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THE BASICS

These rules use the D6 Prime System was originally used in the Hercules and Xena: Role Playing Game by West End Games. We decided to use this system for speed and simplicity, so that the action is not lost while adding up large numbers of dice.

To use the D6 Prime System, use the same statistics that you would normally use, except the pips are removed:

DIFFICULTY NUMBERS

Very Easy
Easy
Moderate
Difficult
Very Difficult
Heroic
Point Blank Range
Short Range
Medium Range
Long Range
-
-

1
2
3
4
5
6


Example: A character with 5D+2 Space Transports would use only five dice in the D6 Prime System.


ROLLING USING D6 PRIME

The D6 Prime System is easy to adapt, and far easier to use. When you roll a dice, the roll of a 1 or a 2 is a fail, and the roll of a three or more is a success.

The Wild Die is also included in the D6 Prime System, and as a result, one of the dice is a different colour. The Wild Die still works in the same way as in the Revised and Expanded rules. The roll of a 1 on the wild die results in the Wild Die being taken away, as well as one other of the rolled successes. If a 6 is rolled on the Wild Die however, another roll of the Wild Die is made. If the roll is a 6 again, keep rolling until you roll something other than a 6. If the roll of the second or any subsequent Wild Dice is a 1 or a 2, it is a fail, and the roll stops. If the roll is a 3 or more, treat as a success.


CHARACTER POINTS AND FORCE POINTS

Character points and Force Points work in exactly the same way that they do in the standard rules. If a character spends one character point, the skill roll gains an additional die. A character which uses a Force Point doubles his or her skill total.


SHIP STATISTICS

Primarily, the ship statistics are exactly the same as those from the Revised and Expanded rules. The only addition is that of the Turn Number. This number is the number of Hex Facing turns able to be made during a ship’s movement. The ship’s Move score is the number of Hexes a ship can move in a round.

The only other changes are to the ship’s die codes. All Pips are removed, as there are no pips in the D6 Prime System.

To make things easier, a Starfighter Record sheet has been provided at the appendix of this section.


MOVEMENT

There are still four types of movement, as in Revised and Expanded. They are Cautious, Cruising, Fast and All-Out. In these rules, the first three do not require skill checks to be made, providing that the movement is in Moderate terrain or easier. All-Out still requires a skill check to be made because it is taking the ship to it maximum limits.

Cautious movement does not count as an action, and are a number of hexes equal to half of the ship’s Move rating.

Cruising, and Fast are deemed to be one action. Cruising is the ship’s Move rating, and Fast is double its Move rating. A Full Evade can only be performed if cruising, but not at a Fast speed or greater.

All-Out movement is also deemed to be one action. All-Out movement is four times the ship’s Move rating, and the ship cannot perform any other type of action at this speed. This includes firing weapons with gunners. All-Out movement is also two difficulties greater than the terrain that is being flown through.


The Turn Number Characteristic

As previously mentioned, all ships have a new characteristic called – the Turn Number. This is calculated using the ship’s Maneuverability Code. A turn number is allocated to each of the ship’s movement types of Cautious, Cruising, Fast and All-Out, and are listed on the ship’s record sheet.

All ships’ Cautious Movement is recorded as an "A". This means that the ship can turn as many times as it likes during its movement. Cruising movement is the ship’s Maneuverability Code +1, Fast is the ship’s Maneuverability Code, and All-Out is the ship’s Maneuverability Code –1. In effect, some ships may have a turn number of zero. This means that a ship must travel a number of Hexes in a straight line, unless the pilot performs a manoeuvre to increase the ship’s turn number (see below).

When moving, a ship may make as many turns equal to its turn number. To make a turn, the ship turns in the same way as in diagram B. In other words, a ship may turn a number of hex facings equal to its turn number. These turns can be taken in the same hex, or may be taken at different points along the ship’s movement. During this movement, a ship may make as many turns in a Hex as it is able. If a character wishes to increase the turn number of a vehicle during the Movement Phase, to increase the ships turn number (see below), a manoeuvre roll must be made. It should also be noted that when a ship turns, it does not cost any movement points.

Terrain

The rules for terrain are those used in the main rule book. Very Easy, Easy, and Moderate terrain is not increased in difficulty for Cautious, Cruising and Fast movement, but are increased one level for All-Out movement. As a rule of thumb, a battle in open space will usually be of Easy type terrain.

In some cases however, terrain may be so difficult, that any type of movement through it requires skill checks. These types of terrain are those which have a difficulty of Difficult or greater. If moving at Cautious speed in this type of terrain, the difficulty is reduced one level. If moving at a Cruise speed in this type of terrain, the difficulty is equal to the terrain difficulty. If performing a Fast movement in this type of terrain it is one level higher than the difficulty of the terrain. And finally when performing an All-Out movement, the difficulty is 2 levels higher than the difficulty of the terrain.


SHIP TYPES

In this system, there are 5 ship types: Starfighter, Small Capital Ship, Large Capital Ship, Star Destroyer, and Space Station. These are represented by 5 different types of template as shown below:

wpe2.jpg (1022 bytes) wpe6.jpg (1079 bytes) wpe1.jpg (1315 bytes)
Starfighter Small Capital Large Capital
wpe3.jpg (1454 bytes) wpe5.jpg (1528 bytes)
Star Destroyer Space Station

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