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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 10:07 pm Post subject: |
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Encrypted Command Bracer
A sleek forearm-mounted bracer designed for covert ops leaders, slicers, or tactical officers. Used to coordinate units, issue encrypted commands, or interface with secure systems.
Commnd Bracer
Model: CSB-47 Tactical Control Bracer
Type: Encrypted battlefield communication and control device
Scale: Character
Cost: 2,000 credits
Availability: 3R
Game Notes: Built-in tight-beam and shortwave encrypted communicator (range: 50 km ground, orbital with relay). Provides a tactical feed of unit positions (if tagged) and allows fast access to battlefield data. Can store mission plans, kill codes, or holos. Self-wipes and triggers a low-yield plasma charge (2D damage to device only) if unauthorized access is attempted three times in a row. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 10:08 pm Post subject: |
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Neural Shunt Relay
Allows the user to directly interface with compatible electronic systems using thought-controlled impulses. When paired with a neural jack (wired) or cranial rig (wireless), the user can bypass standard manual controls and gain a bonus in certain situations
Neural Shunt Relay
Model: C-R7 Neural Shunt Relay
Type: Neural interface control booster
Scale: Character
Skill: Computer programming/repair or appropriate vehicle/droid operation (when interfaced)
Cost: 2,500 credits (basic)/4,000 credits (with wireless transceiver option)
Cyber Points: 1
Availability: 2, F
Difficulty to Install: Moderate
Damage: None
Game Notes: When connected via neural jack (cable): +1D to computer use, slicing, or vehicle control rolls for the interfaced system, instantaneous data relay (reduces relevant time-based task difficulty by 1 level at GM discretion). When used with a cranial rig or wireless data tether: Range: 5–20 meters (environment dependent), same bonuses as wired, but +1 level to difficulty due to latency/interference, vulnerable to signal jamming or feedback attacks (GM discretion). May be used to remotely access droids, starships, turrets, slicing nodes, surveillance systems, or other compatible tech. If hit by ion or EMP attacks, the user must make a Strength (15) roll or suffer -1D to all Mental-based actions for 1D rounds. Highly illegal in most sectors due to military-grade mental interfacing and surveillance bypass potential. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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Last edited by shootingwomprats on Thu Aug 07, 2025 10:12 pm; edited 2 times in total |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 10:11 pm Post subject: |
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Character Template: Blackshackle Blood
DEXTERITY 3D+2
Blaster, brawling parry, dodge, melee combat, thrown weapons
KNOWLEDGE 2D+2
Intimidation, planetary systems, streetwise, survival
MECHANICAL 2D+2
Astrogation, repulsorlift operation, sensors
PERCEPTION 3D
Command, con, persuasion, search, sneak
STRENGTH 3D+1
Brawling, climbing/jumping, stamina
TECHNICAL 2D+2
Blaster repair, computer programming/repair, security
Equipment: Blaster pistol (4D), vibroblade (STR+2D), 2x throwing daggers, damaged Blackshackle insignia worn as necklace, stun cuffs, dark visor goggles, black stealth fatigues
Background: You were born in exile after the fall of Adacap Zonsoe and the Blackshackle fleet. Raised aboard broken raider vessels and hidden in fringe colonies, you were told the stories of what the Blackshackle once were—feared, powerful, untouchable. You’re the legacy of a fallen pirate empire, and you intend to make the galaxy remember.
Personality: Quiet intensity. You speak rarely, but your words carry weight. Your faith in the Blazing Chain’s fire never died. Whether through glory or infamy, you will restore what was lost.
Objectives: Reclaim the Blackshackle name and make it feared once more. Unite a new fleet or burn the rivals who dishonor the Chain’s memory.
A Quote: “Burn the sky if you must. Just leave me the wreckage.”
Connection With Characters: You might have crossed paths during a raid, helped another character escape Imperial slavers, or shared a dark Force vision with a fellow Chain-born. You could also have a secret vendetta against another PC’s fleet.
Source: Unknown Regions (p.33) _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 10:30 pm Post subject: |
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SCOUTING ORGANIZATIONS
"The galaxy’s never really mapped — only guessed at." – Scout proverb
Scouts push into the uncharted, bringing back information, resources, and opportunities. While the romantic vision of a lone pilot and trusty droid has some truth, most scouts work with some form of support. The three main types are:
Service Scouts. Government or military-backed reconnaissance.
Corporate Scouts. Resource-driven expeditions for profit.
Independent Scouts. Freelancers with complete autonomy.
SERVICE SCOUTS
Employed by governments or militaries, service scouts survey sectors, locate military base sites, monitor enemy activity, and carry out espionage or courier duties. Elite scouts often support special forces.
Advantages:
Steady pay and equipment
Access to military-grade starships
Strong camaraderie and loyalty within crews
Potential to be awarded a ship for exceptional service
Disadvantages:
Bureaucratic oversight and rigid mission parameters
Limited freedom of movement
Must answer for any deviation from regulations
Variants:
Republic/Imperial Military Scouts. Detailed mapping, recon for defense.
CSA Patrol Scouts. Border monitoring and patrol.
Jedi Shadows. Secretive Force-sensitive operatives hunting Sith or Force-rich worlds.
CIS Droid Scouts. Automated exploration for resource-rich planets.
Mandalorian Gogi-led Scouts. Young warriors trained under veteran commanders.
Adventure Hooks:
A retired service scout PC is recalled to investigate a dangerous unknown contact.
A missing scout vessel must be located before enemy forces find it.
The PCs are assigned to shadow a suspected Sith-aligned exploration team.
CORPORATE SCOUTS
These scouts work for major companies, seeking exploitable planets, resources, or trade opportunities. Profit dictates decisions.
Advantages:
High-quality gear and ships
Generous pay and discovery bonuses
Opportunities to travel to truly uncharted worlds
Disadvantages:
Must sign over all discovery rights
Risk of morally questionable orders
Corporate politics and rivalries
Notable Divisions:
Czerka Survey & Development. Mining leader, rigorous scout training.
Bellixan Endeavors. Black Sun front operation with mixed scouting/smuggling.
Sienar Lone Star Program. Scouts earn credit on ships by selling planet rights.
Anawa Colony Scouts. Exploration with law enforcement duties for colonies.
Siechel Transystem. Water resource specialists and fair negotiators.
Adventure Hooks:
Rival corporate scout teams race to claim the same resource-rich world.
PCs must choose between following orders or protecting an indigenous species.
The scout crew is framed for smuggling by a competing corporate agent.
INDEPENDENT SCOUTS
Free agents selling discoveries to the highest bidder. Often supported only by their own contacts and resourcefulness.
Advantages:
Total autonomy
Ability to adapt instantly to new opportunities
Can pursue exploration without corporate or military oversight
Disadvantages:
No official backup or recovery assistance
All repairs and upkeep are self-funded
Dependent on personal network for survival
Notable Groups & Figures:
Tommaba Brotherhood. Alderaanian survivor network.
Captain Nova. Mysterious rescuer in the Runner 309.
ThriliSpace Travel. Wookiee-owned charter tour service.
Parallax Chain. Criminal network exploiting new worlds for slavery.
Lakhasa Caravan. Multi-generational Twi’lek trading fleet.
Adventure Hooks:
The ship is stranded and the crew must take morally grey work to fund repairs.
A rumored sighting of Captain Nova leads to a rescue mission.
PCs discover their survey data was sold to slavers without their knowledge.
Source: Unknown Regions (p.73-75) _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 10:46 pm Post subject: |
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CREATING NEW WORLDS
1. System Type
11 Binary star system
12 Black hole
13 Nebula/dust cloud
14–24 Single star system
25–34 Double star system
35–44 Triple star system
45–66 Quadruple or more star system
2. Number of Planets in System
11 None
12 1 planet
13 2 planets
14 4 planets
15 5 planets
16 6 planets
21 7 planets
22 8 planets
23 9 planets
24 10+ planets
25–66 Extrasolar world (roll again for system; reroll if repeated)
3. Planet Type
11 Artificial or space station
12 Asteroid field
13 Dwarf planet
14 Gas giant
15 Planetoid
16–66 Terrestrial or Satellite (reroll to determine host planet if satellite)
4. Number of Moons
11–13 None
14–15 1 moon
16–21 2 moons
22 3 moons
23 4 moons
24 5 moons
25 6+ moons
26 Planetary rings
31 Asteroid cluster
32 Artificial debris field
33–66 Reroll or GM selects unusual result
Gas giants: Add 20 moons, roll twice, ignore repeats.
5. Atmosphere (Human-compatible)
11–12 No atmosphere
13–35 Breathable
36–44 Breath mask required
45–54 Environment suit required
55–66 Hazardous (full sealed suit needed)
6. Hours per Day
11 8 hours
12–14 9–12 hours
15–23 13–20 hours
24–33 21–24 hours
34–42 25–30 hours
43–52 31–35 hours
53–61 36–40 hours
62–66 41+ hours
7. Local Days per Year
11–12 100–200
13–14 201–250
15–21 251–300
22–24 301–350
25–31 351–400
32–34 401–450
35–41 451–500
42–43 501–600
44–45 601–700
46–66 701+
8. Climate
11 Arid
12–22 Temperate
23–33 Tropical
34–44 Subarctic
45–66 Superheated
9. Dominant Environment
11 Arctic
12 Atmospheric
13 Barren
14 Cratered
15–16 Desert
21 Forest
22 Island
23 Jungle
24 Mountainous
25 Oceanic
26 Plains
31 Subterranean
32 Swamp
33–34 Urban
35–36 Volcanic
41–66 Vacuum or reroll if nonsensical
10. Gravity
11 Low
12–52 Standard
53–66 High
11. Sentient Population
11–12 None
13 Few hundred
14 Few thousand
15 Tens of thousands
16 Hundreds of thousands
21 Millions
22–66 Billions
12. Technological Development
11 Atomic
12 Computerized
13 Industrial
14 Middle Ages
15 Stone Age
16–66 Advanced spacefaring
13. Dominant Government
11–12 Galactic allegiance
13 Anarchy
14 Authoritarian
15 Confederation
16 Corporatocracy
21 Democracy
22 Dictatorship
23 Federation
24 Feudal
25 Independent Empire
26 Military rule
31 Monarchy
32 Oligarchy
33 Organized crime
34 Republic
35 Socialist
36 Technocracy
41 Theocracy
42–66 Tribal or Clan-based
14. Economic Basis
11–12 None (abandoned)
13 Academic
14–15 Agricultural
16–21 Colony
22 Entertainment
23–24 Exploration
25 Government
26 Hidden base
31 High tech
32 Industrial
33 Leisure
34 Medical
35 Military
36 Mining
41 Outpost
42–66 Trading hub
15. Significant Feature
11 Planetwide aurora
12 Continent volcano
13 Massive crater
14 Solid cube city
15 Sculpted mountains
16 Kilometer waterfalls
21 Constant quakes
22 Mega storms
23 Force nexus
24 Ion storms
25 Ancient ruins
26 Battlefield
31 Weapons test range
32 Sith tomb
33 Marooned colony
34–66 GM's choice or reroll twice for mix
Source: Unknown Regions (p.83-88) _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 11:15 pm Post subject: |
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CREATING NEW CREATURES
Table 1: Creature Type
11 Amphibian predator
12 Aquatic grazer
13 Armored burrower
14 Aerial scavenger
15 Avian apex predator
16 Beast of burden
21 Bio-luminescent ambusher
22 Camouflaged insectoid
23 Carnivorous plant
24 Colony swarm insect
25 Crystal-bodied predator
26 Desert ambusher
31 Electric predator
32 Energy parasite
33 Flying megafauna
34 Gas giant floater
35 Glacial hunter
36 Herd herbivore
41 Hive-minded predator
42 Intelligent non-sentient
43 Jelly-bodied predator
44 Lava-dwelling creature
45 Magnetic predator
46 Mountain-climbing predator
51 Orbital lifeform
52 Pack hunter
53 Photosynthetic grazer
54 Plains sprinter
55 Spaceborne predator
56 Symbiotic pack
61 Tentacled ambusher
62 Territorial apex predator
63 Tunneling behemoth
64 Volcanic scavenger
65 Walking coral colony
66 GM’s choice
Table 2: Planet of Origin (Biome)
11 Arid desert world
12 Asteroid field
13 Cloud-covered jungle planet
14 Crystalline world
15 Deep ocean planet
16 Dense temperate forest
21 Frozen tundra
22 Gas giant atmosphere
23 High-gravity world
24 Ice cavern world
25 Lava world
26 Low-gravity moon
31 Megacity underlevels
32 Methane ocean world
33 Mountainous highlands
34 Orbital debris zone
35 Plains & savanna
36 Poisonous atmosphere
41 Ringworld ecosystem
42 Rocky canyon world
43 Shattered battlefield
44 Shifting dune sea
45 Subterranean world
46 Swamp/marshland
51 Toxic swamp
52 Underground oceans
53 Volcanic island chains
54 War-torn wasteland
55 Water cavern networks
56 Wind-scoured mesa world
61 Zero-G derelict habitat
62 Coral reef megastructure
63 Ancient temple ruins
64 Industrial wasteland
65 Giant fungal forest
66 GM’s choice
Table 3: Dexterity
11 1D
12 1D+1
13 1D+2
14 2D
15 2D+1
16 2D+2
21 3D
22 3D+1
23 3D+2
24 4D
25 4D+1
26 4D+2
31–66 GM’s choice based on creature concept
Table 4 – Perception
11 1D
12 1D+1
13 1D+2
14 2D
15 2D+1
16 2D+2
21 3D
22 3D+1
23 3D+2
24 4D
25 4D+1
26 4D+2
31–66 GM’s choice based on creature concept
Table 5: Strength
11 1D
12 1D+1
13 1D+2
14 2D
15 2D+1
16 2D+2
21 3D
22 3D+1
23 3D+2
24 4D
25 4D+1
26 4D+2
31 5D
32 5D+1
33 5D+2
34–66 GM’s choice based on creature concept
Table 6: Special Abilities
11 Amphibious (move equally well on land and underwater)
12 Armored hide (+1D/+2D Strength to resist damage)
13 Burrowing (Move underground at full speed)
14 Camouflage (adds +2D to sneak in native terrain)
15 Charge attack (+2D damage when moving full speed to attack)
16 Climbing claws (+2D climbing)
21 Constriction (opposed STR vs. victim each round)
22 Corrosive secretion (1D–3D damage to organic or inorganic)
23 Darkvision (30 m)
24 Electrical shock attack (2D–5D damage)
25 Enhanced hearing (+2D search in darkness)
26 Enhanced smell (+2D search/tracking)
31 Energy absorption (reduce certain energy attack damage by 1D–3D)
32 Flight (Move ×2 in air)
33 Gliding (Move ×1.5 in air)
34 Immunity to specific environment
35 Immunity to specific weapon type
36 Infrared vision
41 Leap (×2–×4 jumping distances)
42 Natural melee weapons (claws, bite, gore, 2D–6D damage)
43 Natural ranged attack (spines, spit, etc.)
44 Pack tactics (+1D to attack when 2+ allies engage same target)
45 Paralyzing venom (stamina roll to resist immobilization)
46 Poison bite or sting
51 Regeneration (1D–2D damage healed per hour)
52 Sonic scream/blast (2D–5D damage)
53 Spines/quills (damage when touched)
54 Stealth field or light-bending skin
55 Swim at full Move underwater
56 Tentacle grab
61 Thermal vision
62 Toxic cloud emission
63 Trample (area damage when moving over targets)
64 Vacuum survival
65 Webbing entrapment
66 GM’s choice
Table 7: Move
11 5
12 6
13 7
14 8
15 9
16 10
21 12
22 15
23 18
24 20
25 25
26 30
31–66 GM’s choice (adjust for wings, swimming, etc.)
Table 8: Size & Scale
11 Tiny insect-sized (5–10 cm) | Character
12 Small rodent-sized (0.3 m) | Character
13 Cat-sized (0.5 m) | Character
14 Small dog-sized (0.75 m) | Character
15 Large dog-sized (1 m) | Character
16 Child-sized biped (1.2 m) | Character
21 Average humanoid-sized (1.5 m) | Character
22 Large humanoid / predator (2 m) | Character
23 Hulking predator (3 m) | Character
24 Compact pack beast (4 m) | Speeder
25 Large pack beast (5 m) | Speeder
26 Huge quadruped predator (6–8 m) | Speeder
31 Enormous beast (9–12 m) | Walker
32 Giant aquatic leviathan (15–20 m) | Walker
33 Armored war beast (25 m) | Walker
34 Small flying megafauna (10 m wingspan) | Speeder
35 Vast flying megafauna (20 m wingspan) | Walker
36 Titanic flying predator (30+ m wingspan) | Walker
41 Massive spaceborne parasite (50 m) | Starfighter
42 Giant crustacean predator (60–80 m) | Starfighter
43 Enormous tunneling worm (100 m) | Starfighter
44 Small spacefaring creature (150 m) | Starfighter
45 Colossal aquatic terror (200–250 m) | Capital
46 Enormous floating gas organism (300 m) | Capital
51 Massive flying fortress-beast (500 m) | Capital
52 Planetary manta (1 km wingspan) | Death Star
53 Orbital jellyfish organism (2–3 km) | Death Star
54 Colossal asteroid-burrowing worm (5+ km) | Death Star
55 Planet-covering tentacle beast | Death Star
56 Bio-construct swarm colony (variable) | GM choice
61 Microscopic parasite (0.5 mm) | Character
62 Palm-sized venomous predator (15 cm) | Character
63 Meter-long constrictor or predator | Character
64 Half-ton burrowing predator (2.5 m) | Character
65 Two-story apex predator (6 m) | Speeder
66 GM’s choice | GM choice
Source: Unknown Regions (p.89-93) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 11:17 pm Post subject: |
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Type: Crystal-bodied predator
Planet of Origin: Lava world
DEXTERITY 2D
PERCEPTION 2D+2
STRENGTH 5D
Special Abilities:
Armored hide: +2D Strength to resist damage.
Thermal vision: Ignores penalties for smoke, heat haze, or darkness within 20 meters.
Climbing claws: +2D climbing checks.
Move: 10
Size: 4 m long (Scale: Speeder) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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Last edited by shootingwomprats on Thu Aug 07, 2025 11:18 pm; edited 1 time in total |
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shootingwomprats Vice Admiral


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Posted: Thu Aug 07, 2025 11:18 pm Post subject: |
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Type: Hive-minded predator
Planet of Origin: Giant fungal forest
DEXTERITY 3D
PERCEPTION 3D+1
STRENGTH 4D+1
Special Abilities:
Pack tactics: +1D to attack rolls when 2+ swarm members engage the same target.
Toxic cloud emission: Releases spore cloud (3D damage, 2-meter radius; Stamina 15 to resist).
Leap: ×2 normal jumping distance.
Move: 12
Size: 1.2 m long (Scale: Character) _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 11:19 pm Post subject: |
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Type: Gas giant floater
Planet of Origin: Gas giant atmosphere
DEXTERITY 1D+2
PERCEPTION 2D+1
STRENGTH 3D
Special Abilities:
Vacuum survival: Immune to vacuum and pressure changes.
Natural ranged attack: Bioelectric discharge, 4D damage, range 10/30/50.
Move: 20 (flight only)
Size: 15 m long (Scale: Walker) _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Thu Aug 07, 2025 11:22 pm Post subject: |
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HAZARDS
The Nature of Hazards in the Galaxy. The galaxy is full of dangers beyond the blasters of stormtroopers or the blade of a Sith’s lightsaber. Across countless worlds, explorers face ever-changing threats: unstable terrain, poisonous gases, volatile climates, and ancient, malfunctioning machines. Hazards are impersonal but deadly, capable of wounding, killing, or delaying even the most prepared adventurers.
This chapter introduces a complete system for incorporating hazards into your Star Wars D6 campaigns, including new rules, design guidelines, and sample stat blocks. Hazards can be used to create environmental tension, dangerous travel, and dynamic battlefields—whether in alien jungles, ancient ruins, or starship debris fields.
What Is a Hazard? In D6 terms, a hazard is any non-character threat that can damage, disable, or obstruct player characters, NPCs, vehicles, or equipment. Hazards do not use initiative, do not act with intelligence, and are not living entities. Examples include:
Falling rocks and collapsing ceilings
Acid pools and corrosive gases
Laser grids and automated turrets
Quicksand, lava, electrified surfaces
Poisons, diseases, extreme heat or cold
Atmospheric vacuum or decompression
Using Hazards in Play. Hazards serve three major functions in Star Wars D6:
Dynamic Obstacles: They force player decisions, movement, or rerouting during exploration or combat.
Tension Builders: Hazards can escalate the stakes or increase time pressure.
Adventure Set Pieces: Certain hazards form the basis of entire encounters or scenes.
Hazards may occur:
During combat: Forcing movement or creating kill zones.
Outside of combat: As passive environmental threats or skill challenges.
As puzzles or complications: Requiring investigation or teamwork to overcome.
Hazard Stat Block Format
Every hazard in this chapter (and those you create) should use the following format:
Hazard Name
A brief description of the hazard and its presence in the environment.
Keywords: Descriptive mechanical tags.
Trigger: Event that causes the hazard to activate.
Attack: #D vs Defense or Automatic.
Damage: #D damage type.
Recurrence: How often the hazard repeats or persists.
Skill (Difficulty): Description of how the skill may mitigate or detect the hazard.
Special: (Optional) Additional rules, immunities, or consequences.
Hazard Keywords
Acid: Deals corrosive damage; bypasses armor unless sealed.
Area: Affects all creatures in a zone or radius.
Artificial: Created or manufactured by sentient beings.
Atmospheric: Fills airspace; typically requires filtration.
Contact: Triggered by touch or movement.
Disease: Persistent affliction; damages Strength.
Energy: Deals electrical, plasma, or thermal damage.
Fire: Burns; may spread.
Ingested: Must be eaten or consumed to take effect.
Inhaled: Requires breathing; sealed suits negate.
Natural: Arises without sentient intervention.
Poison: Toxin; affects Strength and may cause lasting effects.
Sonic: Damages via vibration or resonance; counts as energy.
Hazard Mechanics. Every hazard is activated by a trigger: an action, condition, or presence. Examples:
A loud sound in an unstable cavern
A character entering a toxic zone
A failed disarm roll on a security panel
Hazards affect one or more characters or zones. Examples:
1-meter radius (small trap)
Entire chamber or battlefield
Line of sight or cone
Hazards either:
Make attack rolls (vs Dodge, Strength, or Willpower)
Automatically apply damage (bypassing defense rolls)
Typical hazard damage is 3D. Particularly deadly or cinematic hazards may deal 4D+ or apply cumulative wounds.
Recurrence. How often the hazard repeats or persists:
Once
Every round
Hourly or daily
Until escaped or neutralized
Skill Interactions and Difficulty. Assign relevant skills and Task Difficulties (TDs) to detect, avoid, or disable hazards.
Example skills:
Search or Survival to notice danger
First Aid to treat victims
Dodge to avoid active effects
Technical or Security to disable traps
Strength or Willpower to resist physical or mental effects
Special Effects & Cumulative Damage Some hazards cause cumulative effects, especially those involving:
Vacuum or suffocation
Disease progression
Burning or freezing
Repeated electrical shocks
Cumulative wounds add 1 additional wound level each recurrence (i.e., Wounded to Incapacitated to Mortally Wounded).
Using Hazards in Adventure Design. Hazards should:
Support the theme or setting of your adventure
Reinforce the alien or dangerous nature of unexplored locations
Create tension during downtime or travel
Provide skill-based obstacles without relying on combat
You can even build entire encounters or puzzles around complex hazards with escalating consequences and time-sensitive triggers.
Appendix: Hazard Design Checklist
What is the source and nature of the hazard?
What causes it to activate (trigger)?
What effect does it have (damage, delay, condition)?
How often does it recur?
What skills can detect, avoid, or disable it?
What difficulty levels are appropriate?
Are there special exceptions, resistances, or cumulative effects?
Source: Unknown Regons (p.94-100) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 11:38 pm Post subject: |
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Csilla Cave-In
Trigger: Loud concussive noise (such as blaster fire, explosives, or shouted commands) in unstable ice cavern.
Resist: Dodge (Moderate 15) to avoid falling ice.
Effect: 6D+1 damage from crushing ice (Character or Speeder scale depending on size of ice chunk).
Recurrence: Each round at the start of the target’s turn while in the hazard area.
Acrobatics (25+): Use as a move action to gain +5 to Dodge for the next falling ice attack.
Perception (20): Detect unstable ceiling sections and recognize that loud noises could cause a collapse.
Special: Falling ice may block exits — treat as a barrier with 4D Strength to break through (10D if Speeder scale block). _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 11:40 pm Post subject: |
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Acid
Acid burns through metal and flesh alike, corroding everything it touches with a sizzling hiss.
Trigger: A creature, droid, or object comes into contact with the acid (e.g., immersion, splash, or trap)
Attack: Automatic
Damage: 3D (acid)
Recurrence: Each round at the start of the target's turn until the acid is neutralized or washed off
First Aid (15): Neutralize acid or treat affected area. Requires a medpac or appropriate chemicals.
Technical (10): Use sealed droid repair kit or neutralizer on mechanical systems.
Special: Damage ignores armor unless it is environmentally sealed or treated against chemical corrosion. If untreated for 3 rounds or more, gear and exposed equipment may suffer permanent damage at GM discretion. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 11:41 pm Post subject: |
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Atmosphere, Corrosive
The chemicals of a corrosive atmosphere eat away at clothing, equipment, and exposed flesh. Prolonged exposure is deadly.
Trigger: A creature, droid, or object begins its turn exposed to the atmosphere (unsealed)
Attack: Automatic
Damage: 3D acid (ignores most armor)
Recurrence: At the start of each exposed target’s turn while in the affected area
Survival (15): Recognize signs of atmospheric corrosion or identify the danger before exposure.
First Aid (15): Neutralize acid on affected creature (requires medpac or neutralizing agent).
Repair (10): Emergency seal or patch on droid/mechanical components.
Special: Characters or droids in sealed environmental suits or protective shells are immune. Unprotected gear may corrode over time; GM may assign cumulative damage or degraded functionality (e.g., -1D penalty to tech rolls using damaged equipment after 3 rounds). Breathing the air causes internal damage if not filtered: breathing apparatus or breath mask required. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 11:44 pm Post subject: |
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Atmosphere, Toxic
A toxic atmosphere is laced with hazardous chemicals that slowly break down organic systems, causing disorientation, nausea, and death.
Trigger: A creature begins its turn exposed to the toxic atmosphere (i.e., not in a sealed environment)
Attack: 3D+1 vs. Stamina (Strength)
Damage: 2D (to Strength)
Effect: If hit, the target suffers a persistent -1D penalty to all actions, this effect stacks and lasts until a full detox is performed.
Recurrence: Once per round while exposed
Planetary Systems, Survival, Sensors (20): Identify signs of toxicity before exposure.
Survival (15): Find or construct crude protection (e.g., filter mask, sealed shelter).
First Aid (20): Temporarily stabilize exposed creature with proper antitoxins or medpacs.
Special: Characters with sealed armor, breath masks, or environmental suits are immune while protected. Droids are immune unless the toxin corrodes their external systems (GM’s discretion). After three failed saves, the character may begin suffering unconsciousness or organ failure (GM adjudication). _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Thu Aug 07, 2025 11:50 pm Post subject: |
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Atmosphere, Vacuum
The emptiness of space provides no air and rapidly draws heat from exposed bodies. It is one of the deadliest hazards in the galaxy.
Trigger: A creature begins its turn exposed to vacuum without protective gear
Attack: Automatic
Damage: 6D (Strength)
Effect: On a successful hit, the target suffers 1D damage and drops -2D to all actions. On Miss, target takes no damage but still suffers a -1D penalty.
Recurrence: Once per round while exposed
Special Attack:
Trigger: Target is unconscious and still exposed
Effect: Automatic hit; target suffers 1D cumulative damage per round (1D first round, 2D second round, etc.). If this cumulative damage ever equals or exceeds the target’s Strength roll, the target dies (representing catastrophic trauma).
Stamina (15): Character may hold their breath for 1 round, reducing the attack roll by -3D (simulates -10 modifier). Each additional round increases difficulty by +2 (e.g., 12, 14, etc.)
Survival (15): Locating safe egress, environmental sealants, or identifying safe vacuum-exposure timing.
Special: Characters cannot recover condition penalties (i.e., restore lost D) until returned to a breathable atmosphere. Characters with sealed armor, vacuum suits, or Force-based protection may negate this hazard at GM discretion. Droids are immune unless exposed circuitry is vulnerable to temperature extremes or pressure loss. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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