Star Wars WEG D6 character sheet
From Roll20 Wiki
The sheet was made by Timothy O., later improved by Andreas.J.
Contents |
Editions
This sheet is for Star Wars: The Roleplaying Game originally published by West End Games in 1987, commonly also called Star Wars D6. The game has various iterations which are all pretty interchangeable:
- Star Wars (1987)(Simplest, least options, but still some people's favourite)
- Star Wars 2nd Edition (1992)
- Star Wars 2nd Edition, Revised & Expanded (RE) (1996)
And finally:
- Star Wars Revised, Expanded & Updated (REUP) (2015)(free, massive new fan created version, top choice for most people)
The sheet have been currently designed with REUP in mind, but should work for all the other editions too, except the default rolls uses wild die.
Rolls in Star Wars D6
Your skills and attributes are a sum of d6 dice and pips. The player rolls against a set difficulty or by a opposed roll, depending on what the GM deems in the situation. There is a small variance in how the rolls are made between the different editions, summed below.
NOTE: The current default dice roll from the character sheet uses the wild dice of as it works in the popular R&E and REUP editions:
- highlight with red wild dice rolls of 1 (leaving mechanical resolution of complication up to the GM)
- highlight with green wild dice rolls of 6 ( and automatically adds the extra to the rolls)
- highlight with blue wild dice rolls of 6, if one of the bonus dies comes up as 1(have not found a way to remove)
1E
You roll the amount of dice in your skill, adding the number of pips to the roll. Currently the sheet's roll buttons uses wild die, see other editions below:
2E
In 2E, one die in all rolls are replaced with the wild die that explode on a roll of 6, i.e. you can roll it again and add the result to the sum. This can be continued if the wild die rolls 6 again.
If the wild die rolls a one, the GM can decide to deduct the value of the wild die and the highest die you rolled from the sum.
R&E and REUP
In R&E and REUP , one die in all rolls are replaced with the wild die that explode on a roll of 6, i.e. you can roll it again and add the result to the sum. This can be continued if the wild die rolls 6 again.
If the wild die rolls a one, the GM can decide that:
- a complication happens(independent for if the roll succeeded or not) or
- deduct the value of the wild die and the highest die you rolled from the sum
- nothing
Rolling from the sheet
When rolling a skill/attribute/weapon/soak roll it ask for a dice mod, then for a pip mod, so bonuses/penalties could be applied to the rolls directly, but uses 0 as default if you press enter. If there is no active modifiers, you can just spam enter twice to get the roll done quickly. Options to disable this feature is one of the planned improvements.
All rolls use the default template, and are rolled for all to see. They take into account the possible penalties from @{WoundLevel} and @{Force_Up},if the character is wounded or concentrates on a continuous force power. Further, the force skills takes in account @{Force_Emptiness} bonus if it used.
If the initiative rolls is to appear on the tracker, the sheet must be connected to an token and be selected, then rolled. The Character points, Extra dice and Custom Roll don't use the above attributes for simplicity's sake.
Roll20 sheet general tips
- On all skill rolls the pip field must be filled with a number and cannot be left empty, or it will break the roll and show "0" as result.
- Wound penalties are automatically subtracted from all relevant rolls if used, same with the "Force Powers Up" tracker
- You can hide the Force & Background sections with the checkbox on the left side of the section
Macros
Custom Roll:
&{template:default} {{name=?{Roll Name}}} {{Roll=[[{(?{Number of dice|0} - 1)d6cf0cs7 + ?{Number of pip|0},1d6!cf1cs6}]]}}
Noteworthy attributes that can be useful in macros:
@{WoundLevel}
It's value can be 0,-1,-1,-2,-5,-10, corresponding to Healthy, stunned, wounded, wounded twice, incapacitated, mortally wounded as they can be selected from the sheet. Good for tracking roll penalties automatically. Incapacitated and mortally wounded have the absurd penalties in place as character shouldn't be able to function when in that shape.
@{Force_Up}
It can track numbers of force powers "up", and gives the corresponding negative value for number of active powers. Good for tracking roll penalties incurring from upheld force powers automatically.
G+ Community's roll macros |
Character-Point
&{template:default} {{name=Character Point}} {{Roll=[[1d6!cs100cf0]]}} Complication(need Complication table) &{template:default} {{name=Complication}} {{[[1t[Complication]]]}} Damage &{template:default} {{name=?{Weapon Type|Damage|Archaic Guns|Artillery|Blaster|Blaster Artillery|Bowcaster|Bows|Brawling|Capital Ship Gunnery|Firearms|Flamethrower|Grenade|Lightsaber|Melee Combat|Missile Weapons|Starship Gunnery|Thrown Weapons|Vehicle Blasters} Damage}} {{Roll=[[1d6!cs100cf0+(?{Damage Dice (D)|0|1|2|3|4|5|6|7|8|9|10|11|12|13|14}-1)d6cs100cf0+?{Damage Pips (+)|0|1|2|3|4}]]}} Defense &{template:default} {{name=?{Defense type|Defense Pool|Brawling Parry|Dodge|Lightsaber|Melee Parry}}} {{Roll=[[1d6!+(?{How Many Dice (D)|0|1|2|3|4|5|6|7|8|9|10|11|12|13|14}-1)d6cs100cf0+?{Pips (+)|0|1|2|3|4}]]}} {{Cover Mod=[[(?{Cover|0|¼, 1|½, 2|¾, 4})d6cs100cf0]]}} {{Environment Mod=[[(?{Environment|0|1|2|4})d6cs100cf0]]}} Dice-Pool &{template:default} {{name=?{Skill Being Used?|Dice Pool|Acrobatics|Alter|Aquatic Vehicle Operation|Aquatic Vehicle Repair|Archaic Guns|Archaic Starship Piloting|Armor Repair|Alien Species|Artillery|Astrogation|Bargain|Beast Riding|Blaster|Blaster Artillery|Blaster Repair|Bowcaster|Bows|Brawling|Brawling Parry|Bureaucracy|Business|Capital Ship Gunnery|Capital Ship Piloting|Capital Ship Repair|Capital Ship Shields|Capital Ship Weapon Repair|Climbing/Jumping|Command|Communications|Computer Programming/Repair|Con|Control|Cultures|Demolitions|Dexterity|Dodge|Droid Programming|Droid Repair|Engineering|Equipment Repair|Firearms|First Aid|Flamethrower|Forgery|Gambling|Grenade|Ground Vehicle Operation|Ground Vehicle Repair|Hide|Hover Vehicle Operation|Hover Vehicle Repair|Intimidation|Investigation|Jet Pack Operation|Knowledge|Languages|Law Enforcement|Lifting|Lightsaber|Lightsaber Repair/Engineering|Mechanical|Medicine|Melee Combat|Melee Parry|Missile Weapons|Perception|Persuasion|Pick Pocket|Planetary Systems|Pod Racer Operation|Powersuit Operation|Repulsorlift Operation|Repulsorlift Repair|Rocket Pack Operation|Running|Scholar|Search|Security|Sense|Sensors|Soak|Sneak|Space Transports|Space Transport Repair|Stamina|Starfighter Piloting|Starfighter Repair|Starship Gunnery|Starship Shields|Starship Weapon Repair|Streetwise|Strength|Submersible Vehicle Operation|Submersible Vehicle Repair|Survival|Swimming|Swoop Operation|Tactics|Technical|Thrown Weapons|Value|Vehicle Blasters|Walker Operation|Walker Repair|Willpower} Skill}} {{Roll=[[1d6!cs100+(?{How Many Dice (D)|0|1|2|3|4|5|6|7|8|9|10|11|12|13|14}-1)d6cs100cf0+?{Pips(+)|0|1|2|3|4}]]}} Hit-Location(need Hit-location table) &{template:default} {{name=Hit Location}} {{[[1t[Hit-Location]]]}} Initiative &{template:default} {{name=Initiative}} {{Roll=[[1d6!cs100cf0+(?{Perception dice (D)|0|1|2|3|4|5|6|7|8|9|10|11|12|13|14}-1)d6cs100cf0+?{Pips(+)|0|1|2|3|4} &{tracker}]]}} Starship Damage(need table) &{template:default} {{name=Starship Damage}} {{?{Damage Level|Light, [[ 1t[S-L] ]]|Heavy, [[ 1t[S-H] ]]|Severe, [[ 1t[S-S] ]]}}} Vehicle-Damage (need table) &{template:default} {{name=Vehicle Damage}} {{?{Damage Level|Light, [[ 1t[V-L] ]]|Heavy, [[ 1t[V-H] ]]|Severe, [[ 1t[V-S] ]]}}} Vehicle Defense &{template:default} {{name=?{Vehicle type|Vehicle Dodge Pool|Capital Ship|Repulsorlift Operations|Space Transport|Starfighter} Dodge}} {{Roll=[[1d6!+(?{How Many Dice (D)|0|1|2|3|4|5|6|7|8|9|10|11|12|13|14}-1)d6cs100cf0+?{Pips (+)|0|1|2|3|4}+(?{Maneuverability Dice|0|1|2|3|4}d6cs100cf0)+?{Pips|0|1|2}+(?{Scale Modifier|0|1|2|3|4|5|6}d6cs100cf0)}]]}} Vehicle-Soak &{template:default} {{name=?{Soak: Vehicle Type|Capital Ship|Repulsorlift|Space Transport|Starfighter} Soak}} {{Roll=[[1d6!cs100cf0+(?{Body/Hull Dice|0|1|2|3|4|5|6|7|8|9|10|11|12|13|14}-1)d6cs100cf0+?{Pips(+)|0|1|2|3|4}+(?{Shield Dice|0|1|2|3|4|5|6|7|8|9|10|11|12|13|14}d6cs100cf0)+?{Pips|0|1|2|3|4}+?{Scale Modifier|0|1|2|3|4|5|6}d6cs100cf0)]]}}|} |
Macro to track health on tokens(requires TokenMod API and plus/pro subscription):
!token-mod --set ?{Health Status| Full Health, aura2_radius# | Stunned, aura2_radius#1 aura2_color#fdff00 | Wounded, aura2_radius#1 aura2_color#ff7400 | Wounded Twice, aura2_radius#1 aura2_color#003eb2 | Incapacitated, aura2_radius#1 aura2_color#cf5cd0 | Mortally Wounded, aura2_radius#1 aura2_color#ff0040 | Dead, statusmarkers#dead /desc @{selected|token_name} dies! /fx splatter-blood @{selected|token_id} @{selected|token_id} /fx glow-blood @{selected|token_id} @{selected|token_id} /fx bubbling-blood @{selected|token_id} @{selected|token_id} }
More info and picture of use here
Recent Updates(2017-2018)
- Weapon section roll fixed (2018-02)
- Vehicle/Ship text blocks have been added to the bottom of the sheet(2018-02)
- "lightsaber combat" option added to the Force section so you can have your attack and damage rolls preset for "lightsaber combat" (2018-02)
- Added a Skill Section and Attack Button (weapon section) (2018-01-15)
- Increased the Size of the Medium Range to take triple digit numbers (weapon section) (2018-01-15)
- Weapon name is properly showed when damage is rolled from the sheet (2017-11)
- Perception skills and old weapons are back! (2017-11)
- All skills and attributes now rolls with a template and dice/pip mod can be given (2017-11)
- Armor section is working, rolls and all (2017-11)
- A initiative skill have been added to second section next to char points, with a roll that sends to tracker (2017-11)
- Custom rollers, with and without wild die have been added to same section (2017-11)
- Roller for char points have been added next to char point attribute (2017-11)
- Force and Background section can now be hidden with a checkbox each (2017-11)
- Resist pain in force section have been disabled for not working properly (2017-11)
- Duplicating text fields "character connections" <-> "other notes" is fixed (2017-11)
- Added attributes for wound levels, and trackers for force emptiness, number of force powers active and Resist Pain (2017-11-15)
- Added repeating armor section with soak rolls (2017-11)
- All attributes & skill roll using a template, taking wounds in considerations, and the player can additionally choose to include Dice/pip mods for the rolls (2017-11-15)
- Added missing Star Wars logo & black space background (2017-11-15)
- Checkbox to hide force section (2017-11-15)
- Change dice icon to d6 (2017-11-15)
Sheet improvement ideas
- expand the ship/vehicle section with rolls and more stat sections
- move Ship/vehicle section to a different tab
- simplified NPC tab for GMs
- option to hide unneeded sections, eg. force section for non-sensitive characters
- option to switch sheet between 1E and 2E rolls (i.e. buttons rolling with- or without the wild die rule)
- make a "Resist Pain" tracker that can automatically remove the penalties wound levels gives rolls
- more options to track different force powers
- option to custom the default rolls (show/don't show roll mod inquiries, with/without wild die, use/don't use roll template, gmroll/default roll)
- improve layout
- make a SW-themed roll template
See Also