoint! Brak Sector 
  FOP: Far Orbit Project 
  Gal: Galladinium’s Fantastic Technology 
  GD: Gundark’s Fantastic Technology 
  GG_: Galaxy Guide (#) 
  GH: Gamemaster Handbook 
  GSR: Gamemaster Screen, Revised 
  Gor: Goroth, Slave of the Empire 
  H&S: Hideouts and Strongholds 
  HSC: Han Solo and the Corporate Sector 
  HtE: Heir to the Empire Sourcebook 
  IC: The Isis Coordinates (Adventure) 
  Imp/IS: Imperial Sourcebook 
  JA: Jedi Academy Sourcebook 
  LES: Lords of the Expanse Sector Guide 
  MtL: Mission to Lianna 
  ND: No Disintegrations (Adventure) 
  OE: Operation: Elrood (Adventure) 
  P&P: Pirates and Privateers  
  PC: Star Wars Planets Collection 
  PG: Planets of the Galaxy (#)  
  PoM: Planet of the Mists (Adventure) 
  PSG: Platt’s Smuggler’s Guide 
  RAS: Rebel Alliance Sourcebook 
  RoE: Rules of Engagement/Rebel Specforce 
  SEPG: Shadows of the Empire Planets Guide 
  SoE: Shadows of the Empire Sourcebook 
  SWG: Star Wars Galaxies (Adapted) 
  Snov: Supernova (Adventure) 
  SSR: Secrets of the Sisar Run  
  SS: Stock Ships 
  TaB: Truce at Bakura Sourcebook 
  TJ: Tales of the Jedi Companion 
  Tril: Star Wars Trilogy Sourcebook 
  TT: Thrawn Trilogy Sourcebook 
  UAA: D20 Ultimate Alien Anthology (adapted) 
  WBC: Wanted by Cracken 
  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 
  
  SWD6 Quick Reference 
  Character Creation and Advancement 
  by Diem Ephée 
   
  Page 3 
   
  Character Creation 
  2RE:23-32 
  Step 1: Choose an alien species or a human (all attributes 2D-4D, Move 10/12). When  
  considering what you want in a character, pay close attention to attribute min/maxes 
  and special abilities, e.g. natural weapons (claws, teeth) and armor (scales, thick hide), 
  skill bonuses, and special senses, like infrared vision or ability to read emotions.  Note 
  that some aliens appear inherently more powerful than others; story factors are often 
  used as a temporizing measure to help the GM keep things a bit more “even.” 
  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 
  recommends characters begin with an additional 6D (total 18D for most species).  
  [Opinion: Some circles (mine included) don’t use it, preferring the from-scratch approach 
  of character building and starting as an “average Joe” as opposed to a hero.] 
  When assigning attribute dice, consider the consequences of having low dice in certain 
  attributes.  Characters with low Strength and Dexterity may be liabilities in combat and 
  have a high risk of getting hit and killed.  Those with low Perception and Knowledge will 
  have difficulties figuring out where to go, what to do, and will be prone to being conned 
  or intimidated.  Without Mechanical or Technical, a character will have to rely on others 
  to get from place to place, be healed after combat, hack into computers and security 
  systems, and repair damaged equipment. Remember, you’re a team: consider the 
  attributes and skills of the group’s characters. 
  A good strategy is to focus on two attributes to be above-average, two to be average, 
  and two to be below-average.  This allows a character to start strong and round out over 
  time, since lower attributes and skills cost fewer character points to improve.  One can 
  also “min-max” the character, placing 4D in favored attributes and 1D in others, though 
  this may create too many weaknesses resulting in difficult adventures or untimely death. 
  You can split an attribute die into three “pips,” or +1 bonuses; you can have 3 +1s or a 
  +2 and +1.  +3 does not exist; it causes the die code to increase to the next whole die 
  (3D+2 +1  4D).  You can split as many attribute dice as you like (e.g. 2D for 3 +2s). 
  If your character is Force sensitive, you can place attribute dice into the 3 Force skills 
  (Control, Sense, and Alter).  See the Force section (p. 22) for more information. 
  Step 3: Assign skill dice. The 2RE core rulebook grants starting characters 7D skill dice.  
  [Opinion: Your circle may decide to grant more skill dice; we give 10D since we choose 
  not to give the +6D attribute dice.]  These dice must be placed 1D at a time (cannot be 
  split into pips) with no more than 2D at creation in any one skill.  Skills are on p. 4-5. 
  I recommend that all characters should put at least 1D into an offensive skill (Blaster, 
  Missile Weapons, Melee Combat, Brawling) and into an evasion skill (Dodge, Melee 
  Parry, Brawling Parry) since failure in combat can often mean rolling a new character.   
  Skills have a die code of the skill dice placed in it plus the attribute; for example, a player 
  with 3D Dexterity who places 2D into Blaster has a Blaster skill of 5D. 
  A skill level of 4D is considered professional, 6D very good (e.g. top military units), 8D 
  among best on a planet, 10D among best in a sector, and 12-14D among the best in the 
  galaxy.  For example, if a player wants his character to be the group’s pilot, he should 
  start with at least 4D or 5D in Space Transports (preferably more). 
  You can split one skill die into three +1D Specializations.  See the skills tables for specific 
  examples.  This represents specific training in a particular type or modality of the skill, 
  e.g. Blaster: Blaster rifle, Space Transports: YT-1300, or Languages: Twi’lek. These skills 
  can be increased at half the cost of normal skills and do not require the base skill to 
  specialize.  The skills are separate once learned; one cannot roll Space Transports: 
  Ghtroc to fly a YT-1300, and increasing the unspecialized Blaster skill by +1 does not 
  likewise increase the Blaster: Blaster pistol skill.  Good skills to specialize are the primary 
  weapon skills, ship/vehicle operation and repair, and Perception/Knowledge skills. 
  Some skills are Advanced Skills; these require a certain amount (usually 5D) of 
  prerequisite skills.  These represent “professional” education such as doctors, engineers, 
  etc.  They start at 1D (not at the attribute or prereq) and advance at double cost. 
  Examples include (A) Medicine (requires 5D First Aid) which enables surgery and Bacta 
  tank operation, (A) Blaster Engineering (requires 5D Blaster Repair) to create custom 
  blasters, and so forth.  When rolling the prereq, a player may add the (A) skill to the roll; 
  e.g. a character with 5D+1 First Aid and 2D (A) Medicine may roll 7D+1 for First Aid. 
  Step 4: Decide Force sensitivity. The 2RE core rulebook grants players the ability to 
  choose Force sensitivity at time of creation for free, or one may spend 20 Character 
  Points at any time in order to attain Force sensitivity.  [Opinion: our circle thought that 
  was a bit too easy to obtain, so we use a “Force roll” of 3D at character creation; 14 is 
  Force-sensitive with no Force skill dice, 15 has 1D and 1 power, 16 has 3D and 3 powers, 
  17 has 6D, 6 powers, and a lightsaber, and 18 has 9D, 9 powers, and a lightsaber.]  Again, 
  this is entirely up to your circle to decide how to do it.  See “The Force” (p. 23) for more 
  explanations of Force skills and powers. 
  Step 5: Get equipped. There is no stated guideline in the 2RE core rulebook as to how 
  to determine starting characters’ money and equipment, so this again depends on how 
  your circle wants to do it.  [Opinion: our circle gives new characters 2000 credits to buy 
  equipment not rated 4 or X.] 
  Step 6: Assign Force and Character Points.  All characters start with 5 Character Points.  
  Non-Force-sensitive characters get 1 Force point, Force-sensitive characters get 2. 
   
  Character Advancement 
  2RE:32-36, 83-86 
  Character Points (CPs): this is the game’s version of XP.  Some gamemasters may give 
  players a CP or two in-mission for particularly good decision-making or role-playing.  An 
  average 2-hour adventure will result in 6-10 CPs; players who were more crucial to the 
  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. 
   Increasing attributes: it costs 10/D CPs to increase attributes +1, e.g. 20 CPs to go 
  from 2D  2D+1, 30 CPs from 3D+2  4D, etc.  All skills of that attribute likewise 
  increase +1. Attributes can only go above the species maximum if the roll of the 
  intended score is less than the maximum; e.g. a Human going from 4D to 4D+1 
  Strength would have to roll lower with 4D+1 than 4D.  If the check fails, half the 
  intended CPs spent are lost. 
   Increasing skills: it costs 1/D CPs to increase it +1, e.g. 1 CP from 1D+2  2D, 6 CPs 
  from 6D+1  6D+2, etc.  Specialized skills (e.g. Blaster: Blaster rifle) advance at ½x 
  cost rounded up, e.g. 1 CP for 2D+1  2D+2, 4 CPs for 7D  7D+1.  Newly learned 
  skills start at +1 above the attribute; specializations start at +1 above the general 
  skill.  Advanced skills cost 2 CPs to learn, start at 1D (not the attribute), and 
  advance at 2x the usual cost. 
   Increasing Force skills (Control, Sense, and Alter): these cost the same as regular 
  skills (1/D) with a teacher and double (2/D) if there is no teacher.  A character must 
  have 3D in the relevant skill to teach another. 
   Learning Force powers: New powers cannot be learned without a teacher.  When 
  increasing a Force skill, the character may learn a new power of that skill of the 
  teacher’s choice; if no skill is increased, they cost 5 CPs per skill.  For example, 
  learning Farseeing require increasing Control and Sense +1 each or costs 10 CPs. 
   Increasing move: characters start at the base move; it costs the move value to 
  increase it +1, e.g. 10 CPs for 10  11.  Move cannot go beyond species maximums. 
   Adding +1D to rolls: Players may spend 1 CP to receive an additional 1D to any 
  attribute or skill roll at a maximum of 5 at a time.  This is useful if facing mortal 
  damage or needing a Con to succeed in order to advance.  Note: this does not work 
  for rolls that do not rely on an attribute or skill, e.g. blaster damage. 
  Force Points (FPs): this is the measure of how much “good” a character has done.  Non-
  Force-sensitive characters are maxed at 5; Force-sensitives have no limit.  The 
  gamemaster may award a character an FP for a particularly heroic or compassionate 
  deed, e.g. sparing an opponent’s life or taking a blaster bolt for an ally.  FPs can be used 
  to double a roll for an attribute or skill, which again is useful at crucial parts of the 
  mission.  Only one FP can be used per round.  Gamemasters should give characters who 
  used an FP in a compassionate manner their FP back at the end of the mission, and 
  should consider awarding an extra FP if it was particularly heroic. 
  Dark Side Points (DSPs): this is the measure of how “evil” a character is.  Gamemasters 
  should give DSPs when a character needlessly harms or kills another, e.g. a helpless 
  opponent or an innocent bystander.  Force-sensitive characters with DSPs receive a +1D 
  bonus to all Force skill rolls per DSP; if they do not accept this bonus, increase the 
  difficulty of Force powers by 1 level (or more).  Each time a character (even a non-Force 
  sensitive) gets a DSP, roll 1D: if the roll < their DSPs, they turn to the Dark Side.  Once a 
  character has gone over to the Dark Side, he no longer receives the bonus.   
  [Opinion: there is no specific guidance as to how to govern Dark Side characters; the 
  gamemaster should require Willpower rolls to resist story decisions which would involve 
  killing or personal gain, and like D&D, they shouldn’t be able to pair with Light Siders.] 
  Money: credits are king; characters can use it not only to buy equipment and ships, but 
  for upgrades, hiring NPCs, and bribing officials and crime lords.  An average mission 
  should yield about 500 credits per person and/or some decent loot, e.g. a rare weapon 
  or item.  Players who were granted a ship at creation should probably owe that money 
  to a bank or crime lord; they should pay them back as adventures unfold…or kill them. 
  Equipment: not every character was meant to have the Illumina and Paladin Shield.  The 
  4,X items are meant to be very, very hard to find; characters might encounter one during 
  their whole lives.  These should require a very high Streetwise or Business roll to obtain 
  or could be a rare drop a near-impossible mission. Black market goods should cost at 
  least 2-3x the listed cost. If a character does have a very powerful item that “breaks” the 
  game, the GM may add more difficult enemies or “complications” to keep it interesting.
  
  SWD6 Quick Reference 
  Character Creation and Advancement 
  by Diem Ephée 
   
  Page 4 
   
  Dexterity Skills 
  2RE:38-40 
  Skill 
  Time 
  Specializations 
  Description 
  Acrobatics 
  1+ round Styles, apparatus, terrain Movement; may substitute for Running or Climbing/Jumping or reduce fall damage in gamemaster-approved situations 
  Archaic Guns 
  1 rd 
  Type/model 
  Ranged combat; e.g. flintlocks, muskets, black powder 
  Armor Weapons 
  1 rd 
  Type/model of weapon 
  Ranged combat; for weapons attached to armor, e.g. blasters, firearms, flamethrowers.  Missile weapons are separate. 
  Blaster 
  1 rd 
  Type/model 
  Ranged combat; e.g. blaster pistol, blaster rifle, repeating blaster; not used for blaster artillery or vehicle blasters 
  Blaster Artillery 
  1 rd 
  Type/model 
  Ranged combat; e.g. surface-to-air, anti-infantry, anti-vehicle, or model 
  Bowcaster 
  1 rd 
  None 
  Ranged combat; only works for Wookiee Bowcaster and similar (not for other blasters or crossbows) 
  Bows 
  1 rd 
  Type/model 
  Ranged combat; e.g. longbow, Tunroth Klirun bow, crossbow (not bowcaster) 
  Brawling Parry 
  1 rd 
  Style, e.g. martial arts 
  Reaction; used to avoid brawling or melee attack while unarmed or using blaster; +10 to attacker’s roll if armed 
  Dodge 
  1 rd 
  Type of attack 
  Reaction; used to avoid ranged attack, can use as sole action for rest of round (“full dodge”) 
  Firearms 
  1 rd 
  Type/model 
  Ranged combat; e.g. pistols, rifles, machine guns, slugthrowers, anything with a simple physical projectile 
  Flight 
  1+ rd 
  None 
  Movement; used by characters/creatures with natural flight ability.  Not for jetpacks or powered armor (Mechanical). 
  Grenade 
  1 rd 
  Type/model 
  Ranged combat; if miss, roll 1D and see grenade deviation chart in Rules; also covers throwing rocks/balls 
  Lightsaber 
  1 rd 
  None 
  Melee and reaction skill; if failure/miss by 10+, damage self. Can parry blaster bolts if Lightsaber Combat Force power is up. 
  Melee Combat 
  1 rd 
  Type/model 
  Melee attack; includes impromptu weapons but not natural claws/teeth 
  Melee Parry 
  1 rd 
  Weapon held or attacked  Used to avoid brawling or melee attack if defender is holding a melee weapon; +5 to use vs unarmed attacker 
  Missile Weapons 1 rd 
  Type/model 
  Ranged combat; for missile/grenade launchers, grappling hooks, net guns, snare guns 
  Pick Pocket 
  1 rd 
  None 
  Opposed vs Perception/Search; Target bonus: +10 if very small crowd or on guard, +5 if light crowd or few distractions 
  Operator bonus: +10 if congested crowd or major distraction, +5 if crowded, dark, or minor distraction 
  Success: 21+: won’t notice, 16-20: notice after 1 min, 11-15: 3 rd, 6-10: 2 rd, 0-5: object snagged or still held 
  Fail: 1-5: target notices and can react next round; 6+: target notices immediately 
  Running 
  1+ rd 
  Distance, terrain 
  Movement on foot; free action for moving ≤1 Move in VE/E/Mod terrain.  See Movement table 
  Thrown Weapons 1 rd 
  Type/model 
  Ranged combat; e.g. throwing knives, sling, spear 
  Vehicle Blasters 
  1 rd 
  Type/model 
  Ranged combat; used to fire speeder- or walker-mounted blaster cannons or starship-mounted speeder-scale 
   
   
   
  Strength Skills 
  2RE:58-9, RoE 116-8 
  Skill 
  Time 
  Specializations 
  Description 
  Brawling 
  1 rd 
  Style or attack, e.g. tail, 
  bite, claws, grappling 
  Hand-to-hand or gloves/gauntlets, or bite/claws, Very Easy base difficulty to hit or opposed Brawling parry 
  Grapple: +10 to difficulty, if succeed: opposed Strength to escape, grappler adds +1 for each amount succeeded initially 
  Brawling:  
  martial arts 
   
  (Some circles may 
  choose to have 
  this be an (A) skill 
  with 5D Brawling 
  as pre-requisite) 
  1 rd 
  May add one technique 
  listed for each full 1D 
  beyond Brawling skill 
   
  †= may be used as 
  reaction skill 
   Blindfighting†: V.diff, ignore penalties if in striking dist. 
   Disarm: Mod, disarms character 
   Elbow smash: VE, STR+1D 
   Flip†: Mod, target hurled to ground, 3D damage 
   Flying kick: Diff, STR+2D, fail: target gets extra attack 
   Foot sweep: Mod, target prone for rest of round 
   Headbutt†: Easy, STR+1D, can use if bound/held 
   Hold/grapple: Mod + opposed Str, opposed Str each rd 
   Instant knockdown: Mod, knocks prone; to stand = 1 action 
   Instant stand: Mod, “flip-up,” free action 
   Instant stun: Mod, target stunned 
   Instant wound: Diff, target wounded (W  W2, W2  Inc) 
   Multiple strikes: Mod, free additional attack (3D damage) 
   Nerve punch: V.diff, limb unusable 3D rd, hit >15: uncon 
   Power Block†: Mod + parry, if parried: STR+1D 
   Reversal†: Opposed vs grapple, freed and target is held 
   Silent Strike: Diff, if unnoticed by target, uncon 2D min 
   Spinning kick: Mod, STR+1D; fail: target gets extra attack 
   Shoulder throw: Mod, hurls target to ground, 3D damage 
   Weapon-block†: Opposed vs melee; parries attack 
  Climbing/Jumping 1+ rd 
  Climbing or jumping 
  VE: ladders/rope walkways; Easy: 1-3 m, Mod: moving target, Diff: swinging rope while under fire; VD: moving-moving 
  Lifting 
  1 rd 
  None 
  VE: 10 kg, Easy: 50 kg, Mod: 100 kg, Diff: 200 kg, V.diff: 50 kg, Heroic: 750 kg, H+10: 1000 kg, +1 for each 50 kg 
  Lift 30 s-3 min: ↑1 lvl; 3-10 min: ↑2 lvl; 10-30 min: ↑3 lvl, 30-60 min: ↑4 lvl;  if succeed >1 lvl, can do other actions 
  Stamina 
  Variable None 
  For continued action or poison/MW resist; if fail, -1D until rest for as long as exertion was; can continue until 3 fails 
  Swimming 
  1+ rd 
  None 
  VE: calm water, Easy: minor obstacles or mod current, Mod: many obstacles or confined, Diff: rough storm or attackers, 
  V.diff: dangerous storm or large waves, Heroic: tidal wave or hurricane  
  Failure: start to drown, if 2D < rds drowning: death; -3D all non-Swimming actions, ↑1 lvl each round of drowning 
   
   
   
  Perception Skills 
  2RE:53-8 
  Skill 
  Time 
  Specializations 
  Description 
  Bargain‡ 
  1min-1h 
  Type of merchandise or 
  type of target (e.g. 
  bribery) 
  Seller wins: 21+: 3x price, 16-20: 2x price, 11-15: 1.5x price, 6-10: 1.25x price, 3-5: 1.1x price, 0-2: no change 
  Buyer wins: 21+: 50% price, 16-20: 65% price, 11-15: 75% price, 6-10: 85% price, 3-5: 90% price, 0-2: no change 
  Seller bonuses: +5 if problem customer, extravagant claim, failed Value, or vested interest, +10 if collusion or small bribe 
  Buyer bonuses: +5 if good relationship, abundant supply, damaged item, successful Value, large bribe, +10 if v. large bribe 
  Command 
  1 rd 
  Target, e.g. squadrons, 
  stormtroopers, or type 
  of battle/action 
  VE: every reason to obey, Easy: some reason to obey, Mod: no reason to disobey, Diff: skeptical, V.diff: high suspicion 
  Combined actions: add 1 character/D, +1 bonus for each character (e.g. 3D = 3 chars, +1D bonus; 8D = 8 chars, +2D+2) 
  One character (usually highest skill) rolls for the action; in combat can split bonus between hit and damage rolls 
  Con‡ 
  1 rd - 
  3 min 
  Method, e.g. disguise, 
  fast-talk 
  Lies, tricks, deception; resisted using opposed Con.  Note: GM should not tell characters they’re resisting a con 
  VE: close friend/relative, Easy: naïve/gullible, Mod: not personally involved, Diff: customs/law officer, V.diff: in-the-know 
  Conner bonus: +5 if known/liked but target suspects, +10 if no reason to distrust  
  Target bonus: +5 if suspicious/on guard, +10 if con will cause them to do something illegal or dangerous 
  Forgery* 
  1 rd – 
  days 
  Type of forgery, e.g. 
  security codes, permits 
  Initial roll to set difficulty of any attempt to inspect as forgery.  Opposed by Forgery, Search, or Perception to detect 
  Forger/inspector bonus: +3 for sample doc, +5 if some experience, +10 if high experience, +3-15 if droid/comp assist 
  Gambling‡ 
  1 rd 
  Game, e.g. sabacc 
  Opposed roll to play fair skill game, cheat, or detect cheating 
  Hide† 
  1 rd 
  Modality or object 
  To hide objects, not self (uses Sneak). Opposed by Search 
  Investigation 
  1+ rd 
  Locale, method, or field Find/gather information about a person, e.g. activities, whereabouts, dealings.  GM should give extra hints/clues. 
  Persuasion* 
  1+ rd 
  Form, e.g. flirt, debate 
  Used to persuade without deception, bribery, or intimidation; +5 to roll if it’s reasonable, clearly true, or knows target 
  well.  +5 to diff/resist if it’s unreasonable, not really true, or the target doesn’t know persuader. Opposed by Willpower 
  Search* 
  1+ rd 
  Mode, e.g. tracking, 
  scent, sound, or environ. 
  VE: knows exact location, Easy: knows approx. location, Mod: vague info, Diff: general search or very small object 
  V.diff: doesn’t know what to look for or very obscure/small, Heroic: can’t see w/naked eye.  Opposed by Hide or Sneak 
  Sneak† 
  1 rd 
  Environment 
  Used to move without being detected, hide oneself, or conceal traces.  Opposed by Search 
  * = sometimes opposed, † = always opposed, ‡ = opposed by same skill  
   
  
  SWD6 Quick Reference 
  Character Creation and Advancement 
  by Diem Ephée 
   
  Page 5 
   
  Knowledge Skills 
  2RE:40-7 
  Skill 
  Time 
  Specializations 
  Description 
  Alien Species 
  1+ rd 
  Particular species 
  Customs, societies, physical appearance, attitudes, philosophy, art, history, politics, special abilities, ID on sensors rolls 
  Bureaucracy 
  1 rd – 
  days 
  Government or bureau, 
  e.g. specific planet, Ships 
  and Service (BoSS), etc. 
  Familiarity with government, customs, information, finding permits or government/military-issue equipment (e.g. F/R/X) 
  VE: avail to all, Easy: avail to most, Mod: to qualified people, Diff: somewhat restricted, V.diff: requires clearance 
  Operator bonuses: +5 if well-funded or organized gov’t, +5-10: well-known to and liked by organization 
  Diff modifiers: +5: poorly-funded org, +5-10: unusual request, operator is opponent of gov’t, +15: very unusual request 
  Business 
  1 rd-day Field or organization 
  Legitimate businesses, information, and procedures; use Streetwise for criminal, Bargain for buying/selling 
  Cultures 
  1 rd-day Planet or social group 
  Particular cultures, protocol/etiquette, mores, ethos; more in-depth than Alien Species, e.g. variations in humans 
  Intimidation 
  1+ rd 
  Interrogation, bullying 
  Used to persuade with threat of pain, interrogate, or torture; opposed with Willpower 
  Intimidator bonus: +5 if armed, +10 if clearly more powerful, e.g. size, +15 if subject completely at mercy 
  Target bonus: +5 if has advantage, +10 if clearly more powerful, +15 if cannot conceive of danger from intimidator 
  Languages 
  1 rd 
  Specific language 
  Can understand without specializing; can only speak with specialization or ↑diff 2 levels; fluent at 5D or Diff success x10 
  VE: dialect of Basic, Easy: common, related to Basic, Mod: common/unrelated, Diff: rare/unrelated, V.diff+: intricate/unknown 
  Speaker bonus: +10 very simple (Y/N), +1-5: simple; Difficulty mod: +1-5 slightly complex, +6-10 complex, +11-20 intricate 
  Law Enforcement 1 rd 
  Planet or organization 
  Laws and law enforcement technique/procedures; GM can hint if bribery, resistance, or cooperation is advisable 
  Planetary Systems 1 rd 
  System or planet 
  Geography, weather, life-forms, trade, settlements, tech, general gov’t info; deeper info requires specialization 
  VE: e.g. Coruscant, Corellia, Easy: most know, Mod: heard of, Diff: obscure, V.diff: very obscure, Heroic: unexplored 
  Diff modifiers: +1-5: common but needs investigation, +6-10: would require observation, +11-20: req investigation/obs 
  Scholar 
  1 rd-day Field of study 
  Formal academic training not otherwise covered in Knowledge skills, e.g. physics, Jedi lore, galactic history, art 
  Streetwise 
  1 rd-day Planet or organization 
  Criminal or underworld organizations, e.g. finding contacts, learning info, finding illegal transport, services, or R/X goods 
  VE: easy to find, Easy: some discretion, Mod: high risk or regulated planet, Diff: unusual, V.diff+: in hiding, meeting boss 
  Bonuses: +5: known or contacts on planet/org, +10: no law enf., char is underworld figure or reliable/trustworthy to org 
  Diff modifiers: +1-9: no contacts/unfamiliar, +5: char is rival, +10: strict law enf./martial law, not trusted, never visited 
  Survival 
  1+ rd 
  Environment 
  Knowledge/act of finding shelter, food, water, etc.; VE: very familiar, Mod: slightly familiar, V. diff: completely unfamiliar 
  Tactics 
  1 rd-min Type of unit/combat 
  Ability to determine course of action in battle, e.g. gamemaster hints for how best to succeed; no direct skill bonus 
  Value 
  1 rd 
  Market or type of goods VE: common item, Easy: fairly common, Mod: uncommon or modified, Diff: risky services, V.diff+: not usually sold 
  Willpower 
  1 rd 
  Modality to resist 
  Opposes Persuasion, Intimidation, some stun damages; can re-roll failed Stamina check with Willpower at ↑1 diff lvl 
   
   
   
  Mechanical Skills 
  2RE:47-53 
  Skill 
  Time 
  Specializations Description 
  Astrogation 
  1 min 
  Specific route 
  30 min total to plot route, 1 min for actual act of entry, double diff for entry in 1 round.  If fail >10: no jump, re-roll 
  VE: well-known, used before; Easy: common, Mod: uncommon, Diff: obstacle (e.g. black holes), V.diff+: many obstacles 
  See Astrogation difficulty/mishap table for modifiers and failures by 1-9 
  Beast Riding 
  1+ rd 
  Type of animal Control of animal, opposed vs. orneriness; Fail 1-5: stop 1 rd, 6-10: stop 2 rd, 11-15: runs away, may reroll with beast +5, 
  16-20: bucks rider and runs away, 21+: bucks, animal Str vs rider Dex, if hit, trample damage (Str vs Str); if miss, run away 
  Capital Ship Gunnery 
  1 rd 
  Weapon type 
  Ranged combat for capital-scale weapons, e.g. turbolaser, ion cannon, tractor beam, gravity well projector, torpedo launcher 
  Capital Ship Piloting 
  1+ rd 
  Type/model 
  Movement/reaction for capital-scale vessels, e.g. ISD, VSD, Mon Cal Cruiser 
  Capital Ship Shields 
  1 rd 
  None 
  May use as reaction skill; Easy: 1 fire arc, ↑1 diff lvl per other arc, divide total shield dice across any arcs activated 
  Communications 
  1 rd 
  Type of comm Difficulty based on channel or info type: VE: public, Easy: private, Mod: sensitive, Diff: secure, V.diff+: secret/top-secret 
  Succeed by 0-3: 1-2 garbled bits, 4-6: ¼ of info, 7-10: ½ of info, 11+ whole; Fail by 1-5: wrong message, 6+: nothing noticed 
  Jet/Rocket Pack Operation 1 rd 
  None 
  Movement/reaction for jet packs (require atmosphere) or rocket pack (fuel only); separate skills for jet and rocket 
  Powersuit Operation 
  1 rd 
  Suit type 
  Movement/reaction for powered armor; may replace for Running, Dodge, Lifting, some attacks, and various actions in suit 
  Repulsorlift Operation 
  1+ rd 
  Type of vehicle Movement/reaction for repulsor vehicles, e.g. landspeeder, airspeeder, speeder bike, skiff, sail barge, snowspeeder 
  Sensors 
  1+ rd 
  Type of sensor Use of hand-held, mounted, and starship sensor arrays; see Space Travel/Movement section for starship sensor operation 
  Space Transports 
  1+ rd 
  Type/model 
  Movement/reaction for freighters, scout ships, passenger liners, heavy transports (starfighter or capital scale) 
  Starfighter Piloting 
  1+ rd 
  Type/model 
  Movement/reaction for starfighters, e.g. TIE fighter, TIE interceptor, X-wing, A-wing, etc. 
  Starship Gunnery 
  1 rd 
  Weapon type 
  Ranged combat for starfighter-scale weapons, e.g. laser cannon, ion cannon, tractor beam, missiles, torpedoes 
  Starship Shields 
  1 rd 
  None 
  May use as reaction skill; Easy: 1 fire arc, ↑1 diff lvl per other arc, divide total shield dice across any arcs activated 
   
  May have movement/reaction skills for archaic starships (solar sails), swoop operation, walker operation, ground vehicle operation (wheeled), hover vehicle operation, or any machine not explicitly listed 
   
   
   
  Technical Skills 
  2RE:59-66 
  Skill 
  Time 
  Specializations Description 
  Armor Repair 
  15+ min Armor type 
  Used to repair damaged armor: Wounded: Easy, Incapacitated: Mod, MW: V.diff; and to affix new components 
  Blaster Repair 
  15+ min Weapon type 
  Repair/modify character, speeder, and walker-scale blasters; failed rolls should result in mishaps at GM’s discretion 
  Capital Ship Repair 
  15+ min Ship type 
  Repair/modify all capital-scale vessels (includes capital-scale vessels which are piloted with Space Transports skill) 
  Computer Program/Repair 1+ rd 
  Computer type VE: public, simple; Easy: public but not open, Mod: private, complex; Diff: secret, V.diff+: top secret 
  Demolitions 
  1+ rd 
  Target or 
  explosive type 
  Separate roll for structure and effect of explosion; VE: plywood or rig at vehicle start, Easy: hardwood or contained 
  explosion, e.g. hatch, Mod: steel, directional explosion, Diff: light armor or precise explosion; V.diff: heavy armor 
  Extra damage: beat diff by 1-5: +1D, 6-10: +2D, 11-15: +3D, 16-20: +4D, 21-30: +5D, 31+: +6D 
  Droid Programming 
  15+ min Type/model 
  VE: simple task; Easy: patrol, memory wipe; Mod: personal interactions, Diff: skills, V.diff: complex skills/against design 
  Programmer bonus: +5 if sapient/independent droid, e.g. protocol/astromech; +5-10 if model familiar to programmer 
  Diff modifiers:+5 if low-intel model, unfamiliar task; +10: distantly-related task, +15-30: completely different type of task 
  Droid Repair 
  15+ min Type/model 
  Light dmg: Easy, 15% cost; heavy dmg: Diff, 25%; severe dmg: V.diff, cost 35%; nearly obliterated: Heroic, cost 65% 
  First Aid 
  1 rd 
  Patient species Ability to use medpacs and some medical equipment; see individual devices for specific effects 
  Lightsaber Repair 
  15+ min None 
  Repair/modify lightsabers.  Building takes V.diff roll and 1 month, may add 1 month to ↓diff 1 lvl (up to Easy/4 months) 
  (A)Medicine 
  1 min-hr Discipline 
  Req. 5D First Aid, complex diagnosis/procedures; specializations include bacta tanks, surgery, cybernetics, medicines 
  Repulsorlift Repair 
  15+ min Type/model 
  Repair/modify repulsor vehicles, e.g. landspeeder, airspeeder, speeder bike, skiff, sail barge, snowspeeder 
  Security 
  1+ rd 
  Target type 
  Locks, detection, alarms; VE: std lock, Easy: security lock, Mod: high-qual lock, Diff: e.g. bank vault, V.diff+: ultra-secure 
  Space Transports Repair 
  15+ min Type/model 
  Repair/modify freighters, scout ships, passenger liners, heavy transports (starfighter-scale) 
  Starfighter Repair 
  15+ min Type/model 
  Repair/modify starfighters, e.g. TIE fighter, TIE interceptor, X-wing, A-wing, etc. 
  Starship Weapon Repair 
  15+ min Type/model 
  Repair/modify starfighter-scale weapons; capital-scale uses Capital Ship Weapon Repair 
  (A)____ Engineering 
  Hrs-days Type/model 
  Requires 5D of relevant repair skill (e.g. Armor, Blaster, Space Trans); allows creation of devices/equipment/droids/ships 
  May have repair/engineering skills for melee weapons, missile weapons, archaic ships, capital ship weapons, ground vehicles, hover vehicles, swoops, walkers, buildings, facilities, security, or any machine not explicitly listed
  
  SWD6 Quick Reference 
  Alien Races 
  by Diem Ephée 
   
  Page 6 
  Race (Home) 
  AD 
  Dexterity 
  Strength 
  Perception Knowledge Mechanical 
  Technical 
  Move 
  Size (m) Special Abilities/Story Factors 
  Source 
  Abonshee (Abonshee) 
  12D 
  1D/3D 
  2D/4D+2 
  2D/4D 
  1D/3D+2 
  1D/3D 
  1D/3D 
  8/9 
  1.5-2.5 Armor: +1D physical, +2 energy; known as “Anointed People”, primitive, use swords/axes 
  AE:23 
  Abyssin (Byss) 
  12D 
  1D+2/4D 
  2D/4D 
  1D/3D 
  1D/3D+2 
  1D/3D 
  1D/2D+2 
  8/12 
  1.7-2.1  Survival: Desert: 2-for-1, adv half-cost up to 6D; Regeneration: 2D, days  hours; violent 
  GG4:5 
  Adarians (Adari) 
  12D 
  1D+1/3D+1 1D+2/3D+2 
  1D/3D+2 
  2D/4D 
  2D/4D 
  2D/4D+1 
  10/12 
  1.5-2.0 Hearing: +2D Search for sound; Long Call: 2 rounds, 3D stun within 5 m 
  Strict caste system; -1D to speak Basic 
  GG12:7 
  Adnerem (Adner) 
  12D 
  1D/3D 
  1D/3D 
  1D+2/4D+2 1D+2/4D+2 
  1D/3D 
  1D/2D 
  10/11 
  1.8-2.2 Tend to operate behind-the-scenes, not dealing directly in business. 
  AE:19 
  Advozsec (Riflor) 
  11D 
  1D/3D+1 
  1D/3D+2 
  1D/4D 
  1D/4D 
  1D/4D 
  1D/3D+2 
  9/11 
  1.3-1.9 Security-conscious, tend to be criminal 
  GG12:10 
  Amanin (Maridun) 
  12D 
  2D/4D 
  2D/4D+1 
  1D/3D 
  1D/3D+2 
  1D/2D+2 
  1D/2D+1 
  8/11 
  2.0-3.0 Roll: +10 move, no other actions. Redundant anatomy: all dmg rec ↓ 1 lvl (must “kill” twice) GG12:12 
  Aqualish (Ando) 
  12D 
  2D/4D 
  2D/4D+2 
  2D/4D 
  1D/3D 
  1D+2/3D+2 
  1D+2/3D 
  9/12 
  1.8-2 
  Belligerent, usually aquatic, tend to be thugs 
  GG4:13 
  Aramandi (Aram) 
  11D 
  2D/3D+2 
  2D/3D+2 
  2D/4D 
  1D/4D 
  1D/3D 
  1D/3D 
  6/10 
  1.0-1.5 High-gravity: +1D Dex/Str, +2 move on low/med-grav worlds, need breath mask 
  Climbing: 2D-for-1D at creation 
  AE:24 
  Arcona (Cona) 
  12D 
  1D+1/3D 
  2D/4D 
  1D+2/3D 
  1D/3D 
  1D+1/3D+1 
  1D/3D 
  8/10 
  1.7-2.0 Armor: +1D physical; Claws: +1D brawling damage, climbing 
  Poor vision: -1D for vision >15m, +1D other senses <15m; Salt addiction: 25 g/day or -1D to all 
  GG4:15 
  Askajians (Askaj) 
  12D 
  1D/3D 
  1D/2D 
  2D/5D 
  1D+2/4D 
  2D+1/4D 
  2D/5D 
  10/12 
  1.0-2.0 Water storage: need only 100 mL/day, Primitive, 6-breasted 
  AE:27 
  Balinaka (Garnib) 
  12D 
  1D+2/4D 
  3D/5D 
  2D/4D 
  1D/3D+1 
  1D+2/3D+2 
  1D/2D+1 
  12/15 
  2.5-4.0 Claws: +1D brawling damage, Night vision, Air/water breathing; giant bipedal polar bears 
  PG1:42 
  Barabels (Barab I) 
  12D 
  2D/4D 
  3D/5D 
  1D+1/4D+2 
  1D/2D+1 
  1D/3D 
  1D/2D+1 
  11/14 
  1.9-2.2 Armor: +2D physical, +1D energy; Radiation resistance: +2D; Vision: infrared 
  GG4:17 
  Baragwins (Baragwi) 
  11D+1 1D+1/3D+2 
  2D/4D 
  2D/3D+1 
  1D/2D+1 
  1D/3D+2 
  2D/3D 
  7/9 
  1.4-2.2 Armor: +1D physical; Scent: +1D Perception/Search for scent-related rolls 
  Weapon lore: 1D at creation for any weapon repair 
  GG12:17 
  Bimms (Bimmisaari) 
  12D 
  1D+1/4D 
  1D/2D+2 
  1D+1/4D+2 
  2D/4D 
  1D/2D+2 
  1D/2D+1 
  11/14 
  1.0-1.5 Small, pacifistic, enjoy haggling/shopping 
  TT:140 
  Bith (Clak’dor VII) 
  12D 
  1D/3D 
  1D/2D 
  2D/5D 
  2D/6D 
  2D/5D 
  2D/5D 
  5/8 
  1.5-1.8 Near-sighted: +1D < 1 ft, -1D > 20 m, blind > 40 m; Scent: +1D to Pr/Search for within 3 m 
  Manual dexterity: +1D fine motor skills, e.g. instruments (not Blaster) 
  GG4:22 
  Bitthaevrians (Guiteica) 12D 
  1D+2/4D 
  2D/4D+2 
  1D/4D+2 
  1D+2/4D+2 1D+2/3D+2 
  1D/3D+1 
  9/12 
  1.7-2.2 Quills: +1D+2 damage, Fangs: +2 damage, Armor: +2 physical, Vision: infrared 
  Hold rest of galaxy in low opinion, rarely venture from homeworld 
  AE:30 
  Bothans (Bothawui) 
  12D 
  1D/4D 
  1D+2/3D+2 
  3D/5D 
  2D/4D 
  1D/3D 
  2D/4D+1 
  10/12 
  1.3-1.5 Tend to be diplomats, spies, saboteurs 
  AE:32 
  Bovorians (Bovo Yagen) 
  12D 
  2D/5D 
  2D/5D 
  2D/5D+1 
  2D/5D 
  1D/3D 
  1D/3D 
  9/12 
  1.8-2.3 Claws: +1D brawling damage, Vision: infrared, Hearing: up to 1 km 
  AE:34 
  Brubbs (Baros) 
  12D 
  2D/4D 
  3D/5D 
  1D/3D 
  1D/3D 
  2D/4D 
  1D/3D 
  7/10 
  1.5-1.6 Armor: +2D physical; Camouflage: +1D Sneak if yellow/green background 
  GG4:25 
  Carosites (Carosi) 
  12D 
  2D/4D 
  1D+2/4D 
  2D/4D+2 
  2D/4D+2 
  1D/3D 
  2D/5D 
  7/11 
  1.3-1.7 First Aid: start 5D, can’t add at creation; Protective: +2D Strength to aid helpless 
  PG2:22 
  Chadra-Fan (Chad) 
  12D 
  2D/4D 
  1D/2D+1 
  2D/5D 
  1D/3D 
  2D+1/4D+1 
  2D/4D 
  5/7 
  0.8-1.2 Vision: infrared and UV; Scent: +2D  to Perception/Search for scent-related rolls 
  Tinkerers: must make Willpower roll upon encountering new droid/object or mess with it 
  GG4:27 
  Chevins (Vinsoth) 
  12D 
  1D+1/3D 
  2D/4D 
  2D+1/4D+1 
  1D/3D+2 
  1D/3D 
  1D/3D+2 
  9/11 
  1.7-3.0 Usually traders; mostly in illegal capacities 
  GG12:24 
  Chikarri (Plagen) 
  12D 
  2D/4D+2 
  2D/4D 
  2D/3D+2 
  2D/3D 
  1D+2/3D+2 
  2D/5D 
  9/11 
  1.3-1.5 Hoarders, love shiny objects, active/cheerful 
  AE:36 
  Coynites (Coyn) 
  13D 
  2D/5D 
  2D/5D+1 
  1D/4D+2 
  1D/3D+2 
  1D/4D 
  1D/3D 
  11/15 
  2.0-3.0 Sneak +1D, Intimidation +1D, Claws: +1D to Brawling, STR+1D+2 damage 
  Must place 1D at creation into Beast Riding: Tris; rigid code of honor (see book) 
  PG3:48 
  Defel (Af’El) 
  12D 
  2D/4D 
  3D/4D+1 
  2D/4D 
  1D/3D 
  1D/3D 
  1D/3D 
  10/13 
  1.1-1.5 Invisible: +3D Sneak; Ultraviolet: cannot see visible spectrum, require sight visor, ↑diff 1 
  level to detect them.  Claws: +2D brawling damage; may use Dexterity skill Blind Fighting 
  GG4:33 
  Devaronian (Devaron) 
  12D 
  2D/4D 
  2D/4D 
  2D/4D+2 
  2D/4D 
  1D/3D+2 
  1D/3D 
  8/10 
  1.7-1.9 Wanderlust: usually take first opportunity to leave the planet 
  GG4:35 
  Draedans (Sesid) 
  12D 
  2D/4D+1 
  2D/4D+1 
  1D/4D 
  1D/3D 
  1D/4D 
  1D/3D 
  10/12 
  1.3-1.7 Claws: +1D Climbing, +1D brawling damage; Prehensile tail: essentially extra hand 
  Amphibious: difficult Stamina roll q15 min high heat/cold; must immerse 20h 
  GG12:30 
  Dralls (Drall) 
  12D 
  1D/3D 
  1D/3D 
  2D/4D 
  2D/4D+2 
  1D/3D 
  1D/3D 
  7/9 
  1.1-1.5 Adamantly truthful/honest, dutiful, enjoy burrowing 
  AE:39 
  Dresselians (Dressel) 
  12D 
  2D/4D 
  2D/4D 
  2D/4D 
  1D/3D+2 
  1D/3D 
  1D/3D 
  10/12 
  1.7-1.9 Occupied by Empire, guerrilla warriors 
  GG12:32 
  Duros (Duro) 
  12D 
  1D/4D 
  1D/3D 
  1D/3D 
  1D+2/2D+2 
  2D/4D+2 
  1D+2/4D 
  10/12 
  1.8-2.2 2D-for-1D (up to 1D): Astrogation, Sensors, any starship piloting/shield/gunnery (incl. spec) 
  GG4:39 
  Ebranites (Ebran) 
  12D 
  2D+1/4D+1 2D+1/4D+2 
  2D/4D 
  1D/3D+2 
  1D/3D+2 
  1D/2D+2 
  6/8 
  1.4-1.7 Frenzy: +1D Brawling and Brawling parry, Mod Persuasion or Command  to un-frenzy 
  Vision: see infrared; 6 arms; Skin: +2 phys; Rock affinity: +2D Sneak, +1D+2 Climbing in rocks 
  GG12:34 
  Eklaad (Sirpar) 
  12D 
  1D/3D 
  3D/5D 
  1D/4D 
  1D/3D 
  1D/4D 
  1D/2D 
  8/10 
  1.0-1.5 Armor: +1D physical; timid, prefer to avoid fighting if possible, walk on four hooves 
  AE:40 
  Elomin (Elom) 
  12D 
  2D/4D 
  1D/3D 
  2D/4D 
  1D+2/3D+2 
  2D/4D 
  2D+1/4D 
  10/12 
  1.6-1.9 Predictable and organized, usually in business roles. 
  TT:142 
  Eloms (Elom) 
  11D 
  1D/3D+2 
  2D/4D 
  1D/3D+1 
  1D/3D+1 
  1D/3D 
  1D/2D+2 
  7/9 
  1.3-1.6 Claws: +1D Climbing (move 5), Digging, brawling damage; Water storage: Stamina roll = days 
  Vision: +2D Search in dark, 2D-4D stun in bright; skills Cave Navigation (Per), Digging (Str) 
  GG12:36 
  Entymal (Endex) 
  12D 
  2D/4D 
  2D/4D 
  1D/4D 
  1D/2D 
  1D/3D 
  1D/3D 
  10/14 
  1.2-2.0 Armor: +2 physical; Gliding: can glide 60-100 m, 2D-for-1D Astrogation and piloting 
  AE:42 
  Ewoks (Endor) 
  12D 
  1D+2/4D+2 
  1D/3D 
  2D/4D+2 
  1D/3D 
  1D+2/3D+2 
  1D/2D+2 
  7/9 
  0.8-1.3 2D-for-1D Hide, Search, Sneak;  Smell: +1D for searching by scent 
  Primitive: cannot use vehicle/starship skills 
  2RE:213 
  Farghul (Farrfin) 
  12D 
  2D/5D 
  2D/4D 
  2D/4D 
  1D/4D 
  1D/3D+2 
  1D/3D+1 
  10/12 
  1.7-2.0 Teeth: +2D damage, Claws: +1D damage, Prehensile tail: can use at -1D+1 Dex 
  Acrobatics: +2D, Con: +2D; feline, bipedal 
  TT:143 
  Filvians (Filve) 
  10D 
  1D/3D 
  1D+2/4D 
  1D/3D 
  1D/4D 
  1D+1/4D+2 
  2D/5D+1 
  8/10 
  1.2-1.9 Technical: 2-for-1D Tech skills at creation; Stamina/Survival: desert +2D, adv half-cost to 8D 
  Curiosity: must make Moderate Willpower check at -1D or examine any new device 
  TT:144 
  Frozians (Froz) 
  12D 
  2D/4D 
  2D+1/4D+2 
  1D/2D+1 
  2D/4D 
  1D+1/3D+2 
  1D/3D+1 
  10/15 
  2.0-3.0 Giant mustaches, usually very pessimistic and depressed, often in administrative roles 
  AE:50 
  Gacerites (Gacerian) 
  12D 
  1D/3D+2 
  1D/2D+2 
  2D/4D+2 
  2D/4D 
  1D/3D+2 
  1D/4D 
  7/9 
  1.8-2.5 Skill bonus: +1D Alien Species, Bureaucracy, Cultures, Languages, and Scholar: Music; AE:52 
  PG2:50 
  Gamorreans (Gamorr) 
  11D 
  2D/4D 
  3D/5D 
  1D/3D 
  1D/2D 
  1D/1D+2 
  1D/1D+2 
  7/10 
  1.3-1.6 2D-for-1D Melee Combat, Brawling, Thrown Weapons at creation 
  Stamina: may repeat failed checks x1; cannot speak Basic 
  2RE:213 
  Gand (Gand) 
  12D 
  1D+1/4D 
  2D/5D 
  1D/4D+2 
  1D/4D 
  1D+1/4D 
  1D/4D+2 
  10/12 
  1.6-1.9 
  Armor: +2 physical, +1 brawling damage; Vision: UV, protective shielding, +2D in fog 
  Martial arts: Piercing touch: v.diff, STR+2D, defies armor; Striking Mist: diff, can’t parry 
  Findsman ritual: 3 hours, +2D Search: tracking, Regen: Stamina, diff 10/15/20 to heal that % 
  AE:56 
  Gazaran (Veron) 
  12D 
  1D/4D 
  2D/4D 
  2D/4D 
  1D/4D 
  1D/4D 
  1D/3D+2 
  8/10 
  1.2-1.5 Gliding: Strength skill, 15 m/round; temperature: -1D all for each 5° less than 35°C 
  Supersition: should have intense fear of something (ships, colors, cold, dark, etc), see AE:59 
  PG1:78 
  Geelan (Needan) 
  12D 
  2D+2/4D+2 1D+2/3D+2 2D+2/4D+2 
  1D/3D 
  2D/4D 
  2D/4D 
  10/12 
  0.7-1.5 Claws: +1D damage; hoarders, will only part with objects if life is in danger 
  AE:60 
  Gerbs (Yavin XIII) 
  12D 
  2D+1/4D 
  2D+1/3D+2 
  2D+1/4D 
  1D/3D+1 
  1D/3D 
  1D/2D+2 
  8/12 
  1.0-1.5 Kick: +1D damage, Search: +1D; basically giant rabbits 
  AE:61 
  Gigorans (Gigor) 
  12D 
  2D/4D 
  4D/6D 
  3D/4D+2 
  1D/2D 
  1D/3D 
  1D/2D 
  12/14 
  2.0-2.5 Bashing: +1D damage; appear similar to Wookiees, very family/group-oriented 
  AE:64 
  Givin (Yag’Dhul) 
  12D 
  1D/3D 
  1D+1/3D 
  1D/3D 
  2D/4D 
  2D+2/4D+2 
  3D/5D 
  8/10 
  1.7-2.0 Math: +2D Mathematics, Astrogation; Vacuum suit: +2D stamina in space, harsh cond. 
  GG4:44 
  Gorothites (Goroth) 
  12D 
  1D+2/5D 
  1D/2D+2 
  2D/4D 
  1D/4D+2 
  2D/4D 
  1D/3D 
  10/13 
  2.0-2.5 Bargain, Search: 2-for-1 at creation, Search +1D; defensive of children, enslaved by Empire 
  AE:65 
  Gotal (Antar IV) 
  12D 
  1D+2/4D+2 2D+1/4D+1 
  2D/5D 
  1D/3D 
  1D/2D 
  1D/3D 
  10/15 
  1.8-2.1 Search: +3D open, +1D crowded, -1D if rads; Initiative: +1D; Droids: -1D Per if <3 m away 
  Mood detect: mod Per: fail 6+/2-5/1: -3/2/1D, succ 0-7/8-14/15+: +1/2/3D to opposed Per rolls 
  GG4:46 
  Gran (Kinyen) 
  12D 
  1D/4D 
  1D/4D 
  2D/4D 
  1D/3D 
  1D/3D+1 
  1D/3D 
  10/12 
  1.1-1.8 Vision: infrared, +1D Perception/Search to see sudden moves 
  GG12:39 
  Gungans (Naboo) 
  12D 
  1D+1/4D 
  2D/4D+2 
  1D/3D+2 
  1D+1/4D 
  1D+1/4D 
  1D/3D+2 
  10/12 
  1.7-2.1 Swimming: +1D, Hearing: +2 Per for hearing checks 
  UAA:69 
  Herglics (Giju) 
  12D 
  1D/3D 
  3D/5D 
  1D+2/3D+2 
  1D/3D 
  1D/4D 
  1D+1/4D+1 
  6/8 
  1.7-1.9 Armor: +1D physical; Oblivious: others have +1D to opposed Perception rolls against Herglics 
  Gambling frenzy: must make Moderate Willpower check or get sucked into a game 
  TT:145 
  Ho’Din (Moltok) 
  12D 
  2D/4D 
  2D+2/4D+2 
  2D/4D 
  2D/4D 
  1D/3D 
  1D+1/3D+1 
  10/13 
  2.5-3.0 Ecology: Moltok, must place 1D; (A) Ho’Din Herbal Med: req. 5D First Aid 
  GG4:49 
  Horansi (Mutanda) 
  12D 
  1D/4D+2 
  1D/4D+1 
  3D/5D 
  1D/3D+2 
  1D/3D 
  1D/2D+2 
  11/14 
  1.5-2.0 Sneak: 2D-for-1D (up to 2D), Night vision, basically Big Cats (tiger/panther/lion), see AE:70 
  PG1:65 
  Houk (Lijuter) 
  12D 
  1D/3D 
  2D+1/5D+2 
  1D/3D+1 
  1D/3D 
  1D/3D 
  1D/3D 
  8/10 
  2.0-2.6 Belligerent: violence tends to be only means of settling arguments. 
  GG12:41 
  Iotrans (Iotra) 
  12D 
  2D/4D 
  2D/4D+1 
  1D+2/4D 
  1D/3D+2 
  1D+1/3D+2 
  1D/3D 
  10/12 
  1.5-2.0 Nearly all military-trained, found as bounty hunters, mercenaries, or hired muscle 
  GG12:43 
  Ishi Tib (Tibrin) 
  12D 
  1D+1/3D+1 
  2D/4D 
  1D+2/4D 
  2D/4D 
  1D/3D 
  2D/4D+2 
  9/11 
  1.7-1.9 2D-for-1D Bureaucracy, Business, Law Enforcement, Tactics, Scholar at creation 
  Beak: +2D brawling damage; Immersion: 1D damage/hr > 30 out of H2O 
  GG4:54 
  Issori (Issor) 
  12D 
  2D/4D 
  2D/4D 
  2D+2/4D+1 
  2D/5D 
  2D/4D 
  1D/3D 
  10/12 
  1.7-2.2 Swimming: +2 move, +1D Dodge underwater 
  AE:72 
  Ithorians (Ithor) 
  12D 
  1D/3D 
  1D/3D 
  1D+1/4D 
  2D+2/5D 
  1D/2D 
  1D/2D+1 
  10/12 
  1.8-2.3 Tend to specialize in agriculture, ecology; generally pacifist 
  2RE:214 
  Jenet (Garban) 
  12D 
  2D/4D 
  1D/4D 
  2D/4D 
  1D+2/4D 
  1D/3D+2 
  1D/3D+1 
  12/15 
  1.4-1.6 Memory: +1D to all improved Knowledge skills and Astrogation; Hearing: +1D Per for sound 
  Swimming, Climbing: half CP cost to advance; Tactless, value reputation highly 
  GG4:58 
  Jiivahar (Carest I) 
  12D 
  2D/4D+2 
  1D/3D 
  2D/4D 
  1D/3D 
  1D/3D+1 
  1D/3D 
  10/12 
  1.5-1.9 Climbing: +1D,  +2 move; Delicate: -2 damage resist; Grip: +1D (make sticky substance) 
  AE:75 
  Karran (Karra) 
  12D 
  2D/5D 
  2D/6D 
  1D/3D 
  1D/4D 
  0D/3D 
  0D/2D 
  5/10 
  2.0-2.5 Tech ignorance: -1D for anything beyond stone age; altruistic 
  AE:82 
  Kel Dor (Dorin) 
  12D 
  1D+1/4D 
  1D/3D+2 
  1D+2/4D+1 
  1D+1/4D 
  1D+1/4D 
  1D+1/4D 
  10/12 
  1.4-2.0 Vision: can see twice as far in low light; Atmosphere: require breath masks and goggles; 
  after 5 rds w/o: blind, mod Strength check (+3 diff each rd); fail: uncon, 1 dmg lvl/rd 
  UAA:82 
  Kentra (Orellon II) 
  12D 
  3D/5D 
  3D/5D 
  2D/3D 
  1D/4D 
  1D/2D 
  1D/2D 
  8/10 
  1.8-2.4 Flight: Dex skill, move 12/16; Survival: +1D in jungle, plains 
  AE:83 
  Kerestians (Kerest) 
  12D 
  2D/4D+2 
  2D/4D+2 
  2D/4D 
  1D/3D+1 
  1D/2D+2 
  1D/2D+2 
  10/12 
  1.8-2.5 (A)Darkstick: needs 4D Thrown Weapons, starts at Dex att. Darkstick is 4D+2 energy dmg, 
  range 5-10/30/50; if roll exceeds diff by 5, catch on return; advance skill as normal (not 2x) 
  GG12:45 
  Ketton (Ket) 
  12D 
  2D/3D+2 
  1D+2/4D+1 
  2D/4D+1 
  1D/3D+2 
  1D/3D 
  1D/3D 
  10/12 
  1.3-1.7 Armor: +1D phys, +1 energy; Fangs: +2 damage (not 2D) 
  AIR:83 
  Khil (Belnar) 
  12D 
  1D/4D 
  1D/3D 
  1D/4D 
  2D/4D 
  1D/4D 
  1D+1/4D 
  8/10 
  1.2-2.0 Quietly arrogant, strong mood swings, often in leadership roles 
  GG12:47 
  Kian’thar (Shaum Hii) 
  12D 
  1D/3D+2 
  2D/4D 
  2D/4D+1 
  1D/4D 
  1D/4D+1 
  1D/3D 
  9/12 
  1.8-2.1 (A)Emotion Sense: starts 2D, cannot > 6D, difficulty = Easy + 3 × dist(m) + opp Perception/4 
  GG12:49 
  Kitonak (Kirdo III) 
  12D 
  1D/3D 
  2D+1/4D 
  2D/4D 
  1D+2/3D+2 
  2D/4D 
  1D/3D 
  4/8 
  1.0-1.5 Armor: +3D physical; Patience: +3D Willpower to resist being rushed 
  GG4:61 
  Klatooinians (Klatooine) 12D 
  2D/4D+1 
  2D/4D 
  1D/3D+2 
  1D/3D 
  2D/4D 
  2D/4D 
  10/12 
  1.6-2.0 Tend to serve Hutts, generally criminal henchmen or Rebels 
  GG12:50 
  Kriek (Kriekaal) 
  12D 
  2D/3D+1 
  2D/5D 
  2D/5D 
  2D/4D 
  1D/2D 
  1D/2D+2 
  6/8 
  1.2-1.5 Armor: +1D phys/energy; Vision: infrared; require breath mask, unable to speak Basic 
  Vibration sense: <60 m, Perception roll, made more difficult by number of vibr. in area  
  AE:85 
  
  SWD6 Quick Reference 
  Alien Races 
  by Diem Ephée 
   
  Page 7 
   
  Abonshee (Anointed One) 
   
  Abyssin 
   
  Adarian 
   
  Adnerem 
   
  Advosze 
   
  Amanin 
   
  Aqualish 
   
  Aramandi 
   
  Arcona 
   
  Askajian 
   
  Balinak 
   
  Barabel 
   
  Baragwin 
   
  Bimm 
   
  Bith 
   
  Bitthaevrian 
   
  Bothan 
   
  Bovorian 
   
  Brubb 
   
  Carosite 
   
  Chadra-Fan 
   
  Chevin 
   
  Chikarri 
   
  Coynite 
   
  Defel 
   
  Devaronian 
   
  Draedan 
   
  Drall 
   
  Dressellian 
   
  Duros 
   
  Ebranite 
   
  Eklaad 
   
  Elom 
   
  Elomin 
   
  Entymal 
   
  Ewok 
   
  Farghul 
   
  Filvian 
   
  Frozian 
   
  Gacerite 
   
  Gamorrean 
   
  Gand 
   
  Gazaran 
   
  Geelan 
   
  Gerb 
   
  Gigoran 
   
  Givin 
   
  Gorothite 
   
  Gotal 
   
  Gran 
   
  Gungan 
   
  Herglic 
   
  Ho’Din 
   
  Horansi (Kasa) 
   
  Houk 
   
  Iotran 
   
  Ishi Tib 
   
  Issori 
   
  Ithorian 
   
  Jenet 
   
  Jiivahar 
   
  Karran 
   
  Kel Dor 
   
  Kentra 
   
  Kerestian 
   
  Ketton 
   
  Khil 
   
  Kian’thar 
   
  Kitonak 
   
  Klatooinian 
   
  Kriek 
   
  Krytollak 
   
  
  SWD6 Quick Reference 
  Alien Races 
  by Diem Ephée 
   
  Page 8 
   
  Kubaz 
   
  Lafrarian 
   
  Lasat 
   
  Lurrian 
   
  M’Shinn 
   
  Marasan 
   
  Meri 
   
  Miraluka 
   
  Mon Calamari 
   
  Multopos 
   
  Najib 
   
  Nalroni 
   
  Nikto 
   
  Nimbanel 
   
  Noehon 
   
  Odenji 
   
  Orfite 
   
  Ortolan 
   
  Pacithhip 
   
  Pho Ph’eahian 
   
  Poss’Nomin 
   
  Quarren 
   
  Quockran 
   
  Ranth 
   
  Rellarin 
   
  Riileb 
   
  Rishii 
   
  Rodian 
   
  Sarkan 
   
  Saurton 
   
  Sekct 
   
  Selonian 
   
  Shashay 
   
  Shatra 
   
  Shi’ido 
   
  Shistavenen 
   
  Skrilling 
   
  Sludir 
   
  Sluissi 
   
  Snivvian 
   
  Squib 
   
  Srorrs’tok 
   
  Ssi-ruu 
   
  Ssither 
   
  Sullustan 
   
  Sunesi 
   
  Svivreni 
   
  Tarong 
   
  Tarro 
   
  Tasari 
   
  Teltior 
   
  Tiss’shar 
   
  Togorian 
   
  Trandoshan 
   
  Triani 
   
  Trunsk 
   
  Tunroth 
   
  Twi’lek 
   
  Tynnan 
   
  Ubese 
   
  Ukian 
   
  Vaathkree 
   
  Vernol 
   
  Verpine 
   
  Viska 
   
  Vodran 
   
  Vratix 
   
  Weequay 
   
  Whiphid 
   
  Wookiee 
   
  Zabrak 
   
  Zehethbra 
  Not all data on each species is listed here.  For full background and story factors on any species, see its relevant source. 
  
  SWD6 Quick Reference 
  Alien Races 
  by Diem Ephée 
   
  Page 9 
  Race (Home) 
  AD 
  Dexterity 
  Strength 
  Perception Knowledge Mechanical 
  Technical 
  Move 
  Size (m) Special Abilities/Story Factors 
  Source 
  Krish (Sanza) 
  12D 
  2D/4D 
  2D/3D+2 
  1D/3D 
  1D+2/3D 
  2D/4D 
  2D/3D+2 
  8/12 
  1.5-2.0 Unreliable, not detail-oriented, good at solving puzzles 
  AE:88 
  Krytollaks (Thandruss) 12D 
  1D/3D+2 
  1D/4D 
  2D/4D 
  1D/4D 
  1D/4D 
  2D/3D+2 
  9/11 
  1.8-2.8 Armor: +1D+2 physical, +2 energy; insectoid, tend to be secretive 
  GG12:53 
  Kubaz (Kubindi) 
  12D 
  1D+2/3D+2 
  1D/3D 
  2D+2/4D+2 
  2D/4D 
  1D/3D+2 
  2D/4D 
  8/10 
  1.3-1.7 Generally spies, criminal employees 
  GG4:63 
  Lafrarians (Lafra) 
  12D 
  1D/4D 
  1D/3D+1 
  1D/5D 
  1D/4D 
  2D/5D 
  1D/4D 
  9/12 
  1.4-2.0 Vision: +2D Search/Perception, long-range diff Moderate; flightless birds. Often pilots 
  AE:89 
  Lasat (Lasan) 
  12D 
  2D/4D+1 
  2D+2/4D 
  2D/4D 
  1D+2/3D+2 
  1D/3D+2 
  1D/3D 
  10/12 
  1.2-1.9 Mistaken for Wookiees, tribal, nomadic, self-centered and sneaky 
  AE:89 
  Lurrians (Lur) 
  12D 
  1D+2/4D 
  1D/2D+2 
  1D/3D 
  2D/4D+2 
  2D/4D 
  2D/4D 
  6/8 
  0.6-1.1 Knowledge: Genetics 2D-for-1D, Tech: (A) Genetic Engineering, requires 6D Genetics 
  Otherwise technologically ignorant: -2D for machinery, vehicles, computers, blaster, droids 
  AE:90 
  M’shinni (Genassa) 
  12D 
  1D/2D+1 
  1D/2D+1 
  2D/4D 
  2D/4D+2 
  2D/4D 
  2D/4D 
  8/11 
  1.5-2.2 +3D skill dice at creation to use for Agriculture, Business, Ecology, Languages, Value, 
  Weather, Bargain, Persuasion, First Aid; Natural healing: ½ time if plant cover intact 
  GG12:55 
  Marasans (Marasa) 
  12D 
  1D/2D 
  1D+2/4D 
  1D/2D 
  2D/5D 
  2D/4D+1 
  2D/4D+2 
  6/8 
  1.4-2.3 Cyborg: +1D Astrogation; may use 2 Kno/Tech skills same rd; +1D to stun/ion dmg received 
  GG12:57 
  Meris (Merisee) 
  12D 
  3D+2/6D 
  2D/4D 
  1D/4D 
  1D/4D 
  1D/4D 
  2D/4D 
  10/12 
  1.5-2.2 Sneak +2D, Skill bonus: +2D creation, adv ½ cost to one of Agriculture, First Aid, (A) Medicine PG3:68 
  Miraluka (Alpheridies) 12D 
  2D/4D 
  2D/4D 
  1D/5D 
  2D/4D 
  2D/4D 
  2D/4D 
  10/12 
  1.6-1.8 Force sight: all Force-sensitive, perceive vision through Force (includes seeing inorganics) 
  TJ:101 
  Mon Calamari (Calamari) 12D 
  1D/3D+1 
  1D/3D 
  1D/3D 
  1D/4D 
  1D+1/3D+1 
  1D+1/4D 
  9/12 
  1.3-1.8 Moist environments: +1D to Dex/Str/Per; dry environments: -1D to Dex/Str/Per 
  2RE:214 
  Multopos (Baralou) 
  12D 
  2D/4D+1 
  1D/4D 
  2D/4D 
  1D/4D 
  0D/3D 
  0D/1D+2 
  7/9 
  1.6-2.0 Webbed hands: -1D for human-designed objects; Swimming +1D, can breathe air/water 
  Dehydration: 1D damage/day if fails Mod Stamina check for each day out of water 
  AE:97 
  Najib (Najiba) 
  12D 
  1D+1/3D+2 
  3D/4D+2 
  1D/3D+2 
  1D/3D 
  2D+1/4D+1 2D+2/4D+2 
  8/10 
  1.0-1.5 Love cantinas, generally compelled to enter and stay 
  AE:99 
  Nalroni (Celanon) 
  12D 
  1D/3D+2 
  1D+2/4D 
  2D/4D+2 
  1D+2/4D+2 
  1D/4D 
  1D/3D+2 
  9/12 
  1.5-1.8 Generally merchants, tend to use spears, basically look like Pharaoh hounds, see AE:100 
  PG1:31 
  Nikto (Kintan) 
  12D 
  2D/4D+2 
  2D/4D+1 
  1D/3D+2 
  2D/3D 
  1D/3D 
  1D/3D 
  10/12 
  1.6-1.9 Vision: eyes protected from sand and water, Claws: +1D Climbing, +1D brawling damage 
  GG12:60 
  Nimbanese (Nimban) 
  12D 
  2D/4D 
  2D/4D 
  2D/4D+1 
  2D/4D+1 
  1D/3D+2 
  1D/4D 
  10/12 
  1.5-1.9 Skill bonus: +2D+1 at creation for either Business or Bureaucracy 
  GG12:63 
  Noehons (Noe’ha’on) 
  12D 
  2D/4D+2 
  2D/4D 
  1D+2/4D 
  1D/3D 
  1D/4D 
  1D/3D+2 
  9/11 
  1.0-1.3 Multiple actions: extra action w/arms without penalty; insects, passion for order/discipline 
  GG12:67 
  Odenji (Issor) 
  12D 
  2D+1/4D+1 1D+2/3D+2 2D+2/4D+2 
  2D/5D 
  1D/3D 
  2D/4D 
  10/12 
  1.5-1.8 Aquatic: can breathe air/water, +3 Move and +1D+2 Dodge underwater 
  Melancholy: sad/apathetic, if bad outcome, must make Mod Willpower or -1D all for 1 day 
  AE:111 
  Orfites (Kidron) 
  12D 
  1D/3D 
  1D/2D+1 
  2D/5D+1 
  2D/4D+2 
  1D/4D 
  1D/3D 
  11/14 
  1.0-2.0 Scent: +2D to Search/Per rolls for scent, -2D to Search/Per/attack >5 m if scent disabled 
  Used to light gravity: -1D Dex/Str and -2 Move on med/high-grav worlds if no power harness 
  PG3:57 
  Ortolans (Orto) 
  12D 
  1D/3D 
  2D+2/5D 
  2D+1/4D+1 
  2D/4D 
  1D/3D 
  2D/4D 
  5/7 
  1.3-1.7 Food: +2D Search foraging, +1D resist vs poison, opponents get +2D Persuasion with food 
  GG4:69 
  Pacithhip (Shimia) 
  12D 
  1D/3D+2 
  3D/6D+1 
  2D/4D+2 
  2D/4D+1 
  1D/3D+2 
  1D/3D 
  5/8 
  1.3-1.7 Armor: +1D physical, Tusks: +1D damage; humanoid, elephant-like, low-tech 
  AE:115 
  Pho Ph’eahians  
  (Pho Ph’eah) 
  12D 
  1D/4D 
  1D/4D 
  1D+2/4D+1 
  1D/4D 
  1D/4D 
  2D/5D 
  9/12 
  1.3-2.0 Multiple actions: extra action with arms without penalty 
  Bright blue fur, strong sense of humor/revelry 
  AE:116 
  Poss’Nomin (Illarreen) 12D 
  1D/4D 
  1D+1/4D 
  2D/4D+2 
  1D/4D 
  1D/3D+2 
  1D/3D+1 
  10/12 
  1.7-2.1 Vision: +1D Search/Perception if vision-based; 3 eyes, wide vision arc; eager to explore 
  AE:117 
  Quarren (Calamari) 
  12D 
  1D+2/4D+2 
  1D/4D+1 
  1D/3D+2 
  1D/4D 
  2D/4D+2 
  1D+2/5D 
  9/12 
  1.4-1.9 Aquatic: 2-for-1 Survival: aquatic at creation; breathe air/water, swimming move 10/13 
  AE:122 
  Quockrans (Quockra IV) 
  12D 
  2D/3D 
  1D/3D 
  3D/4D+2 
  2D/3D+2 
  1D/3D 
  3D/6D+1 
  10/12 
  1.4-1.7 Damage resist: 7D due to no internal organs; xenophobic, dislike alien affairs; big black slugs AE:123 
  Ranth (Caaraz) 
  12D 
  2D/4D 
  2D/4D 
  1D+2/4D 
  1D/3D+1 
  1D/3D+1 
  1D/3D+1 
  11/14 
  1.4-1.9 Hearing: +1D Perception/Search for sound; feline, generally eschew technology 
  GG12:70 
  Rellarins (Rellnas Min) 12D 
  2D/4D 
  2D/4D 
  1D/4D+1 
  2D/4D 
  1D/3D+1 
  1D/2D+2 
  8/12 
  1.7-2.3 Reverent of nature, strong work ethic, ritualistic, often Force-sensitive 
  GG12:72 
  Riileb (Riileb) 
  12D 
  1D+2/4D 
  1D/3D 
  2D+2/4D+1 
  1D+2/4D 
  2D/4D 
  1D/3D 
  10/12 
  2.0-2.8 Biorhythm detection: Mod Perception for +1D Bargain, Command, Con, Gambling, Persuasion, 
  Sneak, Intimidation, Willpower, Beast Riding vs. target for rest of encounter; bipedal insectoid 
  AE:127 
  Rishii (Rishi) 
  11D 
  2D/4D 
  1D/3D+2 
  2D/4D+1 
  1D/3D+2 
  1D/3D 
  1D/3D 
  7/9 
  1.4-1.8 
  Flight: Dex skill, move 13/18; all have a sling: Thrown Weapons, STR+1D, 3-5/10/15 
  Search +1D for sight, Languages: +2D bonus, only need 5 V.diff checks to learn new language 
  Very low-tech: no starting Kno/Mech/Tech except Languages, Survival, Beast Riding, First Aid 
  TT:147 
  Rodians (Rodia) 
  12D 
  1D+2/4D+2 
  1D/4D+1 
  1D/3D+2 
  1D/3D 
  1D/2D+2 
  1D/2D+1 
  10/12 
  1.5-1.7 Notorious for being tenacious and eager to kill for money 
  2RE:215 
  Sarkans (Sarka) 
  12D 
  1D/3D+2 
  3D/6D+1 
  2D/4D+2 
  2D/4D+1 
  1D/3D+2 
  1D/3D 
  4/7 
  1.9-2.2 Tail: +3D damage; Vision: no night penalty, Cold-blooded: -3D all if cold, can freeze in 20 mins 
  Protocol: rigid social castes, require elaborate greeting/parting measures; bi-pedal reptiles 
  TT:148 
  Saurton (Essowyn) 
  12D 
  1D+2/4D 
  1D+2/4D 
  2D/4D 
  1D/4D 
  1D/2D+2 
  1D/3D+2 
  6/10 
  1.7-1.9 Disease resistance: double Stamina roll; warlike, aggressive, warm-blooded reptiles. See AE:131 PG1:36 
  Sekct (Marca) 
  12D 
  2D/5D 
  2D/5D 
  1D/4D 
  1D/4D 
  0D/3D 
  0D/2D 
  10/12 
  0.8-1.2 Bipedal lizards, strict code of honor, can’t have skills involving writing/technology at creation AE:132 
  Selonians (Selonia) 
  12D 
  1D/3D+2 
  2D+1/5D 
  1D/2D+1 
  1D/3D 
  1D/3D+2 
  1D/3D+1 
  10/12 
  1.8-2.2 Tail: +2D damage, +1D Swimming, +1D+2 Dodge in H2O; Claws: +1D damage, +1D Climbing 
  Agoraphobia: -1D all rolls when in open spaces; move 13/16 swimming, 12/14 on all 4s 
  AE:133 
  Shashay (Crystal Nest) 12D 
  2D/4D 
  1D/2D 
  1D/3D 
  2D/4D 
  2D+2/5D 
  1D/3D 
  5/8 
  1.3-1.6 Talons: +2D dmg, Beak: +1D dmg, Astrogation: +2D, Gliding: horiz = 2x fall dist; singing birds 
  AE:136 
  Shatras (Trascor) 
  12D 
  2D/4D 
  1D+2/4D+1 
  1D/3D+2 
  1D/3D+2 
  1D/3D 
  1D/2D+1 
  9/12 
  1.7-1.9 Fangs: +1D, Vision: infrared, 360° neck flex: +2D vs Sneak, +1D Perception for relevant rolls 
  AIR:63 
  Shi’ido (Lao-mon) 
  12D 
  2D/3D+2 
  3D/4D+1 
  2D/4D+2 
  2D/4D 
  1D/3D+1 
  3D/4D 
  8/12 
  1.3-2.1 Perception skill Mind-Disguise: conceal appearance, resist with Perception or Sense 
  Str skill (A) Shape-shifting: Mod for form, Diff/V.diff for size; reputation of thieves/spies 
  AE:139 
  Shistavanens (Uvena) 
  12D 
  1D/5D 
  1D/4D 
  1D/5D 
  1D/4D 
  1D/4D 
  1D/3D 
  10/13 
  1.3-1.9 Vision: no penalty to darkeness; aka Shistavenen Wolfmen, generally feared as hunters 
  AE:141 
  Skrillings (Agriworld 2079) 
  12D 
  1D+1/3D+2 
  2D/4D 
  2D/4D 
  1D/3D+2 
  1D/3D+2 
  1D/3D+1 
  8/10 
  1.0-1.9 Bargain, Persuasion: +1D to all rolls; Acid spit: 2D stun; Vice-grip: +1D Lifting/Str for grip 
  GG12:75 
  Sludir (Sluudren) 
  13D 
  2D/4D+2 
  3D/5D 
  2D/4D 
  1D/3D+2 
  1D/3D 
  1D/3D+2 
  8/10 
  1.5-2.0 Armor: +1D physical; Centauroid, generally combat-driven 
  GG12:77 
  Sluissi (Sluis Van) 
  13D 
  1D/2D 
  1D+2/3D+2 1D+1/3D+2 
  1D/3D+1 
  2D/3D 
  2D/5D 
  8/10 
  1.5-1.8 Technical: extra 4D skills at creation; Tech skills take 2x as long, very difficult to rush 
  TT:149 
  Snivvians (Cadomai) 
  12D 
  1D/3D 
  2D/4D 
  2D+1/4D+2 
  2D/4D 
  1D/3D 
  1D/4D 
  10/12 
  1.2-1.8 Armor: +1D physical, can handle -30° to +45°, History: usually have Art or similar skills 
  GG12:80 
  Squibs (Skor II) 
  12D 
  2D+2/4D+2 
  1D/3D 
  2D/4D 
  1D/3D 
  2D/4D 
  1D/3D 
  8/10 
  0.8-1.3 Obsessed with haggling/bargaining, usually for junk. 
  GG4:83 
  Srrors’tok (Jankok) 
  12D 
  2D/4D 
  2D/4D+2 
  2D/4D 
  2D/4D 
  2D/3D+2 
  1D/3D 
  10/13 
  1.4-1.7 Fangs: +1D dmg; unable to speak Basic, use complex sign language; honor-bound, feline 
  AE:144 
  Ssi-ruuk (Lhwekk) 
  12D 
  2D/5D 
  3D/5D 
  1D/3D+1 
  1D+1/4D 
  1D/3D+2 
  1D+2/3D+2 
  11/14 
  1.9-2.2 Armor: +2D physical, +1D energy;  Claws +2D, tail +1D; Vision: -1D > 50m; Smell: +1D < 20 m 
  Interrogation: can tell lying by scent, mod Alien Species roll to ↑ Willpower by 1 diff lvl 
  TaB:83 
  Ssither (Jatee) 
  12D 
  2D/4D 
  3D/5D 
  2D+1/4D+1 2D+2/4D+2 
  1D/3D 
  1D/3D 
  10/12 
  1.7-2.0 Knowledge skill Ssither telepathy: send/receive, adv 4x cost; Mod diff, +15 if non-Ssither 
  AE:147 
  Sullustans (Sullust) 
  12D 
  1D/3D 
  1D/2D+2 
  1D/3D+1 
  1D/2D+2 
  2D/4D+1 
  1D/3D+2 
  10/12 
  1.0-1.8 Hearing: +2D Perception/Search for sound or in dark; Astrogation: +1D for previous sites 
  2RE:216 
  Sunesis (Monor II) 
  12D 
  2D/4D 
  1D/3D 
  2D/4D+2 
  2D/4D+2 
  1D/3D+1 
  1D/3D 
  8/11 
  1.5-2.1 Ultrasound: +1D Perception/Search for sound; amphibious, obsessed with travel 
  AE:149 
  Svivreni (Svivren) 
  12D 
  1D/3D+2 
  2D/5D 
  1D/4D+1 
  1D/3D 
  2D/3D+2 
  1D/3D+1 
  4/8 
  0.6-0.9 Skill bonuses: Stamina +2D, Willpower +2D, Value +1D for ores/gems; very stubborn 
  TT:149 
  Tarongs (Iri, Disim) 
  11D 
  2D/4D 
  1D/3D+1 
  2D/4D 
  1D/3D+1 
  1D/2D+2 
  1D/2D+1 
  8/10 
  1.5-2.0 Flight: Dex skill, move 14/16, wings 10-20 m; Vision: 1 km, Search, Languages: adv half-cost 
  Claws: +2 damage (not 2D); weak to cold: 4D dmg at 1 hr, 5D at 2 hr, 8D each hr after 
  GG12:82 
  Tarro (Tililix, destroyed) 12D 
  2D/4D+2 
  2D/4D 
  2D/4D 
  1D/3D+2 
  1D/3D+1 
  1D/3D+1 
  9/12 
  1.8-2.2 Fiercely independent, near-extinct due to homeworld destruction 
  GG12:85 
  Tasari (Tasariq) 
  12D 
  1D/4D 
  1D/3D+2 
  2D/5D 
  1D/4D 
  1D/3D 
  1D/2D+2 
  10/12 
  1.4-1.7 Many are Force-Sensitive; usually use firearms (slug-throwers), scaly/feathered humanoids 
  AE:153 
  Teltiors (Merisee) 
  12D 
  3D/5D+2 
  2D/4D 
  1D/4D 
  1D+1/4D+2 1D+1/4D+1 
  1D+2/4D 
  10/12 
  1.5-2.2 Skill bonus: +1D, half-adv cost to one of Agriculture, Bargain, Con, First Aid, or (A) Medicine 
  Manual dexterity: +1D to fine motor skills (not Blaster) 
  PG3:68 
  Tiss’Shar (Tiss’Sharl) 
  12D 
  2D+1/4D+1 
  2D/4D 
  2D/3D+1 
  1D/2D+2 
  1D/2D+2 
  1D/3D+1 
  11/14 
  1.5-1.8 Scales: +1D physical, +1 energy; Vision: infrared; reptilian, basically humanoid velociraptors 
  GG12:86 
  Togorians (Togoria) 
  12D 
  2D/5D 
  2D/5D 
  2D/4D 
  1D/3D 
  1D/4D 
  1D/4D 
  14/17 
  2.2-3.0 Teeth: +2D, Claws: +1D brawling; Cannot speak Basic, big humanoid cats 
  GG4:86 
  Trandoshans (Kashyyyk) 
  12D 
  1D+1/4D+1 
  3D/4D+2 
  2D/3D+2 
  1D/3D+1 
  1D+1/3D 
  1D/2D+2 
  8/10 
  1.9-2.4 Vision: infrared, Clumsy hands: -2D manual dex, require special guns; hate Wookiees 
  Intimidation +1D vs non-Trandoshans, Regen: daily Mod Str/Stamina to regain 10% lost limb 
  Tril:62 
  Trianii (Trian) 
  12D 
  2D+1/4D 
  2D/4D+2 
  2D/4D 
  2D/4D 
  1D+1/4D 
  1D+1/4D+2 
  12/14 
  1.5-2.2 Claws: +1D dmg, Climbing/Jumping, Acrobatics +2D, Skill dice: +2D for Dex skills 
  Fall dmg: Acrobatics,3-6 m VE -2D; 7-8 Easy -2D-2; 9-12 Mod  -3D, 13-15 Diff -3D-2, >15 V.diff -4D 
  AE:157 
  Trunsks (Trunska) 
  12D 
  2D/4D 
  2D/4D+2 
  1D/3D 
  2D/3D 
  2D/4D 
  1D/3D 
  9/11 
  1.5-2.0 Claws: +1D dmg; stout/hairy, violent/fierce towards strangers 
  AE:158 
  Tunroth (Jiroch) 
  12D 
  2D/4D+1 
  1D+2/4D 
  1D+1/4D+2 
  1D/3D+2 
  1D/3D+1 
  1D/3D+1 
  10/12 
  1.6-1.8 Quarry sense: +1D Search if Hunter (see source for qualifications), use Klirun bow 
  GG12:88 
  Twi-leks (Ryloth) 
  11D 
  1D/3D 
  1D/3D 
  2D/4D+2 
  1D/4D 
  1D/2D+1 
  1D/3D 
  10/12 
  1.6-2.4 Head-tails: can communicate silently 
  2RE:216 
  Tynnans (Tynna) 
  12D 
  1D/3D+2 
  1D/4D+2 
  1D/5D 
  1D+1/4D+2 
  1D/4D 
  1D/3D+2 
  6/9 
  1.1-1.5 Can tolerate -50° C, hold breath for minutes equal to Stamina dice; wealthy, otter-like 
  AE:160 
  Ubese (Uba IV) 
  12D 
  2D/4D+2 
  1D/3D 
  2D/4D+2 
  1D/3D 
  1D/2D+2 
  2D/4D 
  8/11 
  1.7-2.3 Survival: +2D, Technical: 2D-for-1D at creation, Atmosphere: -1D to all rolls without mask 
  SoE:99 
  Ukians (Ukio) 
  12D 
  1D/3D 
  3D/4D 
  1D/4D 
  1D/4D+1 
  2D/4D 
  1D/3D+1 
  5/11 
  1.6-2.0 Agriculture +2D, fear of the impossible (intractable agitation) 
  TT:150 
  Vaathkree 
  (Vaathkree) 
  12D 
  1D/3D 
  2D/4D+2 
  2D/5D 
  1D/4D 
  2D/4D 
  1D/3D+1 
  6/11 
  1.5-1.9 Stone-skin armor: +2D phys, +1D energy; Traders: must place at least 2D in Bargain or Con 
  Trade language: +15 difficulty to decipher trade language 
  TT:150 
  Vernols (Garnib) 
  12D 
  1D/2D+2 
  1D/2D+2 
  2D/4D+2 
  1D/4D 
  1D/3D+1 
  1D/3D 
  8/10 
  1.3-1.6 Foragers: +1D at creation to Survival, Investigation, or Search, see AE:165 
  PG1:41 
  Verpine (Roche AF) 
  12D 
  1D+1/3D 
  1D+1/3D 
  1D+1/4D 
  1D+1/3D 
  1D+2/3D+2 
  2D/5D 
  10/13 
  1.7-2.1 Technical: +2D to all Technical rolls; Armor: +1D physical; bipedal insects 
  Vision: +1D Search for small objects; Organic telecommunication: within 1 km for others 
  GG4:91 
  Viska (Rordak) 
  12D 
  2D/4D+2 
  2D/5D 
  2D/4D+2 
  1D/4D 
  1D/3D+1 
  1D/3D+2 
  5/7 
  2.0-3.0 Flight: Dex skill, move 12/18; Intimidation +1D; Vision: infrared; see AE:166 
  Blossug attack: 4D dmg, if wounded 3D dmg/minute; Diet: 1D damage/meal not from Rordak 
  PG1:71 
  Vodrans (Vodran) 
  12D 
  2D/4D 
  2D/4D+1 
  2D/4D 
  1D/3D+2 
  1D/3D 
  1D/3D 
  10/12 
  1.6-1.9 Hutt loyalty: +2D Willpower to resist betraying Hutts; tend to be enforcers, low individuality 
  GG12:90 
  Vratix (Thyferra) 
  12D 
  1D/3D+2 
  2D/3D+2 
  1D+2/4D+2 
  1D/3D 
  1D/2D+1 
  2D/4D 
  10/12 
  1.8-2.6 Mid-arm spikes: +1D dmg; Bargain +2D, Climbing/Jumping +2D, (A) Medicine: pharm +2D 
  AE:168 
  Weequays (Sriluur) 
  12D 
  1D+1/4D 
  2D/4D 
  1D/4D 
  1D/3D+1 
  1D+1/4D 
  1D/3D+2 
  10/12 
  1.6-1.9 Telepathy: short-range with other Weequays; Houk conflict (deep hatred), usually use melee GG12:92 
  Whiphids (Toola) 
  11D 
  2D/4D 
  2D/4D+2 
  2D/4D+1 
  1D/3D 
  1D/3D 
  1D/3D 
  9/12 
  2.0-2.6 Claws: +1D brawling damage; usually active and hunting-oriented, occasionally criminal 
  GG4:93 
  Wookiees (Kashyyyk) 
  12D 
  1D/3D+2 
  2D+2/6D  
   1D/2D+1 
  1D/2D+1 
  1D/3D+1 
  1D/3D+1 
  11/15 
  2.0-2.3 Climbing +2D, Berserker rage: +2D Strength until calmed; cannot speak Basic, honor-bound 
  2RE:216 
  Zabraks (Iridonia) 
  12D 
  1D+1/4D 
  1D+1/4D 
  1D+1/4D 
  1D+1/4D 
  1D+1/4D 
  1D+1/4D 
  10/12 
  1.6-2.1 Stamina +1D, Willpower +1D; spiked horns on head, colored from tan to black/red 
  UAA:194 
  ZeHethbra (ZeHeth) 
  12D 
  1D/4D 
  1D/4D 
  1D+1/3D+1 
  1D/4D 
  2D/4D+1 
  1D+2/3D+2 
  9/12 
  1.6-1.8 Acid spray: 3 m radius, 5D stun; if >4 dmg, difficult Willpower or collapse 1 min 
  TT:154 
  Omitted are species that would make poor player characters: those with low attribute dice (Ranats), extenuating story factors (species that are rocks, plants, full hive-mind, etc), extreme rarity or 
  extreme power (e.g. Noghri, Duinogwuin), etc.  GMs may decide to have more powerful species require a rare race roll.
  
  SWD6 Quick Reference 
  Gamemastering: Rules, Combat, and Movement 
  by Diem Ephée 
   
  Page 10 
   
  Setting Up the Adventure 
  2RE:68-72 
  [This sub-section is largely author opinion, editorialized from the cited source.] 
  Environment.  At what time point in the galaxy is the party – before the Battle of 
  Endor, the New Republic, during Thrawn’s insurrection, or during the Jedi Academy 
  period?  These factors will greatly influence who should be the ultimate authority or 
  greatest threat around – the Alliance/New Republic, Empire, or other elements such as 
  local planetary or sector authorities or criminal organizations.  You can also look at the 
  numerous supplements published by West End Games (aka WEG, the original SWD6 
  publisher, out of business in 1998) to get ideas, enemy and ally NPCs, planets, and 
  storylines.  My circle is partial to the Elrood Sector (Planets of the Galaxy, Vol 3). 
  Story arcs. Use back stories/home planets to place the party in a situation that makes 
  sense.  You don’t necessarily have to tailor the mission exactly to the characters’ skill 
  sets: it wouldn’t be much fun to have a bunch of fighters just doing pure combat 
  missions.  Mix it up and be cerebral; encourage players to make the most of their 
  roleplaying abilities by figuring out how to get by without their top specialties (especially 
  if they min/maxed).  Keep it fast and interesting and don’t let it be all dice-rolling; role-
  play things out.  Have them use their characters’ skills instead of “giving away” 
  information about the story; otherwise, many of the Perception and Knowledge skills 
  can be neglected.  See any of the Adventures/Journals published for ideas. 
  Set your characters up for success, but keep them honest.  Without the threat of a 
  character getting killed, there’s nothing special about keeping them; however, don’t 
  send players on the Death Star trench run or have them fight hand-to-hand against elite 
  Noghri assassins every time.  Don’t be the guy who kills everyone else’s characters.  
  Come up with difficulties appropriate to their skill levels.  If they get captured, give them 
  the chance to escape or to work for their captors for their freedom.  Also, if a character 
  makes a freak roll (e.g. 1 on the wild die) and ends up in an awful situation, e.g. dying, 
  consider “fudging” the roll or giving them a complication (like Luke losing his hand) 
  instead of tearing up the character sheet.  If the character dies, let it be because of the 
  player’s decision-making and the luck of the dice, not because of a GM’s grudge. 
  Be flexible. So you spent hours coming up with detailed maps and conversations for 
  your characters to have, but they took the mission in a different direction and you didn’t 
  use them?  It happens.  Have a “main” storyline set up for your party and try to “lead” 
  them in the right direction, but don’t have a “rocks fall, everyone dies” moment if they 
  don’t do everything you want.  They may make decisions that you hadn’t thought of 
  before that are actually great ideas; you can give them extra CPs, money, or loot for that.  
  If they just want to mess around and not complete a mission, fine: no money, no CPs.  
  Have a backup mission or adventure available. 
  Non-player characters (NPCs). These are a great way to add diversity to the party if 
  they’re severely lacking in a particular area, e.g. they’re raiding a corporate office 
  building for secret files, but no one has Security or Computer Programming/Repair…or a 
  means of transportation.  GMs can use their own characters for the party to direct (it’s 
  not really fair to GM and play your own guys), write their own NPC up for the mission, 
  or use the many NPCs in the WEG supplements (some on p. 22); see the Gamemaster 
  Handbook for more information on how to develop NPCs and run adventures. 
   
  Nuts and Bolts 
  2RE:73-86 
  How does the game work? Basically, whenever a character wants to do anything, the 
  GM picks a difficulty and the character rolls the relevant attribute/skill.  This doesn’t 
  mean you have to make them roll Dexterity every time they put one foot in front of the 
  other, but if they say “I look around” have them roll Search, “what do we know about 
  this planet?” roll Planetary Systems, etc.  If they want to do something for which the skill 
  doesn’t completely fit – there can be considerable overlap, especially in the Knowledge 
  skills – increase difficulty by one level.  The difficulty levels are: 
  Very Easy 
  1-5 
  Anyone could do it 
  Easy 
  6-10 
  Most people should be able do it, but still possible to fail 
  Moderate 
  11-15 
  Requires skill, effort, and concentration 
  Difficult 
  16-20 
  A decent character would succeed only occasionally 
  Very Difficult 
  21-30 
  A professional would have a tough time 
  Heroic 
  31+ 
  The best in the galaxy might be able to do it 
  Some rolls, especially Perception skills, will not be against a raw difficulty, but will be 
  opposed; e.g. rolled against the opponent’s relevant skill.  Such examples are in combat 
  (Blaster vs Dodge, Melee Combat vs Melee Parry, Starship Gunnery vs Space Transports) 
  or in character interactions (Bargain vs Bargain, Con vs Con, Persuasion/Intimidation vs 
  Willpower).  [Opinion: If a character beats the difficulty by 10+, consider giving them an 
  extra bonus from the action (or CP).  Conversely, if they fail the roll by 10+, consider giving 
  a complication.]  Be sure to think about modifiers to opposed rolls; if a character has a 
  clear advantage, give them +5-10 to their roll depending on the extent.  See individual 
  skills for specific opposing skills and modifiers for specific situations.
  The Wild Die.  Oh, that wild die.  This is basically symbolic of dumb luck.  Have one die 
  of each roll (usually a different-colored one) as the wild die; if they only have 1D (or less), 
  then their only die is wild.  (If their skill is 0D+1 or 0D+2, it is that number on any other 
  total than a 1 or 6.)  On a 6, re-roll the die and add it (keep rolling for successive 6s); this 
  is the game’s analog of critical hits on damage rolls.  On a 1 (1st roll only), either subtract 
  it and the highest die from the total, or have a complication occur (sprained ankle, 
  modified weapon or ship system is damaged, etc).  The wild die is optional per GM. 
  “Free” actions. While still counting as actions taken in a round, no roll is needed for 
  quick looks around for nothing in particular, picking up simple objects, walking at Move 
  (or piloting a ship/vehicle) in VE-Mod terrain, reloading a weapon, or using a basic machine. 
  Scenes. The majority of the game is played in “scenes,” where interaction is not turn-
  based and no specific time elapses.  This is where the majority of the role-playing occurs.  
  This is conversations, uncomplicated movements through cities, and the like. 
  Rounds.  These are used in combat and in time-sensitive situations, e.g. chases, escape 
  from exploding buildings, etc.  They last around 5 seconds apiece.  Each character rolls 
  initiative (Perception) to determine the order of actions.  Rounds work as such: 
   Characters declare all actions at the start of their turn in the round. 
   Multiple actions may be done at -1D to all actions that round for each beyond the 
  first.  A player taking two shots is at -1D for both; a player drawing a weapon, 
  shooting, and then running for cover is at -2D for all three, etc. 
   After all characters’ first actions are taken, second actions are taken in order, etc. 
   Reaction skills still add to the multiple action penalty (MAP), but count for the rest 
  of the round; for example, one Dodge is for all shots fired, unless you want to re-
  roll at an additional -1D.  Dodging and parrying require separate rolls. 
   
  Combat 
  2RE:87-99 
  Actions: See “Rounds” above for initiative.  Drawing a weapon or setting a blaster to 
  stun counts as an action (subject to the MAP).  “Called shots” to hit a certain body part 
  (useful for partial armor) are +1D difficulty for objects 10-50 cm in size (e.g. body part 
  or large weapon) and +4D for objects <10 cm in size.  Aiming for one round grants +1D 
  to hit (plus any aim bonus, e.g. scope); no other actions can be taken while aiming. 
  Ranged combat: roll skill to hit.  Difficulty is by range of the weapon used, listed as 
  Easy/Moderate/Difficult.  So, for the BlasTech DL-18 pistol, the range is 3-10/30/120;  
  < 3 (point-blank) is Very Easy; 3-10 m (short) is Easy, 10-30 m (med) is Moderate, and 
  30-120 m (long) is Difficult.  Weapons are not effective beyond max range.  Some 
  weapons have Fire Control, e.g. ship and mounted weapons; add this bonus to hit. 
  Grenades: If the thrower can’t see the target, add +5-10 to the difficulty.  If the roll misses, 
  roll 1D for direction (see diagram) and 1D/range level for distance off-target.  Damage is 
  based on blast radius; see individual grenades. Grenades can be dodged.  They can either 
  explode on contact or be timed, allowing for re-throws. 
  Evasion is done using the Dodge skill (Dexterity) or the relevant piloting skill (or 
  Mechanical) plus the vehicle/ship’s maneuverability.  As a reaction, this replaces the 
  difficulty total (meaning it isn’t always advantageous to dodge at long range).  A 
  character can evade as their only action in a round (“full dodge”); instead of replacing 
  the difficulty with the evasion roll, add it to the range-based difficulty.  Shield 
  raising/changing arc (front/left/right/rear) may also be used as a reaction (see the skill): 
  a vehicle/ship’s shield die are the total to be spread across the 4 fire arcs. 
  Hand-to-hand combat: roll skill (or Dex) to hit.  Difficulty is determined by the weapon 
  (listed in the tables) or Very Easy for weaponless or claws/teeth combat (Str/Brawling). 
  Evasion depends on the defender’s weapon and replaces the difficulty, unless called as 
  a “full parry” action in which it adds to the attacker’s difficulty (see above): 
   Melee Parry if defender is holding a melee weapon.  Defender gets a +5 bonus if 
  the attacker is unarmed. 
   Brawling Parry if defender is unarmed or holding a ranged weapon.  Attacker gets 
  a +10 bonus if the attacker is using a melee weapon. 
   Lightsaber if the defender is holding a lightsaber. 
  Damage: roll the weapon’s damage code, then roll and subtract the Strength/Body/Hull 
  of the target plus armor or shield bonus (depends on physical or energy damage and hit 
  location).  Successive damage is not necessarily cumulative.  If a character wearing 
  Armor takes damage, the armor is likewise damaged in the location in which it was hit.  
  See the Hit Location and Damage charts (p. 11) for the severity and effect of the damage.   
  Cover and obstacles: combat and Perception difficulties are affected by light/darkness, 
  smoke, and objects behind which characters can take cover.  If the attack roll would 
  have hit without the cover modifier, their cover is hit, and the character may still take 
  damage depending on the cover.  See Cover/Sight Modifiers and Damage Chart. 
  Scale: it’s easy for a person to hit an AT-AT, but it likely won’t be damaged.  See the Scale 
  chart for modifiers.  For smaller vs larger, add the difference to the hit and resistance 
  rolls.  For larger vs smaller, add the difference to evade/hit difficulty and to damage. 
  
  SWD6 Quick Reference 
  Gamemastering: Rules, Combat, and Movement 
  by Diem Ephée 
   
  Page 11 
   
  Damage 
  2RE Ch.5-7:pp. 87-129
  Dmg Character 
  Vehicle 
  Starship 
  Weapon 
  Armor (dmg to char) 
  Object (e.g. cover) 
  0-3 
  Stunned 
   -1D all rolls for rest of round and next 
   If times stunned in 1 min ≥ Str die -or- >4 
  damage from Stun source: uncon 2D min 
  Heal: Very Easy First Aid with medpac 
  Shields blown 
  -1D from shields; if down to 0D, controls ionized 
  Controls ionized 
  -1D all actions for rest of round and next 
  If down to 0D maneuver: controls frozen 2 rds 
  Shields blown 
  -1D from shields; if down to 0D, controls ionized 
  Controls ionized 
  -1D all actions for rest of round and next 
  If down to 0D maneuver: controls frozen 2 rds 
  No effect 
  No effect 
  No effect 
  4-8 
  Wounded 
   No actions for rest of round 
   -1D all rolls until healed 
   May be wounded twice (W2, -2D all rolls) 
   If wounded 3rd time  Incapacitated 
  Heal: Easy First Aid with medpac  fully healed 
  Natural healing: 3 days rest,  roll Strength; if <6 
   W2 (if W) or incap (if W2), 7+  fully healed 
  Light damage Roll 1D for effect:  
  1-3: -1D maneuver; if down to 0D, -1 Move 
  4: one weapon destroyed, gunner takes damage 
  5-6: -1 Move 
  Can be lightly damaged any number of times 
  Passengers: 1D damage 
  Light damage Roll 1D for effect:  
  1: -1D maneuver; if down to 0D, -1 Move 
  2: one weapon destroyed, gunner takes damage 
  3: one weapon inoperative (light dmg to fix) 
  4: HD: x2 Astrogation time, +10 diff to 1-rd jump 
  5: -1D shields; if down to 0D, controls ionized 
  6: -1 Move 
  Can be lightly damaged any number of times 
  Passengers:1D damage 
  Light damage 
  -1D weapon damage 
   
  Repair: Easy, 15% cost 
  Light damage 
  -1 protection in hit area 
   
  Repair: Easy, 15% cost 
  Light damage 
  -4D damage to covered 
  characters from source 
   
  Can be lightly damaged 
  any number of times 
   
  9-12 
  Incapacitated 
   Unconscious for 10D min; may awaken with 
  Moderate First Aid roll (separate from heal) 
   No rolled actions until healed 
   If awake, max ½ move until healed 
   If wounded or incapacitated again  MW 
  Heal: Mod First Aid  Wounded with medpac 
  Nat: 14 days rest,  Str: <7  MW, 9+  W2 
  Heavy damage Roll 1D for effect: 
  1-3: -2D maneuver; if down to 0D, -2 Moves 
  4-6: -2 Moves 
  If light or heavy damage again  severe damage 
  Passengers: 3D damage 
  Heavy damage Roll 1D for effect: 
  1: -2D maneuver; if down to 0D, -2 Moves 
  2: lose one weapon in one fire arc 
  3: all weapons in one fire arc destroyed 
  4: HD: +10 Astrogation diff; Mod repair (1 hr) 
  5: -2D shields; if down to 0D, 2x controls ionized 
  6: -2 Moves 
  If light or heavy damage again  severe damage 
  Passengers: 3D damage 
  Heavy damage 
  -2D weapon damage 
  +10 diff to use weapon 
   
  Repair: Mod, 25% cost 
  Heavy damage 
  -1D protection in hit area 
   
   
  Repair: Mod, 25% cost 
  Heavy damage 
  -2D damage to covered 
  characters from source 
   
  If light or heavy damage 
  again  severe damage 
   
  13-15 
  Mortally wounded 
   Unconscious until healed 
   May be wounded again without dying 
   Roll 2D (w/wild) each round: if roll < number of 
  rounds MW  killed (can use CP/FP to ↑ roll) 
   If incapacitated or MW again  killed 
   To stabilize: Mod First Aid (delays for 1 hr) 
  Heal: Diff First Aid  Incapacitated with medpac 
  Nat: 35 days rest, Str: <7  killed, 9+  incap 
  Severe damage Roll 1D for effect: 
  1-2: destroyed engine, crash if high or all-out 
  speed, stop if less; min diff Mod to stop safely 
  3: overloaded generator, explodes in 1D rounds 
  4: all weapons disabled 
  5: structural damage: 1D rd to eject/crash-land 
  6: destroyed 
  If light/heavy/severe damage again  destroyed 
  Passengers: 6D damage 
  Severe damage Roll 1D for effect: 
  1: drive disabled (dead in space) 
  2: overloaded generator; explodes in 1D rounds 
  3: disabled HD; Mod repair (1 hr) 
  4: all weapons disabled, roll 1D: 1-4 may be 
  repaired, 5-6 all weapons destroyed 
  5: structural damage: 1D rd to evacuate 
  6: destroyed 
  If light/heavy/severe damage again  destroyed 
  Passengers: 6D damage 
  Severe damage 
  Cannot be used 
   
   
  Repair: V.Diff, 35% cost 
  Severe damage 
  Loses all protection in 
  hit area 
   
  Repair: V.Diff, 35% cost 
  Severe damage 
  -1D damage to covered 
  characters from source 
   
  If light, heavy, or severe 
  damage again  
  destroyed, full damage 
  to characters 
  16+ Killed 
  Destroyed 12D damage to passengers 
  Destroyed 12D damage to passengers 
  Destroyed 
  Destroyed (in area) Destroyed (full dmg) 
   
   
  Char Hit Loc 
  Cover/Sight Modifiers 
  Lost Moves 
  Scale 
   Falling Damage 
  Grenade Miss (1D)  
  Ht (m) Damage 
  3-6 
  2D 
  7-12 
  3D 
  13-18 
  4D 
  19-30 
  5D 
  31-50 
  7D 
  51+ 
  9D 
   
   
  Ship Sensor Use 
  Ion/Tractor Beam Damage 
  Astrogation Difficulties/Mishaps 
  Missile/Torpedo Mod 
   
   
   
   
   
   
   
  Movement 
  Difficulty 
  Character (roll Running or movement skill) 
  Vehicle (roll piloting skill + maneuverability) 
  Starship (roll piloting skill + maneuverability) 
  Very Easy 
  Flat, clear, even ground with no obstacles 
  Flat, artificial surface with no obstacles, e.g. roads 
  Clear space, no navigational hazards 
  Easy 
  Flat/uneven ground, few small obstacles, e.g. field 
  Smooth surface with minor obstacles 
  Near other starships, space station, minor obstacles 
  Moderate 
  Rough ground, any area with many obstacles 
  Heavy traffic, rough terrain, storm, very uneven, fog 
  Crowded space, moderate debris, narrow area 
  Difficult 
  Densely packed, difficult to navigate, falling objects 
  Very rough, e.g. mountainside, crater field, forest 
  Many ships in immediate area, asteroids, debris 
  V. Difficult Dangerous terrain, e.g. minefield, moving fans, etc. 
  Earthquake, fierce battle, collapsing terrain, explosions Densely packed with asteroids, other ships 
  Heroic 
  Avalanche, exploding hallway, etc. 
  Avalanche, thick swamp, near-impossible 
  Narrow tunnel, major asteroid field 
  Fail 1-3 
  Slight slip: completes move, -1D all rest of round 
  Slight swerve: completes move, -1D all rest of round Slight bobble: completes move, -1D all rest of round 
  Fail 4-6 
  Slip: ½ move, -3D all rest of round, -1D all next round Swerve: ½ move, -3D all rest of round, -1D all next rd Bobble: ½ move, -3D all rest of round, -1D all next rd 
  Fail 7-10 
  Fall: ½ move, no actions rest of round, -2D all next rd Spin: ½ move, no actions rest of rd, -2D all next rd 
  Spin: ½ move, no actions rest of rd, -2D all next rd 
  Fail 11-15 
  Minor tumble: ¼ move, no actions this/next rd, 
  -3D collision damage 
  Minor collision: ¼ move, no actions this/next rd, 
  -3D collision damage (if anything to hit) 
  Minor collision: ¼ move, no actions this/next rd, 
  -3D collision damage (if anything to hit) 
  Fail 16-20 
  Tumble: fall, no move, normal collision damage 
  Collision: no move, normal collision damage 
  If nothing to hit: spin out of control/flip (GM choice) 
  Collision: no move, normal collision damage 
  If nothing to hit: spin out of control 
  Fail 21+ 
  Major tumble: fall, no move, +3D collision damage 
  Major collision:  no move, +4D collision damage 
  If nothing to hit: flip over or spin out of control 
  Major collision:  no move, +4D collision damage 
  If nothing to hit: spin out of control 
  Collision 
  damage 
  Cautious 1D | Cruise 2D | High 3D | All-Out 4D 
  Cautious 2D | Cruise 4D | High 6D | All-Out 10D 
  Head-on +3D | rear-end/sideswipe -3D | T-bone 0D 
  Cautious 2D | Cruise 4D | High 6D | All-Out 10D 
  Head-on +3D | rear-end/sideswipe -3D | T-bone 0D 
  Cautious: 0-½ Move, free action if VE/Easy/Mod terrain (doesn’t count toward multiple action penalty), ↓1 diff level if Diff/VD/H | Cruising: ½-1 Move, auto success if VE/Easy/Mod terrain (still counts as action) 
  High: 1-2x Move, ↑1 lvl for D/VD/H, Stamina at 10 min | All-Out: 2-4x Move, ↑1 lvl for VE/E/Mod, ↑2 lvl for D/VD/H, can take no other actions, Stamina each min | Climb/Swim: 1/3 Move unless different for species 
  Changing speed: 2 lvl/rd for Characters, 1 lvl/rd for Vehicles/Starships | Maneuver diff: +1-5: little effort/coordination, +6-10: modest effort/coord, +11-15: req concentration/difficult, +16+: v. difficult 
  Converting Move to km/h: x0.72 for cruising, 1.44 for high, 2.88 for all-out (easier to use 0.75/1.5/3); Move 10 = 28.8 km/h All-Out | Converting Space to Move: Move = (Space x 20.7) + 200 (Easier to use 20) 
  Roll Hit location 
  1 
  Head 
  2 
  Upper torso 
  3 
  Lower torso 
  4 
  Arm (1-3 L, 4-6 R) 
  5 
  Left leg 
  6 
  Right leg 
  Diff mod 
  Cover 
  Smoke 
  Light 
  +1D 
  1/4 
  Light 
  Dim 
  +2D 
  1/2 
  Thick 
  Moonlight 
  +4D 
  3/4 
  V. thick 
  Darkness 
  Can’t hit 
  Full 
  - 
  - 
  Cover: If attack roll beats initial hit difficulty but not the 
  added modifier, then the cover is hit and receives 
  damage (see above).  Most cover is 1D-6D character scale. 
  Moves Max Speed 
  -1 
  High (2x) 
  -2 
  Cruising 
  -3 
  Cautious (½x)  
  -4 
  Drive disabled 
  -5 
  Ship destroyed 
  Scale 
  Mod 
  Character 
  0D 
  Speeder 
  2D 
  Walker 
  4D 
  Starfighter 6D 
  Capital 
  12D 
  Death Star 24D 
   
   
  Dmg 
  Ion Effect 
  Tractor Beam Effect 
  0-3 
  Ionized x1 
  No effect 
  4-8 
  Ionized x2 
  Reeled in 1 unit, -1 Move 
  9-12 
  Ionized x3 
  Reeled in 2 unit, -2 Moves 
  13-15 
  Ionized x4 
  Reeled in 3 unit, -3 Moves 
  16+ 
  Controls dead 
  Reeled in 4 unit, -4 Moves 
  If # ionized > maneuverability dice: controls dead 
  Note: shields are ineffective vs. ion and tractor beams 
  Diff Description 
  2D Mishap Roll 
  V.Easy Common, previously traveled 
  2 
  HD cut-out/dmg: partial journey, repair: Mod, 1 hr 
  Easy 
  Common, not previously done 
  3-4 Radiation fluctuations: +/- 1D hr per amount failed 
  Mod 
  Uncommon, not previously done 
  5-6 HD cut-out: partial journey, must re-calculate 
  Diff 
  Obstacles, e.g. black holes 
  7-8 Off course: completely different system 
  V.Diff Several obstacles/mass shadows 
  9 
  Mynocks: increase journey duration 1D days 
  +30 
  No nav comp or astromech droid 
  10 
  Close call: random system inoperable, rep: Mod, 1 hr 
  Roll 1D: 1: sublight drives, 2: weapons, 3: nav comp, 
  4: escape pods, 5: shields, 6: main hyperdrive 
  2x diff Hasty entry (1 rd) 
  +5 
  Light damage 
  +10 
  Heavy damage 
  11 
  12 
  Collision: heavy dmg, 3D passenger dmg, hull rupture 
  Mod Survival to get into vacuum suit in 1 round 
  Fail: Stamina each rd or pass out, Easy, ↑1 diff/rd 
  -1 
  Each extra hour for journey 
  +1 
  Each hour saved on journey 
  +Diff 
  Spc 
  Atm 
  +5 
  3 
  100-150 
  +10 
  4 
  151-200 
  +15 
  5 
  201-250 
  +20 
  6+ 
  251+ 
  
  SWD6 Quick Reference 
  Weapons, Armor, and Equipment  
  by Diem Ephée 
   
  Page 12 
  Hold-Out Blasters 
  Model 
  Cost 
  Avail Amm Range 
  Dmg 
  Special 
  Source 
  Palm Blaster 
  200 
  2 
  3 
  2-3/5/10 
  2D 
   
  CRO:79 
  Gee-Tech 12 Microblaster 
  400 
  2,R/X 
  2 
  1-5 
  2D+2 V.diff Search to find 
  GD:25 
  Merr-Sonn Q-2 
  275 
  2,R/X 
  6 
  3-4/8/12 
  3D 
   
  2RE:229 
  Merr-Sonn B22 
  300 
  2,R/X 
  10 
  3-4/8/12 
  3D 
   
  GD:24 
  Czerka 411 
  300 
  1,R 
  10 
  2-4/8/12 
  3D+1  
  RAS:100 
  Merr-Sonn Happy Surprise 
  325 
  2,R 
  8 
  3-5/10/15 
  3D+1  
  GG9:9 
  Imperial Arms 22T4 
  375 
  3,X 
  7 
  3-5/10/15 
  3D+1  
  GG9:26 
  SoroSuub Q-2 
  250 
  2,R/X 
  6 
  3-4/8/12 
  3D+2  
  GG9:35 
  SoroSuub Q-2s5 MOA 
  1000 
  3,X 
  15 
  3-10/20/40 
  3D+2  
  GG5:65 
  Merr-Sonn Quickfire-4 
  300 
  2,R/X 
  10 
  3-4/8/12 
  4D 
   
  GD:25 
  Jer’N be’Milad Microwave Stunner 
  175 
  3,X 
  10 
  3-5/10/20 
  4D 
  Phys/Stun; invisible beam 
  Gor:83 
   
  Blaster Pistols 
  Model 
  Cost 
  Avail 
  Amm Range 
  Dmg 
  Special 
  Source 
  COMPNOR Stun Pistol 
  300 
  2,F/R 
  10 
  3-10/30/60 
  2D 
  Stun 
  GD:26 
  Merr-Sonn IR-5 “Intimidator” 
  1250 
  3,X 
  50 
  3-7/25/50 
  3D 
  +2D to hit 2+ targets/rd 
  Gal:71 
  BlasTech DC-15s 
  1300 
  3,R/X 
  20 
  3-10/30/120 3D 
  Recharges 2 shots/rd 
  SWG 
  Drearian Def. Congl. Defender 
  350 
  1,F 
  50 
  3-10/30/60 
  3D+1  
  2RE:229 
  Merr-Sonn Model 6 “Quick-Six” 
  325 
  1,F 
  50 
  3-10/25/50 
  3D+2  
  RAS:99 
  KYD-21 
  500 
  1,F 
  75 
  3-10/40/60 
  3D+2 Silenced: +2D to hear 
  SWG 
  Galinolo XiX 
  500 
  1,F/R 
  50 
  3-10/25/110 4D 
   
  CRO:71 
  Merr-Sonn Model 44 
  500 
  1,F/R 
  100 3-10/30/100 4D 
   
  GG9:14 
  BlasTech DL-18 
  500 1,F/R/X 100 3-10/30/120 4D 
   
  2RE:229 
  Imperial Munitions SC-4 
  750 1,F/R/X 
  50 
  3-10/30/120 4D 
   
  GD:27 
  Imperial Munitions KK-5 
  750 
  2,R/X 
  100 3-10/30/120 4D 
   
  GD:27 
  BlasTech DH-17 
  800 
  2,R 
  100 5-15/30/120 4D 
  +1D hit 
  Tril:153 
  Chekla Arms B2 Blade-Pistol 
  1100 
  3,X 
  50 
  2-10/25/100 4D 
  Blade: Mod, STR+1D+1 
  Unk? 
  BlasTech DL-22 
  500 1,F/R/X 100 3-10/30/120 4D+1  
  GD:26 
  Merr-Sonn DD6 
  550 
  1,F/R 
  100 3-10/25/90 
  4D+1  
  GG9:54 
  Caelli-Merced Series III 
  900 
  4,R 
  100 3-10/30/120 4D+2 Skill>6D: +1D hit, else +5 diff BSS:75 
  Luxan Penetrator 
  600 
  4,F/R 
  100 5-20/40/60 
  5D 
  Diff +1 lvl if no dodge att. 
  Gal:70 
  Merr-Sonn 434 “DeathHammer” 
  850 
  1,F/R 
  100 2-8/20/80 
  5D+1  
  GG9:11 
   
  Heavy Blaster Pistols 
  Model 
  Cost 
  Avail 
  Amm Range 
  Dmg 
  Special 
  Source 
  Merr-Sonn Flash 4 
  750 1,F/R/X 
  25 
  3-7/25/50 
  4D+2  
  RAS:99 
  BlasTech DL-44 
  750 1,F/R/X 
  25 
  3-7/25/50 
  5D 
   
  2RE:231 
  BlasTech DY-225 
  750 
  2,R/X 
  30 
  3-5/20/40 
  5D 
   
  GG9:9 
  BlasTech DL-6H 
  800 1,F/R/X 
  25 
  3-10/30/120 
  5D 
   
  GD:27 
  Caliban Model X 
  750 
  2,R/X 
  30 
  2-5/15/35 
  5D+1  
  GG9:63 
  Imperial Munitions HBP 
  1250 
  2,R/X 
  25 
  3-7/25/50 
  5D+1  
  GD:28 
  SoroSuub “Renegade” 
  750 
  2,R/X 
  25 
  3-7/25/50 
  5D+2  
  GD:29 
  SoroSuub Kylan-3 
  750 
  2,R/X 
  20 
  3-5/20/40 
  5D+2  
  GG9:56 
  Caelli-Merced Sentinel IV 
  1200 
  4,R 
  100 3-10/30/60 
  5D+2 Skill>6D: +1D hit, else +5 diff BSS:75 
  BlasTech T-6 “Thunderer” 
  1500 
  2,R/X 
  25 
  3-7/25/50 
  6D+2  
  GD:28 
   
  Blaster Carbines 
  Model 
  Cost 
  Avail 
  Amm Range 
  Dmg 
  Special 
  Source 
  SoroSuub Quicksnap 36T/I 
  900 
  2,R 
  100 3-25/50/250 4D+1  
  CRO:60 
  BlasTech Sharpshooter V 
  1200 
  2,X 
  100 3-30/80/350 4D+1  
  Imp:129 
  SoroSuub Quicksanp 36T 
  900 2,F/R/X 100 3-25/50/250 5D 
  Diff +5 at long range 
  2RE:231 
  SoroSuub SwampTrooper Grappler 
  2000 
  3,X 
  100 3-10/30/100 5D 
  Hook: 6D dmg, entangled 
  PoM:18 
  N’gant-Zarvel 9118 
  1000 
  2 
  100 3-25/50/200 5D+1  
  RoE:62 
  Jer’N be’Milad Vel “Lightning Gun” 
  875 
  3,X 
  6 
  3-25/50/75 
  5D+2 Can’t be set to stun 
  Gor:83 
  SoroSuub Bi-Polar BMC-150 
  1000 
  4,R/X 
  50 
  25-100/200/300 6D 
  May have 2x 4D instead 
  Gal:71 
  SoroSuub Stormtrooper Two 
  2400 
  2,R/X 
  100 3-30/50/200 6D+2  
  GG9:27 
   
  Blaster Rifles 
  Model 
  Cost 
  Avail 
  Amm Range 
  Dmg 
  Special 
  Source 
  Drearian Def. Congl. Light Sport 
  900 
  1,F 
  100 
  3-40/120/350 4D+1 Scope: +1D extra aim 
  2RE:231 
  Herloss HBt-4 Hunting Blaster 
  880 
  3 
  50 
  3-30/100/300 5D 
   
  Gal:83 
  BlasTech E-11 
  1000 
  1,R 
  100 3-30/100/300 5D 
  Scope: +1D extra aim 
  GD:31 
  SoroSuub Heavy Tracker 16 
  1000 
  1,R 
  100 3-30/100/300 5D 
   
  RAS:99 
  SoroSuub Stormtrooper/Freedom 1 1000 
  2,X 
  100 3-30/100/300 5D 
  Scope: +1D extra aim 
  2RE:231 
  BlasTech EKX-10 
  1100 
  3,R/X 
  100 5-50/150/350 5D 
   
  GG9:54 
  SoroSuub Firelance 
  1200 
  2,R/X 
  100 3-30/100/300 5D 
   
  GD:33 
  BlasTech Firearc 49 Speargun 
  3000 
  2,R/X 
  50/3 3-20/30/45 
  5D 
  Spear: range 3-7/25/50, 
  4D/2D/1D 
  GD:30 
  Merr-Sonn LD-1 Sniper 
  3000 2,F/R/X 
  100 
  2-50/150/500 5D 
  Scope: +1D+2 extra aim 
  RoE:62 
  Prax Arms AXM-50  
  “Blast and Smash” 
  4500 
  3,F/R 250/30 3-25/50/75 
  5D 
  Grenade: 5-25/100/200, 
  radius 0-2/4/6,  
  damage 4D/3D/2D 
  GG10:84 
  BlasTech E-11/S 
  7000 
  4,X 
  25/6 3-30/100/300 5D 
  Slug: 3-30/150/500, 4D 
  GG11:83 
  Merr-Sonn G8 
  1250 
  1,R 
  100 
  4-40/120/350 5D+1  
  RAS:99 
  BlasTech 500 “ESPO” Riot Gun 
  1500 
  2,R 
  300 
  3-30/100/300 5D+1 Rate 5; if hit, ↓diff 1 lvl 
  GD:32 
  Imperial Munitions StarAnvil 
  1250 
  4,X 
  50 
  3-25/50/250 
  5D+2 Scope: +1D extra aim 
  GD:34 
  BlasTech A280 
  1400 
  3,R/X 
  100 
  4-40/120/300 5D+2  
  RAS:99 
  SoroSuub Stormtrooper II 
  1600 
  2,X 
  100 
  3-30/100/300 5D+2 Scope: +1D extra aim 
  GG9:11 
  Exotac Arms EXP-7(a) Predator 
  7000 
  4,X 
  8 
  3-30/80/350 
  7D 
  Beam: +2D extra aim 
  Mod Str roll to avoid recoil 
  GD:33 
   
  Repeating Blasters 
  Model 
  Cost 
  Avail 
  Amm Range 
  Dmg 
  Special 
  Source 
  BlasTech Light Repeating Blaster 
  1500 
  2,X 
  300 
  3-30/100/300 5D+1 Rate 6; if hit, ↓diff 1 lvl 
  RoE:64 
  Merr-Sonn 3Z Light Repeater 
  2500 
  2,X 
  100 
  3-30/100/250 6D 
  Counts as single shot 
  HtE:105 
  BlasTech T-21 Light Repeater 
  2000 
  2,X 
  25 
  3-50/120/300 6D 
  Counts as single shot 
  2RE:231 
  BlasTech Medium Repeater 
  3500 
  2,X 
  200 
  3-60/150/400 7D 
  Requires tripod 
  HtE:105 
  Omitted are repeaters that require permanent mounting, non-portable generators, and multiple operators. 
  Miscellaneous Blasters 
  Model 
  Cost 
  Avail 
  Amm Range 
  Dmg 
  Special 
  Source 
  Bacnor CPD-12 Hand Baton 
  50 
  2,F/R/X 
  1 
  0-2/3/5 
  4D 
  1/2/3m wide cone 
  Gal:74 
  Koromondain RLW-77 Wrist Lasers 
  2000 
  2,F 
  15 
  0-2 
  4D 
  Mod diff or vs. parry 
  Overload: 1-2/4/6, 8D/5D/3D 
  GG10:86 
  Ssi-Ruuvi Ion Paddle Beamer 
  4000 
  4 
  25 
  3-4/8/12 
  4D+2 
  (Pt blk) 
  5D/4D/2D stun for 1D/2 h 
  If dmg>4: head/torso = 
  paralysis, limb: disabled 
  TaB:140 
  SoroSuub X-45 Sniper Rifle 
  750 
  2,R/X 
  25 
  1-25/100/250 5D 
  If Long/called: Mod diff 
  GD:33 
  BlasTech DL-87 Firespray 
  1000 
  2,X 
  10 
  0-1/5/10 
  5D 
  45° arc, ½ fire rate 
  <5m: no dodge, others -
  1D 
  GD:30 
  Charubah Hapan Gun of 
  Command 
  17500 4,R/X 
  6 
  3-7/25/50 
  5D Sp 
  Vs Willpower: 0-3: -1D 1 
  rd, 4-8: -1D 1D rd, 9-12: -
  2D 2D m, 13-15: -2D 2D h, 
  16+: -3D for 3D h, if 
  Willpower < 0D = trance 
  CTD:54 
  Pacnorval SIL-50 Sleep Inducer 
  2000 
  4,F 
  15 
  0-3/5/10 
  5D St. Mod Stamina; sleep 1D h 
  Gal:76 
  Merr-Sonn Disruptor 
  4000 
  4,X 
  10 
  0-3/5/7 
  5D+2 Rate 2/round 
  Gal:76 
  Corondexx VES-700 Pulse Rifle 
  5000 
  4,X 
  15 
  1-10/20/30 
  6D 
  15°: 5D, 30°: 2D,  
  GD:34 
  Merr-Sonn MSD-36 Hvy Disruptor 
  6000 
  4,X 
  10 
  0-3/5/7 
  6D 
   
  GD:28 
  Merr-Sonn Deck Sweeper 
  1500 
  2,X 
  5 
  3/5/10 
  6D St. 
  45° arc, ½ fire rate 
  <5m: no dodge, others -
  1D 
  GD:31 
  Stokhli Spray Stick 
  14000 
  4,R 
  10 
  50/100/200 
  6D St. Entangled vs 6D Str 
  TT:194 
  SoroSuub Standard Disruptor 
  3000 
  4,X 
  5 
  0-3/5/7 
  6D+2  
  GD:26 
  Missile Weapons: Projectile/Flechette Launchers 
  Model 
  Cost 
  Avail 
  Amm Range 
  Dmg 
  Special 
  Source 
  BlasTech CSPL-12 “Caspel” 
  3000 
  2,X 
  4 
  5-50/100/250 - 
  Can launch…anything 
  Imp:123 
  Prax PRP-500 Protector HoldOut 
  250 
  2,F/R 
  6 
  1-5/15/25 
  1D 
  3D-5D based on dart mixture Gal:72 
  Drolan QuickShot Wrist Launcher 
  500 
  3 
  2 
  1-4/10/20 
  2D+2 Darts, may load with other GD:18 
  Malaxan DWG-5 Flechette Pistol 
  500 
  3,F/R 
  8 
  10-20/50/100 3D 
  5D/4D/3D for S/M/L rg 
  Gal:72 
  Drolan Repeating Crossbow 
  700 
  2 
  20 
  3-8/20/35 
  3D 
  Crossbow; rate 2 
  GD:17 
  Locris MGL-1 Micro-grenade Lchr 2500 
  3,F 
  30 
  3-25/100/200 4D 
  Rad 0-2/4/6, 4D/3D/2D 
  GG10:84 
  Susuax Verti-Go Line Thrower 
  400 
  2 
  1 
  10-30/75/150 4D+2 Ascent 6 m/s 
  GD:83 
  Golan Arms Mk-127 Wrist Blade 
  700 
  3,F 
  2 
  10-20/30/50 5D 
  May do 2x3D 
  Gal:77 
  Salus DF-1 Duo-Flechette Rifle 
  1000 
  3,R/X 
  5 
  3-10/30/60 
  5D 
   
  GD:17 
  Prax HB-4 Projectile Rifle 
  1500 
  4,F/R 
  6 
  50-1/4/8 km 5D 
  +1D+1 aim for >1 km/rd 
  Gal:72 
  Golan FC1 Flechette Launcher 
  800 2,F/R/X 
  6 
  5-25/100/250 6D 
  Rad: 1/3/5, 6D/5D/3D 
  Anti-speeder: 5D/4D/3D 
  GD:18 
  Frohad’s Magna Caster-100 
  2000 
  3,F 
  10 
  5-50/75/100 6D 
  Med 5D, long 4D 
  Gal:75 
  Missile Weapons: Grenade/Missile/Rocket Launchers 
  Model 
  Cost 
  Avail 
  Amm Range 
  Dmg 
  Special 
  Source 
  Zone Control Viper Grenade Lchr 
  500 
  3,R 
  5 
  1-250/350/500 - 
  As per grenade, 2 rd/load CRF:72 
  Locris RDP-12 Rocket Launcher 
  1500 
  3,F/R 
  4 
  3-30/100/300 4D 
  Can be 5D stun, -1D all/6 
  rds, diff Stamina or incap.  
  GG10:86 
  SoroSuub Firestorm-1 Mini-Miss 
  1500 
  3,R/X 
  3 
  3-40/120/400 5D 
  Rad: 0-2/8/12/20, 
  5/4/3/2D 
  GD:63 
  Mon Cal Mini-Torpedo Launcher 
  1250 
  3,X 
  3 
  3-30/120/350 6D 
  May be fitted to armor 
  GD:64 
  Merr-Sonn RPS-8 Rocket Launcher 1500 
  3,F/R 
  4 
  3-30/100/300 6D 
  1m radius 
  RoE:65 
  BlasTech Portable Rocket Lchr 
  2600 
  3,X 
  10 
  25-100/300/500 6D 
   
  GG10:67 
  Stouker Concussion Rifle 
  3500 
  4,R 
  100 
  5-20/60/110 
  6D 
  Rad 0-1/3/5, 6D/4D/2D 
  DF 
  Arakyd Mini-Proton Torpedo Lchr 
  4000 
  3,X 
  6 
  25-100/300/700 6D 
  Back-mounted 
  Imp:47 
  Merr-Sonn PLX-2 Missile Launcher 4000 
  2,X 
  2 
  25-100/300/500 6D 
  Aim: lock (2 km), 4D/rd, if 
  misses by 10, loses target 
  Imp:121 
  Merr-Sonn PLX-4 Missile Launcher 6000 
  3,R 
  4 
  100-500/3/10 6D 
  Aim: lock (2 km), 4D/rd, if 
  misses by 10, loses target 
  TT:193 
  Golog-Bertum Apex Incisor SAM 
  1000 
  2,X 
  1 
  0-50/250/1k 
  7D 
  Firer: easy Dodge or 3D dmg GD:40 
  Aeramaxis Concussion Missle Lchr 2000 
  2,X 
  4 
  20-50/200/500 7D 
   
  WBC:55 
  Kessler J8Q-128 Finbat Anti-Walker 
  4000 
  3,R/X 
  1 
  0-50/250/500 12D 
  2 rd to hit long-range; 
  V.diff to shoot down 
  GD:40 
  Missile Weapons: Stun/Bind 
  Model 
  Cost 
  Avail 
  Amm Range 
  Dmg 
  Special 
  Source 
  Xerithin BGA-900 Bio-Guard 
  100 
  3,F/R 
  1 
  0-2/3/5 
  - 
  BG1: 5D stun; BG2: 4D stun, 
  -2D Dex/Str for 1Dx10 min;  
  BG3: 4D stun, blind 1D min; 
  BG4: 4D stun, uncon 1D min 
  Gal:76 
  Golan RGL-80 Electronet Gren Lchr 
  2000 
  2,F 
  5 
  10-250/350/500 1-10D Var stun/normal dmg 
  GG10:82 
  Salus Tangler Elite 1 
  900 
  4 
  5 
  5-10/30/60 
  2D 
  4D Stun, Str 4D 
  GD:73 
  Thalassian Corodex Snare Gun 
  1200 
  3,F/X 
  6 
  5-10/25/50 
  2D St. Str 3D, +1D/round 
  GG11:81 
  Merr-Sonn Anti-Riot Tangle Gun 7 
  300 
  3,X 
  15 
  3-10/20/25 
  4D 
  Str 5D, free if 2x web roll CRF:74 
  Amberlandrax Squib Tensor Rifle 15000 4,R/X 
  50 
  25-75/150/250 4D 
  +1D dmg each hit <30s 
  Gal:89 
  Conner APNG3 Net Gun 
  750 
  2,R/X 
  1 
  3-10/19/25 
  5D 
  5D Stun, Str 5D 
  GD:63 
  Loronar ABX-110 ABC Scrambler 
  3000 
  2,R/X 
  1 
  50-200/350/500 
  8D St. rad 0-10/20/30, 8D/5D/3D 
  GG10:82 
  Firearms 
  Model 
  Cost 
  Avail 
  Amm Range 
  Dmg 
  Special 
  Source 
  Brisallon Bio-Tractant Repulsor 
  200 
  4 
  6 
  0-5 (Mod diff) 
  - 
  Diff Willpower or stop 
  Gal:77 
  Aeramaxis PDW-50 Ionic Tingler 
  300 
  3,F/R 
  5 
  0-3/6/10 
  2D 
  5D stun 
  Gal:74 
  Coruschal Slugthrower 
  300 
  2,F 
  16 
  3-10/30/60 
  3D 
  -1D dmg to armor 
  2RE:229 
  Oriolanis Blaster Buster 
  350 
  2,F/R 
  4 
  0-3/10/20 
  3D 
  To blaster; homing 
  Gal:73 
  Kelvarlek Dissuader KD-30 
  400 
  3,F 
  6 
  50/75/100 
  3D 
  Rt 2, Aim +1D, 3D acid/3 rd Gal:74 
  Barimoq Protector Revolver 
  200 
  3 
  5 
  3-10/30/55 
  3D+1 -1D dmg vs armor 
  AJ15:191 
  Czerka Adjudicator 
  300 
  2,F/R 
  4 
  1-5/10/25 
  3D+1 Spring clamp: +1D draw Gal:73 
  Mennotor FAS-430 Neural Pistol 
  4000 
  4,R/X 
  60 
  3-10/25/50 
  3D+1 6D stun, diff Stamina awake 
  GG10:83 
  Mennotor FAS-430 Neural Rifle 5000 
  4,R/X 
  240 
  3-20/50/150 
  3D+1 6D stun, diff Stamina awake 
  GG10:83 
  Czerka SH-9 Pistol 
  600 
  4 
  10 
  3-10/30/60 
  3D+2 Silenced 
  RoE:63 
  Golan Blister Blaster 
  300 
  3,F/R 
  8 
  5-20/40/60 
  4D 
  3D/2D/1D x3 rds (burns) Gal:73 
  Jer’N be’Milad Vel Hammer 
  250 
  3,X 
  8 
  2-8/20/40 
  4D+1 Mod Str to fire or -1D 
  Gor:83 
  Adostic Arms 8-ga Shotgun 
  500 
  3,R 
  2 
  3-5/10/25 
  5D 
  -1D dmg to armor 
  CRO:46 
  Merr-Sonn C-22 Flame Carbine 
  500 
  4,X 
  10 
  3-4/5/7 
  5D 
  3D for 5 rounds, rate ½ 
  GD:23 
  Merr-Sonn CR-24 Flame Rifle 
  700 
  4,X 
  25 
  3-5/7/10 
  5D+1 4D for 10 round, rate ½ 
  GD:24 
  Czerka Vehicle Flamer 
  2000 
  2,X 
  50 
  3-7/10/20 
  5D+2 Speeder, 4Dx5 rd, rate ½ RoE:64 
  Verpine Shatter Gun 
  30000 4,F/R/X 
  100 
  40-400/900/1.5 6D 
  Fragile; 1D body 
  Gal:91 
  Morellian .48 Enforcer 
  6000 
  4,R 
  4 
  1-25/75/150 
  6D+1 ↑diff 1 lvl/extra shot 
  GD:19 
   
  
  SWD6 Quick Reference 
  Weapons, Armor, and Equipment  
  by Diem Ephée 
   
  Page 13 
  Brawling Weapons 
  Model 
  Cost 
  Avail 
  Diff 
  Damage 
  Special 
  Source 
  Combat gloves 
  200 
  1,F 
  Easy 
  STR+2 
   
  D20:131 
  Standard Buzz-Knucks 
  500 
  2,R 
  Difficult 
  STR+1D 
  Phys -or- 6D stun 
  DE:42 
  Palandrix PPG Stun Gauntlets 
  300 
  2 
  Easy 
  STR+2D 
  Stun, 10 charges 
  GD:12 
  Standard Melee Weapons 
  Model 
  Cost 
  Avail 
  Diff 
  Damage 
  Special 
  Source 
  Standard Staff, Club, or Knife 
  15 
  1 
  Very Easy STR+1D 
   
  Gal:82 
  Standard Gaderffii (Gaffi Stick) 
  50 
  3 
  Easy 
  STR+1D 
   
  Tril:150 
  Standard Bayonet 
  75 
  2,F 
  Easy 
  STR+1D 
   
  Gal:82 
  Garrote 
  200 
  1 
  Moderate STR+1D 
  +10 diff for Brawling parry 
  RoE:44 
  Merr-Sonn Snap Baton 
  200 
  2 
  Moderate STR+1D 
  Retractable (12 cm  1 m) 
  RoE:60 
  Ssi-Ruuvi Fft Knife 
  2000 
  4 
  Moderate STR+1D 
  +1 diff level for non-clawed 
  TaB:139 
  Merisee Loag Curved Dagger 
  3000 
  4,R 
  Easy 
  STR+1D 
  3D poison x5 rd 
  AJ14:137 
  Standard Spear 
  60 
  1 
  Easy 
  STR+1D+1  
  Gal:82 
  Ekkar Arms D’skar Dagger 
  150 
  3 
  Moderate STR+1D+1  
  PG3:50 
  Rodian Ceremonial Dagger 
  160 
  3 
  Easy 
  STR+1D+1  
  CRO:41 
  Rantok Serrated Dagger 
  1500 
  4 
  Difficult 
  STR+1D+1 2hand: ↓diff 1 lvl, STR+2D+1, 
  user can’t parry 
  GD:11 
  Ekkar Arms Ar’gor Blade 
  175 
  3 
  Moderate STR+1D+2  
  CRO:47 
  Rodian Razor-Stick 
  1200 
  3,R 
  Moderate STR+1D+2 Diff Stamina to avoid 1D/rd 
  GG10:65 
  Alliance Infiltrator Multi-weapon 2000 
  3,X 
  Easy 
  STR+1D+2 Combo blade, club, garrote 
  RoE:60 
  Standard Axe 
  100 
  1 
  Moderate STR+2D 
  Max 5D 
  Gal:82 
  Standard Sword 
  125 
  1 
  Moderate STR+2D 
  Max 6D 
  AJ2:203 
  Ekkar Arms Coyn’Skar Polearm 
  400 
  3 
  Moderate STR+2D 
  Hook: V. diff, STR+2, disarm 
  PG3:50 
  Xana MSW-9 Molecular Stiletto 
  400 
  4,R/X 
  Moderate STR+2D 
  Retractable 30 cm blade 
  Gal:69 
  Alliance Slicewire 
  2000 
  4,X 
  Difficult 
  STR+2D 
  Can be used vs. speeder/ship 
  RoE:58 
  Bitthaevrian Dematoil Morningstar 
  3000 
  4,X 
  Moderate STR+2D 
  $200, Av 2 for Bitthaevrians 
  GD:9 
  Trandoshan Thrar’kor Blade 
  1500 
  3,R 
  Moderate STR+2D+2 +1 diff level for non-clawed 
  AJ4:234 
  Togorian Sc’rath Scimitar 
  3000 
  4,R 
  Moderate STR+2D+2 $1000, Av 2 for Togorians 
  AIR:74 
  Scitrok Monk Ceremonial Scimitar 
  3000 
  4 
  Difficult 
  STR+3D 
  Max 6D+2, miss >10: dmg self 
  GG8:84 
  Ekkar Arms Sat’Skar Sword 
  700 
  3 
  Difficult 
  STR+3D+1  
  PG3:50 
  Powered Melee Weapons 
  Model 
  Cost 
  Avail 
  Diff 
  Damage 
  Special 
  Source 
  Sabrashi FSI-200 Fear Stick 
  600 
  4,F 
  Moderate 2D Stun 
  Diff Stamina/Willpower not to flee 
  Gal:68 
  SoroSuub CS-12 Stun Master 
  575 
  2,R 
  Very Easy 4D+2 Stun 5 chg, +2D vs scanner, +1D vs Search GD:10 
  Koromondain SVT-300 Stun Cloak 
  1500 
  2 
  Moderate 5D Stun 
  3 chg, Easy hit if attacking 
  Diff parry for attacker to avoid 
  GG10:86 
  Standard Vibro-shiv 
  200 
  2,F 
  Easy 
  STR+1D 
  Max 6D 
  Gal:82 
  Sancretti Rodian Cryogenic Whip 
  350 3,F/R/X Moderate STR+1D 
  4D stun, Mod Stam or -1D dex 
  Gal:70 
  Merr-Sonn Z2 Stun Baton 
  400 
  2,R 
  Easy 
  STR+1D 
  Phys -or- 5D stun 
  GD:12 
  Palandrix Power Cane 
  400 3,F/R/X 
  Easy 
  STR+1D 
  Point: 1D-5D (set), Mod diff 
  Gal:69 
  Merr-Sonn Taser Staff 
  500 
  2,R 
  Moderate STR+1D 
  50 chg, may do 5D or 5D stun 
  GD:13 
  TholCorp Neuronic Whip 
  700 
  4,X 
  Moderate STR+1D 
  Phys -or- 5D stun 
  GD:10 
  Merr-Sonn Vibrobayonet 
  300 
  2,F 
  Easy 
  STR+1D+2 May affix to rifle 
  Gal:82 
  LaserHone Talon Vibrodagger 
  50 
  2,R 
  Easy 
  STR+2D 
  Max 6D 
  GD:13 
  SoroSuub Controller Force Pike 
  500 
  2,R 
  Moderate STR+2D 
   
  Imp:124 
  Togorian Yil Tribe Scimitar 
  8500 
  4,F/R 
  Moderate STR+2D 
  4D stun 
  Gal:70 
  Greel Logging Vibro-Saw 
  400 
  1,R 
  Moderate STR+2D+1  
  GD:14 
  Merr-Sonn Z6 Stun Baton 
  300 
  2,R 
  Easy 
  STR+2D+2 Stun only 
  GD:11 
  Standard Vibroblade 
  250 
  2,F 
  Moderate STR+3D 
  Max 6D 
  2RE:228 
  LaserHone Duelist Vibrorapier 
  300 
  2,R 
  Moderate STR+3D 
  Max 7D 
  GD:14 
  Power Sword 
  600 
  2,R 
  Difficult 
  STR+3D 
   
  DE:42 
  Standard Vibro-Axe 
  500 
  2,R 
  Moderate STR+3D+1 Max 7D 
  2RE:228 
  Yalandross Jengardin Double-VB 
  6000 
  4,R/X 
  Difficult 
  STR+4D+1 Max 8D, 2-hand,  miss>10: dmg self Gal:69 
  Thrown Weapons 
  Model 
  Cost 
  Avail 
  Range 
  Damage 
  Special 
  Source 
  Kerestian Darkstick 
  4000 
  3,X 
  5-10/30/50 
  4D+2 
  Uses (A)Darkstick skill, curved 
  energy blade;if hit by>5: auto catch 
  GG12:47 
  Tunroth Klirun Bow 
  400 
  4 
  3-10/40/140 5D (arrow) Req. 3D Str, stun arrow: 4D+2 
  AIR:30 
  Chestrashi Void Spear 
  5000 4,F/R/X 5/10/20 
  STR+1D 
  Diff Stamina q5min or 6D dmg 
  Gal:86 
  Curva Blade 
  400 
  3,R 
  3-5/8/15 
  STR+1D 
  Mod Thrown Weapons to catch 
  AJ:79 
  Standard Throwing Knife 
  50 
  1 
  2-3/5/10 
  STR+1D 
  Max 6D 
  2RE:228 
  Rodian Repulsor Razor 
  3000 4,F/R/X 25-50/150/300 STR+1D+2 Diff Stamina q3min or 3D dmg 
  Gal:89 
  Whiphid Tarpoon 
  2500 
  3 
  3-5/10/20 
  STR+2D 
  Max 6D; if hit>5: lodged, can drag 
  with opposed Str roll 
  SEPG:87 
  Mistryl Zenji Needle 
  3000 
  4 
  3-5/10/20 
  STR+3D+1 STR+1D without specialized skill 
  GD:15 
  Weapon Accessories 
  Accessory 
  Cost Avail Special 
  Source 
  Standard Scope 
  250 
  2 
  +1D to aim 
  - 
  SoroSuub True-Site System 
  500 
  2,R Projected hologram crosshairs, +1D to aim 
  GD:88 
  BlasTech RamTek Portable Recharger 
  750 4,F/R Recharges pack in 2 minutes, portable 
  Gal:79 
  Merr-Sonn Ranging Macroscope 
  750 
  2 
  +3D to med/long range; requires Mod Sensors roll 
  RoE:41 
  Novaless Soni-Optics Target Imager 
  800 
  2 
  +1D+2 to aim within 50 m 
  Gal:79 
  Merr-Sonn Silencer 
  1200 2,R Absorbs sound, eliminates Perception check to hear RoE:62 
  Blaster Gas Canister 
  1250 2,F/R Automatically reloads power pack in 10 rounds 
  RoE:67 
  NeuroSaav 3K40 Targeting System 
  5000 2,R Link up to 5 armor-mounted weapons, +1D to hit 
  H&S:12 
  Grenades 
  Model 
  Cost 
  Avail Range 
  Radius 
  Damage 
  Special 
  Source 
  Nacht-5 Smoke Grenade 
  25 
  2,R 
  3-7/20/40 
  0-3 
  - 
  +2D to all sight checks RoE:66 
  Czerka T289 Gas Grenade 
  325 
  2,X 
  0-8/16/25 
  0-2/20/40 
  4/2/1D 
  Stun 
  GD:41 
  0033X Incendiary Grenade 
  300 
  1,R 
  3-7/20/40 
  0-2/4/6/10 4/3/2/1D 
  Fire 
  GD:42 
  Czerka Spore/B Stun Grenade 300 
  2,X 
  0-8/16/25 
  0-2/20/40 
  4/3/2D St. 
  If resist wild=1: resp 
  failure (mort wound) 
  GD:41 
  Credit Case Surprise 
  75 
  2 
  - 
  0-3/6/9/12 5/3/2/1D 
  Stun, 60° arc 
  Gal:75 
  Sessian I-79 Concussion Stick 
  100 3,F/R/X 3-4/7/12 
  0-1/2/4 
  5/4/2D 
  Stun 
  Gal:68 
  Ssi-ruuvi Gas Grenade 
  1000 
  4 
  3-7/20/40 
  0-5/10/15 
  5/4/2D 
  If dmg>Str: uncon 2D h TaB:140 
  BNO Impact Grenade 
  50 
  2 
  3-7/20/40 
  0-2/4/6/10 5/4/3/2D 
   
  RoE:69 
  C-16 Frag Grenade 
  200 
  1,R 
  3-7/20/40 
  0-2/4/6/10 5/4/3/2D 
  May be set/timed 
  2RE:233 
  Merr-Sonn C14A Stun Grenade 
  450 
  2,R/X 0-8/16/25 
  0-2/4/6/8 
  6/5/3/2D 
  Stun; rechargeable 
  GD:42 
  Merr-Sonn G20 Glop Grenade 
  275 
  2,R/X 3-7/30/60 
  0-1/3/5 
  6/5/3D 
  Dmg = Str to break 
  GD:42 
  Galentro Anti-Vehicle Grenade 750 
  2,R/X 3-7/20/40 
  0-2 
  7D 
  Speeder or character 
  GD:41 
  Caelli-Merced Ice Spike 
  800 
  2,F/R 1-2/5/8 
  0-1/4/6/8 
  8/6/4/2D 
  Ice 
  BSS:104 
  Thermal Detonator 
  2000 
  2,X 
  3-4/7/12 
  0-2/8/12/20 10/8/5/2D 0-3 round timer 
  2RE:233 
  Mines and Explosives 
  Model 
  Cost 
  Avail Radius 
  Damage 
  Special 
  Source 
  Standard Detonite Cube 
  50 
  2 
  1 per cube 
  1D/cube 
  Speeder, requires detonator 
  2RE:63 
  Merr-Sonn Pre-Shaped Charge 
  200 
  2,R 
  0-2 
  2D 
  Speeder, mod diff, +2D dmg 
  GD:45 
  Merr-Sonn Flex-5 Detonite Tape 
  1500 
  2,X 
  0-0.5 
  3D 
  Per 5 m 
  GD:44 
  TasCorp Blaststick 
  50 
  3,F 
  0-2/4/6/8 
  3/2+2/2/1D Speeder; requires detonator 
  AJ15:187 
  Standard Mine 
  750 
  2,X 
  0-2/4/6/10 
  5/4/3/2D 
  Speeder 
  2RE:234 
  Sorosuub XG Anti-Grav Field Mine 
  40 
  2,X 
  0-2/4/6/10 
  6/5/3/2D 
  Speeder, trigger by repulsor 
  RoE:69 
  Merr-Sonn LX-4 Proton Mine 
  750 
  2,X 
  0-5/8/12/20 6/5/4/3D 
   
  Imp:129 
  Mesonic E-Mag Mine 
  200 
  2,R/X Vertical 
  7D 
  6D to detect <25m above ground 
  GD:44 
  Lowickan Firegem 
  45000 
  4,X 
  0-50/100/300 8/6/4D 
  Walker 
  GD:45 
  Mesonics Focalized Explosive 
  2500 2,R/X 0-2 
  10D 
  Speeder 
  GD:46 
  Alliance Baradium Thermal Well 
  4000 
  4 
  0-1 
  10D 
  1 on wild – premature expl. 
  RoE:70 
  Gatrellis Plasticene Thermite Gel 1000 
  2,X 
  Area of gel 
  20D/kg 
  1 kg = 20 m², 6 rounds/kg 
  GD:46 
  Vs personnel/speeders: Demolitions roll to set = Search to find and Dodge to avoid 
  Vs fixed objects: difficulty based on structure (easy = wood, V.diff = heavily armored door), +1D dmg per 5 over roll 
   
  Standard Body Armor and Vests 
  Model 
  Cost 
  Avail Cover Phys Energy Special 
  Source 
  Standard Camouflage Fatigue 
  100 
  3 
  All 
  - 
  - 
  +2D Sneak if >35m, may overlay 
  GG5:62 
  A/KT Camouflage Poncho 
  250 
  1 
  All 
  - 
  - 
  +1D Sneak, +2D if >35m, may overlay RoE:33 
  A/KT Shadowsuit 
  600 
  3 
  All 
  - 
  - 
  +2D Sneak, includes vs sensors/IR 
  RoE:34 
  Syncronics ENVC-370 Body Glove 
  4000 
  3,X 
  2-6 
  - 
  +1D Can underlay, destroyed if wounded 
  GD:59 
  Creshaldyne Barabel Microbe 
  Vest 
  30000 
  4 
  2-3 
  - 
  +1D +1 for each blaster hit up to 3D, -1 for 
  each 3 min without, destr if >4 dmg 
  Gal:85 
  Karflo Thinsuit 
  900 
  2 
  2-6 
  +1 
  - 
  Air filter, -30-100°C, may underlay 
  RoE:33 
  Voyage Light Scout Armor 
  700 
  2 
  All 
  +1 
  +1 
  Binocs, air filter, +1D Sneak in nature RoE:34 
  Shockball Uniform 
  50 
  1 
  2-6 
  +2 
  - 
  Helmet: +1 phys 
  CRO:77 
  Malik A-5 Envirosuit 
  1000 
  2 
  All 
  +2 
  +1 
  -1D Dex,  -60-150°C, air filter (6h supply) Gor:84 
  SeaScape Hardshell Aquasuit 
  400 
  2 
  All 
  +2 
  +2 
  -2D Dex on land, +2D Swimming 
  200m depth, Move 12, 6h air supply 
  GD:60 
  Corondexx Blast Vest 
  3000 
  2 
  2-3 
  +2 
  +1D Ablative field, 10 min charge, may stack 
  GD:49 
  Core CV14-B Concussion Vest 
  400 
  1 
  2-3 
  +1D 
  - 
  Includes crash and falling, may stack 
  GD:52 
  Standard Blast Vest 
  300 
  1 
  2-3 
  +1D 
  +1 
  May stack 
  2RE:234 
  A/KT Tuff1 Combat Jumpsuit 
  500 
  2 
  All 
  +1D 
  +2 
   
  Gal:80 
  ProTech SupraLink 
  500 
  1 
  All 
  +1D 
  +2 
  -1D Dex, may stack 2 pairs 
  GD:57 
  Vectac Versatex Survival Suit 
  1050 
  2 
  All 
  +1D 
  +2 
  Air filter, comlink, lamp, -30-100°C 
  May change color in 1 round 
  Gal:57 
  Creshaldyne Camo Armor 
  1500 
  2 
  2-6 
  +1D 
  +2 
  +1D difficulty to find if motionless 
  GD:49 
  Castaan Staad Twi’lek Armor 
  750 
  3 
  2-3 
  +1D 
  +1D  
  GD:50 
  Locris Smasher Armor 
  1250 
  3 
  All 
  +1D 
  +1D +2D Str dmg, climb/jump, lift checks 
  GD:60 
  Drolan TYI Flex-Armor 
  2000 
  3 
  All 
  +1D 
  +1D -1D Dex; may modify to +2D phys only GD:54 
  Koromondain Mk-45 Vest 
  1250 
  1 
  2-3 
  +1D+2 
  +2 
  May stack 
  GD:56 
  Creshaldyne Riot Armor 
  500 
  2 
  2,3,5,6 
  +2D 
  +1D 30m IR motion sensor; 5-6 front only GD:50 
  Ubese Raider Armor 
  1000 
  3 
  1-3 
  +2D 
  +1D Air filter, no visual stun damage 
  GD:61 
  Corellian 611 Combat Armor 
  5000 
  3,F 
  1-3 
  +2D 
  +1D +10 to swimming difficulty 
  GD:50 
  Rodian Chattza Protector Armor 5000 
  3,X 
  All 
  +2D 
  +1D -1D Dex, worn by Rodian sec forces 
  SEPG:12 
  Corellian A3AA Def. Module 
  8500 
  4,X 
  All 
  +2D 
  +1D -1D Dex, ↓blaster dmg received 2D 
  GD:48 
  Arelik Armor 
  10000 
  4,X 
  1-4 
  +2D 
  +1D -1D Dex, +1D Search, IR sensor, air filter 
  GD:48 
  Min-Dal JX4 Gladiator Armor 
  50000 
  4,X 
  All 
  +2D 
  +1D Jet pack (10 chg, move 100), Conner 
  Net Gun (L), Vibro-Shiv (R) 
  GD:54 
  Ekkar Coynite Battle Armor 
  150 
  3 
  All 
  +2D 
  +2D -1D Dex, Coynites/allies only 
  GD:51 
  Core World Dura-Armor 
  8000 
  3 
  All 
  +2D 
  +2D -2D Dex/Per 
  GD:53 
  Salus Corp Stalker Armor 
  8000 
  3,R 
  All 
  +2D 
  +2D 
  -2D Dex, cannot hide/sneak/swim 
  Tangle gun (R): 3-10/30/60, 4D stun 
  Flechette rifle (L): 3-10/30/60, 5D 
  Retractable blade (R): STR+2D 
  Sensor/targeting: +1D hit and Search 
  GD:60 
  Simcronics MagnaForce 
  Wrist-worn Security Shield 
  25,000 4,R/X 
  All 
  - 
  4D 
  Easy Melee Parry to activate, creates 
  shield 50 cm in diameter. To use: roll 
  Melee Parry, if > attac, treat as cover 
  with 4D body; lasts 2 minutes 
  Gal:92 
   
   
  Military-Issue Armor 
  Model 
  Cost 
  Avail Cover Phys Energy Special1 
  Source 
  Imperial Scout Trooper Armor 8000 
  3,X 
  All 
  +2 
  +2 
  MFTAS, binocs (1 km), sensors (+2D 
  Repulsorlift Op), util belt, body glove 
  RoE:100 
  A/KT Espo Blast Vest/Helmet 
  200 
  2,R 
  1-3 
  +1D 
  +1 
  -1 Dex, helmet/vest 200 apiece 
  GD:53 
  Imperial Gunner Armor 
  1000 
  3,X 
  All 
  +1D 
  +2 
  +2D Capital gunnery 
  GG1:55 
  Imperial COMPNOR Armor 
  2000 
  4,X 
  All 
  +1D 
  +2 
  Worn by Imperial intelligence 
  RoE:96 
  Imperial Field Armor 
  1000 
  2,X 
  All 
  +1D 
  +1D  
  GG3:40 
  Imperial AT-AT Operator Armor 
  3000 
  3,X 
  All 
  +1D 
  +1D -2 Dexterity, internal comlink 
  GG3:38 
  Rebel Raptor Commando Armor 5000 
  3,X 
  All 
  +1D 
  +1D  
  CTD:37 
  Imperial Storm Commando Armor 10000 
  3,X 
  All 
  +1D 
  +1D MFTAS (+3D Per), binocs (1 km), +1D 
  Sneak, util belt, body glove 
  RoE:102 
  Espo Riot Armor 
  4000 
  3,X 
  All 
  +2D 
  +1D -2 Dex, 2-6: -1 resist (+1D+2/+2) 
  GD:54 
  Coruscant Guard Armor 
  6000 
  3,X 
  All 
  +2D 
  +1D -1D Dex, null darkness penalty, air 
  filter, comlink scrambler, body glove 
  RoE:102 
  Imperial Stormtrooper Armor 10000 
  3,X 
  All 
  +2D 
  +1D -1D Dex, comlink, body glove, 
  MFTAS, util belt 
  2RE:234 
  Goroth Planetary Police Armor 8000 
  3,X 
  All 
  +2D +1D+1 -1D Dex, 10h air, -75-170°C, comlink, 
  MFTAS, survival kit, 150km beacon 
  Gor:86 
  Imperial RadTrooper Armor 
  25000 
  4,X 
  All 
  +3D 
  +1D -1D Dex, comlink, radiation-proof, 
  body glove, MFTAS, util belt 
  RoE:101 
  Imperial Dungeoneer Armor 
  50000 
  4,X 
  All 
  +3D 
  +2D +1D Search <10m, air supply, unique 
  key fastener 
  DE:41 
  MFTAS (Multi-frequency target assessor system): +2D Perception in low visibility, +2D to hit targets moving >10 m/rd 
  Imperial utility belt: high-tension wire, grappling hooks, spare power packs/comlink, flares, 2 medpacs, camo-tent, rations 
  
  SWD6 Quick Reference 
  Weapons, Armor, and Equipment  
  by Diem Ephée 
   
  Page 14 
  Powered Armor 
  Model 
  Cost 
  Avail Cover Phys Energy Special 
  Source 
  Galax Systems Powersuit 
  500 
  2,F 
  2-6 
  - 
  - 
  -1D Dex, +3D Lifting 
  CRFG:54 
  GTU AV-1S Scout Armor 
  7500 
  3,F 
  All +1D+1 +1D 
  -1D Dex, +1D Str; Engine: move 20, ceil 100m 
  Vis: IR (200m), if flash: Mod Per or 4D stun 
  100m lamp, comlink (50km), binocs, enviro-
  scanner, 5 auto-patches, 36h power, 5m prep 
  Gal:80 
  Corellian PowerSuit 
  2500 
  2,R 
  All 
  +2D 
  +1D  
  2RE:234 
  Corellian HuntSuit 
  2900 
  3,R 
  All 
  +2D 
  +1D -1D Dex, +1D Lifting, +1D Search <50m 
  GD:51 
  GTU AV-1C Combat Armor 12000 
  4,X 
  All 
  +2D 
  +2D 
  -1D Dex, +2D Str, fail = stop 1D rd, 4D stun 
  Engine: move 20, ceil 100m 
  Vis: IR (200m), if flash: Mod Per or 4D stun 
  100m lamp, 2 weapon links (+1D hit), 
  comlink (50km), binocs, 5 auto-patches, 24h 
  power, 10 min to put on 
  Gal:81 
  Krail Model 210 
  Personal Armor 
  26000 
  3,X 
  All 
  +2D 
  +2D -1D Dex, Move 16, +1D Lifting, +1D Search 
  20m magnetic grappler, winch, 2h air supply 
  GG9:31 
  Malgon X5 Armor 
  45000 
  4,X 
  All 
  +2D 
  +2D -2D Dex, +1D Str, +1D Search, no sneak/swim 
  Flame Projectors: 1m wide, 1-5m long, 5D 
  GD:57 
  GTU AV-1A Assault Armor 50000 
  4,X 
  All +2D+2 +2D+2 
  -2D Dex, +3D Str, fail = stop 1D rd, 4D stun 
  Engine: move 20, ceil 100m 
  Vis: IR (200m), if flash: Mod Per or 4D stun 
  100m lamp, 2 weapon links (+2D+2 hit), 
  Auto-medpac system (4D First Aid), comlink 
  (50km), binocs, 5 auto-patches, ejection (if 1-2 
  on 1D), 12h power, 15 min to put on 
  Gal:81 
  SoroSuub NLZ5-11  
  Dragon Armor 
  60000 
  4,X 
  All 
  +3D 
  +2D 
  -2D Dex, +1D Str, cannot Hide/Sneak/Swim, 
  Move 7, 180° vision, +2D Per/Search, +1D hit 
  at med/long range, body glove, 2h air supply 
  Defensive blaster (helmet): 3-4/8/12, 3D 
  Twin Flamers (L): 1m wide, 1-5m long, 5D 
  Mini-missile lnchr (shldr): 3-40/120/400, 5D 
  GD:52 
  Mili-Corp DZ 17X Nemesis 60000 
  4,X 
  All 
  +3D 
  +2D 
  -2D Dex, +1D Str, no hide/sneak/swim, Move 7 
  180° vision, +2D Per/Search, +1D hit med/long 
  DEMP gun (L): 3-4/8/12, 3D ion 
  Light repeating blaster (R): 3-50/120/300, 6D 
  GD:58 
  Llalik Designs Sunder 9 
  Prototype 
  100000 
  4,X 
  All 
  +3D 
  +2D 
  -1D-2 Dex, +1D+2 Str, +2D Swimming, Move 
  14 underwater, 270° vision, +1D Per, +2D 
  Search, sonar/IR, 4h power, 6h air supply 
  Rocket pack: 90m horiz, 50m vert, 12 charges 
  Blaster cannon (L): 1-50/100/500, 6D 
  Flame projector (R): 3m, 5D 
  GD:61 
  Mon Cal Leviathan Armor 75000 
  4,X 
  All 
  +3D 
  +3D 
  -3D Dex on land, -1D Dex underwater, +3D Str 
  Cannot Hide/Sneak/Swim, Move 5 on land, 15 
  underwater, 180° vision, +2D Per/Search, +1D 
  hit at med/long range, body glove 
  Duo-Flechette Rifle (R): 3-10/30/60, 4D 
  Mini-Torpedo lnchr (shldr): 3-10/120/350, 5D 
  GD:55 
  Cozell Juggernaut 510 
  Combat Power Armor 
  80000 
  4,X 
  All 
  +3D 
  +3D 
  -3D Dex, +3D Str, cannot Hide/Sneak/Swim, 
  Move 5, 180° vision, +2D Per/Search, +1D hit 
  at med/long range, body glove 
  Med repeating blaster (R): 3-50/120/300, 7D 
  Grenade lnchr (L shldr): 1-250/350/500, 5D 
  Retractable claws (L): STR+2D 
  GD:55 
  Medical Equipment 
  Item 
  Cost Avail Function (FA = First Aid, W = wounded) 
  Source 
  SyntheCure Spray Plasto-Cast 
  35 
  1 
  Easy FA or mod Survival roll, +2 to next healing roll 
  Gal:41 
  SMC MDS-50 Diag Scanner 
  75 
  1 
  Easy FA for basic info, Mod for specific ailment, no rec’s 
  Gal:39 
  Standard Medpac 
  100 
  1 
  Heal 1 lvl. St: VE, W/W2: Easy, Inc: Mod, MW: Diff; ↑1 diff/use 
  2RE:226 
  Adventure H&H DuraShelter 
  120 
  2 
  +1D Survival, +2D Hide, size of datapad when collapsed 
  RoE:39 
  Nilar Field Cauterizer 
  200 
  3 
  Heals stun damage, roll as medpac for bleeding wounds 
  Gal:38 
  Xarnin GRS-600 Replar Splint 
  200 
  2 
  Easy FA (mod for extreme frac), negates movement penalty Gal:40 
  Fabreth Shock Cloth 
  250 
  2 
  +2D FA to heal Inc or MW, ↓1 diff than medpac, 5 uses 
  Gal:38 
  Jassim QuickMed Med-Aid 
  250 
  1 
  Single use: +1D to FA rolls (still requires Medpac) 
  GD:82 
  BioTech FastFlesh Medpac 
  500 
  2 
  Heal 1 lvl: W/W2: 5, Inc: 10, MW: 15; only use 1/day or MW 
  RoE:39 
  BioTech Mk16 Enzymer 
  500 
  1 
  Diff FA roll, produces counteragent to known pathogens 
  AJ14:59 
  Chiwab ECM-598 Backpack 
  600 
  2 
  Diag scanner, medicines (mod FA or VE (A)Med), procedure 
  comp (Easy Computer for +1D FA), O₂ mask, cautery, laser 
  scalpel (diff FA), portable repulsor-stretcher (150 kg max), 
  tourniquets, heating cloth, 2 IV bags (mod FA or VE (A)Med) 
  Gal:38 
  Sluissi SGB-543 Pressure Patch 
  750 
  2 
  Easy FA, negates W/W2 penalty, Inc can act as W (not healed) Gal:40 
  BioTech Medkit 
  1200 
  2 
  10x medpac, can use (A)Med for field surgery (uses all) 
  GD:82 
  Athakam II Med Unit 
  3000 
  2 
  Has FA 5D, (A)Med 1D, portable (20 kg), 10 uses (can restock) 
  Gal:40 
  Cryoncorp Mediscan 21 
  3000 
  2 
  +1D to FA/(A)Med, same diff as Medpac to setup 
  GD:103 
  BioTech RFX/K Medisensor 
  5000 
  2 
  +2D FA/(A)Med if linked with med comp (300m civ, 2km mil) 
  RoE:39 
  Kirgalis Abyssin Grafting Patch 5000 
  3 
  Diff FA or Easy (A)Med, time: W/W2 2D h, I 8D h, MW 2D d 
  Gal:85 
  Mahled Servo Slippers 
  5000 
  3 
  Negates high-gravity penalties 
  Gal:45 
  Hadrassi PFG-700 Protein Repl. 
  5500 
  3 
  Diff FA roll, can replicate 2 L blood in 1 h 
  Gal:39 
  Zaltin/Xucphra Bacta Tank 
  9000 
  2 
  Heroic FA or VE (A)Med, time: W/W2 1D h, Inc 4D h, MW 1D d 2RE:99 
  Athakam/RMSA BioScan Unit 13000 3,F +2D to FA/(A)Med, Easy-Diff Computer to setup, not mobile GD:101 
  Praxen PSP-278 Survival Pod 13500 
  2 
  Easy Computer, mod FA for W/Inc, +1 lvl for MW; cannot worsen Gal:40 
  Athakam Hyperbaric Chamber 50000 3,F Can create comfortable atmosphere for any species/condition SotE:112 
  Security Device Countermeasures 
  Item 
  Cost 
  Avail Function 
  Source 
  Duwani UniSlice Code Slicer 
  2000 
  3 
  +1D Security to bypass code- or combination-based devices 
  GD:96 
  Opirus KL-543 Tri-Laser Engraver 
  4000 
  3,F/R Enables forgery, requires protective eyewear 
  GG11:86 
  BothiCorp VoiceBox Duplicator 
  5000 
  2,X Able to break voice locks; Security roll vs. lock’s diff rating 
  GD:99 
  Shipboard Security Jacking Kit 
  8000 
  4,F/X +3D Security to break a ship’s security system 
  GD:99 
  Typical Lock-Breaking Kit 
  8000 4,R/X +2D Security to bypass locks 
  RoE:45 
  Illicit Electronics Flesh Camo 
  12000 
  4,X Retina/Flesh/Vox/Card: +1/3 Computer roll to Security/Con Gal:95 
  Fingerprint Masque 
  15000 
  4,X Easy Computer to create duplicate, V.diff if from scratch 
  GG11:84 
  Outlaw Tech Lock Breaker 
  25000 
  3,X Mod Security, diff Computer, 1000 Cr per system profile 
  TT:188 
  Retinal Disguiser 
  25000 
  4,X Easy (A)Med for pre-existing pattern, V.diff if from scratch 
  GG11:84 
  Corellidyne Doubler Suit 
  30000 
  4,X Diff Computer to set image, easy Mech to project 
  V.diff Search to determine true vs. double 
  GG10:88 
  Master Coder Chip 
  200000 4,X +1-+4D for any electronic system; failure or 1 on WD = alarm GD:98 
  Security Devices (Locks/Cases/Trips) 
  Item 
  Cost 
  Avail Function 
  Source 
  Alliwon Vennoc-x Chronometer 
  50 
  1 
  Hidden compartment 4x4x2 cm 
  Gal:44 
  BlasTech MS34 Motion Trip 
  100 
  2,F 
  Diff Security to set, Diff Sneak to pass, 4m range 
  RoE:42 
  SoroSuub Heat Sensor Trip 
  100 
  2 
  Easy Sensors to set, 20 m range, 45° arc 
  RoE:42 
  Locris MLC-50 Magna Lock 
  150 
  2 
  VE Security to set, +2D damage resist 
  Gal:31 
  MerenData Imperial Holoseal 
  200 
  2,R 
  V.diff Security to remove, can place on any closed device 
  PSG:51 
  SoroSuub Wanderer Chest 
  200 
  1 
  Mod Security to break, vacuum-seal, 6D Str resist dmg 
  GD:76 
  Zone Ltd. Pressure Plate Trip 
  300 
  2,F 
  Attach to blaster/bomb/alarm, set specific weight to trip,  
  Moderate Search to find 
  RoE:42 
  Merr-Sonn LCT Laser Trip 
  350 
  2 
  Easy Computer to set, attach to blaster/bomb/alarm 
  SEPG:84 
  Novaplex Monofil  
  Screen Guards 
  450 4,F/R/X 80 cm long, V.diff Search to find, 6D damage to 
  characters running into it (9D if moving above Move) 
  Gal:31 
  Zone Ltd. Repulsorfield Trip 
  500 
  2 
  Easy Sensors to set, can set field intensity 
  RoE:43 
  Casilis BiVVoL Voice Lock 
  650 
  3 
  Easy Communications to encode; need interface device 
  and Mod Communications/Forgery to break 
  Gal:12 
  Varge Cipher Combo Lock 
  750 
  2,F 
  Diff Security to install, Diff to bypass 
  PSG:55 
  Varge CS20 Console Lock 
  800 
  2 
  Diff Security to install, Mod to bypass, requires 6 rounds 
  PSG:56 
  Aratech Cardset System 
  1000 
  2,F 
  Diff Security to install, V.diff to bypass 
  PSG:55 
  Veredictas Bith Retinal Lock 
  1200 
  3 
  Easy Computer to set, for computer-based devices 
  Gal:59 
  Varge Ranged Lock 
  1250 
  2,F 
  V.diff Security to install, 30m range to open, V.diff to bypass PSG:55 
  Ecls R-Roll Sleight Box 
  2000 
  3,X 
  Repulsor bottom negates weight, diff Sensor to detect 
  PSG:52 
  Arakyd 2500 Ship Dead Lock 
  2500 
  2 
  V.diff Security to install/break, kills power if failed 
  PSG:56 
  Telex-Delcor Stun Steps 
  2500 
  2,F 
  5D stun, to find: Search vs. Security roll at install 
  AJ13:158 
  Veretrex SCT-100 
  Bith Hiding Cube 
  3000 
  4 
  Hides in wall, Mod Perception to find, V.diff Security to 
  break, 4D Str to resist damage 
  Gal:28 
   
  Restraint Devices 
  Item 
  Cost 
  Avail Function 
  Source 
  Loris MCI-100 Magnacuffs 
  75 
  2,F Str 6D+2 to contain 
  GG10:89 
  TaggeCo Biodegradable Cuffs 
  75 
  2,R Str 6D to contain, dissolve in 36h, solvent can dissolve sooner GD:70 
  Blas-Tech AR-101 Stun Cuffs 
  100 
  2,F Equal to target’s Str, do stun damage equal to Str if struggles GD:73 
  Loris MCI-200 Magnaharness 
  200 
  2,F Str 8D to contain 
  GG10-89 
  Dendratis Bio-Cocoon 
  2000 
  3 
  Mod Brawl Parry to avoid; -1D Dex/1D Stun per rd 
  Gal:53 
  Damorind S-3 Force Cage 
  7000 
  3 
  Easy Security to set, Str 7D to contain, 1D-7D stun/nml dmg 
  GG10:89 
  Slave Collar/Director Unit 
  10000 3,R/X 2-5D damage directed by controller, self-destruct: 8D 
  GD:72 
  Ubrikkian R-Tech Man Trap 
  10700 
  3,F 5-15D gravity vs. Str to resist; gravitational trap 
  GG10:90 
  Imperial Energy Cage 
  100000 4,X Str 15D to contain, blocks Force (+15D diff), Move 15 
  GD:74 
   
  Reconnaissance, Surveillance, and Sensor Equipment 
  Item 
  Cost Avail Function (Sensors range: easy/mod/diff) 
  Source 
  SuriTech Disposible Toximeter 
  20 
  2 
  Flat 10 cm sticker, indicator changes color if exposed 
  PSG:48 
  NeuroSaav MacroMotion 
  40 
  3 
  +1D Search for motion <50 m 
  GG10:91 
  Zone Ltd. Motion Security Scan 
  50 
  2 
  0-25/50/100; motion only 
  RoE:42 
  Jassim VX3 Wide Binocs 
  100 
  1 
  +1D Search >20m 
  GD:90 
  Ziko 1000 Field Macrobinocs 
  100 
  1 
  100-250/500/1k; +3D Search/Per if succeed 
  RoE:40 
  Zzip Transponder Ring 
  100 
  2 
  VE Sensors to locate, 200m range 
  Gal:36 
  Fabritech A-11 Cargo Scanner 
  150 
  1 
  VE Sensors to determine size of cargo/bays, mod for other AJ4:169 
  Ziko 1125 Strap Macrobinocs 
  200 
  2 
  100-250/500/1k; +3D Search/Per, +2D aim med/long  
  RoE:40 
  SuriTech Ez1 Food Analyzer 
  250 
  2 
  VE Survival to use, Sensors diff based on toxin 
  Gal:65 
  Culcanis Tagger Dart/Tracker 
  250 
  3,F 5mm dart, 5m hit range; broadcast q5min for 40h, 1.2 km 
  Gal:62 
  Chandriltech PX-7 Heat Sensor 
  250 
  4 
  Easy Sensors; 100m range, hand-held 
  Gal:32 
  Drolan IR Goggles 
  300 
  2 
  -2D to dark modifier; if flash, diff Willpower or blind 1D rd 
  GD:89 
  Drolan Snooper Night 
  Macrobinoculars 
  300 
  2,R +2D Search in low-light (not including darkness modifier); 
  photoreducing sensors negate flash 
  GD:90 
  VidGraph Peer Snooper MBs 
  300 2,R/X 50-120/250/500; +3D Search/Per, +2D vs darkness 
  RoE:41 
  NeuroSaav Telesonic Pickup 
  450 
  2 
  50-100/250/500, +1 lvl to magnify, +2 lvl to filter 
  RoE:41 
  Arantha OTM900 Orbital Monitor 550 
  2 
  15 LY reception, Comm to tap, does not include translation Gal:45 
  NeuroSaav 8932/D Sensor Pack 650 
  2,R 0-50/150/300, +1D Sensors; lifeform or comm trans 
  2RE:227 
  Kystallio RMD-20 Eye-in-the-Sky 800 
  2 
  Easy Sensors set, 200m ceil, move 45, range 10k, 5h power Gal:60 
  DataLink 250 Hover-Cam 
  900 
  2,F Floats 1m, follows spoken directions, records A/V/holo 
  GD:88 
  Astroserver Rover Tracker 
  1000 
  2 
  Dist/dir/speed, ↓diff 1 lvl for Search, 3 km range 
  CRF:21 
  NeuroSaav 9320/B Sensor Pack 1200 2,R 0-50/150/300; detects life, comm, movement, energy 
  RoE:42 
  NeuroSaav ChemDetect 
  “Sniffer” 
  1500 
  2 
  Detects and identifies chemicals; range and difficulty 
  based on wind/humidity 
  RoE:41 
  MicroThrust Sensor Scrambler 1825 3,X Mod Sensors, jams sensors <200 m; Diff Sensors to unscramble 
  RoE:44 
  NeuroSaav TT4 Holorec MBs 
  2000 
  2 
  100-250/500/1k; +2D Search/Per, can record 3h 
  GD:88 
  Courier Communications Scan 
  2500 2,R Easy Sensors to detect, Comm to tap; 2 km range 
  RoE:42 
  Vreshann Gotal EM Scanner 
  2500 
  3 
  Mod Sensors, range 100 m; # persons and approx. size 
  Gal:61 
  Cryoncorp Lifedet Bioscanner 
  2800 
  2 
  0-500/1/1.5, can determine species if pre-loaded (Alien Sp) GD:103 
  Rhinsome SureSnoop Tracker 
  3000 
  4 
  Dist/dir/speed, ↓diff 1 lvl for Search, 5 km range 
  CRF:21 
  Audio Sheer Silence Generator 3000 
  2 
  4D to resist audio detection; fail = only bubble detected 
  RoE:44 
  MicroThrust ComTech 
  Eavesdrop Protection Jammer 
  3400 3,X Mod Comm to jam all comlinks <150 m; Diff Comm and 
  Diff Computer to tie into/disrupt particular network 
  RoE:44 
  Idellian ILF-5500 Lifeform Scan 3500 
  2 
  0-500/1/1.5, can program IDs; 4D Alien Sp built-in for race ID RoE:42 
  Fabritech CN-15 Camo Net 
  3500 2,R 15x15 m, +2D diff to detect with sensors >250 m and visually RoE:44 
  Saldalith Veridicator 200 
  4000 4,R Easy Sensors, 4D+2 to detect falsehood (e.g. Con) 
  Gal:37 
  Fabritech 7000 Geoscanner 
  4800 
  2 
  0-500/1/2k; minerals, underground features, heat, seismic GD:103 
  Vector Tech AA-2 Keeper 
  5000 4,X Implanted under skin, distance/direction/speed, range 25k 
  8D dmg if removed without password or out of range 
  WHSV:77 
  Fabritech 9000 Energy Scanner 5600 
  2 
  0-500/1/2k; energy only (type, intensity, effect, origin)  
  GD:102 
  BlasTech Weapon Detector 
  5600 2,R 5D or +2D Search for energy weapons 
  GD:101 
  Zzip ChaumScanner-5 Brooch 
  6540 3,F 4D to detect toxins, 7D if programmed (diff Sensors) 
  CRO:34 
  CorSec Autoscan Weapon Detect 7200 2,R 6D Search for energy weapons; stationary 
  GD:102 
  Taptronics CovOps MkIII Unit 
  8000 2,R +2D Sensors, can auto with 4D skill; motion, heat, sound 
  H&S:52 
  Blas-Tech Search-Scan 4 
  9800 2,R 0-3/7/25, +1D Sensors; structure (e.g. hidden), energy, life GD:104 
  Imperial Force Detector 
  9900 4,X Determine force sens, presence of DSPs, diff Sensors, 5 rd 
  GD:102 
   
  Availability (House Rule) 
  Roll Streetwise, Business, Bureaucracy, or Law Enforcement to find an item based on the character and how it would 
  be obtained: 1 = Very Easy, 2 = Easy to Moderate, 3 = Difficult, 4 = Very Difficult 
  Added cost if Black Market, gov’t bribery/fees, finder fee, etc: F = +50% cost; R = +5 diff, 2x cost; X = +10 diff, 3x cost  
   
  e.g. BlasTech Sharpshooter V Carbine: 1200 Cr & 2,X would be Easy/Mod +10 (16-25) difficulty to find and 3600 Cr 
   
  At creation: may waive roll and fees for 1-3, F, R (no 4 or X unless the item especially pertains to the character, e.g. 
  a Togorian looking for a Togorian Scimitar, a Ssi-Ruu looking for a paddle beamer or gas grenade, etc.) 
   
  
  SWD6 Quick Reference 
  Starships, Vehicles, and Modifications 
  by Diem Ephée 
   
  Page 15 
  Space Yachts 
  Ship 
  Cost 
  (new) 
  Scale Size 
  (m) 
  Cargo 
  (T) 
  Crew, 
  Skel/mod Psgr Food 
  (mo) 
  HD/ 
  back 
  Space 
  Man-
  euver 
  Hull Shield 
  Sensors 
  Weapons 
  Special 
  Source 
  Passive 
  Scan 
  Search 
  Focus Weapon 
  Arc 
  FC 
  Range 
  Dmg 
  SoroSuub Luxury Cruiser 200 
  125,000 
  SF 
  100 
  15 
  2,1/+10 28 
  3 
  x2/12 
  4 
  1D 
  6D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D 
  None 
   
   
   
   
   
  P&P:71 
  Hyrotil Jemlaat Sail Yacht 
  100,000 
  SF 
  22 
  25 
  1 
  6 
  ½ 
  - 
  3 
  1D 
  3D 
  - 
  10/0D 
  20/1D 
  40/2D 
  2/3D 
  None 
   
   
   
   
  Uses Archaic skill 
  AJ15:45 
  SoroSuub 1550-LEX Space Yacht 
  200,000 
  SF 
  30.4 
  50 
  2 
  6 
  1 
  x2/12 
  5 
  1D+2 
  3D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  3/3D 
  None 
   
   
   
   
   
  AJ13:248 
  SoroSuub Luxury 2800 Yacht 
  225,000 
  SF 
  37 
  75 
  1 
  8 
  1 
  x2/12 
  7 
  1D 
  2D+2 
  1D 
  10/0D 
  20/1D 
  40/2D 
  2/3D 
  None 
   
   
   
   
   
  AJ11:171 
  SoroSuub Luxury 3000 Yacht 
  250,000 
  SF 
  50 
  100 
  1 
  10 
  1 
  x2/14 
  5 
  1D 
  2D+2 
  1D 
  25/1D 
  50/2D 
  75/2D+2 
  3/3D 
  None 
   
   
   
   
   
  P&P:70 
  Ghtroc Luxurious-class Yacht 
  350,000 
  SF 
  31 
  30 
  1 
  8 
  2 
  x2/12 
  6 
  1D 
  2D 
  1D 
  15/1D 
  30/2D 
  45/3D 
  6/4D 
  None 
   
   
   
   
   
  CC:67 
  Mindabaal Pleasure Yacht 
  400,000 
  SF 
  30.1 
  35 
  2 
  8 
  1 
  x1/14 
  8 
  2D 
  3D 
  - 
  10/0D 
  25/1D 
  40/2D 
  2/3D 
  None 
   
   
   
   
  +5 bonus to modify 
  P&P:71 
  Baudo Star Yacht 
  400,000 
  SF 
  32 
  35 
  1 
  8 
  1 
  x2/7 
  10 
  1D 
  2D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D 
  Laser cannon 
  Tur 
  2D 
  1-3/12/25 
  2D 
   
  P&P:71 
  Aavman Extravagance 11-S Yacht 400,000 
  SF 
  44 
  40 
  2,1/+10 24 
  2 
  x2/10 
  4 
  1D 
  4D 
  1D 
  15/0D 
  30/1D 
  50/3D 
  2/4D 
  None 
   
   
   
   
   
  P&P:71 
  KDY Starwind Pleasure Yacht 
  1,000,000 
  SF 
  50 
  2 
  5,2/+5 
  10 
  2 
  x1/15 
  4 
  2D 
  3D+2 
  3D 
  10/0D 
  25/1D 
  40/3D 
  2/4D 
  2 quad lasers 
  Tur 
  2D 
  1-3/12/25 
  5D 
   
  SS:9 
  Light/Medium Freighters 
  Ship 
  Cost 
  (new) 
  Scale Size 
  (m) 
  Cargo 
  (T) 
  Crew, 
  Skel/mod Psgr Food 
  (mo) 
  HD/ 
  back 
  Space 
  Man-
  euver 
  Hull Shield 
  Sensors 
  Weapons 
  Special 
  Source 
  Passive 
  Scan 
  Search 
  Focus Weapon 
  Arc 
  FC 
  Range 
  Dmg 
  Arakyd Helix Light Freighter 
  215,000 
  SF 
  30.9 
  35 
  2 
  4 
  1 
  x2/12 
  7 
  2D+1 3D+2 1D+2 15/0D 
  30/1D 
  50/2D+1 2/3D+1 
  2 Plasburst can. (FL) 
  2 Ion cannons (FL) 
  Proton torp lnchr 
  Tur 
  F 
  F 
  2D+2 
  1D 
  1D 
  1-3/12/25 
  1-3/10/20 
  1/3/7 
  6D 
  4D 
  9D 
  +5 to Sensors rolls 
  Heavily regulated 
  AJ5:70 
  Arden Model 47 Spitrolighter 
  155,000 
  SF 
  30 
  100 
  2,1/+5 
  6 
  2 
  x2/12 
  5 
  1D 
  4D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D Laser cannon 
  Tur 
  2D 
  1-3/12/25 
  4D 
   
  CA1:12 
  Corellian Barloz Med Freighter 
  35,000 
  SF 
  41 
  120 
  2,1/+5 
  4 
  2 
  x2/12 
  5 
  1D 
  4D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D Laser cannon 
  Tur 
  1D 
  1-3/12/25 
  3D 
   
  SS:53 
  Corellian HT-2200 Med Freighter 
  240,000 
  SF 
  54.8 
  800 
  2 
  8 
  3 
  x2/12 
  3 
  0D 
  5D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D 2 laser cannons 
  Tur 
  2D 
  1-3/12/25 
  4D 
  +5 bonus to modify 
  SS:49 
  Corellian XS-800 Light Freighter 
  37,500 
  SF 
  30.2 
  115 
  1 
  8 
  2 
  x3/15 
  6 
  2D 
  3D 
  1D+2 15/0D 
  30/1D 
  50/3D 
  2/4D Double laser cannon 
  F 
  2D 
  1-3/12/25 
  4D 
  Cockpit may eject 
  SS:21 
  Corellian YL-2200 Light Freighter 
  100,000 
  SF 
  28.2 
  100 
  1 
  6 
  2 
  x2/12 
  4 
  0D 
  4D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D 2 laser cannons 
  Tur 
  2D 
  1-3/12/25 
  4D 
   
  GG3:88 
  Corellian YT-1210 Transport 
  40,000 
  SF 
  35 
  100 
  1 
  4 
  2 
  x2/16 
  4 
  1D 
  4D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D Laser cannon 
  Tur 
  1D 
  1-3/12/25 
  4D 
   
  P&P:60 
  Corellian YT-1300 Transport 
  100,000 
  SF 
  26.7 
  100 
  1 
  6 
  2 
  x2/12 
  4 
  0D 
  4D 
  - 
  10/0D 
  25/1D 
  40/2D 
  2/3D Laser cannon 
  Tur 
  1D 
  1-3/12/25 
  4D 
   
  2RE:254 
  Corellian YT-1930 Transport 
  110,000 
  SF 
  35 
  200 
  2 
  6 
  4 
  x2/12 
  6 
  1D+2 
  4D 
  2D 
  10/0D 
  25/1D 
  40/2D 
  2/3D Double laser cannon 
  F 
  2D 
  1-3/12/25 
  4D 
   
  WH:98 
  Corellian YT-2400 Transport 
  130,000 
  SF 
  21 
  150 
  2,1/+10 
  6 
  2 
  x2/12 
  4 
  0D 
  5D 
  2D 
  10/0D 
  25/1D 
  40/2D 
  2/3D Laser cannon 
  Tur 
  2D 
  1-3/12/25 
  4D 
   
  SS:17 
  Corellian YT-2550 Transport 
  220,000 
  SF 
  65.9 
  800 
  2,1/+5 
  10 
  4 
  x2/10 
  4 
  1D 
  4D+1 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D 2 laser cannons 
  Tur 
  2D 
  1-3/12/25 
  4D 
   
  CA1:3 
  Corellian YT-700 Transport 
  36,000 
  SF 
  21.7 
  65 
  1 
  4 
  2 
  x2/20 
  3 
  0D 
  4D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D Laser cannon 
  Tur 
  0D 
  1-3/12/25 
  4D 
   
  AJ5:182 
  CorelliSpace Gymsnor-2 Freighter 
  35,000 
  SF 
  31.7 
  90 
  1 
  4 
  2 
  x3/15 
  3 
  0D 
  4D 
  1D 
  15/0D 
  30/1D 
  45/2D 
  3/3D Blaster cannon 
  Tur 
  1D 
  1-5/10/17 
  3D 
  Old, usually used 
  DKO:21 
  CorelliSpace Gymsnor-3 Freighter 
  38,000 
  SF 
  34.1 
  95 
  1 
  4 
  1 
  x2/- 
  4 
  0D 
  5D 
  1D 
  15/0D 
  30/1D 
  45/2D 
  3/3D Laser cannon 
  Tur 1D+2 1-3/12/25 
  4D 
  Old, usually used 
  P&P:62 
  Cuirilla-Raye Xylines CRX Tug 
  20,000 
  SF 
  42 
  255 
  2 
  8 
  ½ 
  - 
  2 
  1D 
  3D 
  - 
  5/+1 
  15/1D 
  25/1D+1 
  1/2D Tractor beam 
  Tur 
  3D 
  1-5/15/30 
  5D 
   
  P&P:56 
  Gallofree Crinya Light Freighter 
  65,000 
  SF 
  29.2 
  90 
  2,1/+5 
  7 
  2 
  x2/10 
  6 
  1D 
  3D+2 
  1D 
  10/1D 25/1D+2 
  40/2D 
  4/2D+2 Laser cannon 
  Tur 
  2D 
  1-3/12/25 
  4D 
  Pilot may fire at -2D CC:90 
  Ghtroc 440 Light Freighter 
  100,500 
  SF 
  28 
  100 
  2,1/+5 
  4 
  2 
  x3/15 
  4 
  1D 
  4D 
  1D 
  12/0D 
  25/1D 
  35/2D 
  3/3D Laser cannon 
  Tur 1D+2 1-3/12/25 
  4D 
  Old, usually used 
  PC:73 
  Ghtroc 580 Light Freighter 
  45,000 
  SF 
  37 
  200 
  1 
  6 
  6 
  x2/15 
  4 
  1D 
  4D 
  1D+2 15/0D 
  30/1D 
  50/3D 
  2/4D Laser cannon 
  Tur 1D+1 1-3/12/25 
  4D 
  Old, usually used 
  P&P:62 
  Ghtroc 720 Light Freighter 
  98,500 
  SF 
  35 
  135 
  1 
  10 
  2 
  x2/15 
  3 
  1D 
  3D+2 
  1D 
  15/0D 
  30/1D 
  50/3D 
  2/4D Double laser cannon 
  F 
  1D+2 1-3/12/25 
  4D 
  Old, usually used 
  2RE:256 
  Hyrotil Crescent Mk-II Transport 
  200,000 
  SF 
  30 
  80 
  1 
  8 
  2 
  x2/10 
  5 
  2D 
  3D 
  1D 
  2/0D 
  4/1D 
  8/2D 
  1/3D Light blaster cannon 
  F 
  1D 
  1-3/12/25 
  1D 
   
  SS:25 
  Incom X-23 StarWorker Barge 
  325,000 
  SF 
  38 
  5000 2,1/+10 
  0 
  ¼ 
  x4/- 
  2 
  0D 
  3D 
  - 
  5/0D 
  10/1D 
  15/2D 
  - 
  None 
   
   
   
   
   
  P&P:60 
  Incom X-26 StarHaul Barge 
  400,000 
  SF 
  55 
  5000 
  2 
  0 
  ¼ 
  x4/- 
  2 
  0D 
  3D 
  - 
  10/1D 
  20/2D 
  30/2D+2 
  - 
  Laser cannon 
  Tur 
  1D 
  1-3/12/25 
  3D 
   
  P&P:60 
  Kazellis Corp. Light Freighter 
  46,000 
  SF 
  28 
  100 
  1 
  8 
  2 
  x2/12 
  5 
  2D 
  4D 
  2D 
  20/1D 
  50/2D 
  70/2D+1 
  4/3D Quad laser cannon Tur 
  2D 
  1-3/12/25 4D+1 Rare, usually used 
  P&P:61 
  KDY Corona Light Transport 
  105,000 
  SF 
  28.4 
  80 
  1 
  6 
  2 
  x2/10 
  4 
  1D+2 3D+2 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D Laser cannon 
  Tur 1D+2 1-3/12/25 
  4D 
   
  Snov:38 
  KDY D9 Runner Light Freighter 
  80,000 
  SF 
  23 
  95 
  2 
  4 
  2 
  x2/16 
  4 
  0D 
  3D+2 1D+2 10/0D 
  25/1D 
  40/2D 
  2/3D Double laser cannon Tur 
  1D 
  1-2/12/25 
  4D 
   
  SSR:10 
  KDY Stalwart Light Freighter 
  42,000 
  SF 
  19.7 
  120 
  2 
  5 
  3 
  x2/15 
  5 
  1D+1 
  4D 
  1D 
  15/1D 30/1D+2 
  40/2D 
  1/2D+2 Laser cannon 
  Tur 1D+2 1-3/12/25 
  4D 
   
  P&P:65 
  Lantillian GX1 Short Hauler 
  41,000 
  SF 
  27 
  85 
  4,2/+5 
  6 
  1 
  x2/12 
  4 
  1D 
  4D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/2D Laser cannon 
  Tur 
  1D 
  1-3/12/25 
  3D 
  Pilot may fire (+5 diff) 
  SS:5 
  Loronar B-7 Light Freighter 
  50,000 
  SF 
  19 
  50 
  1 
  4 
  2 
  x3/10 
  2 
  1D 
  4D 
  1D 
  10/+1 
  20/1D 
  30/1D+2 
  3/2D Light laser cannon 
  Tur 1D+2 1-2/7/15 
  4D 
  Pilot may fire at -2D DSt:79 
  Mon Calamari A-Z Z-3 Light Frt 
  80,000 
  SF 
  24 
  75 
  1 
  8 
  2 
  x2/12 
  5 
  1D 
  4D 
  2D* 
  10/0D 
  20/1D 
  40/2D 
  2/3D Laser cannon 
  Tur 
  2D 
  1-3/12/25 
  4D 
  *2D backup (Easy) 
  Snov:10 
  Mon Calamari DeepWater Lt Frt 
  99,000 
  SF 
  45 
  85 
  1-2 
  6 
  2 
  x2/15 
  6 
  1D 
  3D 
  2D 
  15/0D 
  30/2D 
  65/2D+2 5/2D+2 Laser cannon 
  Tur 
  2D 
  1-3/12/25 
  5D 
  Can submerge 
  SS:61 
  Mon Calamari MC-18 Freighter 
  75,000 
  SF 
  23.6 
  65 
  1 
  5 
  2 
  x2/12 
  6 
  1D+2 
  4D 
  2D* 
  10/0D 
  25/1D 
  40/3D 
  3/4D Laser cannon 
  Tur 
  2D 
  1-3/12/25 
  4D 
  *4D backup (Easy) 
  AJ13:128 
  Mon Calamari Simiyiar Light Frt 
  96,000 
  SF 
  26.3 
  150 
  1 
  8 
  2 
  x2/15 
  4 
  1D 
  3D 
  2D* 
  10/1D 20/1D+1 30/1D+2 2/2D+2 Double laser cannon Tur 
  2D 
  1-3/6/10 
  5D 
  *2D backup (Easy) 
  AIR:33 
  Mon Calamari Wander Jump Frt 
  85,000 
  SF 
  30 
  90 
  1 
  6 
  2 
  x2/15 
  5 
  1D 
  4D 
  2D* 
  15/0D 
  30/1D 
  50/3D 
  2/4D Laser Cannon 
  Tur 
  2D 
  1-3/12/25 
  4D 
   
  CA3:92 
  Nova-Drive 3-Z Light Freighter 
  60,000 
  SF 
  28 
  150 
  2,1/+10 
  8 
  2 
  x2/10 
  4 
  1D 
  4D+2 
  1D 
  20/0D 
  30/1D 
  40/1D+2 
  2/2D 2 laser cannons 
  FRB 
  1D 
  1-3/12/25 
  3D 
   
  SS:33 
  Rendili-Surron Starlight Light Frt 
  52,000 
  SF 
  34 
  50 
  2 
  4 
  ¾ 
  x2/12 
  4 
  1D 
  4D 
  1D 
  10/0D 
  20/1D 
  40/2D 
  2/3D Blaster cannon 
  Tur 
  2D 
  1-5/10/17 
  3D 
   
  SS:37 
  Selonian Hunchzuc Den Coneship 
  20,000 
  SF 
  20.5 
  1 
  1 
  2 
  ¼ 
  - 
  5 
  0D 
  3D 
  - 
  - 
  - 
  - 
  - 
  None 
   
   
   
   
  Uses Archaic skill 
  CTD:143 
  Shobquix Epoch Light Freighter 
  56,000 
  SF 
  23 
  200 
  1 
  7 
  2 
  x2/10 
  4 
  1D 
  4D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D Laser cannon 
  Tur 
  2D 
  1-3/12/25 
  5D 
   
  AJ10:270 
  Sienar Anxarta Light Freighter 
  70,000 
  SF 
  28 
  100 
  1 
  6 
  2 
  x2/15 
  5 
  1D 
  4D 
  1D+2 10/0D 
  25/1D 
  40/2D 
  2/3D Double laser cannon Tur 
  2D 
  1-3/12/25 
  3D 
  Difficult to find 
  AJ11:256 
  SoroSuub Jermaguim Light Frt 
  56,000 
  SF 
  25 
  85 
  2 
  8 
  2 
  x2/12 
  6 
  2D 
  4D 
  1D+1 15/0D 
  30/1D 
  50/3D 
  2/4D Laser cannon 
  Tur 1D+1 1-3/12/25 
  4D 
   
  P&P:62 
  SoroSuub Nella 342 Light Frt 
  45,000 
  SF 
  29.7 
  50 
  1 
  5 
  2 
  x2/12 
  4 
  1D 
  4D 
  1D 
  15/1D 
  30/2D 
  45/2D 
  2/2D+1 None 
   
   
   
   
  Old, usually used 
  P&P:61 
  SoroSuub Nesst Light Frt 
  30,000 
  SF 
  29 
  150 
  1 
  4 
  1 
  x1/9 
  4 
  1D+2 3D+2 1D+1 15/1D 
  25/2D 
  50/2D+2 
  4/4D None 
   
   
   
   
  +5 diff to add weapons 
  P&P:63 
  SoroSuub Nyubba Barge Driver 
  100,000 
  SF 
  22 
  200 
  2 
  2 
  2 
  x2/16 
  3 
  1D 
  5D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D 2 double laser can. 
  Tur 1D+2 1-3/12/25 
  4D 
  +1 diff/barge ≤ 8 
  AJ11:218 
  Starfeld Z-10 Seeker Scout Trans 
  86,000 
  SF 
  20.3 
  45 
  1 
  2 
  2 
  x1/12 
  7 
  3D 
  3D 
  - 
  20/1D 40/1D+2 
  65/2D 
  3/3D Autoblaster 
  F 
  2D 
  1-3/10/20 3D+1 +10 diff to modify 
  No pods: +2 Sp, +1D+1 mnv SS:13 
  Starfeld ZH-25 Questor  Lt Frt 
  136,000 
  SF 
  22.4 
  85 
  1 
  6 
  3 
  x1/12 
  5 
  2D 
  4D 
  1D 
  15/0D 
  30/1D 
  50/2D 
  2/3D 2 laser cannons 
  F 
  2D 
  1-3/12/25 
  4D 
   
  SS:45 
  Subla Ransom Med Cargo Hauler 
  220,000 
  SF 
  75.5 
  700 
  5 
  5 
  3 
  x2/12 
  5 
  1D 
  5D 
  2D 
  30/1D 
  65/2D 
  110/3D 
  4/4D Blaster cannon 
  Tur 
  3D 
  1-5/10/17 
  5D 
   
  P&P:67 
  Surronian L19 “Heavy” Freighter 
  75,000 
  SF 
  50 
  150 
  1 
  10 
  2 
  x2/16 
  6 
  1D 
  6D 
  1D 
  30/1D 
  80/2D 
  120/3D 
  4/4D Twin blaster cannon Tur 
  2D 
  1-3/12/25 
  5D 
   
  SS:57 
  Suwantek TL-1800 Lt Transport 
  41,500 
  SF 
  30 
  110 
  1 
  7 
  3 
  x2/10 
  4 
  1D+2 
  4D 
  2D 
  10/0D 
  25/1D 
  40/2D 
  2/3D 2 laser cannons (FL) 
  F 
  2D 
  1-3/12/25 
  5D 
  Ext pods: 400 T 
  SS:41 
  Zuraco Cargo Hauler Med Frt 
  110,000 
  SF 
  87.3 
  200 
  4 
  6 
  2 
  x2/12 
  6 
  0D 
  5D 
  2D 
  30/1D 
  80/2D 
  100/3D 
  4/4D None 
   
   
   
   
   
  P&P:66 
  Bulk Transports 
  Ship 
  Cost 
  (new) 
  Scale Size 
  (m) 
  Cargo 
  (T) 
  Crew, 
  Skel/mod Psgr Food 
  (mo) 
  HD/ 
  back 
  Space 
  Man-
  euver 
  Hull Shield 
  Sensors 
  Weapons 
  Special 
  Source 
  Passive 
  Scan 
  Search 
  Focus Weapon 
  Arc 
  FC 
  Range 
  Dmg 
  Arakyd Stellar Mag V Miner 
  5,000,000 
  C 
  542 
  500k 
  3 
  10 
  1 
  - 
  5 
  1D 
  4D+1 
  - 
  20/0D 
  50/1D 
  70/2D 
  2/3D Turbolaser batt 
  Tur 2D+2 3-15/36/75 
  3D 
   
  Snov:75 
  Corellian Action IV Bulk Trans 
  945,000 
  C 
  100 
  75k 
  8 
  - 
  3 
  x3/- 
  2 
  0D 
  2D 
  - 
  15/0D 
  20/1D 
  30/1D+2 
  - 
  None 
   
   
   
   
  No nav comp (droid) P&P:68 
  Corellian Action V Bulk Trans 
  965,000 
  C 
  115 
  80.5k 
  10 
  - 
  3 
  x4/- 
  2 
  0D 
  2D+2 
  1D 
  20/0D 
  30/1D 
  40/1D 
  1/1D None 
   
   
   
   
  No nav comp (droid) P&P:68 
  Corellian Action VI Bulk Trans 
  1,000,000 
  C 
  125 
  90k 
  10,6/+10 
  - 
  3 
  x3/- 
  2 
  0D 
  3D 
  1D 
  20/0D 
  30/1D 
  40/1D+1 
  1/2D None 
   
   
   
   
  No nav comp (droid) P&P:69 
  Corellian BD-27 Barge Driver 
  800,000 
  SF 
  110 
  75k 
  2,1/+10 
  - 
  3 
  x3/15 
  2 
  0D 
  3D 
  1D 
  10/0D 
  20/1D 
  25/1D+1 1/1D+2 None 
   
   
   
   
   
  AJ9:30 
  Corellian CE-2 Transport 
  200,000 
  SF 
  100 
  50k 
  2 
  2 
  2 
  x2/12 
  3 
  1D 
  4D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/2D+2 None 
   
   
   
   
   
  P&P:66 
  Corellian Garman Gas Miner 
  7,500,000 
  C 
  300 
  70k 
  300 
  20 
  24 
  x2/8 
  4 
  0D 
  3D 
  2D 
  3/1D 
  6/1D+2 
  10/2D 
  1/3D 4 quad lasers 
  1 ea 
  2D 
  1-5/10/15 
  2D+2  
  FBS:28 
  Corellian Superlift Ore Hauler 
  1,500,000 
  C 
  155 
  90k 
  10,5/+5 
  5 
  3 
  x4/20 
  2 
  0D 
  2D+2 
  1D 
  20/0D 
  30/1D 
  40/1D+2 
  1/2D None 
   
   
   
   
   
  P&P:69 
  Damorian X46-7 Ore Carrier 
  2,500,000 
  C 
  175 
  5k 
  20,6/+10 
  8 
  12 x3/20 
  5 
  0D 
  3D 
  1D 
  4/0D 
  8/1D 
  16/1D+2 
  2/2D None 
   
   
   
   
   
  OE:69 
  EoBaam Rin Assid Bulk Hauler 
  775,000 
  C 
  350 
  100k 15,6/+10 10 
  3 
  x5/15 
  1 
  0D 
  3D 
  1D 
  5/+1 
  15/1D 
  25/1D+1 
  1/2D None 
   
   
   
   
   
  P&P:69 
  Gallofree GR-75 Medium Trans 
  350,000 
  C 
  90 
  19k 
  6,3/+10 
  - 
  6 
  x4/- 
  2 
  0D 
  2D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D None 
   
   
   
   
   
  P&P:67 
  Ghtroc Cargo Empress Super Frt 
  1,000,000 
  SF 
  110 
  50k 
  4 
  8 
  2 
  x2/- 
  2 
  0D 
  3D+2 
  1D 
  15/0D 
  30/1D 
  40/2D 
  2/2D None 
   
   
   
   
   
  P&P:68 
  Incom W-23 Star Hauler Barge 
  350,000 
  C 
  80 
  15k 
  2 
  - 
  1 
  - 
  3 
  1D+1 3D+2 
  1D 
  15/0D 
  30/1D 
  30/1D+2 
  1/1D None 
   
   
   
   
   
  TT:230 
  KDY AP-300 Asteroid Prospector 
  8,000,000 
  C 
  350 
  80k 
  500 
  50 
  24 x3/15 
  4 
  1D 
  5D 
  3D 
  45/1D 
  70/2D 
  120/2D+1 
  5/3D 8 laser cannons 
  4 tractor beams 
  2 ea 
  FLR 
  2D+2 
  0D 
  1-5/10/17 
  1-5/15/30 
  3D 
  4D 
   
  P&P:69 
  KDY Class-7 Repair Vessel 
  4,500,000 
  C 
  560 
  400k 
  3 
  10 
  3 
  x2/10 
  5 
  1D 
  5D+2 
  1D 
  25/1D 
  50/2D 
  75/2D+2 
  3/4D Turbolaser 
  Tur 
  3D 
  3-15/36/75 
  5D 
   
  Snov:80 
  KDY Super Transport XI Container 35,000,000 
  C 
  840 
  25M 
  100 
   
  17 x3/20 
  2 
  0D 
  3D+2 
  - 
  30/1D 
  40/2D 
  50/2D+2 
  4/3D None 
   
   
   
   
   
  P&P:70 
  Loronar Medium Transport 
  320,000 
  C 
  75 
  17k 
  4,2/+10 10 
  3 
  x3/15 
  2 
  0D 
  2D 
  1D 
  10/0D 
  25/1D 
  35/2D 
  2/3D None 
   
   
   
   
   
  GH:108 
  Mobquet Custom Med Hauler 
  240,000 
  SF 
  79.3 
  700 
  2,1/+10 
  8 
  2 
  x2/11 
  4 
  1D 
  7D 
  2D 
  20/0D 
  50/1D 
  80/2D 
  4/3D 2 laser cannons 
  Tur 
  2D 
  1-3/12/25 
  4D 
  +5 bonus to modify 
  P&P:67 
  Sienar Mk-I Bulk Transport 
  500,000 
  SF 
  50 
  60k 
  4 
  5 
  5 
  x3/20 
  3 
  1D 
  5D 
  - 
  20/0D 
  50/1D 
  80/2D 
  4/3D Laser cannon 
  Tur 
  1D 
  1-3/5/10 
  2D 
   
  P&P:66 
  Sienar Mk-III Bulk Transport 
  800,000 
  C 
  300 
  160k 
  10 
  - 
  5 
  x3/20 
  3 
  1D 
  5D 
  - 
  20/1D 
  50/1D 
  80/2D 
  4/3D Laser cannon 
  Tur 
  1D 
  1-3/5/10 
  2D 
   
  FOP:123 
  SoroSuub Brayl Bulk Freighter 
  1,000,000 
  C 
  100 
  75k 
  8 
  - 
  3 
  x4/12 
  1 
  0D 
  3D 
  1D 
  20/0D 
  30/1D 
  40/1D+2 
  2/2D None 
   
   
   
   
   
  IA:68 
  Thalassian Y164 Slave Transport 
  490,000 
  C 
  90 
  200 
  13 
  98k 
  2 
  x3/25 
  1 
  1D 
  3D 
  1D 
  10/0D 
  25/1D 
  45.3D 
  3/4D 2 laser cann (SF) 
  Tur 
  2D 
  1-3/12/25 
  4D 
   
  GG9:7 
  TransGalMeg Xiytiar Transport 
  1,500,000 
  SF 
  164.8 
  5k 
  10 
  2 
  3 
  x3/16 
  3 
  0D 
  4D+2 
  4D 
  20/0D 35/1D+1 
  40/3D 
  2/3D None 
   
   
   
   
   
  P&P:68 
  Trilon Mobile Mining Barque 
  300,000 
  SF 
  80 
  3k 
  3 
  6 
  4 
  x4/9 
  2 
  0D 
  3D 
  1D 
  100/1D 200/2D 
  400/3D 
  50/4D Mining laser (C) 
  Bot 
  0D 
  1/3/7 
  3D 
   
  GG8:43 
  
  SWD6 Quick Reference 
  Starships, Vehicles, and Modifications 
  by Diem Ephée 
   
  Page 16 
  Scout Ships 
  Ship 
  Cost 
  (new) Scale Size 
  (m) 
  Cargo 
  (T) 
  Crew Psgr Food 
  (mo) 
  HD/ 
  back 
  Space 
  Man-
  euver 
  Hull Shield 
  Sensors 
  Weapons 
  Special 
  Source 
  Passive 
  Scan 
  Search Focus Weapon 
  Arc 
  FC 
  Range 
  Dmg 
  Corellian Ore-Seeker Surveyor 
  165,000 
  SF 
  22.5 
  80 
  2 
  4 
  2 
  x2/15 
  3 
  0D 
  5D+2 
  2D 
  10/0D 
  25/1D 
  40/2D 
  2/3D Hvy laser cannon 
  Tur 
  2D 
  1-3/12/25 
  5D 
  Pilot may fire at -2D CA2:34 
  Incom A-24 Sleuth 
  80,000 
  SF 
  14 
  2 
  1 
  1 
  3 
  x1/10 
  8 
  2D 
  3D+2 
  2D 
  20/0D 
  35/1D 
  40/2D 
  2/3D 2 laser cannons (FL) 
  F 
  2D+1 1-3/12/25 
  5D 
   
  AJ11:46 
  Incom Explorer Scout Ship 
  150,000 
  SF 
  15 
  4 
  1 
  2 
  1 
  x2/15 
  5 
  1D 
  4D 
  1D+2 35/1D 
  50/2D 
  75/2D+2 
  5/3D Dual laser cannon Tur 
  3D 
  1-3/12/20 
  4D 
   
  GG10:71 
  Loronar Out System Scout 
  500,000 
  SF 
  63 
  70 
  4 
  4 
  8 
  x1/8 
  4 
  2D 
  3D+2 
  1D 
  30/1D 
  50/2D 
  75/2D+2 
  5/4D Laser cannon 
  Tur 1D+2 3-5/15/30 
  3D+2  
  Snov:81 
  Loronar Far Reach IV Surveyor 
  300,000 
  SF 
  80 
  150 
  2 
  0 
  6 
  x4/- 
  6 
  2D 
  3D 
  1D 
  40/1D 
  80/2D 
  120/4D 4/4D+2 4 laser cannons 
  Tur 
  2D 
  1-3/12/25 
  4D 
   
  IC:21 
  Loronar SkyBlind Recon Ship 
  350,000 
  SF 
  21 
  50 
  1 
  7 
  6 
  x3/20 
  2 
  0D 
  6D 
  3D 
  50/2D 
  30/1D 
  50/2D 
  3/3D Torpedo lnchr 
  Tur 
  0D 
  1/3/7 
  7D 
  +3D diff to detect 
  Separate lander 
  GG8:38 
  Republic “Flatfish” Astrogator 
  60,000 
  SF 
  35 
  1 
  3 
  0 
  ¼ 
  x2/15 
  10 
  0D 
  3D 
  - 
  50/1D 
  100/3D 150/4D 5/4D+2 None 
   
   
   
   
   
  CTD:86 
  Republic Engineering “Ferret” 
  890,000 
  SF 
  28 
  2 
  3 
  0 
  3 
  x1/8 
  10 
  2D 
  2D 
  - 
  50/1D 
  100/3D 200/4D 6/4D+2 2 missile lnchrs 
  F 
  3D 
  1-2/8/15 
  7D 
  Stealth mode: -5 
  spc, +5D diff detect 
  CTD:83 
  Republic Engineering “Prowler” 
  1,100,000 
  SF 
  48 
  3 
  6 
  0 
  5 
  x1/10 
  5 
  1D 
  3D 
  - 
  100/1D 125/2D 150/3D 5/4D+2 2 missile lnchrs 
  F 
  3D 
  1-2/8/15 
  7D 
  Stealth mode: -3 
  spc, +3D diff detect 
  CTD:84 
  Sienar Lone Scout-A 
  125,000 
  SF 
  24 
  150 
  1 
  3 
  12 
  x2/15 
  5 
  0D 
  4D 
  1D 
  30/0D 
  50/1D 
  75/2D 
  5/3D Laser cannon 
  F 
  0D 
  1-3/12/25 
  4D 
   
  2RE:256 
  Sydon MRX-BR Pacifier 
  120,000 
  SF 
  25 
  25 
  1 
  3 
  12 
  x1/8 
  7 
  1D 
  2D 
  2D 
  30/1D 
  60/2D 
  120/3D 10/3D+2 3 laser cannons 
  2 torpedo lnchrs 
  RLB 
  F 
  3D 
  2D 
  1-3/12/25 
  1/3/7 
  3D 
  9D 
   
  GG8:42 
  Tykannin Redthorn Scout 
  90,000 
  SF 
  24 
  20 
  1 
  2 
  6 
  x3/15 
  5 
  1D+2 
  3D 
  1D 
  30/0D 
  50/1D 
  75/2D 
  5/3D Laser cannon 
  F 
  1D 
  1-3/12/25 
  4D 
   
  PC:118 
  Uulshos DPx “Deep-X” Explorer 
  150,000 
  SF 
  12 
  50 
  1 
  5 
  6 
  x1/8 
  7 
  2D 
  2D 
  - 
  20/0D 
  30/1D 
  50/2D 
  3/3D 2 blaster cannons 
  F 
  0D 
  1-2/8/15 
  1D 
   
  GG8:36 
  Vangaard Pathfinder 
  70,000 
  SF 
  36 
  100 
  1 
  2 
  6 
  x3/15 
  4 
  1D 
  3D 
  3D 
  30/0D 
  45/1D 
  60/2D 
  5/3D Laser cannon 
  Tur 
  0D 
  1-5/15/20 
  3D 
  +1 dmg/hit absorbed GG8:40 
  Military Shuttles, Drop Ships, and Troop Carriers 
  Ship 
  Aff. 
  Cost 
  (new) Scale Size 
  (m) 
  Cargo 
  (T) 
  Crew, 
  Skel/mod Psgr Food 
  (d) 
  HD/ 
  back 
  Space 
  Man-
  euver 
  Hull Shield 
  Sensors 
  Weapons 
  Special 
  Source 
  Passive 
  Scan 
  Search 
  Focus Weapon 
  Arc 
  FC 
  Range 
  Dmg 
  Corellian Grek Troop Shuttle 
  Gen 
  40,000 
  SF 
  30 
  0.5 
  2 
  50 
  1 
  - 
  6 
  1D 
  3D 
  - 
  15/0D 
  30/1D 
  50/3D 
  2/3D+2 Laser cannon 
  F 
  1D 
  1-3/12/25 
  4D 
   
  P&P:87 
  Corellian Kleeque Transport 
  Reb 
  900,000 
  SF 
  250 5000 16,4/+10 1k 
  30 x2/10 
  4 
  1D 
  3D 
  1D 
  20/0D 
  40/1D 
  60/2D 
  3/2D+2 2 laser cannons 
  Tur 
  2D 
  1-3/12/25 
  4D+2  
  RoE:49 
  DuroTech Mneffe Pssgr Shuttle 
  Gen 200,000 
  SF 
  27 
  20 
  2,1/+10 
  6 
  30 x1/10 
  7 
  2D 
  4D+2 
  2D 
  20/0D 
  40/1D 
  60/2D 
  3/3D Dbl laser cannon 
  Tur 
  2D 
  1-3/12/25 
  5D 
  Pilot may fire at -2D ND:90 
  Gallofree 23K Service Shuttle 
  Gen 
  10,000 
  SF 
  18 
  1 
  1 
  6 
  1 
  - 
  2 
  1D 
  1D+1 
  - 
  10/1D 15/1D+2 
  20/2D 
  1/2D+2 None 
   
   
   
   
   
  GG7:30 
  Heckson “Quick Ship” Shuttle 
  Gen 
  75,000 
  SF 
  17 
  0.1 
  1 
  6 
  5 
  x2/- 
  4 
  1D+2 
  6D 
  2D 
  10/1D 25/1D+2 
  40/2D 
  3/2D+2 2 triple blasters 
  Tur 
  1D 
  1-3/12/25 
  3D+2 Max 10 HD jumps 
  CC:89 
  Incom CX-5011 PeopleMover 
  Gen 
  27,000 
  SF 
  42 
  7 
  130 
  20 
  30 
  x2/- 
  3 
  0D 
  3D 
  1D 
  5/0D 
  20/1D 
  40/2D+1 4/2D+2 Laser cannon 
  F 
  2D 
  1-5/12/25 
  4D 
   
  PoM:53 
  KDY F7 “Landing Brick” 
  Imp 
  300,000 
  SF 
  60 
  250 
  3 
  40 
  2 
  - 
  10 
  0D 
  5D 
  1D 
  10/0D 
  20/1D 
  30/1D+2 1/2D+2 Laser cannon 
  Tur 
  1D 
  1-5/10/17 
  3D+2 Spc 2 on return trip RoE:105 
  Koensayr Sigma Shuttle 
  Imp 
  225,000 
  SF 
  22 
  100 
  2,1/+5 
  8 
  60 x2/15 
  6 
  2D 
  3D 
  2D 
  20/1D 25/1D+2 30/2D+1 4/2D+2 Laser cannon 
  Tur 
  3D 
  1-3/12/25 
  5D 
   
  AIR:35 
  Larjh Felpajh 10A Luxury Shuttle 
  Gen 225,000 
  SF 
  31 
  5 
  1 
  8 
  10 
  - 
  3 
  1D 
  3D 
  1D 
  - 
  - 
  - 
  - 
  None 
   
   
   
   
   
  Gal:17 
  Meller & Dax MT/191 Dropship Imp 
  150,000 
  SF 
  53 
  200 
  1 
  160 
  1 
  - 
  10 
  - 
  4D 
  2D 
  10/0D 
  20/1D 
  30/1D+2 1/2D+2 Light laser cann 
  F 
  1D 
  1-5/10/17 
  1D 
  Spc 2 on return trip IS:137 
  Merthyog II-xC Broadcast Ship 
  Imp 
  9,000 
  SF 
  30 
  10 
  4,2/+10 10 
  14 
  x4/- 
  4 
  2D 
  2D 
  1D 
  15/0D 
  30/1D 
  50/3D 
  2/4D None 
   
   
   
   
  Max 5 HD jumps 
  CA1:84 
  Rendili Stardrive Katarn Shuttle Gen 110,000 
  SF 
  28 
  0.5 
  2 
  50 
  1 
  - 
  8 
  1D+2 
  5D 
  2D 
  10/0D 
  20/1D 
  40/2D 
  2/3D Dbl laser cannon 
  F 
  2D 
  1-3/12/25 
  5D 
  Plasma torch (8D) 
  RoE:48 
  Sienar BR-23 Courier Trans 
  Gen 1,000,000 
  SF 
  21 
  40 
  1 
  40 
  14 x2/12 
  5 
  1D 
  3D+2 1D+2 
  10/0D 
  25/1D 
  40/2D 
  2/3D 2 laser cannons 
  Tur 
  1D 
  1-3/12/25 
  4D 
   
  RoE:49 
  Sienar Curich Cargo Shuttle 
  Imp 
  250,000 
  SF 
  54 
  300 
  3 
  50 
  30 
  x2/8 
  4 
  1D 
  4D 
  2D 
  20/1D 40/1D+2 
  50/2D 
  3/2D+2 Hvy blaster cann FLR 
  2D 
  1-3/12/25 
  6D 
   
  CC:45 
  Sienar Kappa Troop Shuttle 
  Gen 225,000 
  SF 
  35 
  50 
  2 
  40 
  30 x1/10 
  5 
  1D 
  4D 
  1D 
  20/0D 
  40/1D 
  80/2D 
  2/2D+2 2 dbl blaster cann 
  2 blaster cann (Spd) 
  Tur 
  F 
  2D 
  2D 
  1-3/12/25 
  1-50/100/250 
  4D 
  3D+2  
  RoE:46 
  Sienar Lambda Shuttle 
  Imp 
  500,000 
  SF 
  20 
  80 
  2,1/+10 10 
  60 x1/10 
  5 
  1D 
  4D 
  1D+2 
  20/0D 
  40/1D 
  80/2D 
  4/2D+2 3 dbl blaster cann 
  2 dbl laser cann 
  FB 
  F 
  2D 
  3D+1 
  1-3/12/25 
  1-3/12/25 
  4D 
  4D+1 Most common 
  Tril:135 
  Sienar Mu-2 Scout Shuttle 
  Imp 
  300,000 
  SF 
  20 
  100 
  2 
  14 180 x2/20 
  5 
  1D 
  4D 
  1D+2 
  25/1D 
  50/2D 
  60/2D 
  3/3D 2 laser cann (FL) 
  F 
  2D 
  1-3/12/25 
  4D+1  
  GG8:37 
  Sienar Mu-3 Long Range Shuttle Imp 
  400,000 
  SF 
  20 
  50 
  2 
  40 
  60 x2/20 
  5 
  1D 
  4D 
  2D 
  25/1D 
  50/2D 
  60/2D 
  3/3D 2 laser cann (FL) 
  F 
  2D 
  1-3/12/25 
  5D 
   
  RoE:104 
  Sienar Sentinel Troop Carrier 
  Imp 
  800,000 
  SF 
  20 
  180 
  2,1/+10 54 
  30 x1/10 
  7 
  2D+2 4D+2 3D+2 
  20/0D 
  40/1D 
  80/2D 
  4/2D+2 
  Laser cannon 
  2 blaster cann (Spd) 
  Ion cannon 
  2 missile launchers 
  F 
  Tur 
  Tur 
  F 
  3D 
  4D 
  4D 
  3D 
  1-3/12/25 
  1-50/100/250 
  1-3/17/36 
  1/3/7 
  6D 
  3D+2 
  4D 
  9D 
   
  Tril:133 
  Sienar Tribune Shuttle 
  Gen 150,000 
  SF 
  19 
  30 
  3,1/+10 14 
  21 x2/15 
  5 
  1D 
  3D 
  1D 
  30/0D 
  50/1D 
  75/2D 
  5/3D None 
   
   
   
   
   
  Gor:66 
  Silviut Svelte Shuttle 
  Imp 
  210,000 
  SF 
  17 
  50 
  2,1/+5 
  15 
  60 
  x1/5 
  6 
  2D 
  4D+2 
  2D 
  30/0D 
  45/1D 
  80/2D 
  4/2D+2 2 dbl blaster cann 
  2 dbl laser cann 
  FB 
  B 
  2D 
  3D 
  1-3/12/28 
  1-8/14/30 
  5D 
  4D+1  
  JA:128 
  Sonda AIC-4 Imperial Dropship 
  Imp 
  200,000 
  SF 
  40 
  10 
  6 
  44 
  3 
  - 
  9 
  2D 
  5D 
  1D 
  20/0D 
  40/1D 
  60/2D 
  3/3D 2 laser cannons 
  2 blasters (char) 
  Tur 
  Tur 
  2D 
  0D 
  1-3/12/25 
  3-75/200/500 
  5D 
  8D 
  Spc 3 on return trip AJ2:266 
  SoroSuub Ambassador Shuttle 
  Gen 1,250,000 
  SF 
  50 
  100 
  2 
  10 
  30 x2/14 
  7 
  1D 
  3D 
  1D 
  15/1D 25/1D+2 
  45/2D 
  4/3D 2 dbl laser cann 
  F 
  3D+1 1-5/10/25 
  4D 
   
  AJ3:261 
  SoroSuub Sprint Rescue Craft 
  Gen 600,000 
  SF 
  30 
  2 
  3,1/+10 45 
  30 x1/12 
  9 
  2D+1 3D+1 
  2D 
  40/1D 80/1D+2 130/2D 
  6/3D None 
   
   
   
   
  +1D+2 to scan life 
  TaB:113 
  Telgorn Aegis Combat Shuttle 
  Imp 
  100,000 
  SF 
  29 
  120 
  2,1/+10 40 
  4 
  - 
  6 
  1D 
  6D 
  2D 
  30/1D 
  45/2D 
  70/2D 
  2/3D 2 laser cannons 
  Missile launcher 
  Tur 
  F 
  1D+2 
  1D 
  1-3/12/25 
  1/3/7 
  5D 
  7D 
  3 vehicles or 40 
  soldiers, no HD 
  RoE:47 
  Telgorn Beta Assault Shuttle 
  Imp 
  600,000 
  C 
  30 
  0.5 
  5,3/+10 40 
  5 
  x3/- 
  8 
  1D+2 
  3D 
  3D+2 
  20/0D 
  40/1D 
  60/2D 
  3/3D 
  4 laser cannons 
  Tractor beam 
  Missile launcher 
  FR 
  F 
  F 
  2D 
  3D 
  2D 
  1-5/10/17 
  1-5/15/30 
  1-5/10/17 
  2D 
  3D 
  2D 
  Max 3 HD jumps 
  TT:235 
  Telgorn Gamma Assault Shuttle Imp 
  900,000 
  C 
  30 
  5 
  2,1/+10 40 
  7 
  x2/18 
  8 
  2D 
  3D+2 4D+2 
  40/1D 80/1D+2 130/3D 
  4/3D 
  4 laser cannons 
  Tractor beam 
  Missile launcher 
  Tur 
  F 
  F 
  3D 
  4D 
  2D+1 
  1-3/12/25 
  1-5/15/30 
  1-2/8/15 
  2D 
  5D+2 
  4D 
  Max 3 HD jumps 
  IS:49 
  Telgorn Gamma Lt Pers Carrier 
  Imp 1,100,000 
  C 
  30 
  40 
  2,1/+10 40 
  3 
  x2/18 
  8 
  3D 
  5D+2 2D+2 
  40/1D 80/1D+2 130/3D 
  4/3D 4 laser cannons 
  FB 
  3D 
  1-3/12/25 
  2D 
  Max 3 HD jumps 
  CA1:79 
  Telgorn Warlord Dropship 
  Gen 1,200,000 
  C 
  110 
  180 
  200 
  360 
  3 
  - 
  10 
  0D 
  3D 
  1D 
  30/1D 
  60/2D 
  80/3D 
  3/4D 6 turbolasers 
  Tur 
  3D 
  3-15/35/75 4D+2 Spc 4 on return trip AJ2:258 
  Telgorn Zeta Long-range Shuttle 
  Gen 750,000 
  SF 
  35 
  25 
  2 
  10 120 x1/8 
  7 
  1D+2 3D+2 
  2D 
  20/1D 
  40/2D 
  60/3D 
  3/4D 2 laser cann (FL) 
  F 
  2D 
  1-3/12/25 
  5D 
   
  AJ11:46 
  Military Light Transports and Patrol Craft 
  Ship 
  Aff. 
  Cost 
  (new) Scale Size 
  (m) 
  Cargo 
  (T) 
  Crew, 
  Skel/mod Psgr Food 
  (mo) 
  HD/ 
  back 
  Space 
  Man-
  euver 
  Hull Shield 
  Sensors 
  Weapons 
  Special 
  Source 
  Passive 
  Scan 
  Search 
  Focus Weapon 
  Arc 
  FC 
  Range 
  Dmg 
  Corellian INT-66 Hvy Interceptor 
  Gen 350,000 
  SF 
  50 
  50 
  1 
  3 
  4 
  x2/12 
  5 
  2D 
  5D 
  2D 
  20/1D 45/1D+2 75/2D+2 3/3D+2 2 turbolasers 
  Dbl pulse laser 
  F 
  Tur 
  2D 
  3D 
  1-4/15/30 
  1-3/12/25 
  7D 
  5D+2  
  AJ4:202 
  Corellian Mynock Assault Boat 
  Gen 500,000 
  SF 
  44 
  40 
  2,1/+10 24 
  1 
  x2/10 
  8 
  1D 
  4D 
  3D 
  30/1D 
  60/2D 
  90/4D 
  4/4D+1 
  Quad laser cann 
  2 ion cann (FL) 
  Missile launcher 
  Tur 
  F 
  Tur 
  2D 
  3D 
  2D 
  1-3/12/25 
  1-3/7/36 
  1/3/7 
  5D 
  4D 
  9D 
   
  CTD:139 
  Corellian PB-950 Patrol Boat 
  Gen 220,000 
  SF 
  37 
  180 
  2 
  8 
  3 
  x1/12 
  8 
  1D 
  5D 
  3D 
  30/1D 
  60/2D 
  90/4D 
  4/4D+1 
  Quad laser cann 
  2 ion cann (FL) 
  Missile lnchr 
  Tur 
  F 
  Tur 
  2D 
  3D 
  2D 
  1-3/12/25 
  1-3/7/36 
  1/3/7 
  5D 
  4D 
  9D 
   
  P&P:81 
  Corp Sec Auth Etti Light Trans 
  Gen 650,000 
  C 
  125 
  400 25,15/+10 15 
  0.1 x2/10 
  4 
  0D 
  3D 
  2D 
  30/1D 
  60/2D 
  90/3D+2 
  6/4D 10 quad laser (SF) 
  Tractor beam 
  All 
  Tur 
  1D 
  2D 
  1-5/10/20 
  1-10/20/40 
  5D 
  4D 
  Max 4 HD jumps 
  P&P:79 
  Incom Y-4 Raptor Transport 
  Gen 250,000 
  SF 
  28 
  300 
  1 
  40 
  1 
  x2/8 
  6 
  1D+1 5D+2 
  3D 
  40/1D 
  80/2D 
  100/3D 
  5/4D 2 dbl laser cann 
  F,Tur 
  2D 
  1-5/12/20 
  3D 
   
  CTD:48 
  KDY Armored Transport 
  Imp 
  240,000 
  SF 
  50 
  30k 
  10 
  20 
  3 
  x2/12 
  4 
  0D 
  5D 
  1D 
  10/0D 
  25/1D 
  40/2D 
  2/3D 2 laser cannons 
  Tur 
  2D 
  1-3/12/25 
  4D 
   
  P&P:68 
  KDY Law Light Patrol Craft 
  Imp 
  450,000 
  SF 
  51 
  250 
  15,4/+5 10 
  3 
  x1/12 
  5 
  1D 
  5D 
  1D 
  30/1D 
  60/2D 
  90/4D 
  4/4D+1 4 laser cannons 
  Torpedo lnchr 
  Tur 
  F 
  2D+2 
  5D 
  1-3/12/25 
  1-5/10/15 
  5D 
  9D 
   
  P&P:81 
  Kuat Firespray Patrol Vessel 
  Gen 120,000 
  SF 21.5 
  70 
  1 
  4 
  1 
  x3/15 
  5 
  1D 
  4D 
  1D 
  10/0D 
  25/1D 
  50/1D+1 
  2/2D 2 blaster cannons Tur 
  2D 
  1-3/10/20 
  4D 
  e.g. Slave I 
  P&P:75 
  Mestapol Zephyr Light Transport Gen 
  70,000 
  SF 
  50 
  0.3 
  1 
  2 
  1 
  x1/4 
  8 
  3D+1 
  4D 
  3D 
  20/0D 
  35/1D 
  40/2D 
  2/3D 2 laser cann (FL) 
  Torpedo lnchr 
  F 
  F 
  3D 
  2D 
  1-3/12/25 
  1/3/7 
  5D 
  9D 
   
  CA1:46 
  Rendili StarDrive Customs Corvette 
  Imp 1,200,000 
  SF 
  180 
  500 52,18/+10 20 
  2 
  x2/8 
  8 
  2D 
  5D+1 
  3D 
  30/1D 
  60/2D 
  90/4D 
  4/4D+1 6 dbl turbolasers 
  Tur 
  2D 
  3-15/35/75 
  4D 
   
  GG6:76 
  Rendili StarDrive Customs Frigate Imp 
  400,000 
  SF 
  35 
  100 
  6,3/+10 10 
  3 
  x2/8 
  5 
  2D 
  3D+1 
  3D 
  30/1D 
  60/2D 
  90/4D 
  4/4D+1 6 laser cannons 
  Tur 
  2D 
  1-3/12/25 
  5D 
   
  P&P:83 
  Sienar Concealer Prison Ship 
  Imp 
  300,000 
  SF 
  50 
  25 
  3 
  15 
  2 
  x2/15 
  3 
  1D 
  4D+2 
  3D 
  20/0D 
  40/1D 
  75/2D 
  3/2D+2 6 laser cannons 
  All 
  2D 
  1-3/12/25 
  4D 
  Carries 60 prisoners FBS:78 
  Sienar Guardian 344 Lt Cruiser 
  Imp 
  375,000 
  SF 
  42 
  150 
  4,2/+10 10 
  3 
  x2/10 
  9 
  2D 
  5D 
  2D 
  30/1D 
  60/2D 
  90/4D 
  4/4D+1 4 laser cannons 
  Tur 2D+2 1-3/12/25 
  5D 
   
  PC:117 
  Sienar Guardian Light Cruiser 
  Imp 
  325,000 
  SF 
  42 
  200 16,8/+10 
  6 
  3 
  x1/10 
  9 
  1D 
  5D 
  2D 
  30/1D 
  60/2D 
  90/4D 
  4/4D+1 4 laser cannons 
  Tur 2D+2 1-3/12/25 
  5D 
   
  2RE:256 
  Sienar Light Patrol Ship 
  Imp 
  260,000 
  SF 
  38 
  100 
  3 
  8 
  1 
  x1/10 
  8 
  1D 
  4D+1 
  2D 
  30/1D 60/1D+2 90/2D+2 4/3D+1 3 laser cannons 
  Tur 
  2D 
  1-3/12/25 
  5D 
   
  P&P:82 
  Sienar Warden Light Cruiser 
  Imp 
  400,000 
  SF 
  42 
  100 16,8/+10 14 
  2 
  x1/10 
  10 
  2D 
  5D 
  3D 
  35/1D+1 70/2D+1 140/4D+1 4/4D+2 2 twin laser cann 
  Tur 
  3D 
  1-3/12/25 
  6D 
   
  AJ4:225 
  Surronian Conqueror Transport Gen 450,000 
  SF 
  28 
  25 
  2,1/+5 
  1 
  1 
  x1/10 
  7 
  2D 
  4D 
  2D 
  20/1D 35/1D+1 80/2D+1 
  2/3D 2 dbl laser cann 
  2 ion cannon (FL) 
   
  2D 
  3D 
  1-3/12/25 
  1-3/7/36 
  5D 
  4D 
   
  P&P:74 
  
  SWD6 Quick Reference 
  Starships, Vehicles, and Modifications 
  by Diem Ephée 
   
  Page 17 
  Capital Ships 
  Ship 
  Aff 
  Size 
  (m) 
  Cargo 
  (T) 
  Crew, Skel 
  (+10 blank) Psgr Food 
  (mo) 
  HD/ 
  back Spc Man-
  euver Hull Shield 
  Sensors 
  Weapons 
  Special 
  Source 
  Passive 
  Scan 
  Search 
  Focus Weapon 
  Arc 
  FC 
  Range 
  Dmg 
  Sienar Skipray Blastboat 
  Gen 
  25 
  20 
  2, 1/+5 
  - 
  1 
  x2/- 
  8 
  1D+2 2D+1 
  2D 
  35/1D 60/1D+2 
  100/2D 3/2D+2 
  2 laser cann (FL, SF) 
  3 ion cannons (FL) 
  Torpedo lnch (SF) 
  Tractor beam (SF) 
  Tur 
  F 
  F 
  F 
  1D 
  3D 
  2D 
  4D 
  1-3/12/25 
  1-3/12/25 
  1/3/7 
  1-3/8/12 
  5D 
  4D 
  9D 
  6D 
  All weapons SF scale, 
  except ion cannons 
  Atm: 415, maneuv 2D+2  
  Limited to 4 HD jumps 
  IS:50 
  Loronar X-Q1 Patrol Craft 
  Gen 
  80 
  300 
  6, 3 
  16 
  3 
  - 
  7 
  2D+1 3D+1 
  3D 
  40/1D 
  80/2D 
  100/3D 
  5/4D 2 turbolasers 
  Tur 
  2D 3-15/35/75 
  4D 
   
  AJ9:79 
  KDY Armed Cargo Barge 
  Imp 
  100 
  70k 
  12,6 
  10 
  2 
  x3/20 
  2 
  0D 
  2D 
  - 
  20/0D 
  30/1D 
  40/2D 
  2/2D+2 2 twin lasers 
  Tur 
  1D 1-3/12/25 
  2D 
  Avail (1.1 mil) 
  DSTC:94 
  Sienar IR-3F Patrol Craft 
  Gen 
  110 
  180 
  3, 1/+5 
  110 
  3 
  - 
  6 
  2D 
  3D 
  2D+2 40/1D 80/1D+1 
  130/2D 4/2D+2 4 turbolasers 
  Tur 
  2D 3-15/35/75 
  4D 
   
  P&P:74 
  Corellian DP20 Gunship 
  Gen 
  120 
  300 
  45,10 
  - 
  8 
  x2/16 
  7 
  2D+1 4D+2 2D+1 20/0D 
  40/0D 
  80/1D 
  2/2D 
  8 dbl turbolasers 
  6 quad lasers (SF) 
  4 missile lnchers 
  FLR 
  LR 
  FB 
  3D 
  3D 
  3D 
  3-15/35/75 
  1-5/10/17 
  2-12/30/60 
  4D+2 
  5D 
  9D 
  Avail (4.8 mil) 
  RAS:16 
  Sienar IPV-1 Patrol Craft 
  Gen 
  120 
  200 
  4, 3/+5 
  10 
  3 
  - 
  7 
  2D+1 3D+1 
  3D 
  40/1D 80/1D+2 
  130/2D 
  4/3D 4 turbolasers 
  Tur 
  2D 3-15/35/75 
  4D 
   
  IS:51 
  Corellian CR90 Corvete 
  Gen 
  150 
  3000 
  30-165 
  600 
  12 x2/16 
  6 
  2D 
  4D 
  2D 
  40/1D 
  80/2D 
  100/3D 
  5/4D 6 dbl turbolasers 
  All 
  3D 3-15/35/75 
  4D+2 Avail (3.5 mil) 
  2RE:153 
  Loronar X-Q2 Patrol Craft 
  Gen 
  150 
  500 
  9, 5/+15 
  15 
  3 
  - 
  7 
  2D+2 
  4D 
  2D+2 40/1D 
  80/2D 
  100/3D 
  5/4D 5 turbolasers 
  All 2D+2 3-15/35/75 
  4D 
   
  FOP:82 
  Rendili Kiltirin Dungeon Ship 
  Gen 
  150 
  275 
  115, 
  75/+15 
  50, 
  1250 
  2 
  x2/- 
  4 
  3D+1 
  3D 
  1D+2 20/0D 
  40/1D 
  50/2D 
  4/3D 5 quad turbolasers 
  Tractor beam 
  FLR 
  F 
  2D 
  2D 
  3-15/35/75 
  1-5/10/15 
  4D 
  4D 
  50 wardens, 1250 
  prisoners 
  AIR:57 
  Sienar Marauder Corvette 
  Gen 
  195 
  300 
  129, 52 
  40 
  3 
  x2/- 
  5 
  2D+1 3D+2 2D+1 40/1D 80/1D+2 100/2D+2 5/3D+1 8 dbl turbolasers 
  3 tractor beams 
  All 
  FB 
  3D 
  2D 
  3-15/35/70 
  1-5/15/30 
  5D 
  4D 
  Common in Corporate 
  Sector Authority 
  P&P:78 
  Sienar Bayonet Light Cruiser 
  Gen 
  200 
  3500 
  120, 40 
  48 
  12 x1/10 
  8 
  2D 
  4D 
  2D+2 40/1D 
  80/3D 
  160/4D 6/3D+2 
  8 heavy turbolasers 
  6 laser cannons 
  2 tractor beams 
  FLR 
  FLR 
  F 
  2D 
  3D 
  2D 
  3-15/35/75 
  1-3/12/25 
  1-5/15/30 
  7D 
  2D 
  4D 
  Avail (5 mil) 
  PC:103 
  KDY Lancer Frigate 
  Imp 
  250 
  300 
  810, 375 
  40 
  ¼ 
  x2/15 
  4 
  1D 
  4D 
  2D+2 35/1D 
  60/1D 
  100/2D 3/2D+1 20 quad lasers (SF) 
  All 
  4D 1-3/12/25 
  4D 
   
  IS:55 
  KDY Corona Frigate 
  NR 
  275 
  4000 
  782,281 
  80 
  12 x1/12 
  5 
  1D 
  4D 
  2D 
  40/0D 
  75/1D 
  150/2D 
  4/3D 
  10 turbolasers 
  10 laser cann (SF) 
  4 ion cannons 
  2 tractor beams 
  All 
  All 
  All 
  F 
  5D 
  2D 
  2D 
  4D 
  3-15/35/75 
  1-3/12/25 
  1-10/25/50 
  1-5/15/30 
  5D 
  4D 
  3D 
  6D 
  80 troops, 36 fighters 
  CTD:72 
  Elrood Prosperity Cruiser 
  Gen 
  300 
  2500 
  100, 
  35/+15 
  40 
  1.5 x1/16 
  9 
  3D 
  4D 
  2D 
  50/1D 
  90/2D 
  200/3D 
  10/4D 6 turbolasers (SF) 
  2 tractor beams 
  All 
  F 
  2D+2 
  1D 
  3-15/35/75 
  1-5/15/30 
  4D 
  4D 
  Atm: 400; Avail (12 mil) 
  PC:124 
  KDY Class 1000 Cruiser 
  Imp 
  300 
  500 
  580, 
  200 
  200 
  24 x2/12 
  6 
  1D 
  2D 
  1D 
  40/1D 
  70/2D 
  150/3D 4/3D+2 28 turbolasers 
  12 ion cannons 
  All 
  All 
  2D 
  3D 
  3-15/35/75 
  1-5/15/30 
  4D 
  3D 
   
  GG6:63 
  KDY Nebulon-B Frigate 
  Gen 
  300 
  6000 
  854, 307 
  75 
  24 x2/12 
  4 
  1D 
  3D+2 
  2D 
  40/0D 
  75/1D 
  150/3D 4/4D+2 
  12 turbolasers 
  12 laser cann (SF) 
  2 tractor beams 
  FLR 
  All 
  F 
  3D 
  2D 
  2D 
  3-15/35/75 
  1-3/12/25 
  1-5/15/30 
  4D 
  2D 
  4D 
   
  2RE:253 
  KDY Star Galleon 
  Imp 
  300 
  100k 
  130, 50 
  300 
  72 x2/15 
  3 
  1D 
  5D+2 
  2D 
  15/1D 45/1D+1 
  90/2D 
  3/2D+1 10 turbolasers 
  Missile launcher 
  LR 
  F 
  3D 
  5D 
  3-15/35/75 
  2-12/30/60 
  4D 
  5D 
  300 troops 
  IS:56 
  Damorian Carrack Lt Cruiser 
  Imp 
  350 
  3500 
  1000, 
  500 
  142 
  12 x1/12 
  8 
  2D 
  5D 
  2D+2 30/0D 
  50/1D 
  100/2D 
  4/3D 
  10 hvy turbolasers 
  20 laser cannons 
  5 tractor beams 
  All 
  All 
  FLR 
  1D 
  3D 
  2D 
  3-15/35/75 
  1-3/12/25 
  1-5/15/30 
  7D 
  2D 
  4D 
  142 troops 
  4 recon fighters 
  IS:57 
  SoroSuub Quasar Fire Cruiser 
  Gen 
  350 
  4000 
  96, 14 
  220 
  12 x2/12 
  5 
  1D 
  3D+2 0D+2 30/1D 60/1D+2 
  90/2D 
  3/3D 2 laser cannons (SF) FLR 1D+1 1-4/8/12 
  4D 
  Cargo may be 48 fighters 
  TaB:111 
  Hapan Nova Battlecruiser 
  HC 
  400 
  600 
  1700 
  600 
  1 
  x1.5/
  12 
  4 
  1D+1 
  5D 
  2D* 
  40/0D 
  55/2D 
  80/2D+2 
  5/3D 
  25 turbolasers 
  10 laser cann (SF) 
  10 ion cannons 
  All 
  F 
  F 
  1D+2 
  2D 
  3D 
  3-15/35/75 
  1-3/12/25 
  1-10/25/50 
  7D 
  5D 
  3D 
  600 troops, 24 fighters 
  TL rate 1/3, 4D backup sh. 
  Hapan Consortium navy 
  CTD:44 
  Loronar Belarus Med Cruiser 
  NR 
  400 
  7500 
  1753, 718 
  410 
  12 x2/12 
  6 
  2D 
  6D 
  2D 
  30/0D 
  50/1D 
  100/2D 
  4/3D 
  15 turbolasers 
  5 heavy turbolasers 
  5 ion cannons 
  10 tractor beams 
  FLR 
  LR 
  FLR 
  All 
  2D 
  1D 
  4D 
  2D 
  3-15/35/75 
  3-15/35/75 
  1-5/15/30 
  1-5/15/30 
  5D 
  7D 
  4D 
  4D 
  410 troops 
  CTD:73 
  Loronar Strike Med Cruiser 
  Gen 
  450 
  6000 
  1972, 800 
  340 
  18 x2/12 
  6 
  2D 
  6D 
  2D+2 30/0D 
  50/1D 
  100/2D 
  4/3D 
  20 turbolasers 
  10 hvy turbolasers 
  10 ion cannons 
  10 tractor beams 
  All 
  FLR 
  FLR 
  All 
  2D 
  1D 
  4D 
  2D 
  3-15/35/75 
  3-15/35/75 
  1-5/15/30 
  1-5/15/30 
  5D 
  7D 
  4D 
  4D 
  12 fighters, 340 troops 
  2 AT-STs, 1 AT-AT 
  IS:54 
  Corellian ZD-8000 Cruise Ship 
  Gen 
  500 
  20k 
  350,5 
  2200 
  6 
  x2/4 
  4 
  0D 
  6D 
  2D 
  40/1D 
  60/2D 
  90/3D 
  5/4D None 
   
   
   
   
  Avail (19 mil) 
  CA1:22 
  Hapan Battle Dragon 
  HC 
  500 
  6000 
  1200, 
  500 
  500 
  12 x2/14 
  4 
  1D 
  7D+2 
  3D 
  50/0D 
  100/3D 
  200/4D 6/4D+2 
  40 turbolasers 
  40 ion cannons 
  4 mass generators 
  2 triple ion cann 
  1 tractor beam 
  All 
  All 
  All 
  Tur 
  Tur 
  1D+2 
  3D 
  5D 
  1D 
  4D 
  3-15/35/75 
  1-10/25/50 
  1-5/75/150 
  2-20/50/80 
  1-5/15/30 
  7D 
  3D 
  * 
  3D+2 
  6D 
  500 troops, 36 fighters 
  Turbolaser rate 1/3 
  Mass gen: block HD jumps 
  within 30 unit radius 
  Hapan Consortium navy 
  CTD:42 
  KDY Escort Carrier 
  Gen 
  500 
  500 
  3485,1500 
  800 
  9 
  x1/12 
  4 
  1D 
  7D+1 
  2D 
  30/0D 
  50/1D 
  100/2D 
  4/3D 10 twin lasers 
  All 
  3D 1-3/12/25 
  3D 
  72 fighters, 800 troops 
  IS:54 
  KDY/SFS Enforcer Picket Cruiser Imp 
  600 
  10k 
  3000, 1000 
  300 
  24 x2/10 
  6 
  1D+2 
  5D 
  3D 
  50/1D 
  100/3D 
  200/4D 6/4D+2 
  10 turbolasers 
  10 quad lasers 
  6 ion cannons 
  4 tractor beams 
  FLR 
  All 
  All 
  FLR 
  4D 
  2D 
  3D 
  2D+2 
  3-15/35/75 
  1-15/35/75 
  1-10/25/50 
  1-5/15/30 
  3D 
  4D 
  3D 
  4D 
  300 troops 
  CA4:101 
  Rendili Battlehorn Bulk Cruiser Gen 
  600 
  5000 
  1948, 
  840/+15 
  200 
  12 x2/12 
  4 
  1D 
  5D 
  2D 
  40/1D 
  80/2D 
  125/3D 5/3D+2 30 quad lasers 
  2 tractor beams 
  FLR 
  F 
  2D 
  2D 
  1-5/10/17 
  1-5/15/30 
  4D 
  4D 
  200 troops, 12 fighters 
  Avail (6.5 mil) 
  TT:211 
  Rendili Dreadnaught 
  Gen 
  600 
  9000 
  16,113, 
  9000/+15 
  3000 
  24 x2/18 
  4 
  1D 
  5D+2 2D+1 30/0D 
  50/1D 
  100/2D 
  4/3D 
  10 turbolaser cann 
  20 quad turbolaser 
  10 turbolaser batt 
  LR 
  FLR 
  FB 
  3D 
  2D 
  1D 
  3-15/35/75 
  3-20/40/80 
  3-10/30/60 
  2D 
  4D 
  7D 
  3000 troops, 12 fighters 
  IS:57 
  Sienar Interdictor Cruiser 
  Imp 
  600 
  5500 2783, 1500 
  80 
  15 
  x2/8 
  6 
  1D 
  5D 
  3D 
  30/1D 
  75/2D 
  150/3D 
  5/4D 20 laser cannons 
  4 gravity well proj 
  FLR 
  Tur 
  2D 
  6D 
  1-3/12/25 
  1-5/75/150 
  4D 
  - 
  GWPs: block HD jumps 
  within 30 unit radius 
  IS:56 
  Rendili Assault Frigate 
  Reb 
  700 
  7500 
  4882, 
  1500/+20 
  100 
  18 x2/12 
  6 
  1D+2 
  5D 
  3D 
  20/1D 
  40/2D 
  80/3D 
  5/3D+2 
  15 laser cannons 
  20 quad lasers 
  15 turbolasers 
  FLR 
  FLR 
  FLR 
  3D 
  2D 
  1D 
  1-3/12/25 
  1-5/10/17 
  3-10/30/60 
  2D 
  4D 
  7D 
  TL fire rate 1/3 
  Modified dreadnaught 
  RAS:57 
  Rendili Lictor Dungeon Ship 
  Imp 
  764 
  1500 
  860, 
  370/+15 
  400, 
  9000 
  2 
  x2/- 
  3 
  3D 
  5D 
  1D+2 40/0D 
  75/1D 
  150/3D 4/4D+2 10 quad turbolaser 
  2 tractor beams 
  FLR 
  All 
  2D 
  2D 
  3-15/35/75 
  1-5/15/35 
  4D 
  4D 
  400 wardens, 8000 reg 
  cells, 1000 high-sec cells 
  DE:95 
  Rendili Victory I Star Destroyer Imp 
  900 
  8100 
  4798, 
  1785/+15 
  2040 
  48 x1/15 
  4 
  1D 
  4D 
  3D+1 40/1D 
  70/2D 
  150/3D 4/3D+2 
  10 quad turbolaser 
  40 dbl turbolasers 
  80 missile lnchrs 
  10 tractor beams 
  LR 
  FLR 
  All 
  FLR 
  4D 
  3D 
  2D 
  4D 
  3-15/35/75 
  3-15/35/75 
  2-12/30/60 
  1-5/15/30 
  5D 
  2D+2 
  9D 
  5D 
  2040 troops, 24 fighters 
  Can enter upper atmosph. 
  IS:59 
  Rendili Victory II Star Destroyer Imp 
  900 
  8100 5881, 2100 1600 
  48 x1/15 
  6 
  1D 
  4D+2 
  3D 
  40/1D 
  70/2D 
  150/3D 4/3D+2 
  20 turbolaser batt 
  20 dbl turbolasers 
  10 ion cannons 
  10 tractor beams 
  FLR 
  All 
  All 
  FLR 
  1D 
  2D 
  4D 
  2D 
  3-15/35/75 
  3-15/35/75 
  2-12/30/60 
  1-5/15/30 
  7D 
  5D 
  4D 
  6D 
  1600 troops, 24 fighters 
  IS:60 
  Mon Cal MC80 Cruiser 
  Reb 1200 
  20k 
  5156, 1230 1200 
  24 
  x1/9 
  6 
  2D 
  6D 
  3D* 
  40/1D 
  60/2D 
  120/3D 
  4/4D 
  48 turbolasers 
  20 ion cannons 
  6 tractor beams 
  All 
  All 
  FLR 
  2D 
  3D 
  2D+2 
  3-15/35/75 
  1-10/15/30 
  1-5/15/30 
  4D 
  3D 
  4D 
  4D backup shields 
  1200 troops, 36 fighters 
  Moist: +1D for aquatics 
  2RE:252 
  Mon Cal MC90 Cruiser 
  NR 1255 
  30k 
  5860, 1350 1700 
  24 
  x1/9 
  7 
  3D 
  7D 
  6D* 
  40/1D 
  60/2D 
  120/3D 
  5/4D 
  75 turbolasers 
  30 ion cannons 
  8 tractor beams 
  6 torpedo lnchrs 
  All 
  All 
  All 
  F 
  2D 
  3D 
  2D+2 
  3D+2 
  3-15/35/75 
  1-10/25/50 
  1-5/15/30 
  2-12/30/60 
  4D 
  3D 
  4D 
  6D+1 
  6D backup shields 
  1700 troops, 72 fighters 
  Moist: +1D for aquatics 
  DE:94 
  KDY Imperial I Star Destroyer 
  Imp 1600 
  36k 
  36,810 
  5000/+20 
  9700 
  72 
  x2/8 
  6 
  1D 
  7D 
  3D 
  50/1D 
  100/3D 
  200/4D 6/4D+2 
  60 turbolasers 
  60 ion cannons 
  10 tractor beams 
  FLR 
  All 
  FLR 
  4D 
  2D+2 
  4D 
  3-15/35/75 
  1-10/25/50 
  1-5/15/30 
  5D 
  3D 
  6D 
  9700 troops, 72 fighters 
  20 AT-ATs, 30 AT-STs 
  Shuttles, drop ships, etc 
  2RE:252 
  KDY Imperial II Star Destroyer 
  Imp 1600 
  36k 
  36,755 
  5000/+10 
  9700 
  72 
  x1/8 
  6 
  1D 
  7D+1 2D+2 50/1D 
  100/3D 
  200/4D 6/4D+2 
  50 hvy turbolasers 
  50 turbolasers 
  20 ion cannons 
  10 tractor beam 
  FLR 
  All 
  FLR 
  FLR 
  0D 
  1D 
  4D 
  4D 
  3-15/35/75 
  3-15/35/75 
  1-10/25/50 
  1-5/15/30 
  10D 
  7D 
  4D 
  6D 
  9700 troops, 72 fighters 
  20 AT-ATs, 30 AT-STs 
  Shuttles, drop ships, etc 
  IS:62 
  
  SWD6 Quick Reference 
  Starships, Vehicles, and Modifications 
  by Diem Ephée 
   
  Page 18 
  Starfighters 
  Aff 
  Ship 
  Cost 
  Size 
  (m) 
  Cargo 
  (kg) 
  Crew Food 
  (day) 
  HD/ 
  back Spc Man-
  euver Hull Shield 
  Sensors 
  Weapons 
  Special 
  Source 
  Passive 
  Scan 
  Search 
  Focus Weapon 
  Arc 
  FC 
  Range 
  Dmg 
  Rebellion/New Republic 
  Incom RZ-1 A-Wing 
  175,000 
  9.6 
  40 
  1 
  7 
  x1/- 
  12 
  4D 
  2D+2 
  1D 
  30/0D 
  50/1D 
  75/2D 
  4/4D+1 2 laser cann (FL) 
  Target jammer 
  F 
  All 
  3D 
  - 
  1-3/12/25 
  1-3/7/15 
  5D 
  -2D FC 
  Sensors to activate 
  jammer 
  2RE:247 
  Slayn & Korpil B-Wing 
  220,000 
  16.9 
  45 
  1 
  7 
  x2/- 
  6 
  1D+1 
  3D 
  2D 
  30/0D 
  50/1D 
  75/2D 
  4/4D+1 
  Laser cannon 
  2 torpedo lnchrs 
  3 med ion cannons 
  2 auto blasters 
  F 
  F 
  F 
  F 
  1D 
  3D 
  4D 
  2D 
  1-3/12/25 
  1/3/7 
  1-3/7/15 
  1-8/25/40 
  7D 
  9D 
  4D 
  3D 
  If laser not operational, 
  -1D from all fire control 
  Hvy dmg roll of 1-2: gyro 
  dmg, all FC -1D, spd 62 
  2RE:248 
  FreiTek E-Wing (Type A) 
  185,000 
  11.2 
  110 
  1 
  7 
  x2/- 
  11 3D+1 
  5D 
  1D 
  30/0D 
  55/1D 
  85/2D+1 
  5/4D Triple blaster cann 
  Torpedo launcher 
  F 
  F 
  3D+2 
  2D 
  1-3/5/8 
  1/3/7 
  6D 
  9D 
  Uses R7 droid 
  DE:108 
  Incom T-65B X-Wing 
  150,000 
  12.5 
  110 
  1 
  7 
  x1 
  8 
  3D 
  4D 
  1D 
  25/0D 
  50/1D 
  75/2D 
  3/4D 4 laser cannons (FL) 
  2 torpedo lnchrs 
  F 
  F 
  3D 
  2D 
  1-3/12/25 
  1/3/7 
  6D 
  9D 
  Uses R2/R4 droid 
  2RE:249 
  Koensayr BTL-S3 Y-Wing 
  135,000 
  16 
  110 1, G:1 
  7 
  x1 
  7 
  2D 
  4D 
  1D+2 
  20/0D 
  35/1D 
  40/2D 
  2/3D 
  2 laser cannons (FL) 
  2 ion cannons (FL) 
  2 torpedo lnchrs 
  F 
  F 
  Tur 
  2D 
  3D 
  2D 
  1-3/12/25 
  1-3/7/36 
  1/3/7 
  5D 
  4D 
  9D 
  Pilot may fire ion cannon 
  to front only at -2D 
  Uses R2/R4 droid 
  2RE:249 
  Empire 
  Sienar TIE/ln Fighter 
  60,000 
  6.3 
  65 
  1 
  2 
  - 
  10 
  2D 
  2D 
  - 
  20/0D 
  40/1D 
  60/2D 
  3/3D 2 laser cannons (FL) 
  F 
  2D 
  1-3/12/25 
  5D 
   
  2RE:250 
  Sienar TIE Interceptor 
  120,000 
  6.6 
  75 
  1 
  2 
  - 
  11 3D+2 
  3D 
  - 
  25/1D 
  40/2D 
  60/3D 
  4/3D+2 4 laser cannons (FL) 
  F 
  3D 
  1-3/12/25 
  6D 
  May mod w/ 2D shields 
  2RE:250 
  Sienar TIE Bomber 
  150,000 
  7.8 
  15 T 
  1 
  2 
  - 
  6 
  0D 
  4D+1 
  - 
  20/0D 
  35/1D 
  50/2D 
  3/2D+2 2 laser cannons (FL) 
  Missile lnchr (16) 
  F 
  F 
  2D 
  3D+2 
  1-3/12/25 
  1/3/7 
  3D 
  9D 
   
  Tril:127 
  Sienar TIE Advanced x1 
  - 
  7.8 
  150 
  1 
  5 
  x4/- 
  10 1D+1 
  3D 
  1D+1 
  20/0D 
  40/1D 
  60/2D 
  3/3D 2 hvy laser can (FL) 
  F 
  2D 
  1-3/12/25 
  6D 
   
  Tril:126 
  Sienar TIE/D Droid Fighter 
  170,000 
  6.1 
  - 
  - 
  - 
  - 
  10 2D+1 
  3D 
  - 
  20/1D 
  25/1D+2 
  40/2D 
  2/3D 2 laser cannons (FL) 
  F 
  - 
  1-3/12/25 
  4D+2 2D+2 piloting, 3D gunnery 
  DE:110 
  Sienar TIE/Sh Shuttle 
  - 
  7.8 
  1 T 
  1 
  2 
  - 
  8 
  2D 
  2D 
  - 
  20/0D 
  40/1D 
  60/2D 
  3/3D Laser cannon 
  F 
  2D 
  1-3/12/25 
  2D+2 2 passengers 
  Tril:129 
  Sienar Scimitar Assault 
  Bomber 
  - 
  13.8 
  200 
  2 
  2 
  - 
  9 
  2D+1 
  5D 
  1D+2 
  20/0D 
  40/1D 
  60/2D 
  3/3D 2 laser cannons (FL) 
  Missile lnchr (16) 
  F 
  F 
  2D 
  3D+2 
  1-3/12/25 
  1/3/7 
  4D 
  9D 
   
  TT:226 
  Cygnus Alpha Xg-1 Star 
  Wing Assault Gunboat 
  - 
  15 
  100 
  1 
  3 
  x2/- 
  8 
  2D 
  4D+1 2D+2 
  20/0D 
  35/1D 
  50/2D 
  3/2D+2 
  2 laser cannons 
  2 ion cannons 
  2 missile lnchrs 
  F 
  F 
  F 
  2D 
  2D 
  3D 
  1-3/12/25 
  1-3/7/36 
  1/3/7 
  3D+2 
  3D+2 
  9D 
  If fire-linked: 5D cannon 
  damage 
  FOP:60 
  General (Planetary authorities, corporations) 
  Corellian HLAF-500 
  80,000 
  12 
  65 
  1 
  2 
  x2/- 
  12 
  4D 
  2D 
  2D 
  15/0D 
  25/1D 
  50/1D+2 
  2/2D 2 laser cannons (FL) 
  2 torpedo lnchrs 
  F 
  F 
  1D 
  2D 
  1/3/7 
  1/3/7 
  5D 
  9D 
   
  CTD:142 
  Corellian LAF-250 
  70,000 
  12 
  65 
  1 
  2 
  x2/- 
  5 
  3D 
  2D 
  1D 
  15/0D 
  25/1D 
  50/1D+2 
  2/2D 2 laser cannons (FL) 
  F 
  1D 
  1/3/7 
  5D 
   
  CTD:141 
  Corp Sec Auth IRD Fighter 
  - 
  8.5 
  15 
  1 
  1 
  - 
  9 
  2D 
  4D 
  - 
  25/0D 
  451F 
  65/1D+2 2/2D+1 Twin blaster cann 
  F 
  3D 
  1-3/12/25 
  5D 
  -1D-1 maneuv in atm 
  HSC:102 
  Hapan Miy’Til Fighter 
  210,000 
  7.5 
  25 
  1 
  7 
  x1.5/- 
  9 
  3D 
  3D+1 1D+1 
  25/0D 
  50/1D 
  75/1D+2 3/3D+1 2 laser cannons (FL) 
  Missile launcher 
  F 
  F 
  2D+2 
  3D 
  1-4/15/30 
  1/5/9 
  5D 
  9D 
  Hapes cluster 
  CTD:45 
  Hyrotil Zebra Fighter 
  65,000 
  12.3 
  65 
  1 
  1 
  - 
  7 
  2D 
  2D 
  - 
  15/0D 
  25/1D+1 
  45/2D 
  3/2D+2 2 laser cannons (FL) 
  F 
  1D 
  1-5/10/17 
  5D 
   
  PC:62 
  Incom I-7 Howlrunner 
  165,000 
  11.4 
  80 
  1 
  2 
  - 
  9 
  3D+1 
  4D 
  1D+1 
  20/0D 
  40/1D 
  55/2D 
  3/3D 2 laser cannons (FL) 
  F 
  3D 
  1-3/12/25 
  5D+2  
  DE:110 
  Incom/Subpro Z-95 
  Headhunter 
  45,000 
  11.8 
  85 
  1 
  1 
  - 
  7 
  1D 
  4D 
  1D 
  15/0D 
  25/1D 
  40/2D 
  1/2D 2 triple blasters (FL) 
  Missile launcher 
  F 
  F 
  1D 
  1D 
  1-5/10/17 
  1/3/7 
  3D 
  7D 
   
  2RE:250 
  KDY A-9 Vigilance 
  Interceptor 
  185,000 
  7.4 
  55 
  1 
  1 
  - 
  12 
  1D 
  2D+2 
  - 
  10/1D 
  35/2D+1 60/3D+1 
  3/4D 2 hvy laser cann 
  F 
  2D 
  1-3/12/25 
  5D 
  Can fire-link for 6D dmg 
  DE:106 
  Kuat SE CloakShape 
  Fighter 
  15,000 
  15 
  40 
  1 
  1 
  - 
  6 
  1D+1 4D+2 
  - 
  - 
  - 
  - 
  - 
  Dbl laser cannon 
  Dual missile lnchr 
  F 
  F 
  1D+2 
  2D 
  1-5/10/17 
  1/3/7 
  4D+2 
  7D 
  Maneuver fin (5000 cr): 
  +1D+1; x3 HD: 15,000 cr 
  DE:111 
  MandalMotors Pursuer 
  200,000 
  30.1 
  35 T 
  1 
  2 psgr 35 x1/16 
  7 
  1D 
  4D 
  1D 
  35/1D+1 55/2D+1 80/3D+1 3/4D+1 Twin blaster cann 
  2 ion cannons (FL) 
  F 
  Tur 
  2D 
  2D 
  1-5/10/17 
  1-3/7/36 
  5D 
  4D 
  5 prison cells 
  P&P:75 
  MandalMotors StarViper 
  350,000 
  21 
  1000 
  1 
  60 x1/10 11 3D+2 
  6D* 
  1D* 
  30/0D 
  50/1D 
  75/2D 
  4/4D+1 2 hvy laser cann 
  2 torpedo lnchrs 
  All 
  F 
  2D 
  1D 
  1-3/12/25 
  1/3/7 
  5D 
  9D 
  Rear: 3D hull, 4D shields 
  SotE:125 
  Shobquix Gauntlet Fighter 
  165,000 
  14 
  85 
  1, G:1 
  2 
  - 
  6 
  2D 
  3D+2 
  1D 
  20/1D 
  35/1D+2 
  45/2D 
  5/3D 
  2 laser cannons (FL) 
  2 laser turrets (FL) 
  Torpedo launcher 
  F 
  Tur 
  Tur 
  2D 
  2D 
  2D 
  1-3/10/17 
  1-3/12/25 
  1/3/7 
  4D 
  5D 
  8D 
   
  PC:62 
  Shobquix Toscan 8-Q 
  35,000 
  10.2 
  75 
  1 
  1 
  x2 
  5 
  1D 
  2D 
  - 
  15/0D 
  25/+1 
  50/1D+2 
  2/2D 2 laser cannons (FL) 
  F 
  1D 
  1/3/7 
  5D 
   
  P&P:53 
  SoroSuub Corsair Cruiser 
  275,000 
  18 
  90 
  2, G:1 
  2 
  X3 
  8 
  1D 
  4D 
  1D 
  20/0D 
  40/1D 
  60/2D 
  3/3D 2 hvy laser can (FL) 
  2 ion cannons 
  F 
  F 
  2D 
  3D 
  1-3/12/25 
  1-3/7/36 
  5D 
  3D 
   
  GG9:63 
  SoroSuub Preybird Heavy 
  Fighter 
  200,000 
  21 
  15 
  1, G:1 
  4 
  x3 
  8 
  1D 
  4D 
  1D 
  20/0D 
  40/1D 
  60/2D 
  3/3D 2 hvy laser can (FL) 
  2 missile lnchrs 
  F 
  FB 
  2D+1 
  0D 
  1-3/12/25 
  1/3/7 
  5D 
  8D 
   
  TT:225 
  Subpro C-73 Tracker 
  20,000 
  11.5 
  60 
  1 
  1 
  - 
  6 
  1D 
  2D 
  - 
  10/0D 
  15/1D 
  20/1D+1 
  2/3D Dbl laser cannon 
  F 
  1D+1 1-3/12/25 
  4D 
   
  P&P:52 
  Tapani Manta Assault 
  Fighter 
  95,000 
  12 
  100 1, G:1 
  7 
  - 
  7 
  3D+2 2D+1 2D+1 
  20/0D 
  40/1D 
  80/1D+2 2/2D+1 
  2 hvy laser can (FL) 
  2 med laser can (FL) 
  2 ion cannons (FL) 
  F 
  F 
  F 
  2D+2 
  2D 
  2D 
  1-3/10/20 
  1-5/15/30 
  1-3/12/25 
  6D 
  4D+1 
  3D 
  Intercept formation:  
  1D maneuv, 10 space 
  LESG:39 
  Tenloss Syndicate Hornet 
  Interceptor 
  75,000 
  14 
  80 
  1 
  5 
  - 
  9 
  3D+2 1D+2 2D+2 
  20/0D 
  40/1D 
  65/2D 
  3/3D 2 turbo-chg lasers 
  2 laser cannon s(FL) 
  F 
  F 
  2D 
  1D 
  1-4/14/27 
  1-3/15/25 
  10D 
  5D+2 
  If fired >3x, turbo-charged 
  lasers explode (6D dmg) 
  JA:128 
  Ulig Abaha #2 Warpod 
  Pinnace 
  23,000 
  20 
  1000 1, G:4 
  6 trp 
  1 
  - 
  7 
  2D+1 
  3D 
  1D 
  15/0D 
  25/+1 
  50/1D+2 
  2/2D 2 laser cannons 
  Plasma torch 
  Tur 
  F 
  3D 
  0D 
  1-3/12/25 
  4 meters 
  5D 
  8D 
  Roll torch vs hull -2D, if > 
  4: breach in 1 min, airtight 
  board tube deploys in 30 s 
  P&P:52 
  Yevethan D-type Fighter 
  - 
  12 
  50 
  1 
  1 
  - 
  12 3D+2 
  4D 
  2D 
  30/0D 
  50/1D 
  80/2D 
  4/4D 3 laser cannons (FL) 
  F 
  2D 
  1-3/12/25 
  6D 
  Yevethan authority 
  CTD:97 
  “Uglies” 
  Corellian B-Wing Ugly 
  - 
  16.9 
  65 
  1, G:1 
  7 
  x2 
  6 
  1D+1 
  2D 
  2D 
  30/0D 
  50/1D 
  75/2D 
  4/4D+1 Anti-infantry cann 
  Tur 
  2D 
  1-5/15/30 
  4D 
  Speeder-scale cannon 
  CTD:140 
  X-TIE Ugly 
  - 
  12.5 
  110 
  1 
  7 
  x1 
  9 
  3D+1 
  4D 
  1D 
  25/1D 
  50/1D 
  75/2D 
  4/3D+1 4 laser cannons (FL) 
  F 
  3D 
  1-3/12/25 
  6D 
  X-W chassis w/TIE panels 
  CTD:144 
  TIE-Y Ugly 
  - 
  12 
  65 
  1 
  2 
  - 
  13 
  2D 
  2D 
  - 
  20/0D 
  40/1D 
  60/2D 
  3/3D 2 laser cannons (FL) 
  F 
  2D 
  1-3/12/25 
  5D 
  TIE chassis with Y-wings 
  P&P:54 
  Y-TIE Ugly 
  - 
  10 
  110 1, G:1 
  7 
  - 
  4 
  0D 
  4D 
  1D+2 
  20/0D 
  40/1D 
  60/2D 
  3/3D 2 laser cannons (FL) 
  2 laser turrets 
  F 
  Tur 
  2D 
  2D 
  1-3/12/25 
  1-3/12/25 
  5D 
  5D 
  Y-W chassis w/ TIE panels 
  P&P:53 
   
   
   
   
   
  Passenger Landspeeders 
   
   
   
  Vehicle 
  Cost 
  Size 
  (m) 
  Carg 
  (kg) Crew Psgr Cover Body 
  Alt 
  (m) 
  Man-
  euver Move All-out 
  (km/h) Special 
  Source 
  Bespin VoidSpider TX3 
  8,000 
  7.6 
  15 
  1 
  3 
  3/4 
  1D 
  1 
  3D 
  80 
  230 Autopilot 
  MtL:51 
  Cyrospac Boghopper 
  5,000 
  11 
  40 
  1 
  6 
  3/4 3D+2 
  7 
  1D+1 105 
  300  
  CA1:54 
  GoCorp Metro-Cab 
  15,000 
  6 
  10 
  - 
  3 
  Full 
  3D 
  1 
  1D 
  105 
  300 6D RL Ops 
  HSC:129 
  Ikas-Adno Fleetwing 
  15,000 
  4 
  60 
  1 
  4 
  1/2 1D+2 1.5 
  2D 
  70 
  200  
  Gor:80 
  Mobquet A-1 Floater 
  6,500 
  7.1 
  10 
  1 
  1 
  1/2 
  2D 
  2 
  1D+1 
  55 
  160  
  GG7:34 
  Mobquet Corona 
  27,600 10 225 
  1 
  6 
  Full 
  3D 
  0.5 
  1D 
  80 
  230  
  HSC:106 
  Mobquet Deluxe 
  35,000 
  8 
  10 
  1 
  4 
  Full 
  3D 
  1 
  1D+2 
  70 
  200  
  MtL:51 
  Pendelflot Lux Limo 
  40,000 
  8 
  10 
  1 
  6 
  Full 
  1D 
  3 
  1D 
  70 
  200  
  DAB:50 
  SoroSuub LiteVan IV 
  40,000 13 
  1 T 
  1 
  12 Full 
  3D 
  0.5 
  0D 
  35 
  100 Psgr -or- cargo MtL:51 
  SoroSuub OP-5 
  12,000 
  7 
  10 
  1 
  4 
  1/2 
  2D 
  1 
  2D 
  80 
  230  
  TT:206 
  SoroSuub Resource 
  Recon Speeder 
  30,000 
  5 
  70 
  2 
  2 
  Full 
  2D 
  5 
  2D 
  115 
  330 
  Scan 1 km/1D 
  Search 2 km/2D 
  Focus 500/2D+2 
  FBS:27 
  Vehicle 
  Cost 
  Size 
  (m) 
  Carg 
  (kg) Crew Psgr Cover Body 
  Alt 
  (m) 
  Man-
  euver Move All-out 
  (km/h) Special 
  Source 
  SoroSuub XP-291 
  8,000 
  6.5 
  10 
  1 
  3 
  3/4 2D+2 
  2 
  2D+1 80 
  230  
  GG7:34 
  SoroSuub XP-32-1 
  11,000 
  8 
  500 
  1 
  5 
  3/4 
  2D 
  1 
  1D+2 80 
  230  
  SEPG:78 
  SoroSuub XP-34 
  10,550 3.4 
  10 
  1 
  1 
  1/2 
  2D 
  2 
  2D 
  115 
  330  
  Tril:160 
  SoroSuub XP-38A 
  3,500 
  7.4 
  5 
  1 
  2 
  3/4 
  2D 
  1 
  2D 
  35 
  100  
  GG7:33 
  Tagge AEA-500 Miner 
  25,000 20 10 T 
  2 
  - 
  Full 
  2D 
  2 
  1D 
  50 
  160 Laser: 2m, 5D 
  Gal:55 
  Trast A-A5 Spd Truck 
  13,600 21 25 T 
  3 
  25 Full 1D+2 
  3 
  1D 
  55 
  160 Walker-scale 
  RAS:110 
  Trast A-A6z Spd Truck 14,000 15 25 T 
  1 
  - 
  Full 2D+1 
  3 
  1D 
  70 
  200 Walker-scale 
  GG1:91 
  Ubrikkian 9000 Z001 
  7,500 
  6.8 
  50 
  1 
  2 
  3/4 2D+1 
  3 
  3D+1 55 
  160  
  GG7:34 
  Ubrikkian 9000 Z004 
  15,000 2.5 
  30 
  1 
  1 
  Full 1D+2 1.5 2D+1 105 
  300  
  2RE:242 
  Ubrikkian LuxurPort 
  35,000 11 500 
  1 
  8 
  Full 3D+2 
  1 
  0D+2 70 
  200 Driver: 3/4 cov HSC:106 
  Ubrikkian Ore Hauler 
  20,000 20 55 T 
  1 
  1 
  Full 
  3D 
  5 
  1D 
  70 
  200  
  FBS:27 
  Ubrikkian RepulsoSled 
  7,000 
  11 
  2 T 
  1 
  - 
  1/4 
  2D 
  1.5 
  0D 
  70 
  299 Driver: full cov PotM:41 
  zZip Astral-8 Luxury 
  25,000 12 250 
  1 
  8 
  Full 
  4D 
  1 
  1D+2 85 
  245 Shield: 1D phy Gal:14 
  
  SWD6 Quick Reference 
  Starships, Vehicles, and Modifications 
  by Diem Ephée 
   
  Page 19 
  Military Landspeeders 
  Vehicle 
  Cost 
  Size 
  (m) 
  Cargo 
  (kg) 
  Crew Psgr Cover 
  Body 
  Alt 
  (m) 
  Man-
  euver Move All-out 
  (km/h) 
  Weapons 
  Special 
  Source 
  Weapon 
  Arc 
  FC 
  Range (m) 
  Dmg 
  Aratech Arrow-23 Shuttle 
  10,800 
  8.1 
  800 
  1 
  5 
  Full 
  3D 
  4 
  2D+1 
  140 
  400 
  Laser cannon 
  Grenade launcher 
  Tur 
  F 
  1D 
  1D 
  3-50/100/200 
  10-50/100/200 
  3D 
  3D+1 
  Grenades: 5 m radius, can use 
  different grenades 
  RAS:110 
  Aratech JX-09 Prisoner Transport 
  6,000 
  14 
  40 
  1 
  20 
  Full 
  3D 
  2.5 
  1D 
  30 
  90 
  None 
   
   
   
   
  4 guards, 20 prisoners 
  JA:138 
  CSA X10 Groundcruiser 
  32,000 
  6 
  100 
  1 
  6 
  Full 
  3D 
  2 
  3D+2 
  140 
  400 
  Heavy blaster cannon 
  F 
  1D 
  50-200/400/600 
  5D 
  Cover: pilot 3/4, deck 1/2 
  Maneuv 1D if moving ≥ 70 
  HSC:110 
  Dominator Armored Vehicle 
  - 
  2.4 
  15 
  1 
  - 
  3/4 
  3D 
  3 
  1D+2 
  105 
  300 
  BlasTech Protector blaster 
  Tur 
  1D 
  100/300/600 
  3D 
   
  CA4:110 
  Dromor Escort Speeder 
  - 
  4 
  50 
  1 
  3 
  Full 
  2D 
  2 
  2D 
  105 
  300 
  Concealed blaster cannon 
  Tur 
  1D 
  0-3/75/100 
  4D 
   
  MtL:51 
  Gorm-Talquist S-1 FireHawk Tank 110,000 
  10.1 
  50 
  3 
  1 
  Full 
  4D+2 
  2 
  1D+2 
  140 
  400 
  Heavy laser cannon 
  Medium blaster cannon 
  Tur 
  FLR 
  2D+2 
  1D+1 
  50-200/500/1k 
  50-200/500/1k 
  6D 
  3D+2  
  AJ15:58 
  Ikas-Adno Sunrunner zX 
  14,950 
  6.2 
  40 
  1 
  2 
  1/2 
  2D 
  2 
  1D 
  105 
  300 
  Laser cannon 
  Tur 
  2D 
  3-25/100/250 
  4D 
   
  GG7:44 
  Imperial MFB-4 Mobile Base 
  - 
  200 
  150k 
  30 
  420 
  Full 
  6D 
  (Walker) 
  3 
  - 
  25 
  70 
  Turbolaser (Cap, rate 1/6) 
  4 laser cannons (SF) 
  Tur 
  1 ea 
  2D 
  1D 
  2-10/20/30k 
  1-2/4/6k 
  5D 
  3D 
  2D+2 shld; Sens: P 300/0D, Sc 
  400/1D, Se 600/2D, Fo 2/2D+2 
  OE:41 
  KAAC Freerunner APC 
  27,000 
  14.6 
  500 
  2 
  8 
  Full 
  3D 
  2 
  1D 
  105 
  300 
  2 anti-infantry blasters 
  Tur 
  2D 
  50-300/800/1.5k 
  3D+2  
  RoE:50 
  KAAC Freerunner Assault Vehicle 27,000 
  14.6 
  250 
  2 
  - 
  Full 
  3D 
  2 
  1D 
  105 
  300 
  2 laser cannons (FL) 
  2 anti-infantry blasters 
  Tur 
  Tur 
  1D 
  2D 
  50-400/900/2k 
  50-300/800/1.5k 
  5D 
  3D+2 
  May be fired by pilot/copilot at 
  0D fire control 
  RAS:105 
  Maeltrop Intimidator Driller 
  24,000 
  3.4 
  25 
  1 
  - 
  Full 
  6D 
  1 
  - 
  70 
  200 
  Tritium mining drill 
  F 
  0D 
  2 (contact) 
  6D 
   
  CA4:110 
  Mekuun Heavy Tracker 
  - 
  22.2 
  250 
  6, 
  2/+10 
  5 
  Full 
  3D+2 
  (Walker) 
  2 
  1D 
  45 
  130 
  Heavy laser cannon 
  Tur 
  2D 
  50-500/1.5/3k 
  4D 
  Omniprobe sensor array: 5 km 
  range, can tell life/machine 
  RAS:107 
  Mekuun Repulsor Scout 
  12,000 
  8 
  100 
  1 
  2 
  Full 
  3D 
  2 
  1D+1 
  105 
  300 
  Heavy repeating blaster 
  Tur 
  0D 
  3-75/200/500 
  4D 
  Gunner: 1/2 cover 
  PoM:20 
  Nen-Carvon Teklos Battle Vehicle 45,000 
  21.8 
  1000 
  2 
  7 
  Full 
  7D 
  1 
  - 
  35 
  100 
  Triple laser cannon 
  2 grenade launchers 
  FLR 
  FL,FR 
  1D 
  1D 
  50-250/500/1k 
  10-50/100/250 
  4D 
  3D+2 Laser may change one arc/turn 
  GG11:86 
  RepulsorCorp Urban Assault Spdr 19,000 
  13.6 
  500 
  2 
  15 
  Full 
  2D 
  2 
  1D 
  35 
  100 
  Laser cannon 
  Tur 
  1D+2 24-75/150/300 
  2D 
   
  CC:88 
  Sienar Ultra-Light Assault Vehicle 12,900 
  7 
  5 
  1 
  - 
  Full 
  2D+2 
  0.6 
  3D 
  140 
  400 
  Twin light laser cannon 
  Grenade launcher 
  Medium blaster cannon 
  F 
  F 
  B 
  1D 
  1D 
  1D 
  3-50/100/200 
  1-50/100/200 
  5-200/500/1k 
  2D+2 
  3D+1 
  5D 
  Only available used (after Old 
  Republic time) 
  RAS:104 
  Stinger Velocity 200 
  16,000 
  1.9 
  10 
  1 
  - 
  1/2 
  2D 
  4 
  3D 
  140 
  400 
  Missile launcher 
  F 
  1D 
  40/100/250 
  4D+1  
  CA4:110 
  TaggeCo JX490 Jailspeeder 
  40,000 
  14 
  500 
  2 
  45 
  Full 
  4D+2 
  10 
  1D 
  55 
  160 
  3 grenade launchers (Char) FLR, T 
  0D 
  3-75/150/300 
  Var 
  Stun panels 2D-8D, Steam 6D 
  HSC:112 
  TaggeCo SCS-19 Sentinel 
  50,000 
  12 
  50 
  1 
  2 
  Full 
  4D 
  20 
  2D+1 
  280 
  800 
  Twin laser cannon 
  F 
  1D 
  20-100/150/250 
  3D+1 1D shields 
  Gal:17 
  TaggeCo Strikebreaker Riot Veh. 
  210,000 
  14 
  2000 
  2 
  40 
  Full 
  4D+2 
  (Walker) 
  30 
  4D+2 
  28 
  80 
  4 med laser cannons 
  2 heavy repeating blasters 
  Grenade launcher (Char) 
  Stun barricade 
  LR 
  Tur 
  Tur 
  F 
  1D+1 
  2D 
  0D 
  0D 
  50-200/1/2k 
  50-100/400/800 
  3-150/300/450 
  2 (contact) 
  5D+1 
  5D+2 
  5D 
  5D St. 
  If person touches stun barricade 
  while vehicle is moving, 6D char 
  ramming dmg + 5D stun 
  HSC:112 
  Trask 008 Heavy Landspeeder 
  23,000 
  8 
  10 
  1 
  - 
  Full 
  2D+1 
  3 
  3D 
  110 
  315 
  Double laser cannon (FL) 
  2 med blasters (FL) 
  F 
  B 
  3D 
  1D 
  50-300/700/1.1k 
  50-300/450/850 
  4D 
  6D 
  Rear fired by gunner 
  Gor:81 
  Ubrikkian 6500 ATV Troop Trans 
  35,000 
  6 
  500 
  1 
  8 
  1/2 
  3D 
  1.5 
  - 
  70 
  200 
  Laser cannon 
  F 
  2D 
  3-50/100/200 
  5D 
   
  Snov:93 
  Ubrikkian HAVr A9 Floating Fortress 80,000 
  17.4 
  1000 
  2 
  10 
  Full 
  5D 
  (Walker) 
  2 
  - 
  70 
  200 
  2 heavy blaster cannons 
  Tur 
  2D 
  50-500/1/2k 
  5D 
   
  IS:72 
  Ubrikkian Imp. Repulsortank 1-H 
  50,000 
  20.5 
  250 
  2 
  1 
  Full 
  4D+2 
  2 
  1D+2 
  105 
  300 
  Heavy laser cannon 
  Medium blaster cannon 
  Tur 
  FLR 
  2D+2 
  1D+1 
  200-1/3/5k 
  50-200/500/1k 
  6D 
  3D+2  
  AJ9:232 
  Ubrikkian Imp. Repulsortank 1-L 
  40,000 
  20.5 
  300 
  1 
  2 
  Full 
  4D+2 
  2 
  1D+2 
  105 
  300 
  Medium blaster cannon 
  Tur 
  1D+2 50-200/500/1k 
  3D+2  
  AJ9:228 
  Uulshos LAVr QH-7 Chariot 
  14,000 
  11.8 
  10 
  3 
  - 
  Full 
  4D 
  8 
  1D+1 
  35 
  100 
  Laser cannon 
  F 
  1D 
  3-50/100/200 
  3D 
   
  IS:77 
  Uulshos Storm Skimmer Sled 
  22,500 
  4.6 
  100 
  2 
  - 
  1/2 
  1D+2 
  10k 
  2D+1 
  150 
  430 
  2 heavy repeating blasters FLR 
  1D 
  3-75/200/500 
  5D+1  
  DE:123 
  Speeder Bikes 
  Vehicle 
  Cost 
  Size 
  (m) 
  Cargo 
  (kg) 
  Crew Psgr Cover 
  Body 
  Alt 
  (m) 
  Man-
  euver Move All-out 
  (km/h) 
  Weapons 
  Special 
  Source 
  Weapon 
  Arc 
  FC 
  Range (m) 
  Dmg 
  Aratech 64-Y “Swift 3” Sled 
  9,000 
  4.1 
  4 
  1 
  - 
  1/4 
  1D+2 
  25 
  1D+2 
  280 
  800 
  Medium blaster cannon 
  F 
  2D 
  50-100/250/500 
  3D 
  Drop net: 6D ion, 5x30 m, 1D FC 
  IS:71 
  Aratech 74-Z Military Bike 
  6,750 
  3 
  3 
  1 
  - 
  1/4 
  2D 
  25 
  3D+2 
  175 
  500 
  Laser cannon 
  F 
  2D 
  3-50/100/200 
  3D 
   
  Tril:161 
  Ikas-Adno 22-B Nightfalcon 
  6,250 
  4.9 
  4 
  1 
  1 
  1/4 
  1D+2 
  10 
  3D+1 
  180 
  500 
  Laser cannon 
  F 
  2D 
  3-40/100/200 
  4D 
  1,000 used 
  2RE:243 
  Ikas-Adno 2b Starhawk 
  3,600 
  5 
  3 
  1 
  - 
  1/4 
  1D+1 
  12 
  3D+1 
  125 
  360 
  None 
   
   
   
   
  Police models may have laser 
  GG7:34 
  Ikas-Adno XP-2000 
  23,000 
  4 
  2 
  1 
  - 
  1/2 
  2D+1 
  50 
  5D+2 
  450 
  1300 
  2 pulse blaster cann (FL) 
  F 
  3D+2 50-100/250/500 
  6D 
  +3D diff to det w/sensors, sound 
  WH:69 
  Ikas-Adno XR-10 Shadowhawk 
  7,200 
  5.6 
  2 
  1 
  - 
  1/4 
  2D 
  50 
  4D 
  260 
  750 
  Dual laser cannon 
  F 
  2D 
  3-50/100/200 
  4D 
  +1D diff to detect w/sensors 
  WH:75 
  Imperial Waveskimmer 
  8,000 
  4.5 
  30 
  1 
  1 
  1/2 
  1D+2 
  2 
  2D+1 
  25 
  70 
  Sonic blaster 
  F 
  1D 
  10-50/200/500 
  2D 
  Can operate underwater 
  OE:47 
  Menstar 22 Patrol Scooter 
  5,420 
  2.1 
  5 
  1 
  - 
  1/4 
  4D 
  4 
  1D+1 
  25 
  70 
  None 
   
   
   
   
   
  GG7:45 
  Mobquet Overracer 
  8,000 
  4.4 
  4 
  1 
  - 
  1/4 
  1D+2 
  20 
  3D+2 
  185 
  530 
  Light blaster cannon 
  F 
  1D 
  50-300/500/1k 
  3D 
  +1D diff to detect w/sensors 
  RAS:108 
  Tykannin 3-2-XR Repulsor Sled 
  5,950 
  4.3 
  5 
  1 
  - 
  1/4 
  2D 
  3 
  1D+1 
  280 
  800 
  Light blaster cannon 
  F 
  2D 
  25-50/100/150 
  2D+1  
  CC:62 
  Airspeeders 
  Vehicle 
  Cost 
  Size 
  (m) 
  Cargo 
  (kg) 
  Crew Psgr Cover 
  Body 
  Alt 
  (m) 
  Man-
  euver Move All-out 
  (km/h) 
  Weapons 
  Special 
  Source 
  Weapon 
  Arc 
  FC 
  Range (m) 
  Dmg 
  Aratech Conjo Y41-C2LC Fighter 
  30,000 
  14 
  50 
  1 
  - 
  Full 
  3D 
  4k 
  3D+1 
  280 
  800 
  2 laser cannons (FL) 
  Missile launcher 
  F 
  F 
  1D 
  1D 
  50-300/500/800 
  50-100/300/700 
  3D+2 
  7D 
  Alt model 4LC: 4 laser cannons, 
  FC 2D, 50-500/1/2k, 5D+2 
  TaB:130 
  Bakur Kishh’tih 
  6,000 
  6 
  100 
  1 
  3 
  1/2 
  1D+2 
  100 
  1D+2 
  125 
  360 
  None 
   
   
   
   
   
  TaB:128 
  Bakur Tinok-F Patrol Cloud Car 
  40,000 
  7.3 
  20 
  1 
  1 
  Full 
  4D 
  60k 
  2D 
  330 
  950 
  Double blaster cannon 
  F 
  1D 
  50-200/600/1.5k 
  4D+1 Sensors: P 100/0D, Sc 200/1D, 
  Search 400/2D, Focus 40/3D 
  TaB:128 
  Bakur Tracker-4 Military Speeder 15,000 
  7 
  20 
  1 
  3 
  1/2 
  3D 
  2k 
  2D 
  175 
  500 
  Double laser cannon 
  F 
  1D 
  25-100/300/600 
  3D+2 Retractable roof (Full cover) 
  TaB:129 
  Barresin Deathhawk Combat Spd 45,000 
  12 
  10 
  2 
  - 
  Full 
  2D 
  250 
  2D+2 
  350 
  1000 
  Double laser cannon 
  F 
  3D 
  50-300/800/1.5k 
  5D+1 -2D skill if not airspeeder spec. 
  Gor:71 
  Bespin AirPatrol II 
  12,000 
  8 
  29 
  1 
  2 
  Full 
  3D 
  250k 
  3D 
  470 
  1350 
  Twin blaster cannon 
  F 
  1D 
  50-400/900/2k 
  2D+2  
  FBS:27 
  Bespin Hurricane 506 Cloud Car 
  60,000 
  6 
  15 
  1 
  1 
  Full 
  2D+2 
  100k 
  2D+2 
  520 
  1500 
  Double laser cannon 
  F 
  1D 
  50-400/900/3k 
  3D 
   
  GG7:82 
  Bespin Storm IV Cloud Car 
  75,000 
  7 
  10 
  2 
  - 
  Full 
  4D 
  100k 
  2D+2 
  520 
  1500 
  Double blaster cannon 
  F 
  1D 
  50-400/900/3k 
  5D 
   
  2RE:245 
  Caelli-Merced Sandpopper 
  20,000 
  9 
  400 
  1 
  3 
  Full 
  2D+2 
  5k 
  3D+1 
  260 
  750 
  Double laser cannon 
  F 
  2D 
  50-100/300/1.2k 
  4D 
  1D+2 shields 
  BSS:76 
  Corp Sec Auth SX20 Airskimmer 
  24,000 
  4.7 
  25 
  1 
  1 
  1/2 
  2D+2 
  15k 
  3D 
  115 
  330 
  Laser cannon 
  FLR 
  2D 
  10-100/200/400 
  4D 
  -1D maneuver at alt > 10 km 
  HSC:111 
  Incom PT-97 Pubtrans Flitter 
  25,000 
  7.5 
  50 
  1 
  2 
  Full 
  3D 
  1k 
  3D+1 
  160 
  460 
  None 
   
   
   
   
   
  SoE:116 
  Incom T-16 Skyhopper 
  7,100 
  5.2 
  25 
  1 
  1 
  Full 
  2D+1 
  150k 
  3D 
  450 
  1300 
  4 stun lasers (FL) 
  F 
  0D 
  50-300/800/1.5k 2D St.  
  GG1:89 
  Incom T-40 Flitter 
  4,300 
  5 
  20 
  1 
  1 
  Full 
  2D 
  1k 
  3D 
  105 
  300 
  Double laser cannon 
  F 
  2D 
  50-100/300/600 
  4D 
   
  MtL:55 
  Incom T-47 Rebel Air/Snowspeeder 
  50,000 
  5.5 
  10 
  1 
  - 
  Full 
  3D 
  250 
  3D 
  350 
  1000 
  Double laser cannon 
  Power harpoon 
  F 
  R 
  2D 
  2D 
  50-300/800/1.5k 
  2-50/100/200 
  4D+2 
  3D 
  Harpoon with tow cable 
  Black-market only 
  2RE:244 
  Incom T-47I 
  10,000 
  4.5 
  10 
  1 
  2 
  Full 
  2D 
  250 
  3D 
  225 
  650 
  None 
   
   
   
   
   
  2RE:244 
  Mobquet Shark 
  62,000 
  5 
  10 
  1 
  1 
  Full 
  2D+2 
  300 
  0D+1 
  350 
  1000 
  Double laser cannon 
  F 
  1D+2 50-100/150/200 
  5D+1  
  Gor:81 
  Mobquet Wandering Flyer 191 
  9,750 
  7.5 
  400 
  1 
  3 
  Full 
  2D 
  125k 
  1D 
  400 
  1150 
  None 
   
   
   
   
   
  HSC:108 
  Mrisst MVD-1 Aeroflitter 
  11,500 
  14 
  1000 
  1 
  5 
  Full 
  1D 
  1k 
  3D 
  225 
  650 
  None 
   
   
   
   
   
  LES:38 
  Omo Tact Roahks 7m Skyship 
  35,000 
  15 
  250 6,2/+5 
  8 
  Full 1D (Wlk) 100k 
  1D 
  105 
  300 
  None 
   
   
   
   
  Walker-scale 
  GG2:61 
  Slayn & Korpil V-Wing 
  26,500 
  6.3 
  15 
  1 
  - 
  Full 
  3D+2 
  100k 
  3D 
  350 
  1000 
  Double blaster cannon 
  F 
  1D 
  50-400/1/2k 
  5D+1 -1D maneuv>50k, Scramjet: move 
  485, +10 diff, can use 1 rd/min 
  DE:121 
  TGM Transport Speeder/Ambulance 
  15,000 
  6.4 
  1000 
  2 
  11 
  Full 
  3D+2 
  200 
  2D 
  125 
  360 
  None 
   
   
   
   
  10 passengers or 2 patients 
  CA1:114 
  Tion Guardian Patrol Ship XL-5 
  80,000 
  10 
  150k 
  2 
  12 
  Full 
  3D 
  100k 
  1D 
  280 
  800 
  2 blaster cannons (may FL) FL,FR 
  1D 
  50-400/900/3k 
  4D 
  3D shld; if FL: +2 FC, +1D+1 dmg 
  DE:122 
  Tion Hyperfoil 1000-XTX VTOL 
  12,500 
  15 
  100 
  1 
  2 
  Full 
  2D+1 
  50 
  2D+2 
  105 
  300 
  None 
   
   
   
   
   
  Gal:14 
  Ubrikkian GPT-117 Troop Trans 
  28,000 
  12 
  100 
  1 
  8 
  Full 
  2D+2 
  100 
  1D+2 
  125 
  360 
  Light blaster cannon 
  Tur 
  1D 
  3-50/100/250 
  3D 
  Passengers or cargo: 1/2 cover 
  OE:94 
  Ubrikkian RES-Q Relief Airspeeder 
  27,500 
  12 
  2000 
  1 
  4 
  Full 
  2D+1 
  750 
  1D 
  225 
  650 
  None 
   
   
   
   
  10 patients 
  LES:38 
  Ubrikkian Talon 1 Combat Cloud Car 80,000 
  10 
  50 
  1 
  - 
  Full 
  4D+2 
  100k 
  3D 
  520 
  1500 
  Double blaster cannon 
  F 
  1D 
  50-400/900/3k 
  4D+2  
  TT:205 
  Verpine Asteroid Hopper 
  6,000 
  8 
  50 
  1 
  3 
  Full 
  3D 
  3k 
  3D 
  225 
  650 
  None 
   
   
   
   
  May use in vacuum (Space: 1) 
  CA5:66 
  zZip K-222 Interceptor 
  29,000 
  13 
  10 
  1 
  - 
  Full 
  3D 
  150k 
  2D 
  900 
  2600 
  Double laser cannon 
  Missile launcher (6) 
  F 
  F 
  1D+2 
  2D+2 
  50-300/800/1.5k 
  50-500/1/2k 
  4D+1 
  7D 
   
  HSC:110 
  zZip Orbitblade-2000 
  18,500 
  4 
  200 
  1 
  2 
  Full 
  3D+2 
  150k 
  2D 
  225 
  650 
  Missile launcher (SF) 
  F 
  2D+1 50-100/300/700 
  6D 
  Move 365/1050 km/h >10 km 
  HSC:110 
  
  SWD6 Quick Reference 
  Starships, Vehicles, and Modifications 
  by Diem Ephée 
   
  Page 20 
  Walkers 
  Vehicle 
  Cost 
  Size 
  (m) 
  Cargo 
  (kg) 
  Crew 
  Psgr Cover Body Man-
  euver Move All-out 
  (km/h) Weapon 
  Arc 
  FC 
  Range (m) 
  Dmg 
  Special 
  Source 
  Carida Mountain Terrain Assault 
  Transport (MT-AT) “Spider” 
  80,000 
  15.6 
  300 
  1, gun:2 
  - 
  Full 
  3D+1 
  2D 
  45 
  130 
  8 twin blaster cann (Spd) 
  2 laser cannons (FL) 
  Tur 
  F 
  1D 
  1D 
  50-200/1/2k 
  50-300/500/1k 
  4D 
  3D 
   
  JA:136 
  Corp Sec Auth Espo Walker 101 
  45,000 
  5 
  40 
  1 
  - 
  1/2 
  2D 
  2D+1 
  21 
  60 
  Light blaster cannon 
  Heavy stun cannon 
  Grenade launcher (Char) 
  F 
  F 
  F 
  1D 
  1D 
  1D 
  10-50/150/300 
  10-50/100/200 
  10-50/100/200 
  3D 
  4D St. 
  5D 
   
  HSC:111 
  Corp Sec Auth Espo Walker 91 
  20,000 
  4.8 
  30 
  1 
  - 
  1/2 
  1D+2 1D+2 
  21 
  60 
  Light blaster cannon 
  Heavy stun cannon 
  Grenade launcher (Char) 
  F 
  F 
  F 
  1D 
  1D 
  1D 
  10-50/100/200 
  10-50/100/200 
  10-50/80/160 
  3D+2 
  4D St. 
  4D+2 
   
  AIR:49 
  Imperial All Terrain Assault 
  Transport (AT-AT) 
  - 
  20.6 
  1000 
  5, 3/+10 
  40 
  Full 
  6D 
  - 
  21 
  60 
  2 heavy laser cannons (FL) 
  2 medium blasters (FL) 
  FLR 
  FLR 
  2D 
  2D 
  50-500/1.5/3k 
  50-200/500/1k 
  6D 
  3D 
  Cockpit can turn 1 arc/turn 
  May carry 2 AT-ST instead of 40 troops 
  2RE:242 
  Imperial All Terrain Personal 
  Transport (AT-PT) 
  - 
  3 
  10 
  1 
  - 
  Full 
  1D+2 
  2D 
  21 
  60 
  Blaster cannon 
  Grenade launcher 
  F 
  F 
  1D 
  1D 
  10-50/100/200 
  10-50/80/160 
  4D 
  2D 
   
  DKO:78 
  Imperial All Terrain Scout 
  Transport (AT-ST) 
  - 
  6.4 
  200 
  2, 1/+15 
  - 
  Full 
  3D 
  1D 
  30 
  90 
  Twin blaster cannon 
  Twin light blaster cannon 
  Grenade launcher 
  F 
  F 
  F 
  1D 
  1D 
  1D 
  50-200/1/2k 
  50-300/500/1k 
  10-50/100/200 
  4D 
  2D 
  3D 
   
  2RE:241 
  zZip Gladiator Walker 
  40,000 
  3 
  40 
  1 
  - 
  Full 
  2D 
  1D+2 
  20 
  55 
  Light laser cannon 
  FL 
  1D 
  5-10/20/40 
  3D+2 
  Failsafe (1 turn to escape); 4D arm shield Gal:49 
  Miscellaneous Vehicles 
   
  Vehicle 
  Cost 
  Size 
  (m) 
  Cargo 
  (kg) 
  Crew Psgr Cover 
  Body 
  Alt 
  (m) 
  Man-
  euver Move All-out 
  (km/h) 
  Weapons 
  Special 
  Source 
  Weapon 
  Arc 
  FC 
  Range (m) 
  Dmg 
  Gliders 
  Illiseni Aerodyne Micro Glider 
  500 
  2.1 
  - 
  1 
  - 
  1/2 
  2D 
  300 
  3D 
  80 
  230 
  None 
   
   
   
   
   
  RoE:53 
  Nen-Carvon R-19 Paraglider 
  1,900 
  4.5 
  - 
  1 
  - 
  1/4 
  2D 
  5k 
  3D 
  90 
  260 
  None 
   
   
   
   
  +1D Sensors; ↑1 diff lvl to detect 
  RoE:51 
  Nen-Carvon R-23 Paraglider 
  300 
  4 
  - 
  1 
  - 
  1/4 
  1D 
  2k 
  3D 
  80 
  230 
  None 
   
   
   
   
   
  RoE:51 
  Nen-Carvon R-444 Sky Swooper 
  400 
  4 
  2 
  1 
  - 
  1/4 
  1D 
  10k 
  4D 
  28 
  80 
  Light blaster cannon 
  F 
  1D 
  50-300/500/1k 
  2D 
   
  RoE:105 
  Neor-Yatten ShadoWing-4 
  15,000 
  4 
  - 
  1 
  - 
  1/4 
  0D+2 
  5k 
  2D 
  70 
  200 
  None 
   
   
   
   
   
  RoE:52 
  Ground Vehicles 
  Aratech SRV-1 Tread Truck 
  13,000 
  5 
  3000 2, G:2 
  8 
  Full 
  3D+1 
  - 
  - 
  35 
  100 
  2 medium laser cannons 
  Tur 
  1D+2 50-200/500/1k 
  3D+2  
  DSt:75 
  Gallis-Tech Scout Wheelbike 
  10,000 
  2 
  20 
  1 
  - 
  1/4 
  1D+2 
  - 
  1D 
  35 
  100 
  Repeating blaster (Char) 
  F 
  1D 
  3-50/120/300 
  6D 
   
  CA4:143 
  Jawa Sandcrawler 
  - 
  120 
  40k 
  50 
  1500 Full 
  3D (W) 
  - 
  1D 
  10 
  30 
  None 
   
   
   
   
   
  Tril:157 
  KDY HAVw A5 Juggernaut 
  90,000 
  21.8 
  1000 2, G:6 50 
  Full 
  5D 
  (Walker) 
  - 
  - 
  70 
  200 
  3 heavy laser cannons 
  Medium blaster cannon 
  Grenade launcher 
  FLR 
  Tur 
  Tur 
  2D 
  1D 
  1D 
  50-500/1/2k 
  50-250/750/1.5k 
  50-100/250/500 
  6D 
  4D 
  8D+1 
   
  IS:69 
  Minas-Lergo PM-28 Car 
  10,000 
  9 
  200 
  1 
  14 
  1/2 
  1D+1 
  - 
  - 
  18 
  50 
  None 
   
   
   
   
   
  Gor:80 
  Nen-Carvon CAVw PX-10 Tank 
  24,000 
  5.1 
  100 
  1 
  1 
  Full 
  3D+2 
  - 
  1D 
  90 
  260 
  Medium blaster cannon 
  Tur 
  2D 
  50-250/750/1.5k 
  5D 
   
  IS:70 
  Nen-Carvon PX-4 Mobile Base 110,000 21.8 
  1000 2, G:1 
  7 
  Full 
  7D 
  - 
  - 
  35 
  100 
  Heavy laser cannon 
  FLR 
  2D 
  50-500/1/2k 
  4D+2  
  IS:71 
  Hover Vehicles 
  Aratech 101C Hover Vehicle 
  45,000 
  9 
  1000 
  2 
  8 
  Full 
  3D 
  1 
  1D 
  60 
  180 
  Double laser cannon 
  Tur 
  1D 
  50-250/500/900 
  4D 
   
  Gor:80 
  Aratech 109-Z Cargo Hover 
  47,000 
  12 
  4000 
  2 
  12 
  Full 
  2D+2 
  1 
  1D 
  42 
  120 
  Laser cannon 
  F 
  0D 
  3-50/100/200 
  4D 
   
  Gor:80 
  Aratech 93-B Light Hover 
  25,000 
  9 
  2000 
  2 
  7 
  Full 
  2D 
  1 
  1D+2 
  42 
  120 
   
   
   
   
   
   
  Gor:78 
  Corp Sec Auth CX12 Hovervan 
  51,000 
  13 
  1000 
  1 
  16 
  Full 
  6D 
  10 
  2D 
  90 
  260 
  2 twin blaster cannons 
  Grenade launcher 
  Tur 
  F 
  2D 
  0D 
  1-500/1/1.5k 
  3-75/150/300 
  6D+1 
  5D 
  +2D body to front, carries medic and 
  2-1B medical droid 
  HSC:111 
  Mekuun Hoverscout 
  42,000 
  15.9 
  50 
  1 
  6 
  Full 
  3D 
  1 
  1D 
  70 
  200 
  Heavy blaster cannon 
  Laser cannon 
  Missile launcher 
  Tur 
  FLR 
  Tur 
  1D 
  1D 
  2D 
  50-250/750/1.5k 
  50-100/200/500 
  50-500/1.5/3k 
  6D 
  2D 
  4D 
   
  IS:78 
  SedriMotors Amphibion Hover 14,500 
  7.3 
  200 
  2 
  20 
  Full 
  2D+2 
  1 
  1D+2 
  35 
  100 
  Blaster cannon 
  Tur 
  1D 
  10-200/350/500 
  2D+2 Amphibious, psgr 1/2 cover 
  DE:126 
  Sail 
  Brg 
  Gefferon Pleasure Eclipse Sail Bg 250,000 
  30 
  250k 
  5 
  225 
  Var 
  2D 
  10 
  - 
  28 
  80 
  None 
   
   
   
   
  Skel 2/+10 
  2RE:245 
  Ubrikkian Luxury Sail Barge 
  285,000 
  30 
  2000k 
  26 
  500 
  Var 
  2D 
  10 
  - 
  35 
  100 
  Blaster cannon 
  Tur 
  1D 
  50-100/500/1k 
  3D 
  Skel 10/+10 
  Tril:159 
  Skiffs 
  Aratech WorkStar Drogue Skiff 1,000 
  5 
  350 
  1 
  1 
  350 
  2D 
  200 
  1D 
  8 
  25 
  None 
   
   
   
   
  14 m vertical move 
  GG11:86 
  GoCorp Arunksin 32 Cargo Skiff 
  9,000 
  17.2 
  100k 
  1 
  14 
  1/4 
  1D+2 
  50 
  1D 
  30 
  90 
  None 
   
   
   
   
  Psgr -or- cargo 
  GG7:36 
  SuperHaul Model II Cargo Skiff 23,000 
  9.5 
  135k 
  1 
  3 
  1/2 
  2D 
  20 
  - 
  70 
  200 
  None 
   
   
   
   
   
  2RE:245 
  TaggeCo Cargohopper 102 
  13,200 
  5.5 
  1000 
  1 
  - 
  1/4 
  2D 
  500 
  1D+2 
  150 
  430 
  None 
   
   
   
   
  25m tractor beam (500 kg) 
  HSC:106 
  Ubrikkian Bantha II Cargo Skiff 25,000 
  9 
  120k 
  1 
  16 
  1/2 
  1D 
  50 
  - 
  70 
  200 
  None 
   
   
   
   
  Psgr -or- cargo 
  Tril:159 
  Ubrikkian Model IV Pssgr Skiff 
  23,000 
  17.1 
  500 
  1 
  15 
  1/2 
  1D 
  1 
  - 
  35 
  100 
  None 
   
   
   
   
   
  RAS:111 
  Ubrikkian VX6 Transport Skiff 
  22,000 
  17 
  150k 
  1 
  15 
  1/2 
  1D 
  10 
  1D 
  70 
  200 
  None 
   
   
   
   
  Psgr -or- cargo 
  TT:208 
  Swoops 
  Aratech Slicer 5000 Swoop 
  3,000 
  2.5 
  - 
  1 
  - 
  - 
  1D 
  200 
  3D 
  200 
  580 
  None 
   
   
   
   
   
  Gal:52 
  Caelli-Merced CR-43 Swoop 
  8,000 
  2.4 
  3 
  1 
  - 
  1/4 
  2D+2 
  3 
  5D+1 
  120 
  350 
  None 
   
   
   
   
   
  BSS:123 
  Kuat Bloodsniffer Swoop 
  2,400 
  3.1 
  1 
  1 
  - 
  1/4 
  1D+1 
  50 
  4D 
  260 
  750 
  None 
   
   
   
   
   
  GG9:69 
  Kuat Racer Swoop 
  10,000 
  3.1 
  1 
  1 
  - 
  1/4 
  1D+1 
  50 
  4D 
  225 
  650 
  None 
   
   
   
   
   
  P&P:50 
  Mobquet Asteroid-3 Swoop 
  3,100 
  2.9 
  2 
  1 
  - 
  1/4 
  1D 
  200 
  3D 
  210 
  600 
  None 
   
   
   
   
   
  CA5:93 
  Mobquet Flare-S Swoop 
  6,500 
  2.5 
  2 
  1 
  - 
  1/4 
  1D+1 
  350 
  4D+2 
  225 
  650 
  None 
   
   
   
   
   
  Tril:158 
  Mobquet Nebulon-Q Swoop 
  5,500 
  3 
  20 
  1 
  - 
  1/4 
  1D 
  50 
  3D+2 
  260 
  750 
  Blaster cannons 
  F 
  1D 
  3-50/100/200 
  4D 
  ± Sidecar: 1 pssgr, 20 kg, cannon 
  CA4:131 
  Mobquet Nebulon-S Swoop 
  17,500 
  4 
  5 
  1 
  - 
  1/4 
  1D 
  50 
  4D 
  210 
  600 
  Blaster cannon 
  F 
  1D 
  50-300/500/1k 
  4D 
  -3D to pilot without Swoop Ops 
  TT:209 
  Ubrikkian Skybird Racer 
  8,000 
  2.8 
  1 
  1 
  - 
  1/4 
  1D 
  50 
  4D 
  225 
  650 
  Blaster cannon 
  F 
  1D 
  3-75/150/250 
  5D+1 Civilian version without cannon 
  GG9:68 
  Ground Vehicles use Ground Vehicle Operation, Hover Vehicles use Hover Vehicle Operation, Swoops use Swoop Operation, all others use Repulsorlift Operation (specializations in Glider, Sail Barge, Skiff). 
   
  Ship/Vehicle/Weapon/Armor Repairs 
   
  Ship/Vehicle/Weapon/Armor Modifications 
  Hyperdrive 
  Maneuverability 
  Move/Space 
  Shields 
  Weapon Dmg 
  Weapon Range 
  Hull/Body/Armor 
  Rating 
  Diff 
  Cost Bonus 
  Diff 
  Cost Bonus 
  Diff Cost Bonus 
  Diff Cost Bonus 
  Diff Cost Bonus 
  Diff Cost Bonus 
  Diff Cost 
  x4 3 
  Easy 10% 
  +1 
  Easy 
  5% 
  +5/+1 
  Mod 10% 
  +1 
  Easy 15% 
  +1 
  Easy 15% +5% 
  Easy 
  5% 
  +1 
  Mod 10% 
  x3 2 Mod 15% 
  +2 
  Mod 10% +10/+2 
  Diff 
  15% 
  +2 
  Mod 25% 
  +2 
  Mod 25% +10% Mod 10% 
  +2 
  Diff 
  15% 
  x2 1 V.diff 25% +1D 
  Diff 
  15% +15/+3 V.diff 20% +1D 
  Diff 
  30% +1D 
  Diff 
  30% +15% 
  Diff 
  15% +1D 
  V.diff 20% 
  x1 ½ Heroic 35% +1D+1 V.diff 20% +20/+4 Heroic 25% +1D+1 V.diff 35% +1D+1 V.diff 35% +20% V.diff 20% +1D+1 Heroic 25% 
   
   
   
  +1D+2 Heroic 25% 
   
   
   
  +1D+2 Heroic 50% +1D+2 Heroic 50% +25% Heroic 25% 
   
   
   
   
  Cost is a function of the original vessel, not its component.  Exception is individual weapons.  Modified items should malfunction with a 1 on the wild die; see GG6:34-7 for mishap modifiers (or invent your own based on the situation). 
  Starship Components 
  Item 
  Cost 
  Avail Wt (T) Description 
  Source 
  Taim & Bak Kd-3 Light Blaster Cannon 
  1,000 
  1 
  1 
  SF, FC 1D, range 1-3/12/25, dmg 1D 
  GG6:40 
  Kuat Vonak Light Laser Cannon 
  1,500 
  2 
  2 
  SF, FC 2D, range 1-3/12/25, dmg 2D 
  GG6:40 
  Arakyd Tomral Heavy Laser Cannon 
  3,000 
  2,F 
  4 
  SF, FC 2D, range 1-3/12/25, dmg 5D 
  GG6:40 
  Incom W-34t Turbolaser 
  9,000 
  3,X 
  5 
  SF, FC 3D, range 3-15/35/75, dmg 7D, rate 1/2 
  GG6:40 
  Comar f-2 Light Ion Cannon 
  1,000 
  2 
  0.5 
  SF, FC 1D, range 1-3/7/36, dmg 2D ion 
  GG6:40 
  Comar f-4 Medium Ion Cannon 
  1,500 
  3 
  1 
  SF, FC 2D, range 1-3/7/36, dmg 4D ion 
  GG6:40 
  Comar f-9 Heavy Ion Cannon 
  3,000 
  3,F 
  2 
  SF, FC 4D, range 1-3/7/36, dmg 4D ion 
  GG6:40 
  Arakyd Hi-fex Torpedo Launcher (12) 2,500 
  2,R 
  2 
  SF, FC 2D, range 1/3/7, dmg 9D; 800/torp 
  GG6:40 
  Arakyd Morne-3 Missile Launcher (10) 3,500 
  2,R 
  3 
  SF, FC 1D, range 1/3/7, dmg 8D; 500/miss 
  GG6:40 
  Generic Tractor Beam 
  8,000 
  2 
  15 
  SF, FC 2D, range 1-5/15/30, dmg 2D 
  GG6:42 
  Computer fire linkage 
  100 
  1 
  - 
  +1D dmg per identical, up to 3, Mod diff 
  GG6:41 
  Generic particle/ray shields 
  4,000 
  1 
  6 
  1D; for 2D, 10,000/8 T; for 3D, 20,000/10 T 
  GG6:40 
  Generic sensor arrays 
  2,200 
  1 
  - 
  Pass 10/0D, Scan 25/1D, Search 40/2D, Foc 2/3D GG6:41 
  Generic navigation computer 
  2,000 
  1 
  - 
  Mod diff to install, ↑1 diff lvl if none previously 
  GG6:43 
  Generic escape pod 
  1,200 
  1 
  5 
  Food and O₂ for 8 passengers for 2 weeks 
  GG6:43 
  Solid fuel converter 
  8,000 
  2 
  5 
  1/2 fueling cost, requires source  
  GG6:42 
  Atmospheric fuel scoops 
  15,000 
  2 
  15 
  Can dip into gas/liquid to recharge power 
  GG6:42 
  Solar power fuel converters 
  12,000 
  2 
  10 
  Recharge ship in 15 days in-system (60 out) 
  GG6:42 
  Passenger conversion 
  400 
  1 
  10 
  Converts 10 T space to 1 passenger room 
  GG6:42 
  Maneuv Dice 
  Moves 
  Shields 
  Weapon/Armor 
  Loss 
  Diff 
  Cost 
  Loss 
  Diff 
  Cost 
  Loss 
  Diff 
  Cost Damage Diff Cost 
  -1D 
  Easy 
  10% 
  -1 
  Easy 
  10% 
  -1D 
  Easy 
  5% 
  Light 
  Easy 15% 
  -2D 
  Mod 15% 
  -2 
  Mod 
  15% 
  -2D 
  Mod 
  5% 
  Heavy Mod 25% 
  -3D+ 
  Diff 
  20% 
  -3 
  Diff 
  20% 
  -3D 
  Diff 
  5% 
  Severe V.diff 35% 
   
   
   
  -4 
  V.diff 25% 
  -4D+ V.diff 10% 
   
   
   
   
   
   
  Replace 
  Diff 
  35% 
   
   
   
   
   
   
  Item 
  Cost 
  Avail Wt (T) Description 
  Source 
  Sienar Starscream-9 Ion Drive 
  500,000 
  4,X 
  24 
  Space 12; 2x diff to modify, 2x mishap mod 
  GG6:38 
  KDY Boshaa-C’hi Ion Drive 
  100,000 
  3,X 
  18 
  Space 10; 2x diff to modify, 2x mishap mod 
  GG6:38 
  Corellian Evader-GT Ion Drive 
  50,000 
  3,F 
  16 
  Space 8; 2x diff to modify, 2x mishap mod > +1 
  GG6:38 
  Incom Starslinger Ion Drive 
  20,000 
  2,F 
  12 
  Space 6; 2x diff to modify, 2x mishap mod > +1 
  GG6:39 
  SoroSuub Boav Ion Drive 
  10,000 
  2 
  10 
  Space 4; ↑1 diff lvl to install on non-SoroSuub 
  GG6:39 
  SoroSuub Griffyn-XTG HD 
  15,000 
  3,F 
  18 
  x1 HD, +1 diff lvl to install on non-SoroSuub 
  GG6:39 
  Corellian Avatar-10 HD 
  10,000 
  2 
  15 
  x2 HD, +1D to install rolls 
  GG6:39 
  Incom Horizon-Hopper HD 
  7,000 
  2 
  12 
  x3 HD 
  GG6:39 
  Rendili StarDrive ATX-5 
  4,000 
  1 
  10 
  x4 HD 
  GG6:39 
  Sienar Lifesaver 1000 HD 
  2,500 
  1 
  8 
  x5 HD, requires Mod repair roll after each use 
  GG6:39 
  Fabritech NightBlind 472 Jammer 
  4,000 
  3,X 
  1 
  -2D Sensors to detect vessel; +1D to identify 
  GG6:41 
  Corellian Trickster Sensor Decoy 
  2,000 
  3,F 
  2 
  +2D diff to tell ship/decoy, spc 5, single pattern 
  GG6:41 
  MerenData Mimic Sensor Decoy 
  13,000 
  2,X 
  2 
  +2D diff to tell ship/decoy, spc 10, can control 
  P&P:39 
  Arakyd Nightshadow Treatment 
  Varies 
  4,X 
  - 
  20k/hull D (SF), 50k (Cap); +1D diff to detect 
  P&P:38 
  Fabritech Vanish 2 Sensor Mask 
  Varies 
  4,X 
  - 
  150k/hull D (SF), 300k (Cap); +2D diff detect/ID 
  P&P:39 
  Concealed cargo compartment 
  200/T 
  1 
  5:1 
  Diff Perception, cannot convert >20% 
  GG6:42 
  Hidden cargo compartment 
  400/T 
  2 
  5:1 
  V.diff Perception, Mod Sensors to find 
  GG6:42 
  Scanner-resistant compartment 
  1,000/T 
  2,X 
  5:1 
  V.diff Perception, V.diff Sensors to find 
  GG6:42 
  Auto-jettison unit 
  1000 
  2,R 
  1 
  Automatically jettison pre-set compartments 
  GG6:42 
  
  SWD6 Quick Reference 
  Droids 
  by Diem Ephée 
   
  Page 21 
   
  Droid 
  Cost 
  Dexterity 
  Strength 
  Perception 
  Knowledge 
  Mechanical 
  Technical 
  Size 
  (m) 
  Mov Description 
  Source 
  First-Degree (science, math, administrative) 
  2-1B Surgical Droid 
  4,300 
  1D 
  1D 
  3D, (A)Injury/ailment 
  diagnosis 6D 
  2D  
  Alien species 5D 
  2D 
  (A)Bacta tank ops 5D 
  3D, First aid 6D, 
  (A)Medicine 9D 
  1.5 
  4 
  Humanoid, computer tether (5 m, +2D 
  medical skills), hypodermic inj (4D stun) 
  2RE:239 
  A2 Accounting Droid 
  8,000 
  1D 
  1D 
  1D 
  Bargain 3D  
  3D, Bureaucracy 8D, 
  Business 8D, Value 7D 
  1D 
  1D 
  1.0 
  10 Hemispherical, 2 arms, repulsor (2 m), 
  holographic recorder/projector 
  Cyn:49 
  AS-M12 Message 
  Droid 
  4,000 
  20k 
  (pod) 
  1D 
  2D 
  2D 
  Search 4D 
  2D 
  Planetary systems 3D 
  1D 
  Sensors 3D 
  1D 
  Comp prog/rep 3D  
  0.5 
  10 
  Spherical, retractable arm, computer jack, 
  message req password (or Heroic Comp) 
  Pod: SF, 2 m,  4D skill, Spc 6, HD x1, Hull 1D+2 
  Cyn:51 
  EV Supervisor Droid 
  6,400 
  1D 
  1D 
  2D 
  Command: Droids 5D 
  3D, Intimidation 4D, 
  Languages 4D, 
  Value: droids 4D 
  1D 
  3D. Comp prog/ rep 
  4D, Droid prog 4D, 
  Droid repair 4D+1 
  1.8 
  7 
  Humanoid, used to command other droids 
  Cyn:53 
  FX Medical Ass’t Droid 3,500 
  0D 
  1D 
  2D, (A)Injury/ailment 
  diagnosis 4D 
  2D 
  Alien species 4D 
  1D 
  (A)Bacta tank ops 4D 
  2D, First aid 4D, 
  (A)Medicine 5D 
  1.7 
  0 
  Cylindrical, computer tether (+2D medical 
  skills), hypodermic inj (4D stun), surgical att. 
  Cyn:54 
  GHT Medevac Droid 
  5,200 
  1D 
  2D 
  Lifting 4D 
  2D 
  Search 4D, Hide 3D 
  2D 
  Alien spec: biology 4D 
  1D 
  2D 
  First aid 6D 
  1.0 
  11 Conical, retractable wheels, reinforced lifting 
  arms, repulsor engine (0.5 m), armor (+1D) 
  Cyn:55 
  J9 Verpine Worker 
  Drone 
  1,200 
  2D 
  1D 
  2D 
  Bargain 4D+2,  
  Sneak 4D 
  4D 
  Alien species 5D+1, 
  Bureaucracy 5D+2, 
  Languages 4D+1 
  1D 
  1D 
  Security 5D+1 
  1.9 
  10 
  Humanoid, insectoid “head,” olfactory sensor 
  (+1D scent), microwave sensor (+1D Security), 
  comm mod (+2D Languages) 
  Cyn:58 
  TTS-15 Tutor Droid 
  500 
  1D 
  1D 
  2D 
  3D, Alien spec 4D+1, 
  Business: econ 4D+2, 
  Cultures 4D+1, 
  Lang 4D+2, Plan sys 
  4D+1, Scholar 3D+2, 
  Scholar: gal hist 4D 
  1D 
  1D 
  Comp prog/rep 2D 
  1.5 
  7 
  Humanoid, education pack: pre-programmed 
  with specific disciplines: material/theoretical 
  sciences, languages, literature, cultures, 
  mathematics; often serves as a teacher to 
  improve players’ skills 
  Cyn:57 
  Second-degree (specialized, task-oriented, compex functions) 
  6G2 Explorer Droid 
  6,700 
  1D 
  1D 
  1D, Search 4D 
  1D 
  1D 
  1D 
  1.3 
  10 +2D Search moving obj, atmospheric sensor 
  2RE:238 
  AD Armorer Droid 
  7,700 
  2D 
  2D 
  2D 
  2D 
  2D 
  3D, Armor rep 4D+1, 
  Blaster repair 5D 
  1.5 
  6 
  Humanoid, repulsor engine (1 m) 
  Cyn:59 
  FLR Logger Droid 
  2,500 
  2D 
  4D+2, Lifting 6D+2 
  2D, Search 4D+2 
  1D 
  1D 
  1D 
  2.0 
  7 
  Heavy saw (7D), light saw (4D), treads 
  Cyn:62 
  GY-I Info Analysis 
  Droid 
  7,500 
  2D 
  1D+1 
  2D+1 
  3D+1, Planetary 
  systems 3D+2 
  2D 
  2D, Computer 
  prog/repair 3D+2 
  1.0 
  5 
  +1D Computer for data research, +2D 
  Computer for coll/analysis, humanoid 
  Cyn:63 
  Hatchling Maint Droid 
  2,050 2D, Blaster 5D, Blaster: 
  welder 7D, Dodge 4D 
  4D 
  2D 
  Search 4D 
  1D 
  1D 
  1D 
  2 
  6 
  Welding laser (0.3 m, 8D), repulsor (10 m, 
  move 15 in space), +1D to char’s ship repair 
  Cyn:64 
  LE Repair Droid 
  12,800 
  1D 
  2D 
  1D 
  2D 
  2D  
  Astrogation 2D+1, 
  Comm 3D, Sensors 3D 
  2D, Capital repair 4D, 
  Comp prog/rep 5D, 
  Space trans rep 3D 
  1.7 
  7 
  Humanoid 
  Cyn:65 
  M38 Explorer Droid 
  13,000 
  1D 
  5D 
  1D 
  1D, Planetary systems 
  4D+2, Survival 4D+2 
  1D 
  1D 
  1.3 
  5 
  +1D Search vibrations/movement <500 m, IR 
  vision, +1D Lifting, +1D fine Dex/Tech, treads 
  Cyn:66 
  NR-5 Maint Droid 
  2,200 
  1D 
  Dodge 1D+2 
  1D 
  1D 
  1D 
  1D 
  1D, Comp prog/rep 
  4D, Security 2D,  
  Space trans rep 3D 
  0.7 
  3 
  IR/UV vision, +1D Lifting, retractable arm, 
  treads 
  Cyn:67 
  P2 Astromech Droid 
  2,500 
  1D 
  2D 
  1D, Search 2D 
  1D 
  1D, Space trans 2D 
  2D, Space tran rep 5D 2.2 
  4 
  Welder (0.3 m, 5D), Armor (+1D), R2 precursor Cyn:68 
  PG-5 Gunnery Droid 
  5,100 
  1D 
  1D 
  1D 
  1D 
  1D, Capital gunnery 
  3D, Capital shields 4D, 
  Comm 3D, Sensors 
  6D, Starship gunnery 
  3D, Starship shield 4D 
  2D 
  Capital weap rep 4D, 
  Comp prog/rep 4D, 
  Starship weap rep 5D 
  2.5 
  4 
  Welder (0.3 m, 6D), scomp-link (+1D 
  Computer for compatible systems), 
  retractable arms 
  Cyn:69 
  R2 Astromech Droid 
  4,525 
  1D 
  1D 
  1D 
  1D 
  2D, Astrogation 5D, 
  Starfighter pilot 3D, 
  Space transports 3D 
  3D 
  Comp prog/repair 4D, 
  Starfighter repair 5D 
  1.0 
  5 
  Retractable grasper (+2D Lifting), arc welder 
  (0.3 m, 1D-5D), circular saw (4D), fire 
  extinguisher, various tools, 20x8 cm hidden 
  2RE:238 
  R5 Astromech Droid 
  2,000 
  1D 
  1D 
  1D 
  1D 
  1D 
  2D, Comp prog/rep 
  4D, Space tran rep 4D 1.0 
  5 
  Welder (0.3 m, 4D), circular saw (0.3 m, 4D), 
  retractable grasper (+1D Lifting). 3 wheel legs 
  Cyn:71 
  V6 Pilot Droid 
  17,800 
  1D 
  2D 
  1D 
  1D 
  Planetary systems 4D 
  1D 
  Astrogation 4D, 
   Space trans 5D+2 
  1D, Comp prog/rep 
  3D, Space tran rep 3D, 
  Starfighter rep 3D 
  1.0 
  5 
  Starship interface jack, video display screen, 5 
  pre-programmed HD jumps 
  Cyn:72 
  Viper Probe Droid 
  14,500 
  3D  
  Blaster 5D, Dodge 5D 
  4D 
  3D, Con 4D, Hide 5D, 
  Investigation 6D, 
  Search 6D, Sneak 5D 
  2D+2 
  Planetary systems 4D, 
  Intimidation 7D+2 
  3D, Astrogation 5D, 
  Comm 6D, Sensors 6D 
  Space trans: H-Pod 5D 
  2D+1 
  1.6 
  12 
  Repulsor engine, blaster 4D+2, 3-10/30/120, 
  Sens: P 10/0D, Sc 10/1D, Se 500/2D, F 10/3D 
  Pod: HD x2, Spc 3, Mnv 1D+2, Hull 3D, Shld 1D 
  Cyn:60 
  Third-degree (human relations) 
  3PO Protocol Droid 
  3,000 
  1D 
  1D 
  1D 
  3D, Cultures 6D, 
  Languages 10D 
  1D 
  1D 
  1.7 
  8 
  Vocabulator with 7 million languages, can 
  reproduce sound 
  2RE:239 
  C4LR Litigation Droid 
  3,000 
  1D 
  1D 
  2D 
  Bargain 3D, 
  Persuasion 5D+1 
  2D, Bur: Empire 5D+2 
  Bur: Court proc 5D+2, 
  Cultures 4D+1, Intim 
  4D+2, Law enforc 6D, 
  Scholar: Imp law 6D+2 
  1D 
  1D 
  1.6 
  8 
  Humanoid, holo projector, perfect court 
  memory, programming prevents lying, 
  Litigation modules (2,000 cr, can load with 
  particular modules of Imperial law, up to 4 at 
  once) 
  Cyn:74 
  MSE-6 “Mouse” Util Dr 
  350 
  2D 
  1D 
  1D 
  1D 
  1D 
  1D 
  0.3 
  5 
  3D of any one skill: Hide, Search, B’cracy., any 
  repair or programming, Security 
  Cyn:75 
  SE4 Servant Droid 
  2,500 
  2D 
  2D 
  Lifting 3D 
  2D 
  Bargain 3D 
  2D, Culinary arts 4D, 
  Cultures 3D, Home ec 
  4D, languages 3D 
  2D 
  Communications 3D, 
  Repulsorlift Ops 3D 
  2D 
  First aid 3D 
  1.6 
  7 
  Humanoid, very programmable, develops very 
  etiquette-centered personality 
  Cyn:76 
  Siak Verpine Protocol 
  Droid 
  3,500 
  1D 
  Dodge 2D 
  1D 
  2D 
  Persuasion 3D 
  3D, Cultures 4D, 
  Cultures: Human 5D, 
  Languages 5D 
  1D 
  1D 
  1.5 
  6 
  Humanoid (well, Verpinoid), +1D Languages, 
  multiple vocabulator 
  Cyn:77 
  XA-540 Secretary Droid 2,500 
  1D 
  1D 
  1D+1 
  Bargain 2D+2 
  2D+1, B’cracy 4D, 
  Business 4D 
  1D 
  1D  
  Comp prog/rep 3D+2 1.6 
  8 
  Humanoid, loyalty inhibitor (protects classified 
  information) 
  Cyn:78 
  Fourth-degree (combat, security) 
  B-16 Security Droid 
  4,100 
  4D  
  Blaster 5D+1, Dodge 
  5D+1, Grenade 5D+1 
  1D  
  Climbing 2D+1, 
  Swimming 2D+1 
  4D 
  Search 4D+1 
  2D, Languages 3D+1, 
  Law enforc 4D+2, 
  Survival 3D+1 
  1D 
  2D  
  Comp prog/rep 3D+2, 
  Security 3D+1 
  2.3 
  14 
  6 legs, motion sensor (+1D Search), comm 
  module (+1D Languages), speaks droid only, 
  armor (+2D), blaster turret (2-10/25/50, 5D) 
  Cyn:79 
  GX Security Droid 
  9,000 3D, Blaster 6D, Dodge 
  8D, Running 4D 
  1D 
  Lifting 3D 
  1D 
  Search 4D+2 
  1D 
  1D 
  1D, Comp pr/rep 3D+2 
  Droid rep 4D, Secur 5D 1.8 
  10 Mil/gov only (3,X), humanoid, armor (+3D), 
  wrist blasters (3-10/30/100, 3D) 
  Cyn:80 
  IG Combat Prototype 
  1.5 M 
  4D, Blaster 6D, Dodge 
  6D, Energy wp 5D+2, 
  Flamethr 5D, Grenade 
  6D, Missile weap 6D 
  4D 
  Lifting 6D 
  3D+1 
  Search 7D,  
  Search: tracking 9D, 
  Sneak 4D 
  2D+1  
  Languages 3D+1, 
  Planetary sys 3D+1 
  2D+2 
  Astrogation 4D+2, 
  Space trans 4D+1 
  1D+2  
  Comp prog/rep 3D, 
  Droid prog 3D,  
  Droid rep 3D 
  2.0 
  13 
  Humanoid, broadband antenna, long-range 
  sensor (+4D Search 50-400 m, +2D 401-750m), 
  sonic stunner (10 m, 4D), flamethrower (10 m, 
  3D/rd), grenade launcher (5D), very rare (4,X) 
  Cyn:81 
  K4 Security Droid 
  7,500 3D, Blaster 7D, Dodge 
  8D, Running 4D  
  1D 
  1D 
  1D 
  1D 
  1D 
  1.6 
  11 Blaster (5-30/100/200, 5D), armor (+2D), 2 
  arms/legs, camera-type head, avail 2,R 
  2RE:239 
  LE-VO Law Enforcer 
  Droid 
  9,000 
  3D 
  Blaster 5D,  
  Dodge 3D+2 
  3D 
  1D, Con 2D+2, 
  Command 3D+2, 
  Investigation 4D+2, 
  Persu. 2D, Search 3D 
  2D+2, Alien spec 3D, 
  B’cracy 3D, Intim 4D, 
  Law enforcement 6D, 
  Streetwise 4D 
  2D 
  Repulsorlift ops 3D 
  1D 
  2.4 
  12 Humanoid, armor (+2D), two blaster rifles (3-
  10/100/200, 5D), never shoot to kill 
  Cyn:83 
  Fifth-deg 
  EG-6 Power Droid 
  2,500 
  1D 
  1D 
  1D 
  1D 
  Languages: droids 4D 
  1D 
  Energize 5D+2 
  3D, Machinery rep 5D 
  Repulsorlift rep 4D+1, 
  Systems diagnosis 5D 
  1.1 
  3 
  Armor (+2D), Fine manipulator (+1D Tech), can 
  power Walker-scale and below in 1 std day, 
  respond to nearly all commands 
  Cyn:88 
  S9 Heavy Power Droid 4,000 
  1D 
  2D 
  1D 
  1D 
  1D 
  Generator ops 4D 
  1D, Power cell rep 4D, 
  starfighter rep 3D 
  0.75 
  4 
  Treads, Armor (+1D en, +2D phys), 6 m power 
  cable, can recharge SF-scale in 1 std day 
  Cyn:89 
  Droids can be upgraded with additional software or hardware.  For modifications/upgrades, see Cynabar’s Fantastic Technology: Droids, pp. 20-38.
  
  SWD6 Quick Reference 
  Stock Non-Player Characters 
  by Diem Ephée 
   
  Page 22 
   
  Character 
  Dexterity 
  Strength 
  Perception 
  Knowledge 
  Mechanical 
  Technical 
  Mov Equipment/Special 
  Source 
  Imperials 
  Army Trooper 
  3D, Blaster 4D+1, Dodge 
  4D+1, Grenade 3D+2, 
  Vehicle blasters 3D+2 
  3D+1  
  Brawling 4D+1 
  2D 
  1D+1 
  Survival 2D+1 
  1D+1 
  1D 
  10 
  Blaster rifle (3-30/100/300, 5D), Armor (+1D 
  phys, +2 en), Grenades (3-7/20/40, radius 
  2/4/6/10, dmg 5D/4D/3D/2D), Survival belt 
  GSR:26 
  COMPNOR Trooper 
  2D+2 
  Blaster 3D, Dodge 3D+2 
  2D 
  2D 
  Search 3D, Sneak 3D 
  2D+2 
  Survival 3D 
  1D+2 
  1D 
  10 Blaster rifle (3-30/100/300, 5D), Armor (2-6, 
  +1D phys, +2 en), knife (STR+1D), 3 grenades 
  RoE:97 
  Core World Guard 
  2D, Blaster 5D+1, B parry 
  5D, Dodge 5D+1, Melee 
  4D+2, M parry 4D+2 
  2D 
  Brawling 4D 
  2D  
  Investigation 5D, 
   Search 4D+2 
  2D 
  Law enforcement 4D 
  2D 
  2D 
  First Aid 3D+2,  
  Security 4D 
  10 
  Blaster rifle (3-10/100/300, 5D), Blaster pistol 
  (3-10/30/120, 4D), taser staff (5D stun), armor 
  (+1D, IR/UV vision negates dark penalty) 
  RoE:102 
  Naval Trooper 
  2D+1, Blaster 3D+1, 
  Blaster: rifle 4D+2, Brawl 
  parry 3D+1, Dodge 
  3D+1, Grenade 3D+1, 
  Melee 3D+1, Mel parry 
  3D+1, Running 3D+2 
  2D+2 
  Brawling 4D+2,  
  Stamina 3D+2 
  3D 
   Command 4D,  
  Search 4D 
  1D+1 
   Intimidation 2D+1, 
  Streetwise 2D+1 
  1D+2 
  Repulsorlift ops 2D+2, 
  Capital ship shields 2D+2 
  1D 
  Security 2D 
  10 Blast helmet (+1D phys, +1 en), blaster pistol 
  (3-10/30/120, 4D), comlink 
  GSR:27 
  Scout Trooper 
  2D, Blaster 4D, Brawling 
  parry 4D, Dodge 4D 
  2D, Brawling 3D 
  2D 
  2D 
  3D, Repulsorlift: speeder 
  bike 3D+2 
  2D 
  10 Holdout blaster (3-10/20/40, 3D+2), occ 
  rifle/pistol, Armor (+2 phys/en, see p.13) 
  GSR:26 
  Space Trooper 
  3D 
  Blaster 4D,  
  Brawling parry 5D,  
  Dodge 4D, Grenade 5D, 
  Missile weap 5D 
  2D 
  Brawling 3D,  
  Stamina 4D 
  2D+2 
  Search 5D+2 
  2D  
  Survival 5D+1 
  3D, Astrogation 4D+2, 
  Powersuit op: Space 
  armor 6D, Repulsor op 
  5D+2, Space trans 5D+2, 
  Starship gun 4D, Starship 
  gun: torpedo 5D+2 
  2D  
  Demolitions 3D+1, 
  Security 4D+1, 
  Powersuit repair 4D+1 
  11 
  Armor: +4D phys, +3D en, -1D Dex, Spc 1, 
  Move 8.  Grenade launcher (5-50/100/200, 
  frag or gas/stun), Mini-torpedo launcher (SF, 
  25-100/300/700 or 1/3/7 sp, 6D, 6 torps), 
  blaster cannon (10-50/100/150, 6D), laser 
  cutters (SF, 3D) 
  GSR:26 
  Starship gunner 
  2D+2, Blaster 3D+2, Blas 
  artillery 4D+2, Dodge 
  3D+2, Thrown weap 
  3D+2, Vehic blast 4D+2 
  1D+1  
  Climbing/jumping 2D+1,  
  Lifting 3D+1,  
  Stamina 2D+1 
  1D+1 
   Bargain 2D+1,  
  Con 2D+2 
  1D+1 
  Value 2D 
  3D, Cap gunnery 5D, Cap 
  shields 4D, Comm 4D, 
  Sensors 4D, Starship gun 
  4D, Starship shield 3D+2 
  2D+1  
  Cap weapon rep 4D+1, 
  Comp prog/rep 3D+1, 
  Starship weap rep 4D+1 
  10 
  Blaster pistol (3-10/30/120, 4D), helmet 
  (comlink, +1D Capital or Starship Gunnery and 
  Sensors), Armor (+2 phys/en) 
  GSR:27 
  Starship pilot 
  2D+1 
  Blaster 3D+1,  
  Dodge 3D+1 
  2D  
  Climb/Jump 3D,  
  Stamina 3D+1 
  2D  
  Hide 3D,  
  Investigation 3D,  
  Sneak 3D 
  1D+1  
  Planetary systems 2D+1 
  3D, Astrogation 4D, Cap 
  gunnery 4D, Cap piloting 
  5D, Cap shields 4D, 
  Comm 3D+1, Sensors 
  3D+1,  Space trans 4D 
  1D+1  
  Capital ship repair 3D+1,  
  Cap weapon rep 2D+1, 
  Comp prog/rep 2D+1 
  10 Blaster pistol (3-10/30/120, 4D), helmet 
  (comlink, +1D Sensors), survival gear 
  GSR:27 
  Storm Commando 
  3D, Blaster 7D, B parry 
  5D+2, Dodge 5D+2, 
  Grenade 5D, Melee 
  5D+2, Mel parry 5D+2 
  3D+1 
  Brawling 5D 
  3D 
  Hide 6D+2, Search 6D+2, 
  Sneak 7D 
  3D 
  Survival 6D 
  2D 
  Beast riding 5D,  
  Hover vehic op 5D+1, 
  Repulsorlift op 5D 
  3D, Armor rep 5D, 
  Blaster rep 5D, First aid 
  4D, Demolitions 4D+2, 
  Security 3D+2 
  10 
  Armor (+1D, macrobinocs 100-250/500/1000, 
  MFTAS, see p.13), blaster carbine  
  (3-30/50/200, 5D+2, +1D aim w/stock), blaster 
  pistol (3-10/30/120, 4D), knife (STR+1D+2) 
  RoE:102 
  Stormtrooper 
  2D 
  Blaster 4D, Brawling 
  parry 4D, Dodge 4D 
  2D 
  Brawling 3D 
  2D 
  2D 
  2D 
  2D 
  10 
  Blaster rifle (3-30/100/300, 5D), Blaster pistol 
  (3-10/30/120, 4D), Armor (+2D phys, +1D ener,  
  -1D Dex, see p.13), cannot be bribed 
  GSR:26 
  TIE/Fighter Pilot 
  3D+1 
  Blaster 4D+1,  
  Dodge 4D+1 
  3D  
  Stamina 4D 
  3D 
  Command 4D, 
   Search 4D 
  2D 
  Planetary systems 3D 
  4D, Sensors 4D+2, 
  Starfighter piloting 6D, 
  Starship gunnery 5D 
  2D 
  Comp prog/rep 3D+1, 
  Starfighter repair 5D 
  10 
  Helmet (comlink, +1D Sensors), vacuum suit, 1 
  week emergency rations, survival gear, blaster 
  pistol (3-10/30/120, 4D) 
  GSR:27 
  Rebels 
  Rebel Commando 
  3D+2, 
  Blaster 4D, Dodge 4D+1 
  3D+2 
  Brawling 4D 
  4D 
  Sneak 4D+2 
  3D 
  Survival: forest 4D 
  1D+1 
  2D+1 
  10 Camo (+2D Sneak), various weaponry, sensor 
  scrambler (+2D diff to detect), macrobinocs 
  GSR:27 
  Rebel Soldier 
  3D+2, Blaster 5D+2, 
  Grenade 4D+2 
  3D 
  Brawling 4D 
  2D 
  1D 
  2D 
  1D+2 
  Demolitions 2D+2 
  10 Blaster pistol (3-10/30/120, 4D), Macrobinocs 
  (+1D Search >50 m), blast vest (+1D ph, +1 en) 
  GSR:27 
  SpecForce Infiltrator 
  2D+2, Blaster 3D, B parry 
  3D, Dodge 3D, Firearms 
  3D+1, Melee 3D+2, 
  Melee: vibroknife 5D+2, 
  Melee parry 3D+2 
  2D 
  Brawling 3D 
  2D 
  Con 3D+1, Hide 3D+2, 
  Search 3D, Sneak 3D+2 
  2D 
  Streetwise 3D+2, 
  Survival 2D+2 
  1D+2 
  Repulsorlift ops 2D+1 
  1D+2 
  Demolitions 2D+2, 
  Security 2D+2 
  10 Silenced slugthrower (3-10/30/60, 3D phys), 
  garrote (STR+1D), vibroknife (STR+1D) 
  RoE:75 
  Starfighter Pilot 
  2D 
  Blaster 4D, Dodge 3D 
  2D+2 
  1D+2 
  1D 
  Planetary systems 2D+2 
  3D, Starfighter pilot 6D, 
  Starship gunnery 4D 
  2D 
  Comp prog/rep 3D 
  10 Blaster pistorl (3-10/30/120, 4D), vacuum suit 
  GSR:27 
  Independent, Planetary, Criminal, Frings 
  Bounty Hunter 
  (Advanced) 
  2D, Blaster 6D, Dodge 
  5D, Grenade 4D, Melee 
  4D+2, M parry 3D+1 
  2D 
  Brawling 5D+2, 
  Stamina 3D+2 
  2D 
  Investigation 4D, 
  Sneak 4D+2 
  2D, Intimidation 3D, 
  Streetwise 3D,  
  Survival 2D+1 
  2D, Astrogation 4D, 
  Space trans 5D, Starship 
  gun 5D, Starship shld 4D  
  2D 
  Armor repair 2D+1, 
  Blaster repair 2D+1 
  10 
  Armor (+2D phys/+1D en, -1D Dex), 2 HBPs (3-
  10/25/50, 5D), Blaster rifle (3-30/100/300, 5D), 
  vibroblade (STR+3D), thermal detonator (10D) 
  GSR:28 
  Bounty Hunter 
  (Novice) 
  2D, Blaster 3D+2, Dodge 
  3D+1, Melee 3D+1 
  2D 
  Brawling 3D+2 
  2D, Investigation 3D, 
  Sneak 3D 
  2D 
  Survival 2D+1 
  2D 
  2D 
  10 Vest (+2 phys/+1 en), heavy blaster pistol  
  (3-10/25/50, 5D), knife (STR+1D) 
  GSR:27 
  Bounty Hunter 
  (Veteran) 
  2D, Blaster 4D+2, Dodge 
  4D+1, Grenade 4D, 
  Melee 4D+2, M Parry 3D 
  2D 
  Brawling 3D+2 
  2D 
  Investigation 3D+1, 
  Sneak 3D+2 
  2D 
  Streetwise 3D, 
  Survival 2D+2 
  2D 
  2D 
  10 
  Vest (+1D phys/+1 en), heavy blaster pistol (3-
  10/25/50, 5D), Blaster rifle (3-30/100/300, 5D), 
  hold-out blaster (3-4/8/12, 3D), knife (STR+1D) 
  GSR:27 
  CSA Espo Trooper 
  3D 
  Blaster 3D+2, Br parry 
  3D+2, Melee: baton 5D 
  2D 
  Brawling 2D+2 
  2D 
  Bargain 2D+1, 
  Search 3D+1 
  1D 
  2D, Beast riding 3D, 
  Ground vehic ops 2D+2, 
  Repulsorlift ops 3D 
  2D 
  Security 3D 
  10 Blast vest/helmet (+1D phys/+1 en, -1 Dex), 
  stun baton (STR+2D+2 stun), blaster pistol (4D) 
  HSC:47 
  Enforcer 
  2D+2 
  Blaster 4D+2, Brawl parry 
  4D+2, Dodge 4D+1, 
  Melee 4D, M parry 3D+2 
  2D+2 
  Brawling 4D+2 
  1D+1 
  1D+2 
  1D+2 
  2D 
  10 Blaster pistol (3-10/30/120, 4D),  
  vibroblade (STR+2D) 
  GSR:28 
  Gamorrean 
  Bodyguard/Bouncer 
  3D 
  Blaster 5D, Dodge 4D+2, 
  Melee 5D, M parry 5D 
  4D+1 
  Brawling 5D+1, 
   Lifting 3D+1 
  2D 
  Gambling 3D 
  1D+1 
  1D 
  1D+1 
  7 
  Mace (STR+1D+2), Blaster pistol (3-10/30/120, 
  4D), some may have vibro-axe (STR+3D) 
  Snov:17 
  Mercenary 
  (Weequay) 
  3D+2, Blaster 5D, Dodge 
  4D+2, Melee: force pike 
  6D, Melee parry 5D 
  3D+2 
  Brawling 5D,  
  Stamina 4D+2 
  2D+1 
  Search 4D,  
  Strength 3D+2 
  2D+2 
  2D+2 
  3D 
  Melee weapon repair 4D 10 Weequay telepathy, force pike (STR+2D), vest 
  (+1D+1 phys/+2 en) 
  GG5:21 
  Mercenary, elite 
  (Churhee’s Rifles) 
  3D, Blaster: pistol 6D+2, 
  rifle 8D+2, Dodge 5D, 
  Grenade 4D, Melee 
  4D+2, Melee parry 4D+2 
  3D 
  Stamina 5D 
  3D 
  Hide 5D, Search 7D+2, 
  Sneak 5D 
  3D  
  Planetary systems 5D, 
  Survival 5D 
  2D+2 
  Hover vehicle ops 4D, 
  Repulsorlift ops 4D, 
  Walker ops 3D+2 
  3D 
  Computer prog/rep 4D, 
  Demolitions 4D,  
  First aid 4D, Security 4D 
  10 
  Helmet (+1D), vest (+1D phys/+1 en), various 
  blasters (usually a pistol and rifle), knife 
  (STR+1D), survival kit 
  GG9:55 
  Pirate, novice 
  (Maelstrom Rider) 
  3D+2, Blaster 4D+2, 
  Melee combat 4D+2 
  2D+2 
  Brawling 3D 
  3D 
  2D 
  3D+2, Astrog 4D, Cap 
  gun 4D+2, Cap pilot 4D 
  3D 
  10 Usually fly small capital ships or large trans 
  Blaster pistol (3-10/30/120, 4D), knife (STR+1D) 
  CA3:36 
  Pirate, veteran 
  (Khuiumin Survivor) 
  2D 
  Blaster 6D, Dodge 7D 
  2D 
  2D 
  2D 
  2D, Cap/Space trans 4D, 
  Cap/Starship gun 5D 
  2D 
  10 Usually fly small capital ships or large trans 
  HBP (3-7/25/50, 5D), sword (STR+2D) 
  GG9:60 
  Skip Tracer  
  (Private 
  Investigator) 
  2D 
  Dodge 3D+2,  
  Running 3D 
  2D 
  2D, Bargain 3D+1, Con 
  3D+1, Hide 4D+2, 
  Investig 5D+2, Persu 4D, 
  Search 5D, Sneak 4D+1 
  2D 
  Alien Species 4D, 
  Planetary systems 4D+1, 
  Streetwise 6D+2 
  2D  
  Ground vehicle ops 3D 
  2D 
  10 Blaster pistol (3-10/30/120, 4D), datapad 
  GG11:93 
  Smuggler 
  2D+1  
  Blaster 4D, Dodge 4D+1 
  2D 
  2D 
  Bargain 2D+2, Con 4D+1 
  1D+1 
  Streetwise 4D+2 
  2D+2, Astrogation 4D+2, 
  Space trans 5D+2, 
  Starship gunnery 4D+2 
  1D+2 
  10 Heavy blaster pistol (3-10/25/50, 5D) 
  GSR:28 
  Street tough/thug 
  3D+2, Blaster 4D,  
  Dodge 4D, Melee 4D+2 
  3D+2 
  Brawling 4D+2 
  2D 
  1D 
  1D 
  2D 
  10 Knife (STR+1D), Stun baton (STR+1D or 5D St), 
  hold-out blaster (3-4/8/12, 3D) 
  AJ7:103 
  Swoop Gangster 
  (Bloodsniffers) 
  3D+1, Blaster 4D+2, 
  Vehicle blasters 5D 
  3D 
  2D 
  2D 
  2D 
  Swoop operations 5D+2 
  2D 
  10 Blaster pistol (3-10/30/120, 4D), jacket (+1D 
  phys/+2 en), helmet (+1D+2 phys, +2 en) 
  GG9:69 
  Slaver (Thalassian) 
  2D 
  Blaster 6D+2,  
  Dodge 7D+2 
  3D+2 
  2D 
  2D 
  Intimidation 5D 
  2D, Cap gunnery 7D, Cap 
  piloting 6D, Fighter pilot 
  5D, Starship gun 4D+2 
  2D 
  10 
  Usually fly small capital ships and Z-95s 
  Blaster pistol (3-10/30/120, 4D), sword 
  (STR+2D), knife (STR+1D), slave collar/harness 
  GG9:62 
  These are standard values; certain individuals will have improved skills/equipment.  Skills listed do NOT reflect armor penalties (e.g. a Stormtrooper in armor has 3D Blaster).
  
  SWD6 Quick Reference 
  The Force 
  by Diem Ephée 
   
  Page 23 
   
  Basics 
  2RE:136-153 
  I can say with distinct certainty that I never understood the Force in this game until I 
  made this document.  My circle just never had many Force users in it; we thought it 
  seemed pretty complicated and difficult to develop as though one would have to 
  sacrifice the “normal” skills just to develop into a half-decent Force user.  That being 
  said, now that I’ve gone through the books again to put this quick-reference guide 
  together, I can tell that we missed out on a very dynamic and fun part of Star Wars. 
  Becoming Force-sensitive is easy, according to the core rulebook: you simply choose to 
  be Force-sensitive at creation, or you spend 20 Character Points (CPs) to become Force-
  sensitive at any point down the line.  [Opinion: Our circle thought that was a bit too easy 
  to attain, so we use a “Force roll” of 3D at character creation; 14 is Force-sensitive with 
  no Force skill dice, 15 has 1D Force skill dice and 1 power, 16 has 3D and 3 powers, 17 
  has 6D, 6 powers, and a lightsaber, and 18 has 9D, 9 powers, and a lightsaber.]  Again, 
  this is entirely up to your circle to decide how to do it. 
  Using a Force skill or power has essentially the same mechanics as anything else in the 
  game: pick a difficulty and make the roll.  Difficulty levels are dependent on the 
  individual power and are often modified by proximity and relationship (see charts). 
  The Force is not limited to the Jedi, although that’s what most players prefer to be 
  because that’s what we know from the movies and books.  Keep in mind that there are 
  non-Jedi/Sith Force users: the Revwiens (GG12:73), a plant race, use the Tyia discipline 
  which has its own specific code.  The Witches of Dathomir (CTD:13-25) have “spells,” 
  which in game terms are skills separate from the three Force skills.  See their individual 
  sources for how to play as or GM an adventure with these rare, unique characters. 
  Some of the most important things about playing as and GMing Force wielders, 
  especially Jedi, are the story factors which surround them.  Do not let them “break the 
  game.”  Also, use dreams and premonitions to guide them, but don’t go so far as to let 
  them think they don’t control their own characters’ destinies.  It goes without saying 
  what problems a Jedi in Imperial space – or in Old/New Republic times while outside of 
  the Jedi Order – can cause.  A criminal syndicate or planetary monarchy may decide they 
  want one captured.  Word will probably travel fast around the galaxy if there’s a Jedi 
  around, so have players use discretion when using their characters’ Force powers.  
  [Opinion: If they’re indiscriminate about them, consider bringing in a bigger challenge, like 
  an Imperial assassination squad…or, better yet, have a Dark Jedi or Sith seek them out.] 
   
  Force Skills 
  2RE:140-1 
  The Force skills, Control, Sense, and Alter, are fairly easy to understand.  At creation, 
  one places dice into Force skills as though they were attribute dice; once the character 
  is created, Force skills cost 10 CPs to learn anew (0D  1D) and are increased as though 
  they were skill dice: 1/D CPs to increase +1 (and only +1 at a time between adventures).  
  Note that this doubles without a teacher, and they cannot be learned anew without a 
  teacher (see “Teachers” later).  The Force skills are: 
   Control is the ability to utilize the beings which the Force touches without changing 
  them, especially one’s own body.  Healing oneself, concentrating, and resisting 
  damage are used with Control. 
   Sense allows the Force user to feel the universe around them.  In most situations 
  involving sight or hearing, a GM may allow a Sense roll instead of Perception.  
  Detecting danger, life, and reading others’ emotions are done with Sense. 
   Alter permits the Force user change the distribution and nature of the Force.  This 
  can be used to move objects telekinetically, heal or harm others, and affect others’ 
  minds. 
   
   
  Force Powers 
  2RE:141-2 
  Force powers have specific applications and are governed by the skill for which they are 
  used.  Most powers fall under one skill, e.g. Control Pain is a Control power, and others 
  are tied to two or three skills, such as Lightsaber Combat (Control and Sense) or Affect 
  Mind (Control, Sense, and Alter).  Powers are often modified by proximity and/or 
  relationship (see table to right).  When using powers which use multiple skills in a single 
  round, the multiple action penalty (-1D per extra action) applies; this penalty is negated 
  if the character only rolls one skill per round (or out of combat). 
  Some powers may be kept up, meaning they only must roll once at its initial use, and it 
  remains in use until the character “drops” the power or is stunned or wounded.  Note 
  that powers of more than one skill count as that many actions: a player using Lightsaber 
  Combat (Control/Sense) must make both rolls, placing him at -2D for all other actions, 
  including while the power is kept up. 
  Each time a character improves a Force skill, he may learn a power under that skill. 
  Alternately, he may spend 5 CPs per skill the power uses.  Multi-skill powers must have 
  both skills enhanced to learn; if a character wants to learn Affect Mind, he must improve 
  all of Control, Sense, and Alter at once or spend 15 CPs.  Force powers cannot be learned 
  without a teacher, and the power taught is of the teacher’s choosing.  Some powers are 
  inherently Dark-Sided and result in an automatic DSP (marked with ‡). 
   
  Teachers 
  2RE:139 
  If a character has Force skills and powers at creation, he must have had a teacher at 
  some point.  Finding a teacher, such as an eccentric village elder or a lost Academy, can 
  be a good story device even for non-Force-users.  Additionally, Holocrons and ancient 
  textbooks can be used as a proxy for learning Force powers, although the GM may still 
  keep the double-cost penalty for not having a live teacher.  A Force user must have 3D 
  in a Force skill to serve as a teacher for that skill.  Teachers are required for: 
   Learning a skill (Control, Sense, Alter) anew; it costs 10 CPs and they start at 1D. 
   Learning powers at the time a Force skill is improved and must be of that same 
  skill, or they cost 5 CPs per skill.  They are chosen by the teacher (not the student). 
  Teachers are not required for improving Force skills; however, the cost doubles without. 
   
   
  Light and Dark Side 
  2RE:139-42,152 
  This is a good “balancing” device for GMing Force users, especially Jedi.  The Jedi code 
  should govern almost all their actions during the adventure.  It is as follows: 
  There is no emotion; there is peace. 
  There is no ignorance; there is knowledge. 
  There is no passion, there is serenity. 
  There is no death; there is the Force. 
  Basically, Jedi characters are compelled to use their powers responsibly, and they cannot 
  allow their actions (or inaction) to result in harm to innocents.  Jedi should receive DSPs 
  whenever these negative actions occur as a result of their decisions.  Likewise, Jedi (and 
  Light Side non-Jedi Force users) should receive FPs (and regain the one they spent, if 
  used at the dramatically appropriate moment) if their decisions are ones of selflessness 
  and protection, e.g. life-saving healing or jumping in the way to parry a blaster bolt. 
  The lure of the Dark Side is ever-present: non-Dark Side characters receive +1D to their 
  Force skills for each DSP they have.  If they refuse, increase all Force difficulties one 
  level.  Each time a character (even non-Force) gets a DSP, roll 1D; if it is less than the 
  number of DSPs they have, they turn to the Dark Side.  They may atone for two 
  adventures to remove one DSP if they do only “good” actions, as determined by the GM. 
  Dark Side characters do not receive the +1D per DSP bonus, but they: 
   Call on the Dark Side: +1 DSP, Easy Control or Mod Perception roll: receive +1 FP 
  only to be used that round.  +10 diff to call if the action wouldn’t bring harm/pain, 
  and +3 diff for each extra call per adventure.  Failing a call means losing -1D CPs or 
  a permanent -1D to an att/Force skill of player’s choice; if it reaches 0, he dies. 
   Cannot gain CPs normally; they gain a CP each time they gain a DSP. 
   Cannot gain FPs normally; they must spend an FP to commit evil at the dramatically 
  appropriate time, which they would get back plus another one after the adventure. 
   May return to the Light by using an FP during a heroic sacrifice; they lose all FPs 
  and CPs, and their DSPs drop to 5.  They may atone (as above) to lose further DSPs. 
   
  Lightsabers 
   TJ:142  
  Lightsabers use the Lightsaber skill (Dexterity, separate from Melee Combat), availability 
  4,X, and do an average of 5D energy damage.  The attack difficulty is Difficult; if the 
  character fails by 10 or more, he damages himself with it.  The Lightsaber skill is used for 
  attacking and parrying melee attacks; if Lightsaber Combat is up, Lightsaber is used to 
  parry blaster bolts, but redirecting one is an additional Control roll to hit.  Remember, if 
  Lightsaber Combat is kept up, the character is at -2D to all actions for a two-skill power. 
  The ability to construct a lightsaber requires the Lightsaber Repair skill (Technical) and 
  the following components: power cell, handgrip, activation plate, safety, blade-length 
  adjuster, emitter matrix, recharge socket, lens assembly, focusing crystal, and power 
  conduit.  The construction difficulty is Very Difficult (21-30) and takes 1 month (about 2 
  adventures).  A character may take an extra month to reduce the difficulty one level, 
  down to Easy (4 months).  The damage may also be modified as any other weapon; use 
  a base cost of 10,000 credits and increase the difficulty of all modifications by one level. 
  Several types of crystals (usually the Adegan crystal family) may be used, e.g. kathracite 
  (3D+2), relacite (4D), danite (4D+2), mephite (5D), and pontite (5D+2).  Some crystals 
  may grant bonuses to attacking, parrying, or deflecting blaster bolts.  GMs can use such 
  crystals as “rare drops” for tough bosses or as an odd find in bazaars. 
  [Opinion: If a player wants to find a lightsaber on the black market, it would probably 
  require a Heroic Streetwise roll to find (it would clearly be criminal in the Empire) and 
  cost upwards of 50,000 credits.  Of course, who’d know if it works…or if it’s even real?] 
   
  +Diff Relationship Modifier (RM) 
  Proximity Modifier (PM) 
  None 
  Relatives 
  Touching 
  +2 
  Close friends (e.g. permanent party members) 
  In line of sight 
  +5 
  Friends (e.g. occasional party members) 
  Out of sight, <100 m away 
  +7 
  Acquaintances 
  100 m – 10 km away 
  +10 
  Slight acquaintances 
  10 km – 1000 km away 
  +12 
  Met once 
  Same planet, >1000 km away 
  +15 
  Never met, known by info/reputation 
  Same star system, different planet 
  +20 
  Complete strangers, same species 
  Not in the same star system 
  +30 
  Stranger of another species 
  Not in the same sector 
  
  SWD6 Quick Reference 
  The Force 
  by Diem Ephée 
   
  Page 24 
  Control Powers 
  Power 
  Difficulty 
  Time 
  Up? Effect 
  Source 
  Absorb/Dissipate Energy 
  Varies 
  1 rd 
  Y 
  VE: sunburn, E: intense sun, Mod: solar wind, Diff: rad storm; may keep up if constant source; for blaster bolts, must use prior to being hit (difficulty: Mod + damage) 
  2RE:142 
  Accelerate Healing 
  Varies 
  1 min 
  N 
  E: wounded, Mod: incap, Diff: MW; make 2 natural healing rolls 12h apart in same day, +2 to both to heal; can only attempt once daily 
  2RE:143 
  Concentration 
  Varies 
  1 rd 
  N 
  E: relaxed, Diff: aggression, V.diff: acting on negativity; +4D to one action in round (may take only that action, incl reactions), may combine with FP/CP 
  2RE:143 
  Contort/Escape 
  Varies 
  1+ rd 
  N 
  Req. Concentration, Control Pain, Enhance Attribute; VE: loose bond, E: handcuffs, Mod: harness, Diff-Heroic: max security 
  TJ:41 
  Control Disease 
  Varies 
  30 min 
  N 
  Req. Accelerate Healing; VE: cold, E: fever/flu, Mod: gangrene/hive virus, Diff: life-threatening disease, V.diff: massive dz, e.g cancer; Heroic: imminently deadly 
  2RE:143 
  Control Pain 
  Varies 
  1 rd 
  Y 
  May use as reaction to being damaged.  No damage penalties, yet damage still counts; VE: stun/W/W2, E: incap, Diff: MW (still roll 2D/rd, can still die despite control) 2RE:143 
  Detoxify Poison 
  Varies 
  5 min 
  N 
  VE: alcohol, E: mild poison, Mod: avg poison, Diff: virulent poison; V.diff-Heroic: neurotoxin 
  2RE:144 
  Emptiness 
  Mod 
  Varies 
  Y 
  Req. Hibernation Trance. Diff roll to exit; +6 bonus to Force (-1 per DSP) for time spent in Emptiness or until wounded; add original roll to Force diff vs user 
  2RE:144 
  Enhance Attribute 
  Mod 
  1 rd 
  N 
  Bonus to one attribute at a time; If beats difficulty by 0-13: +1D for 3 rd, 14-25: +2D for 2 rd, 26+: +3D for 1 rd 
  TJ:44 
  Force of Will 
  Easy 
  1 rd 
  Y 
  Add Willpower roll to Control or Perception roll to resist Force powers with internal effects (excl Force Lightning); if Willpower + Control  > attack, attack fails.  
  If attack > Willpower + Control, attack succeeds.  If attack > Control but < Willpower + Control, attack fails but Willpower is at -1D until 1 hr meditation 
  TJ:45 
  Hibernation Trance 
  Difficult 
  Varies 
  Y 
  Declare awakening stimulus when entering, uses 10% as much air/metabolism, up to 3 months prior to starving; appears dead except to Life Detection/Sense 
  2RE:144 
  Instinctive Astrogation Control V. Difficult 1 min 
  N 
  Course diff modifiers: Easy: +5, Mod: +10, Diff: +15, V.diff: +20, Heroic: +30. Success = VE Astrogation difficulty to plot.  Fail 1-4: V.diff, fail 5+: Heroic 
  TJ:46 
  Rage‡ 
  Difficult 
  Varies 
  N 
  DS only.  Req. Hibernation Trance; Diff roll every 4 hours or exit trance, +10 bonus to Force for time spent in trance, 1D dmg to self per 2 hr , -1D dmg resist 
  Add orig roll to Force diff vs user, essentially berserk (Diff Control) not to attack any given person, may anticipate enemy to emerge (Diff + RM Life Sense) 
  TJ:46 
  Reduce Injury 
  Varies 
  1 rd 
  N 
  Req. Control Pain.  -1 FP.  Reduces any status to Wounded.  Must use within 1 rd of injury.  Mod: incap, Diff: MW, V.diff: killed (should receive permanent injury) 
  2RE:144 
  Remain Conscious 
  Varies 
  1 rd 
  N 
  Req. Control Pain.  If would be knocked uncon, may take no actions; roll for 1st action next rd. E: stunned, Mod: incap, Diff: MW.  Success = 1 action prior to uncon. 
  2RE:144 
  Remove Fatigue 
  Moderate 
  1 rd 
  Y 
  Req. Control Pain, Accelerate Healing.  Req daily Stamina to keep up.  Must fail two Stamina checks before being fatigued; if two failed, -1D all for 1D hr 
  TJ:47 
  Resist Stun 
  Moderate 
  1 min 
  Y 
  Must activate prior to damage; negates all stun results (except unconscious).  Other injuries treated normally. 
  2RE:145 
  Short-term Memory Enhan. 
  Difficult 
  1 rd 
  N 
  Req. Hibernation Trance.  Use to recall clues/hints given by GM, e.g. way out.  Succeed 0-8: through current adventure, 9-20: curr/last adv, 21+: through last 2 adv 
  TJ:47 
  Sense Powers 
  Power 
  Difficulty 
  Time 
  Up? Effect 
  Source 
  Beast Languages 
  Varies 
  1 rd 
  Y 
  Req. Life Sense, Rec/Proj Telepathy, Translation; E: domesticated/friendly; Mod-Diff: wild/non-predatory; Diff-Heroic: predatory. -2D Orneriness and can talk/listen 
  TJ:48 
  Combat Sense 
  Moderate 
  1 rd 
  N 
  Req. Danger Sense, Life Detection. No initiative (decides place in order).  +3 diff/target, +2D to hit/evade vs targets.  Lasts 10 rounds/use (not required to keep up) 
  TJ:48 
  Danger Sense 
  Moderate 
  1 rd 
  Y 
  Req. Life Detection.  Grants 1 rd to act if otherwise would have been surprised.  Opposed with Control (adds to difficulty) 
  TJ:48 
  Instinctive Astrogation 
  Moderate 
  1 min 
  N 
  Req. Magnify Senses.  Course diff modifiers: +5 Diff, +10 V.diff, +15 Heroic.  Success: Easy Astrogation difficulty to plot.  Fail 1-4: V.diff, Fail 5+: Heroic 
  TJ:48 
  Life Detection 
  Moderate 
  1 rd 
  Y 
  VE if Force-sensitive target; detects live sentient beings within 10 m.  Opposed with Perception.  Success >10: aware of Force skills/sensitivity, and identity if met prior 
  2RE:146 
  Life Sense 
  VE+RM/PM 1 rd 
  Y 
  Req. Life Detection.  Senses presence and identity of specific person; aware of damage status, disease.  Opposed with Control (adds to difficulty) 
  2RE:146 
  Life Web 
  Varies 
  2+ days 
  N 
  Req. Life Detection/Sense, Sense Force.  Specialized to species (3 CP).  Finds location/direction of a population >105 in galaxy. VE: >1010, E: 109, Mod: 108, Diff: 107, etc. TJ:49 
  Magnify Senses 
  VE+PM 
  3 rd 
  N 
  Augments sight/hearing/smell for distance.  Does not change visual or sonic frequency, e.g. UV spectra, or allow scents which are impossible for species to detect. 
  2RE:146 
  Postcognition 
  Varies 
  5 min 
  N 
  Req. Hibernation Trance, Life Detection, Sense Force. Can view object’s use/users in past. E: <2h, Mod: 2h-7d, Diff: 7d-6mo, V.diff: 6-12 mo, Heroic: 1-2 yr, +10/yr 
  If roll > 3x diff: can experience full events;  if roll 2-3x diff: good impression, but slightly wavery/obscured; if roll 1-2x diff: vague impression, senses obscured 
  2RE:146 
  Predict Natural Disaster 
  Varies 
  15 min 
  N 
  Req. Danger Sense, Life Detection, Weather Sense, Magnify Senses.  Works 12 hr (+1 diff lvl/12hr). E: lived in area >1 yr, Mod: 6-12 mo, Diff: 1-6 mo, V.diff: <1 mo 
  JA:45 
  Receptive Telepathy 
  VE+RM/PM 1 rd 
  Y 
  Req. Life Detection/Sense. Success: read surface thoughts/emotions; roll >2x diff: may sift through memory <24h next round.  May resist with Perception or Control. 
  2RE:146 
  Sense Force 
  Mod+PM 
  1 rd 
  Y 
  +1 diff lvl for details/specific objects; does not specifically detect sentient beings.  Detects magnitude of Force, rough type, and quantity of life, and vague premonition 2RE:147 
  Sense Force Potential 
  Moderate 
  6 rd 
  N 
  Req. Life Detection/Sense, Rec Telepathy, Sense Force.  User is repelled relative to target’s Force ability.  May oppose with Perception or Control 
  TJ:50 
  Sense Path 
  Moderate 
  1 rd 
  Y 
  Req. Emptiness, Hibernation Trance.  Use to get gamemaster hints as to consequences of actions (e.g. Light/Dark), foreshadowing based on adventure decisions, etc 
  TJ:50 
  Shift Sense 
  Varies 
  1 rd 
  Y 
  Req. Magnify Senses.  Changes sensory spectra (e.g. UV/IR) instead of just augmenting. Mod: simple, Diff: uncommon (comm frequencies/IR), V.diff: specific, complex TJ:51 
  Translation 
  Moderate 
  1 rd 
  Y 
  Req. Rec/Proj Telepathy, Life Detection/Sense.  May speak/decipher both visual/spoken languages if previously seen/heard.  +1 diff lvl for droids, +20 if written only 
  TJ:52 
  Weather Sense 
  Varies 
  1 rd 
  Y 
  Req. Magnify Senses. Allows prediction of weather/atmosphere over next 4 hours. E: lived in area >1 yr, Mod: 6-12 mo, Diff: 1-6 mo, V.diff: <1 mo 
  TJ:52 
  Alter Powers 
  Power 
  Difficulty Time Up? Effect 
  Source 
  Bolt of Hatred‡ 
  Mod 
  1 rd 
  N 
  Use Thrown Weapons skill at +2D to hit single target in line of sight; damage 6D, -1 CP to target it hit. 
  TJ:87 
  Dark Side Web‡ 
  Difficult 
  1 rd 
  Y 
  May reduce target’s Force skills and Strength by a total of the user’s Alter dice (e.g. if user has  6D Alter, may remove -1D from each Force skill and -3D Strength, or -6D Control, etc) 
  TJ:87 
  Injure/Kill‡ 
  Varies 
  1 rd 
  N 
  Req. Life Detection/Sense. Must be touching (e.g. Brawling).  Physical damage equal to user’s Alter vs target’s Control or Perception 
  2RE:147 
  Telekinesis 
  Varies 
  1+ rd 
  Y 
  Move objects.  VE: <1 kg, E: 1-10 kg, Mod: 11-100 kg, Diff: 100-1000 kg, V.diff: 1000-10,000 kg, Heroic: <100 T, may move 10 m/rd (+5 diff for each extra 10).  Maneuvers: +1-5 gentle 
  turns, +6-10 for easy maneuvers, +11-25 for complex/attacking.  Attacking w/objects uses Control vs Dodge; <1kg 1D, <10 kg: 2D, <100 kg: 4D, <1T 3D sp,, <10T: 3D SF , <100T: 5D SF  
  2RE:147 
   
  Control/Sense Powers 
   
  Power 
  Control Diff Sense Diff 
  Time 
  Up? Effect 
  Source 
  Farseeing 
  VE + PM 
  VE + RM 
  1+ min 
  N 
  +5-20 for past, +10-30 for future; percent completion of vision if success: +0-10 50% past/10% future, +11-20: 75%/25%, +21-30: 90%/50%, 31+: 100%/75% 
  TJ:53 
  Life Bond 
  Mod 
  Varies + PM 1D wks 
  Y 
  Req. Life Detection, Life Sense, Magnify Senses, Rec Telepathy.  Form permanent mental link; share DSPs, takes 1D weeks to form, -1D to Control until formed 
  Easy: general loc/emotions, Mod: share senses/injuries (-1 lvl), Diff: rec telepathy, V.diff: proj tele and shared premonitions; if death,  shock 1D d, -1D all 1D wk 
  TJ:54 
  Lightsaber Combat 
  Mod 
  Easy 
  1 rd 
  Y 
  Add Sense to hit/parry and +/- up to Control to damage.  Allows parrying blaster bolts; to redirect: additional Control roll to hit vs weapon’s range or Dodge 
  Example: if Lightsaber skill 7D, damage 5D, Control 4D, Sense 3D: 8D to hit/parry (7D + 3D – 2D for MAP), up to 7D damage (5D + 4D – 2D for MAP) 
  2RE:148 
  Projective Telepathy VE + PM 
  VE + RM 
  1 rd 
  N 
  Req. Life Detection, Life Sense, Rec Telepathy.  Can project thoughts, emotions, and a few words (not sentences). +5-10 diff if unable to speak; may oppose w/ 
  2RE:148 
  Control/Alter Powers 
  Power 
  Control Diff 
  Alter Diff 
  Time 
  Up? Effect 
  Source 
  Accelerate Another’s Healing VE + RM 
  VE 
  1 min 
  N 
  Req. Control Another’s Pain, Control Pain.  Must be touching other character.  Can make additional natural healing roll; see Accelerate Healing 
  2RE:148 
  Control Another’s Disease 
  VE + RM 
  Varies 
  30 min 
  N 
  Req. Accelerate Healing, Control Disease.  See Control Disease for disease difficulties 
  2RE:148 
  Control Another’s Pain 
  VE + RM 
  Varies 
  1 rd 
  Y 
  Req. Control Pain.  Must be touching other character.  VE: stunned/wounded, E: incap, Diff: MW (can still die if pain controlled); see Control Pain 
  2RE:149 
  Control Breathing 
  Mod 
  Very difficult 1 rd 
  Y 
  Controls oxygen in atmosphere, allowing breathing in trace atmosphere or underwater (must be oxygen present).  Dropped if incapacitated 
  TJ:56 
  Detoxify Another’s Poison 
  VE + RM 
  Varies 
  5min 
  N 
  Req. Accel Healing, Accel Another's Healing, Control Pain, Control Another's Pain, Detoxify Poison.  See Detoxify Poison for difficulties 
  TJ:56 
  Electronic Manipulation‡ 
  Varies + PM 
  Varies (task) 
  1 rd 
  N 
  Req. Abs/Dissip Energy, Affect Mind.  Control: E: non-sentient machines, Mod: sentient, Diff: hostile; Alter: E: slight, Mod: significant, Diff: major 
  TJ:87 
  Feed on Dark Side‡ 
  Mod 
  Mod 
  1 rd 
  Y 
  Req. Sense Force. Each round an opponent gets a DSP, the user gets a DSP and FP.  The FP must be spent within 5 min. VE Control to keep up each rd. TJ:56 
  Force Lightning‡ 
  Diff + PM 
  Per/Control 
  1 rd 
  N 
  Req. Abs/Dissip Energy, Injure/Kill, Inflict Pain. Deals Alter damage vs. Strength or Abs/Dissip.  If damaged,  cannot act this or next round 
  TJ:57 
  Inflict Pain‡ 
  VE + PM 
  Per/Ctrl+PM 
  1 rd 
  N 
  Req. Control Pain, Life Sense.  Deals stun damage equal to Alter, resisted with Control/Per/Willpower. If damaged, cannot act this or next round 
  TJ:57 
  Place Another in Hib. Trance 
  VE + RM 
  VE + PM 
  5 min 
  N 
  Req. Hibernation Trance.  Target must be willing, requires physical contact.  Can bring out of trance at +10 difficulty. 
  2RE:149 
  Remove Another’s Fatigue 
  Easy 
  Mod+PM+RM 1 rd 
  N 
  Req. Accel Healing, Accel Another's Healing, Control Pain, Control Another's Pain, Remove Fatigue.  Must wait until target is actually fatigued. 
  TJ:57 
  Return Another to Conscious Easy+PM+RM Varies 
  1 rd 
  N 
  Req. Remain Conscious, Control Pain.  Alter: Easy: incapacitated, Diff: mortally wounded.  Must be touching target.  Penalties for damage remain. 
  2RE:149 
  Transfer Force 
  Easy + RM 
  Mod 
  1 min 
  N 
  Req. Control Pain, Control Another’s Pain.  -1 FP (regain at end of adventure).  Stabilizes MW characters for 6 weeks (remains MW/unconscious).  
  2RE:149 
  Sense/Alter Powers 
  Power 
  Sense Diff 
  Alter Diff 
  Time Up? Effect 
  Source 
  Dim Other’s Senses 
  E + PM 
  Per/Control 
  1 rd 
  Y 
  +3 per add’l target, highest Per/Control rolls for group. Reduces targets’ Perception.  Alter > Per/Control 0-5: -1, 6-10: -2, 11-15: -1D, 16-20: -2D, 21+: -3D 
  TJ:64 
  Force Wind‡ 
  Mod 
  Varies (diameter) 
  1 rd 
  Y 
  Req. Magnify Senses, Shift Sense, Telekinesis.  Alter: Mod: 5 m diameter, Diff: 10 m, VD: 15 m.  Creates tornado dealing Alter damage to anyone in range. 
  TJ:88 
  Lesser Force Shield 
  Easy 
  Mod 
  1 rd 
  Y 
  Req. Absorb/Dissipate Energy, Concentration, Magnify Senses, Telekinesis. Adds +1D to all external damage resistance, including phys, energy, gas, falling. 
  TJ:65 
  Control/Sense/Alter Powers 
  Power 
  Control Diff Sense Diff 
  Alter Diff 
  Time Up? Effect 
  Source 
  Affect Mind 
  Varies + PM Per/Control Varies 
  1 rd 
  N Alters a perception/memory/conclusion or emotion. Control: VE perceptions, E memories, Mod conclusions. Alter: VE: slight per/distant memory/doesn’t 
  care, Easy brief/<1 yr /minor emotion, Mod short/<1 day/defying orders, Diff: 2+ senses/<1 min/important matter, V.diff: 5 senses/major mem/illogical 
  2RE:149 
  Battle Meditation 
  Varies 
  Varies 
  Varies 
  5 m 
  Y 
  All diff: VE: 1-2 targets, E: 3-20, Mod: 21-100, Diff: 101-1k, VD: 1k-10k, H: >10k; enemies -1D, allies +1D all per 4D in user’s highest Force skill 
  TJ:58 
  Control Mind‡ 
  E (DS), M (LS) Per/Ctrl+RM Varies + PM 1 rd 
  Y 
  Req. Rec Tel, Telekinesis, Affect Mind.  Alter: VE 1 target, E 2, M 3, D 4-5, VD 6-8, H 9-15; +2 lvl/max 5 for LS. May roll to escape if new target added 
  TJ:59 
  Doppelganger‡ 
  V.diff 
  V.diff 
  Heroic 
  5 m 
  Y 
  Req. Ctrl/Anoth Pain, Emptiness, Life Det/Sense, Mag Sense, Rec/Proj Tel, Sense Force, Telekinesis, Transfer Force, Aff Mind.  Creates sense-linked 
  illusory double which registers as normal to A/V sensors (incl. droids/computers).  Must re-roll every 5 min.  Double has half dice of all user’s skills. 
  TJ:60 
  Drain Life Energy‡ 
  Easy 
  Easy + PM 
  Easy 
  1 rd 
  Y 
  Req. Ctrl/Anoth Pain, Life Det/Sense, Mag Senses, Sense Force, Remove Fatigue. Draws energy from non-sentient life; user will not fatigue or sleep 
  TJ:60 
  Enhanced Coordination Moderate 
  Difficult 
  Varies + PM 1 rd 
  Y 
  Req. Life Sense, Affect Mind. Alter: VE 1-10, E 11-100, Mod 101-500, Diff 501-5k, VD 5-50k, H 50-500k. Choose 3 Dex/Mech/Str skills; targets get +1D per 3D TJ:62 
  Force Harmony 
  Diff + PM 
  Diff + RM 
  Mod 
  1 rd 
  Y 
  Req. Life Det/Sense, Rec/Proj Tel. LS users receive +5D to resist DS effects (including damage from DS powers).  Can target number up to Sense dice.  
  If both the Control and Sense “set” rolls exceed the highest skill roll of the DS user, the DS user’s power is “countered” and drops all “up” powers. 
  TJ:62 
  Projected Fighting 
  Difficult 
  Difficult 
  Mod + PM 
  1 rd 
  Y 
  Req. Concentration, Telekinesis. Can use Easy Brawling attack at distance; only Force Sensitives may parry. DSP if not used for Stun damage 
  TJ:63 
  Telekinetic Kill‡ 
  Easy + PM 
  Easy + PM 
  Per/Control 1 rd 
  N Req. Control Pain, Inflict Pain, Inj/Kill, Life Sense.  Alter damage vs Control or Perception to resist.  Collapses trachea, stirs brain, squeezes heart, etc 
  TJ:63 
  ‡ = automatic DSP for use. RM = Relationship Modifier. PM = Proximity Modifier.  For rare “God-like” powers (Create Force Storms, Drain Life Essence, Transfer Life, etc), see Tales of the Jedi Companion.
  
  SWD6 Quick Reference 
  Author’s Notes 
  by Diem Ephée 
   
  Page 25 
  Gamemastering 
   You run the table.  The rules and system provide the framework, but if 
  there’s a gray area or lack of certainty, things work the way you say. 
   If something in here or in a book doesn’t quite match up the way you 
  want it – you’re looking for a good enemy NPC or some special loot, but 
  none of the ones listed quite equal what you want – make it up. 
   It’s called a role-playing game, not “roll-playing.”  Don’t let it just be a 
  series of dice rolls.  Make your players really play their characters by 
  creating incentives for them to incorporate characters’ personalities or 
  special traits into the adventure, such as CPs, loot, or bonus story arcs. 
   Utilize dramatic irony – when the players know something the 
  characters don’t.  For example, if you describe a particular alien with key 
  story factors that the player knows, but the character flubs the Alien 
  Species or Cultures roll, or if you’re headed to a planet the player knows 
  has a very restrictive legal system but his character rolls a 1 on the Wild 
  Die on his Planetary Systems or Law Enforcement roll, then the player 
  shouldn’t be allowed to have his character act on that knowledge.  This 
  makes for a good story wrinkle, and if it’s crucial to the mission, a little 
  birdie should fly by and inform them in one way or another. 
   Battles are pretty fun, but once they last longer than a couple rounds, 
  they can really start to drag.  If every round is played out completely, a 
  combat-oriented adventure can last for hours, and you’ve only got so 
  much time to play.  Find ways to speed them along: enemies surrender, 
  guns might jam, purposely flub a damage roll…there’s more to the game. 
   If things really go awry – like the characters end up getting incapacitated, 
  captured, or are on a ship that’s getting destroyed – offer the characters 
  some sort of way out, like a jailbreak, time to hit the escape pod, or a 
  deal with the authorities.  If the players do their best to role-play 
  through their PCs’ hardships, consider giving them the chance to survive.  
  If they die, well…you can always play God some more, but at some point, 
  the game has to stay honest.  Players should be mindful of their PCs’ 
  mortality; it makes them more special. 
   Think one step ahead.  Have an idea as to what to do if your players 
  choose one side or another, or if they succeed or fail. 
   If you’ve got Force-sensitive characters, try to afford them opportunities 
  to make difficult, ambiguous decisions between good and evil, such as 
  ones that might result in FPs or DSPs.  Also try to work in story angles 
  alongside the main adventure that can result in their finding a teacher or 
  some holocrons, some lightsaber parts or crystals, and so forth.  One 
  difficult part of GMing is keeping the balance between Force users and 
  the other characters. 
   If the players decide to do something really stupid…like, really stupid, try 
  to persuade them against it in such a manner as not to be too obvious: 
  “are you sure you want to do that?”  In the same vein, it’s generally a 
  good idea to warn a player if an action will give them a DSP (and the 
  book encourages this), but if it’s a blatant act, like needlessly killing 
  someone, you can give it to them without warning. 
  Characters 
   Min-maxing is okay to start, but if you don’t round out soon, your 
  weakness can be exposed in combat, in scenes where the characters 
  need to figure out where to go and what to do, or the need to blow 
  credits on transportation. 
   Don’t get too attached to your toys.  If your character is just a walking 
  blaster rifle and ends up on a world where weapons are illegal or runs 
  out of ammo, or is just a ship jockey who runs out of fuel or is stranded, 
  they’re not of much use and the adventure drags.  If your equipment or 
  ship becomes too strong and “breaks” the game, then your GM can 
  simply put your character in a position where he either can’t use it or 
  bring better opposition to meet you.  You’ve got to role-play it out. 
   Make the most out of your character points.  This works well with 
  min/maxing at the beginning and rounding out as your character grows.  
  For example, say your bounty hunter started out as combat-oriented, 
  but he has only 1D in Knowledge.  To be a solid hunter, he’ll need some 
  skills like Law Enforcement, Streetwise, Intimidation, and Planetary 
  Systems.  If you take those 4 skills to 3D (36 CPs), it would cost 12 to 
  increase them all by +1 each, but 10 to up Knowledge by +1 which would 
  in turn increase them all. 
   Your character doesn’t necessarily know what you know…don’t skimp on 
  Perception and Knowledge skills.  The whole game isn’t just combat. 
   Jedi are tough to play. You have to “keep sweet” or risk turning to the 
  Dark Side, letting the GM control your character at times due to failed 
  Willpower rolls, and getting your stats sapped. You might not get to have 
  all the fun you wanted to have.  It’s tough to maintain good-guy act. 
   If you end up turning to the Dark Side, not all is lost; things just get a lot 
  harder.  You will have to role-play some very skillful deceptions if you 
  wish to stay Dark Side or some sincere atonements if you wish to return 
  to the Light.  The GM should have your character be unable to resist 
  certain temptations or may “out” your character to any light-siders.  If 
  you weren’t particularly attached, you might just want to roll a new 
  character…and have the Dark Sider return as an NPC villain, perhaps? 
  The Circle 
   The biggest thing that was missing from my circle when we played 
  regularly was respect.  We got so caught up in who killed whose 
  character that we kept trying to be the best and keep others down.  The 
  game is for fun; let it be that way. 
   Decide the environment and time period in which you all want to play as 
  a group, not just the GM telling the players where and when the party is 
  playing in the universe.  Players won’t have a decent time if they all 
  wanted to do ancient Old Republic/Tales of the Jedi era instead and get 
  stuck between ESB and Jedi. 
   Try to get together at least once a month or play remotely.  If you go too 
  long between adventures, you can lose the momentum.  Also, it’s no fun 
  playing with low-leveled characters if you’ve had them for months.  
  Consider adding some CPs for every week you don’t play. 
  This guide could not have been made possible without the time and effort of the staff at D6Holocron, especially BSDOblivion (for pretty much running the site himself), from where I found the books I 
  didn’t have the listings of all the items I never found.  Also to thank are the communities of Wookieepedia, from whom I found the sources for some material that wasn’t listed.  
   
  For more material to use in the D6 game that has been either adapted from the newer D20 game by Wizards of the Coast or that has been conceived by players, check out D6 Holocron and The Rancor 
  Pit (whose books are posted on D6H).  Please donate to these sites as their creators and caretakers have put at tremendous amount of work into helping us enjoy our game. 
  Changelog 
  v1.1 (2014-01-06):  added “Brawling: martial arts,” 4 species (Gungan, Kel Dor, Miraluka, Zabrak), fixed (A) skill explanation, re-wrote the CP usage for ease of understanding, minor reformats 
  v1.2 (2015-06-25):  clarified rules for taking cover in combat, added learning Force powers for 5 CPs without increasing skill, added “stretching out” multi-skill powers over rounds, added Flight under Dex skills, clarified Dark Side 
  character stuff (2RE:152), clarified opposed Perception skill rolls, deleted donate links (idk anything about legality). 
  v1.3 (2015-07-20): fixed/clarified rules regarding turn order and multiple actions, added some more recon/surveillance tools from Rules of Engagement, tried to iron out several ambiguities in the text, made some of the very 
  abbreviated sections a bit easier to understand (hopefully) 
  v1.4 (2016-01-10): clarified movement (e.g. cautious on VE/E/Mod not counting toward MAP), clarified rules regarding lightsaber combat, clarified use of attribute dice/pips at creation, more clearly delineated rules and opinion, minor edits 
   
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/SWD6 - Fanmade - Quick Reference Guide.pdf