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Structures & Buildings (drop-in rules) v2.0.0
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shootingwomprats
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PostPosted: Mon Aug 18, 2025 3:49 am    Post subject: Structures & Buildings (drop-in rules) v2.0.0 Reply with quote

Structures & Buildings (drop-in rules) — v2.0.0 (2025-08)
by Emperor Ollie

Note: The title hyperlinks to a Google doc where you can not only download a very limited edit of the file, but you also make comments to sections for correction or suggestions.

Table of Contents

  • 1.0.1 Conventions (Optional)

    • 1.0.1.10 Section
    • 1.0.1.20 Zone
    • 1.0.1.30 Shield Plane
    • 1.0.1.40 Pips and Dice
    • 1.0.1.50 “X+” Notation (Optional)


  • 1.1.0 Structure

    • 1.1.0.10 What it is.
    • 1.1.0.20 When you roll it.
    • 1.1.0.30 Coverage Reminder (Optional)
    • 1.1.1 Picking a Structure (typical scale at right)

      • 1.1.1.10 Armor (definition)
      • 1.1.1.20 Shields (definition)
      • 1.1.1.30 Shield Pools

    • 1.1.2 Give the Structure a Scale Tag

      • 1.1.2.10 Battlestation Scale (Optional)

    • 1.1.3 Resistance Roll

      • 1.1.3.10 Shield Coverage
      • 1.1.3.20 Inside-Origin Attacks
      • 1.1.3.30 Outside-Origin Attacks
      • 1.1.3.40 Handling the 0–4 Band

    • 1.1.4 Armor (passive protection)

      • 1.1.4.10 Coverage Rules
      • 1.1.4.20 Armor Ablation (Optional)
      • 1.1.4.30 Armor Repairs
      • 1.1.4.40 Armor Ratings

    • 1.1.5 Localized Elements Pointer
    • 1.1.6 Workmanship and Condition Modifiers (Optional)

      • 1.1.6.10 Workmanship (choose one)
      • 1.1.6.20 Condition (choose one)
      • 1.1.6.30 Order of Application

    • 1.1.7 Materials Baselines (Reference)

      • 1.1.7.10 Wall Cores
      • 1.1.7.20 Roof Decks
      • 1.1.7.30 Floor Slabs and Decks
      • 1.1.7.40 Notes
      • 1.1.7.50 Old or Compromised Stock (Optional)

    • 1.1.8 Utilities & Subsystems Map (Reference) (Optional)

      • 1.1.8.10 What this is.
      • 1.1.8.20 Mapping examples.
      • 1.1.8.30 Suggested Bodies and Armor.
      • 1.1.8.40 Shields.
      • 1.1.8.50 If disabled: local effects.



  • 1.2.0 Scale

    • 1.2.0.10 Scale Values
    • 1.2.0.20 Scale Difference
    • 1.2.0.30 Mega-Scale Extension (Optional)
    • 1.2.1 Lower Against Higher

      • 1.2.1.10 Attack
      • 1.2.1.20 Damage and Soak

    • 1.2.2 Higher Against Lower

      • 1.2.2.10 Attack
      • 1.2.2.20 Damage and Soak

    • 1.2.3 Weapon and Platform Scale

      • 1.2.3.10 Area Weapons (Optional)

    • 1.2.4 Structures and Dodge
    • 1.2.5 Point-Blank Tools


  • 1.3.0 Damage Resolution

    • 1.3.0.10 Step One: Roll
    • 1.3.0.20 Step Two: Margin
    • 1.3.0.30 Step Three: Apply the Result
    • 1.3.1 Effects by State

      • 1.3.1.10 Shields Hit (system roll; no facings)

        • 1.3.1.10.10 Trigger
        • 1.3.1.10.20 Controller Dice Pool
        • 1.3.1.10.30 Target Number
        • 1.3.1.10.40 Outcomes
        • 1.3.1.10.45 Controller Modifiers (Optional)
        • 1.3.1.10.50 Per-Attack Cap

          • 1.3.1.10.50.10 What Counts as One Resolution (Optional)

        • 1.3.1.10.60 No Shield Present
        • 1.3.1.10.70 Reminder if Shield Types Are Enabled (Optional)

      • 1.3.1.20 Systems Ionized (Structures)

        • 1.3.1.20.10 Nature
        • 1.3.1.20.20 Immediate Effect and Duration
        • 1.3.1.20.30 Ionization Counters
        • 1.3.1.20.40 Systems Lock
        • 1.3.1.20.50 Clearing Ionization
        • 1.3.1.20.60 Ion During Lock (Optional)

      • 1.3.1.30 Lightly Damaged
      • 1.3.1.40 Heavily Damaged
      • 1.3.1.50 Severely Damaged
      • 1.3.1.60 Destroyed
      • 1.3.1.70 Stacking and Escalation
      • 1.3.1.80 Impact-Scaled Shield Save (Optional)

    • 1.3.2 Multiple Hits and Order of Operations (Optional)

      • 1.3.2.10 Purpose.
      • 1.3.2.20 Per-attack sequence.
      • 1.3.2.30 Per-attack cap.
      • 1.3.2.40 Flicker timing.
      • 1.3.2.50 Ionization timing.
      • 1.3.2.60 Mixed sources.
      • 1.3.2.70 Autofire and pooling.
      • 1.3.2.80 End-of-round housekeeping.



  • 1.4.0 Targeted Elements and Fixtures (doors, ports, shutters, bays)

    • 1.4.1 Element Statistics and Resistance

      • 1.4.1.10 Body (in dice)
      • 1.4.1.20 Armor (if any)
      • 1.4.1.30 Shields (if any)
      • 1.4.1.40 Scale Tag
      • 1.4.1.50 Resistance Formula for Elements
      • 1.4.1.60 Shield Coverage Rule for Elements
      • 1.4.1.70 Junction Shots (Optional)

    • 1.4.2 Element Baselines (Body)

      • 1.4.2.10 Doors (personnel)
      • 1.4.2.20 Windows and Viewports
      • 1.4.2.30 Shutters and Grilles
      • 1.4.2.40 Hatches and Panels
      • 1.4.2.50 Vehicle and Bay Doors
      • 1.4.2.60 Aperture Fields and Seals

        • 1.4.2.60.10 Field Treatment
        • 1.4.2.60.20 Coverage Application

      • 1.4.2.70 Notes and Variants
      • 1.4.2.80 Doors & Shutters Construction Table (Reference)

    • 1.4.3 Results by Band for Elements
    • ]1.4.4 Mixed Material Examples
    • 1.4.5 Opening, Jam Clearing, and Repair

      • 1.4.5.10 Clear a Jam (Lightly)
      • 1.4.5.20 Force Open (Heavily)
      • 1.4.5.30 Permanent Repair
      • 1.4.5.40 Stacking Note

    • 1.4.6 Powered Elements and Ionization
    • 1.4.7 Breaching Tools and Charges


  • 1.5.0 Breaching and Demolitions

    • 1.5.0.10 Scope
    • 1.5.0.20 Shield Interaction
    • 1.5.0.30 Large AoE Across Sections (Optional)
    • 1.5.1 Called Breaching Shot (wall section approximately 2 by 2 meters)
    • 1.5.2 Shaped Charges and Demolition Kits

      • 1.5.2.10 Setup Time
      • 1.5.2.20 Success Thresholds
      • 1.5.2.30 Internal Placement and Shields
      • 1.5.2.40 Mishaps
      • 1.5.2.50 Demolitions Mishap Trigger (Optional)
      • 1.5.2.60 Silent vs Fast Charges (Optional)

    • 1.5.3 Mechanical Breaching Tools (Optional)

      • 1.5.3.10 Scope and Approach
      • 1.5.3.20 Manual Ram (Equipment)
      • 1.5.3.30 Hydraulic Spreader (Equipment)
      • 1.5.3.40 Rotary Saw or Cutter (Equipment)



  • 1.6.0 Inside the Building: Collateral to People and Gear

    • 1.6.0.10 Scope
    • 1.6.0.20 Cover Adjustment
    • 1.6.1 Occupant Impact (character scale)

      • 1.6.1.10 Proximity
      • 1.6.1.20 Cover

    • 1.6.2 Contents and Fixtures

      • 1.6.2.10 Powered Gear under Ionization (Optional)
      • 1.6.2.20 Hard-Mounted Machinery (Optional)

    • 1.6.3 Entrapment and Clearance
    • 1.6.4 Ionization: Interior Side Effects
    • 1.6.5 Cover and Application Notes


  • 1.7.0 Collapse and Fire Progression (Optional)

    • 1.7.1 Collapse Checks

      • 1.7.1.10 Collapse Check
      • 1.7.1.20 Progressive Collapse
      • 1.7.1.30 Frequency

    • 1.7.2 Fire and Smoke

      • 1.7.2.10 Ignition
      • 1.7.2.20 Smoke
      • 1.7.2.30 Vision
      • 1.7.2.40 Agents (Optional)

    • 1.7.3 Structural Weakening from Heat
    • 1.7.4 Fire Spread and Intensification

      • 1.7.4.10 Intensify
      • 1.7.4.20 Spread
      • 1.7.4.30 Fire-Rated Doors

    • 1.7.5 Suppression and Clearance

      • 1.7.5.10 Portable Suppression
      • 1.7.5.20 Built-In Suppression (Powered)
      • 1.7.5.30 Built-In Suppression (Offline)
      • 1.7.5.40 Vent Smoke



  • 1.8.0 Repairs

    • 1.8.1 Patch Light Damage
    • 1.8.2 Stabilize Heavy
    • 1.8.3 Shore Severe
    • 1.8.4 Rebuild Destroyed
    • 1.8.5 Shields and Ionization Service

      • 1.8.5.10 Restoring Shields
      • 1.8.5.20 Ionization

    • 1.8.6 Working Conditions and Teamwork

      • 1.8.6.10 No Tools or Parts
      • 1.8.6.20 Hostile Environment
      • 1.8.6.30 Teamwork
      • 1.8.6.35 Teamwork Aggregation (Optional)
      • 1.8.6.40 In-Combat Repairs

    • 1.8.7 Hazard Clearance Summary

      • 1.8.7.10 Portable Fire Fighting
      • 1.8.7.20 Built-In Suppression (Powered)
      • 1.8.7.30 Built-In Suppression (Offline)
      • 1.8.7.40 Vent Smoke
      • 1.8.7.50 Live Power Isolate

    • 1.8.8 Progress and Section Tracking

      • 1.8.8.10 Sample Clocks (Optional)

        • 1.8.8.10.10 Using These Clocks (Optional)

      • 1.8.8.20 Repair Clocks

        • 1.8.8.20.10 Patch Light Damage (4-segment)
        • 1.8.8.20.20 Stabilize Heavy (6-segment)
        • 1.8.8.20.30 Shore Severe (8-segment)
        • 1.8.8.20.40 Armor Resheet / Sheathing (6-segment)
        • 1.8.8.20.50 Rebuild Destroyed (12-segment, Project)

      • 1.8.8.30 Hazard Mitigation Clocks

        • 1.8.8.30.10 Fire Knockdown (6-segment)
        • 1.8.8.30.20 Vent Smoke (4-segment)
        • 1.8.8.30.30 Collapse Shoring Plan (8-segment)

      • 1.8.8.40 Systems & Shields Clocks

        • 1.8.8.40.10 Site Power Reboot & Audit (5-segment)
        • 1.8.8.40.20 Shield Recalibration (4-segment)
        • 1.8.8.40.30 Sensor Net Bring-Up (6-segment)

      • 1.8.8.50 Access, Doors & Breach Clocks

        • 1.8.8.50.10 Clear Jammed Door (4-segment)
        • 1.8.8.50.20 Force Open Heavily-Damaged Door (4-segment)
        • 1.8.8.50.30 Enlarge Breach to 2×2 m (4-segment)

      • 1.8.8.60 Recovery & Extraction Clocks

        • 1.8.8.60.10 Extract Stuck Vehicle (6-segment)
        • 1.8.8.60.20 Rubble Clearance (8-segment)




  • 1.9.0 Special Integrations

    • 1.9.1 Energy Screens

      • 1.9.1.10 Shield Role
      • 1.9.1.20 0–4 Band Behavior
      • 1.9.1.30 Severe Results and Flicker

        • 1.9.1.30.10 Zero-Die Pools (Optional)

      • 1.9.1.40 Out-of-Combat Recharge (Optional)

    • 1.9.2 Vacuum and Pressure Environments

      • 1.9.2.20 Aperture Flicker and Decompression (Optional)

    • 1.9.3 Shield Types (Optional)

      • 1.9.3.10 Types
      • 1.9.3.20 Coverage and Movement
      • 1.9.3.30 Controller Behavior Options

        • 1.9.3.30.10 Default (Simple)
        • 1.9.3.30.20 Variant A (Light Flavor)
        • 1.9.3.30.30 Variant B (Granular)

      • 1.9.3.40 Attack-Type Map (Optional)

        • 1.9.3.40.10 Ray Shields Apply To
        • 1.9.3.40.20 Particle Shields Apply To
        • 1.9.3.40.30 Mixed or Exotic Sources


    • 1.9.4 Rams and Collisions (Optional)

      • 1.9.4.10 Coverage and Type
      • 1.9.4.20 Speed Dice
      • 1.9.4.30 Ram Damage Expression
      • 1.9.4.40 Resolution and Penetration

    • 1.9.5 Environmental Stressors (Optional)

      • 1.9.5.10 High gravity.
      • 1.9.5.20 Corrosive atmosphere or fluids.
      • 1.9.5.30 Seismic activity.
      • 1.9.5.40 Thermal extremes.

    • 1.9.6 Electronic Warfare versus Shields (Optional)

      • 1.9.6.10 Scope
      • 1.9.6.15 Skills
      • 1.9.6.20 Jamming Pulse (Contested)
      • 1.9.6.30 Spoof Packet (Contested)
      • 1.9.6.40 Stacking and Limits
      • 1.9.6.50 Countermeasures Console



  • 1.10.0 Worked Examples

    • 1.10.1 Blaster versus Reinforced Door
    • 1.10.2 E-web versus Ferrocrete Wall
    • 1.10.3 Starfighter Rocket versus Bunker
    • 1.10.4 Landing Bay Magnetic Field (local pool example)
    • 1.10.5 Worked Example — Ram (Optional)

      • 1.10.5.10 Setup.
      • 1.10.5.20 Ram Damage.
      • 1.10.5.30 Resolution against the wall.
      • 1.10.5.40 Mutual damage to the speeder.
      • 1.10.5.50 Follow-on.



_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Mon Aug 18, 2025 5:37 am; edited 3 times in total
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shootingwomprats
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PostPosted: Mon Aug 18, 2025 3:50 am    Post subject: Reply with quote

1.1.0 Structure
1.1.0.10 What it is.
Structure is the building’s base die code to resist damage.

1.1.0.20 When you roll it.
On any hit against the structure, or against a targeted section or element, roll Resistance as:
Resistance = Structure + Armor (if any) + Shields (if any) + Scale Difference (see §1.2.0).
Interpret the result using §1.3.0. Handle repairs using §1.8.0.

1.1.0.30 Coverage Reminder (Optional)
Add Armor only if the line of effect passes that layer (see §1.1.4.10). Use exactly one shield plane, chosen by physical coverage (see §1.1.3.10 and §1.4.1.60).

1.1.1 Picking a Structure (typical scale at right)
Choose the closest baseline. You may apply optional workmanship and condition modifiers as described in §1.1.6 (Optional).

Hide or wattle hut, thatch, canvas: 1D (Speeder)
Timber cabin or plank shack: 2D (Walker)
Stone masonry, brick or fieldstone: 3D (Walker)
Ferrocrete wall or standard commercial: 4D (Walker)
Durasteel-frame industrial or strongpoint: 5D (Starfighter)
Reinforced bunker or blast vault: 6D (Starfighter)
Hardened military bunker or shielded gatehouse: 7D (Starfighter)
For mega-structures or fortresses, upgrade the tag to Capital.

1.1.1.10 Armor (definition)
Armor means extra plating or barriers (see §1.1.4).

1.1.1.20 Shields (definition)
Shields means active fields or wards.

1.1.1.30 Shield Pools
A site may have a site-wide pool and also local element pools (see §1.1.3 and §1.4.0).

1.1.2 Give the Structure a Scale Tag
Sheds, kiosks, huts: Speeder
Houses and small shops (one to three stories): Walker
Bunkers, warehouses, watchtowers: Starfighter
Fortresses, mega-towers, cavern complexes: Capital

1.1.2.10 Battlestation Scale (Optional)
Use Battlestation for planet-killer or planetoid installations. Treat as a scale above Capital (see §1.2.0.30).

1.1.3 Resistance Roll
When the structure is hit, roll Resistance as defined in §1.1.0.20.

1.1.3.10 Shield Coverage
A site can have a site-wide shield pool and one or more element-local pools. A hit crosses at most one shield plane. Use only the single pool that physically covers the line of effect (see §1.4.1). Shield dice do not stack.

1.1.3.20 Inside-Origin Attacks
If an attack originates inside and exits through an aperture, use the aperture’s local plane if one exists, such as a magnetic field.

1.1.3.30 Outside-Origin Attacks
If an attack originates outside and strikes a façade, use the site-wide plane unless the line of effect specifically crosses a local plane, such as a door seal.

1.1.3.40 Handling the 0–4 Band
If the band is 0–4 (see §1.3.0) and a shield plane is present, make a Shield Controller roll for that pool (see §1.3.1.10). If the relevant pool is 0D or no applicable shield is present, apply Systems Ionized instead (see §1.3.1.20).

1.1.4 Armor (passive protection)

1.1.4.10 Coverage Rules
Apply Armor only if the hit passes through that layer of the targeted section or element. If only part of the surface is armored, attackers may call an unarmored spot at the GM’s discretion.

1.1.4.20 Armor Ablation (Optional)
Heavily Damaged: reduce Armor by two pips on the struck section or element.
Severely Damaged: reduce Armor by one die on the struck section or element. This replaces the two-pip reduction.
Destroyed: remove Armor from the struck section or element until repaired (see §1.8.0).
Scope: ablation applies only to the struck section or element. Replacing the affected layer restores the ablated rating (see §1.8.0).

1.1.4.30 Armor Repairs
Light repair: Repair 10; ten to thirty minutes.
Sheathing repair: Repair 15; thirty to sixty minutes.
Heavy or composite repair: Repair 20; two to four hours.
Hardened lining repair: Repair 25; four to eight hours.
See §1.8.0 for general repair procedures.

1.1.4.40 Armor Ratings
Choose the closest rating that the line of effect crosses (see §1.1.4.10). These ratings modify Resistance and do not add procedures.

Light cladding, metal slats, or bar grating: +2 pips
Blast sheathing, durasteel plates, or armored shutter: +1D
Composite laminate or spaced paneling: +1D+2
Heavy durasteel or composite panels, reinforced parapet: +2D
Hardened appliqué kit or bunker lining (rare): +3D

1.1.5 Localized Elements Pointer
If you target a door, window, or port, roll that element’s own statistics (see §1.4.0) instead of the parent wall. If a called shot misses the element but still hits the wall, use the wall’s Structure.

1.1.6 Workmanship and Condition Modifiers (Optional)
These optional modifiers affect Structure only. They do not affect Armor or Shields. Choose at most one modifier from each table. Use values of two pips or a full die. Do not use single-pip modifiers.

1.1.6.10 Workmanship (choose one)
Shoddy: –1D
Rough: –2 pips
Standard: 0
Engineered: +2 pips
Overbuilt: +1D

1.1.6.20 Condition (choose one)
Compromised: –1D
Damaged or Worn: –2 pips
Sound or Average: 0
Well-maintained: +2 pips
Recently reinforced: +1D

1.1.6.30 Order of Application
Start with the baseline from §1.1.1. Apply a Workmanship modifier if you are using them. Apply a Condition modifier if you are using them. Add Armor and Shields on the Resistance roll as described in §1.1.3.

1.1.7 Materials Baselines (Reference)
Use these lines to help justify a Structure pick (see §1.1.1) and to choose an appropriate Armor value for a struck section (see §1.1.4). They are guidance, not new mechanics.

1.1.7.10 Wall Cores
Canvas or tent fabric: Structure 1D; Armor +0
Timber frame with plank siding: Structure 2D; Armor +0
Timber frame with lath and plaster: Structure 2D; Armor +0
Unreinforced brick or fieldstone: Structure 3D; Armor +0
Reinforced masonry (filled CMU): Structure 3D–4D; Armor +2 pips
Ferrocrete, ~200 mm: Structure 4D; Armor +1D
Durasteel panel on steel frame, ~10 mm skin: Structure 5D; Armor +1D
Composite sandwich panel, structural: Structure 5D; Armor +1D+2
Reinforced concrete bunker, ~500 mm: Structure 6D; Armor +2D
Hardened bunker with appliqué lining: Structure 7D; Armor +3D

1.1.7.20 Roof Decks
Wood truss with plywood and shingles: Structure 2D; Armor +0
Metal deck with light concrete topping: Structure 3D; Armor +2 pips
RC slab, ~150–200 mm: Structure 4D; Armor +2 pips
Durasteel deck with plate, light armored: Structure 5D; Armor +1D
Armored roof (military): Structure 6D; Armor +1D+2

1.1.7.30 Floor Slabs and Decks
Wood joists with plank or subfloor: Structure 2D; Armor +0
RC slab, ~200 mm: Structure 4D; Armor +2 pips
Heavy RC slab, ~300 mm: Structure 5D; Armor +1D
Durasteel deck with stiffeners: Structure 5D; Armor +1D
Starship-grade deck (ribbed): Structure 6D; Armor +1D+2

1.1.7.40 Notes
These lines are not extra dice on top of §1.1.1. Pick your Structure from §1.1.1, then use this section to justify or tweak that pick and to set Armor on the struck face (see §1.1.4). When breaching a section directly (see §1.5.1), use the building’s current Structure for that section and add Armor from here if the line of effect crosses it.

1.1.7.50 Old or Compromised Stock (Optional)
If §1.1.6 is not used, you may reflect age and neglect by reducing the suggested Structure by one pip and Armor by one pip for older, poorly maintained constructions.

1.1.8 Utilities & Subsystems Map (Reference) (Optional)

1.1.8.10 What this is.
Quick reference for treating power, data, HVAC, fuel, and similar infrastructure as elements with their own Body, Armor, and possible Shields. Use these when such targets are struck directly or deliberately targeted (see §1.4.0).

1.1.8.20 Mapping examples.
Power trunk or breaker room; data hub or comms closet; air handler or ventilation plenum; sprinkler riser; fuel line or storage manifold; elevator machinery room. Treat each as an element when individually targeted (see §1.4.1).

1.1.8.30 Suggested Bodies and Armor.
Power trunk or breaker room: Body 3D–4D; Armor +0 to +2 pips.
Data hub or comms closet: Body 2D–3D; Armor +0.
Air handler or ventilation plenum: Body 2D–3D; Armor +0.
Sprinkler riser or suppression valve set: Body 2D–3D; Armor +0.
Fuel line, exposed: Body 2D; Armor +0.
Fuel manifold, protected: Body 3D–4D; Armor +2 pips.
Elevator machinery room: Body 3D–4D; Armor +0 to +2 pips.

1.1.8.40 Shields.
These subsystems rarely have local Shields. If the line of effect crosses a site-wide plane instead, apply that pool normally (see §1.1.3.10 and §1.3.1.10).

1.1.8.50 If disabled: local effects.
Power trunk: dark zone; apply Systems Ionized to powered doors, lifts, sensors in the affected zone (see §1.3.1.20).
Data hub: cameras and sensors offline; comms penalties in the zone (GM adjudication).
Air handler: smoke lingers; Stamina checks in the zone may be +5 Difficulty (see §1.7.2).
Sprinkler riser: suppression unavailable in that zone (see §1.7.5).
Fuel system: leak or fire risk at GM’s call; ignition checks may be –5 to the TN due to volatility (see §1.7.2.10).
_________________
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Host, Shooting Womp Rats
The D6 Podcast
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PostPosted: Mon Aug 18, 2025 3:53 am    Post subject: Reply with quote

1.2.0 Scale
1.2.0.10 Scale Values
Character: 0D
Speeder: +2D
Walker: +4D
Starfighter: +6D
Capital: +12D

1.2.0.20 Scale Difference
Scale Difference equals the higher scale value minus the lower scale value.

1.2.0.30 Mega-Scale Extension (Optional)
Battlestation: +18D.
Use when the platform or target is a superstructure such as a planet-killer, ring habitat, or planetoid fortress. Apply §1.2.1 through §1.2.5 normally with this value.

1.2.1 Lower Against Higher

1.2.1.10 Attack
Add the Scale Difference to the attacker’s roll.

1.2.1.20 Damage and Soak
The higher-scale target adds the Scale Difference to its damage resistance.

1.2.2 Higher Against Lower

1.2.2.10 Attack
Roll a normal attack. The lower-scale target adds the Scale Difference to its dodge roll, if any.

1.2.2.20 Damage and Soak
Add the Scale Difference to the attacker’s damage.

1.2.3 Weapon and Platform Scale
Use the weapon’s scale if it differs from the firing platform. If the weapon’s scale is not specified, use the platform’s scale.

1.2.3.10 Area Weapons (Optional)
If an area weapon’s scale differs from the firing platform, use the weapon’s own scale for §1.2.1–§1.2.2 interactions.

1.2.4 Structures and Dodge
Buildings normally do not dodge. Ignore dodge unless the site has an explicit mobility or defense that grants a dodge-equivalent. Attack-side scale rules still apply against set difficulties and cover.

1.2.5 Point-Blank Tools
Placed charges and cutters are handled by breaching rules (see §1.5.0). Do not change Scale for these tools.
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PostPosted: Mon Aug 18, 2025 3:54 am    Post subject: Reply with quote

1.3.0 Damage Resolution
1.3.0.10 Step One: Roll
Roll Damage against Resistance as defined in §1.1.3.

1.3.0.20 Step Two: Margin
Compute Margin as Damage minus Resistance.

1.3.0.30 Step Three: Apply the Result
0–4: if a shield plane covers the line of effect, resolve Shields Hit (see §1.3.1.10); otherwise apply Systems Ionized (see §1.3.1.20).
5–8: Lightly Damaged.
9–12: Heavily Damaged.
13–15: Severely Damaged.
16+: Destroyed.

1.3.1 Effects by State

1.3.1.10 Shields Hit (system roll; no facings)

1.3.1.10.10 Trigger
Apply when the band is 0–4 and a shield plane covers the line of effect.

1.3.1.10.20 Controller Dice Pool
Roll 4D for civilian or commercial controllers, 5D for military or hardened controllers, or 6D for advanced or AI controllers.

1.3.1.10.30 Target Number
TN 15, unless §1.3.1.80 (Optional) is enabled.

1.3.1.10.40 Outcomes
Success: the shields hold. There is no loss of shield dice.
Failure: reduce the relevant shield pool by one die. The loss is cumulative and lasts until repaired (see §1.8.5).
Failure 5+: in addition to the Failure effect above, add one Ionization Counter and apply Systems Ionized for the current round (see §1.3.1.20).

1.3.1.10.45 Controller Modifiers (Optional)
Apply situational ±1D to the Controller pool for sabotage (+), damage (–), or admin override (+), not to exceed ±2D total without GM fiat.

1.3.1.10.50 Per-Attack Cap
A single damage resolution can remove at most one die from that pool. Separate attacks, such as individual autofire hits that roll separate damage, may each threaten this cap. If more than one pool is crossed in the same round, apply the cap per pool.

1.3.1.10.50.10 What Counts as One Resolution (Optional)
“Per-attack cap” applies per separate damage roll. Autofire modes that roll damage separately may each threaten the cap; pooled or single-damage modes do not.

1.3.1.10.60 No Shield Present
If no shield plane covers the line of effect, or if the relevant pool is 0D, treat a 0–4 result as Systems Ionized (see §1.3.1.20).

1.3.1.10.70 Reminder if Shield Types Are Enabled (Optional)
If §1.9.3 is enabled, Ray shields apply to energy, thermal, and ion effects. Particle shields apply to kinetic, concussive, rams, and debris. If the attack type does not match the plane, treat the attack as having no shield present.

1.3.1.20 Systems Ionized (Structures)

1.3.1.20.10 Nature
A power surge disrupts control circuits. This never increases structural damage level.

1.3.1.20.20 Immediate Effect and Duration
Powered system checks suffer –1D for 1D rounds. This includes doors and locks, lifts, lighting, communications, sensors and cameras, automated turrets, environmental controls, fire suppression, and shield control. If another ionization instance occurs while the penalty is active, add +1 round to the remaining duration. Do not increase the –1D penalty. Duration stacks by time, not magnitude.

1.3.1.20.30 Ionization Counters
Counters are site-wide. Each time Systems Ionized is inflicted, add one counter.

1.3.1.20.40 Systems Lock
If Ionization Counters are greater than or equal to Structure (in whole dice), all powered systems are frozen for two rounds. Only manual overrides are possible during the lock, and checks to operate manual overrides have +10 Difficulty. After the lock ends, reset Ionization Counters to zero. If Structure is 0D, the threshold is one counter.

1.3.1.20.50 Clearing Ionization
The time-based penalty ends when its duration expires. A technician may attempt an immediate reset as a Repair 15 action to end the current penalty early. This does not remove Ionization Counters. Ionization Counters reset to zero after any Systems Lock, or at the GM’s discretion at the end of the scene.

1.3.1.20.60 Ion During Lock (Optional)
While a Systems Lock is active, ignore additional Systems Ionized penalties and do not add duration. You may still add Ionization Counters, but they immediately cap at the lock threshold and do not extend the lock beyond its two rounds.

1.3.1.30 Lightly Damaged
Surface scorching and hairline cracking occur. The interior surface may spall. The section suffers a –1 pip penalty to Structure until patched (see §1.8.1). Minor debris is present in the struck zone (see §1.6.0).

1.3.1.40 Heavily Damaged
A breach of approximately one by two meters opens, or a partial failure occurs in the struck section. Further hits through that section are resisted at –1D to Structure. Doors and ports in that section jam and suffer a –1D penalty to open checks (see §1.4.0).

1.3.1.50 Severely Damaged
A large breach of approximately two by two meters opens, or the section partially collapses and its load path is compromised. Further hits to that section are resisted at –2D to Structure. Each round in the zone, heavy activity may trigger collapse checks if you are using the optional hazard module (see §1.7.0 (Optional)).

1.3.1.60 Destroyed
The struck section collapses completely. Adjacent sections may need to test for progressive collapse if you are using the optional hazard module (see §1.7.0 (Optional)). The interior should be treated as severe hazardous terrain if the hazard module is not in use. Adjudication rests with the GM.

1.3.1.70 Stacking and Escalation
Multiple Lightly Damaged results in the same section stack as –1 pip each. At a total of –3 pips, escalate to Heavily Damaged and clear the light pips. When a section escalates, replace lower penalties with higher penalties. Do not add them together.

1.3.1.80 Impact-Scaled Shield Save (Optional)
This optional rule replaces the fixed Target Number in §1.3.1.10. Set the Target Number by band: 0–1 uses TN 10; 2–3 uses TN 15; 4 uses TN 20. All other details of §1.3.1.10 and §1.3.1.20 remain unchanged.

1.3.2 Multiple Hits and Order of Operations (Optional)

1.3.2.10 Purpose.
Establishes a clear sequence when several attacks strike the same structure or element in a round, including mixed sources and shield interactions.

1.3.2.20 Per-attack sequence.
For each separate damage roll in attack order: determine the single shield plane crossed (see §1.1.3.10 and §1.4.1.60); if the band is 0–4, resolve Shields Hit or Systems Ionized (see §1.3.1.10 and §1.3.1.20); otherwise apply the damage band to the struck section or element (see §1.3.0 and §1.4.3).

1.3.2.30 Per-attack cap.
A single damage resolution can remove at most one die from the applicable shield pool (see §1.3.1.10.50). Separate damage rolls may each threaten the cap.

1.3.2.40 Flicker timing.
When a hit yields Severely Damaged or Destroyed, immediately roll the pool’s flicker if applicable (see §1.9.1.30). If the pool flickers to 0D, treat it as absent for any subsequent attacks this round unless it is restored before those resolutions.

1.3.2.50 Ionization timing.
Apply Systems Ionized penalties immediately for their duration tracking (see §1.3.1.20). If a Systems Lock begins, it lasts two rounds and counters reset after it ends (see §1.3.1.20.40).

1.3.2.60 Mixed sources.
If multiple attackers hit in the same initiative segment, resolve in declared or initiative order. If two truly simultaneous hits must be adjudicated, the GM chooses the order; apply each as a separate damage roll with its own shield interaction.

1.3.2.70 Autofire and pooling.
Autofire modes that roll separate damage create separate resolutions. Modes that pool or produce one damage result do not multiply shield tests (see §1.3.1.10.50.10).

1.3.2.80 End-of-round housekeeping.
At the end of the round, decrement ionization durations, resolve ongoing fires and collapse if you use the hazard module (see §1.7.0), and apply any regeneration options that your table uses for Shields (see §1.9.1.40 (Optional)).
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PostPosted: Mon Aug 18, 2025 3:55 am    Post subject: Reply with quote

1.4.0 Targeted Elements and Fixtures (doors, ports, shutters, bays)
Elements are independent objects. A targeted element may have a different Scale, its own Armor, and its own local Shields. The material of an element may be weaker or stronger than the surrounding structure. Examples include a wood door on a bunker, a vault door in a light room, or a magnetic hangar field.

1.4.1 Element Statistics and Resistance

1.4.1.10 Body (in dice)
Body is the element’s baseline toughness. See §1.4.2 for typical values.

1.4.1.20 Armor (if any)
Add the element’s Armor if the hit passes through that layer.

1.4.1.30 Shields (if any)
Use the element’s local shield pool, such as a magnetic seal, if that is the plane crossed.

1.4.1.40 Scale Tag
The element’s Scale Tag may differ from the parent structure.

1.4.1.50 Resistance Formula for Elements
When the element is the target, use:
Resistance = Element Body + Element Armor (if any) + Applicable Shields (if any) + Scale Difference between the attacker and the element (see §1.2.0).

1.4.1.60 Shield Coverage Rule for Elements
Determine which single shield plane the line of effect crosses: the site-wide pool or the element’s local pool. Use only that one pool. If both plausibly cover, use the pool with the higher die code and ignore the other (see §1.3.1.10).

1.4.1.70 Junction Shots (Optional)
Called shots at hinges or frames still use the element’s Body, but add +5 to the attack Difficulty. On a success by 10+, add +1D to damage for that resolution only.

1.4.2 Element Baselines (Body)
Use the element’s Body when it is targeted (see §1.4.1). Values are typical and may be adjusted for material and build. Elements may have their own Armor and Shields and may use a different Scale Tag than the parent structure.

1.4.2.10 Doors (personnel)
Flimsy wooden door: 1D
Standard wooden door: 2D
Standard metal door: 3D
Reinforced door: 4D
Blast door, personnel gauge: 6D

1.4.2.20 Windows and Viewports
Window, glass pane: 1D
Window, laminated or security glass: 2D–3D
Viewport, transparisteel: 3D–4D

1.4.2.30 Shutters and Grilles
Security grille or portcullis, steel: 3D
Shutter, durasteel: 4D
Blast shutter, fast drop: 5D
Ventilation grille, light: 1D

1.4.2.40 Hatches and Panels
Service panel or access hatch, light: 2D
Bulkhead hatch, ship or station style: 4D–5D
Airlock pair, each leaf: 4D

1.4.2.50 Vehicle and Bay Doors
Garage or vehicle bay door, rolled steel: 3D
Bay blast door, multi-panel armored: 6D–7D
Heavy gate, reinforced frame: 4D–5D

1.4.2.60 Aperture Fields and Seals
Hangar aperture field, local shield: Shields 3D–5D, Body 0D
Magnetic door seal, local shield: Shields 2D–3D, Body 0D
Atmospheric screen, walkthrough field: Shields 2D, Body 0D

1.4.2.60.10 Field Treatment
Fields are treated as shield planes rather than solids.

1.4.2.60.20 Coverage Application
Use the applicable pool if the line of effect crosses that plane (see §1.3.1.10 and §1.9.1).

1.4.2.70 Notes and Variants
Material, thickness, and framing can shift an entry by 1–2 pips or by 1D at the GM’s discretion.

1.4.2.80 Doors & Shutters Construction Table (Reference)
Use material × thickness to choose an element Body (see §1.4.1). These values align with §1.4.2 baselines. Add element Armor only if there is explicit appliqué or plating (see §1.1.4).

Wood, softwood solid core
≈ 25 mm: 1D
≈ 45 mm: 2D
≈ 75 mm: 2D+2

Wood, hardwood or laminated core
≈ 45 mm: 2D+2
≈ 75 mm: 3D
≈ 100 mm: 3D+2

Steel plate over frame
≈ 2–3 mm sheet: 3D
≈ 5–6 mm: 3D+2
≈ 10–12 mm: 4D
≈ 20 mm: 5D

Durasteel leaf
≈ 10 mm: 5D
≈ 20 mm: 6D
≈ 40 mm: 7D

Composite laminate (aramid/ceramic/metal sandwich)
≈ 30 mm: 4D
≈ 50 mm: 5D
≈ 80 mm: 6D (treat heavier builds as Blast door equivalents)

Shutters and grilles
Security grille, steel bar: 3D
Durasteel shutter, single skin: 4D
Blast shutter, fast-drop: 5D

Notes
Values are typical. Framing, locks, and span can shift Body by 1–2 pips or 1D. Magnetic or atmospheric field “doors” are shield planes, not solids; give them a Shields pool and Body 0D (see §1.4.2.60 and §1.9.1).

1.4.3 Results by Band for Elements
0–4: if a shield plane applies, resolve Shields Hit using Controller TN 15 (see §1.3.1.10). Otherwise, apply Systems Ionized with no structural damage (see §1.3.1.20).
5–8 (Lightly): the element dents or jams. Apply a –1D penalty to open checks.
9–12 (Heavily): a breach of approximately one by one meter opens. The –1D penalty to open checks persists, and locks or actuators are likely ruined.
13–15 (Severely): the attack blows through and creates a usable opening. Treat the door as open. The frame may be distorted.
16+ (Destroyed): the element is gone. If the frame or anchorages are part of the wall, apply a –1 pip penalty to the wall section’s Structure until repaired (see §1.8.0).

1.4.4 Mixed Material Examples
A bunker of Starfighter scale with wood doors of Walker scale: targeting the door uses the door’s 2D Body and Walker scale, not the bunker’s 6D.
A vehicle bay blast door of 6D in a Walker-scale building: targeting the door uses 6D and Starfighter scale. The building remains Walker.
A landing bay magnetic field: the aperture has a local shield pool. Shots through the opening test that pool if that is the plane crossed (see §1.3.1.10).

1.4.5 Opening, Jam Clearing, and Repair

1.4.5.10 Clear a Jam (Lightly)
Roll Mechanics or Strength 10. With proper tools, reduce the Difficulty by five.

1.4.5.20 Force Open (Heavily)
Roll Lifting or Strength 15 each round. Reinforced or blast doors usually require 20.

1.4.5.30 Permanent Repair
Use §1.8.0. Field patches may leave a residual –1 pip.

1.4.5.40 Stacking Note
Penalties from a jammed element and from ionization are separate and stack (see §1.3.1.20).

1.4.6 Powered Elements and Ionization
While any ionization penalty is active, powered doors, ports, and shutters do not respond. Manual overrides have +10 Difficulty unless a mechanical release is present (see §1.3.1.20).

1.4.7 Breaching Tools and Charges
Use §1.5.0 for cutters, rams, shaped charges, and similar tools. Purpose-built tools may reduce difficulties or improve effects at the GM’s discretion.
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PostPosted: Mon Aug 18, 2025 3:56 am    Post subject: Reply with quote

1.5.0 Breaching and Demolitions
1.5.0.10 Scope
Use this section when you intend to create openings or disable elements with precision fire or explosives.

1.5.0.20 Shield Interaction
If a shield plane covers the line, resolve that pool before applying structural effects (see §1.3.1.10).

1.5.0.30 Large AoE Across Sections (Optional)
For sufficiently large placed charges, the GM may apply the same damage roll to one to three adjacent sections, adding –1D to the single damage roll for each extra section beyond the first.

1.5.1 Called Breaching Shot (wall section approximately 2 by 2 meters)
0–4: if a shield plane is present, resolve Shields Hit (Controller TN 15; see §1.3.1.10). Otherwise, apply Systems Ionized (see §1.3.1.20).
5–8 (Lightly): loosen or spall. Apply –1 pip to Structure for that section until patched (see §1.8.1).
9–12 (Heavily): create a breach of approximately 1 × 2 meters. Two rounds with tools are required to clear to 2 × 2 meters.
13–15 (Severely): create a breach of approximately 2 × 2 meters. One round is required to make the opening safe.
16+: over-penetration. Apply Occupant Impact at +2D in the struck zone (see §1.6.1). If you are using the hazard module, check for collapse or fire (see §1.7.0 (Optional)).

1.5.2 Shaped Charges and Demolition Kits
Placement uses the Demolitions skill.

1.5.2.10 Setup Time
Hasty placement requires about one round. Tamped placement requires about one minute.

1.5.2.20 Success Thresholds
On a success at 15, treat the charge as Walker-scale 7D against the targeted section or element. The GM may vary this.
On a success by 5+, upgrade to Starfighter-scale 7D.

1.5.2.30 Internal Placement and Shields
If the charge is placed inside the shield perimeter, bypass Shields. Otherwise, resolve against the applicable shield plane (see §1.3.1.10).

1.5.2.40 Mishaps
1–4: poor placement. Resolve at –2D damage. No upgrade.
5–9: no breach. Blast deflects. Apply Occupant Impact 5D within three meters. If you use the hazard module, check for fire (see §1.7.0 (Optional)).
10+: premature detonation. Apply Occupant Impact 7D within three meters. Apply Systems Ionized, or resolve Shields Hit if a shield plane is crossed (see §1.3.1.20 and §1.3.1.10).

1.5.2.50 Demolitions Mishap Trigger (Optional)
The Mishap table in §1.5.2.40 applies on a failed Demolitions roll. Determine failure margin as TN – roll and use the bands 1–4, 5–9, or 10+.

1.5.2.60 Silent vs Fast Charges (Optional)
Choose Quiet (–1D damage, –5 to Mishap bands) or Fast (+1D damage, +5 to Mishap bands) when placing a charge.

1.5.3 Mechanical Breaching Tools (Optional)

1.5.3.10 Scope and Approach
Mechanical tools create openings by leverage or cutting. Use the individual equipment entries below. Outcomes point to the existing element results bands (see §1.4.3). Shield interaction follows the single-plane rule (see §1.3.1.10 and §1.4.1.60).

1.5.3.20 Manual Ram (Equipment)
Model: various patterns (local manufacture common)
Type: Entry tool (impact)
Skill: Lifting
Cost: 150 cr
Availability: 2
Damage: Lifting (in D) +1D (Character scale)
Game Notes: Roll Ram Damage against the element’s Resistance (Body + Armor if any + applicable Shields if any + Scale Difference) (see §1.4.1 and §1.2.0). Apply §1.4.3 element bands as results: 5–8 Lightly (jam), 9–12 Heavily (≈1×1 m breach), 13–15 Severely (usable opening), 16+ Destroyed. Time: 1 round per attempt. Shield interaction: Particle planes block the ram; Ray planes do not stop solids (see §1.9.3). Noise: loud impact; the GM may call for attention checks.
Capsule: Heavy handheld battering ram for striking doors and frames. Common with entry teams and police units.

1.5.3.30 Hydraulic Spreader (Equipment)
Model: SoroSuub HSP-9 or equivalent
Type: Entry tool (powered leverage)
Skill: Mechanics
Cost: 2,500 cr
Availability: 2
Game Notes: Difficulty: 10 for light doors, 15 for reinforced frames, 20 for blast or vault doors. Each Mechanics success advances one step along §1.4.3 outcomes: first success Lightly (jam created or cleared), second Heavily (gap), third Severely (passage). Time: 1 round per attempt. Shield interaction: unaffected by Ray planes; blocked by Particle planes (see §1.9.3). Profile: relatively quiet and controlled for precision entries.
Capsule: Powered pry tool used to force gaps at latch or hinge lines without catastrophic damage to the opening.

1.5.3.40 Rotary Saw or Cutter (Equipment)
Model: Kuat RRS-4 or equivalent
Type: Entry tool (powered cutting)
Skill: Mechanics
Cost: 500 cr (blades 50 cr each)
Availability: 2
Game Notes: Difficulty: Mechanics 10–15 depending on material (wood, metal, composite). On a success, apply Lightly; on success by 10+, apply Heavily. A second success at the same point upgrades to Severely. The GM may allow continued work to reach Destroyed where appropriate (see §1.4.3). Time: 1–3 rounds per attempt depending on tool power and access. Shield interaction: unaffected by Ray planes; blocked by Particle planes (see §1.9.3). Hazard: sparks may prompt ignition checks at the GM’s call (see §1.7.2.10).
Capsule: High-torque rescue cutter with interchangeable blades for leaves, locks, and bars; fast but noisy and spark-heavy.
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PostPosted: Mon Aug 18, 2025 3:56 am    Post subject: Reply with quote

1.6.0 Inside the Building: Collateral to People and Gear
1.6.0.10 Scope
Apply interior effects in the struck zone, which includes rooms contiguous with the impact or breach.

1.6.0.20 Cover Adjustment
Interior walls typically provide between +1D and +3D against debris. Apply cover consistently at your table.

1.6.1 Occupant Impact (character scale)
Lightly Damaged: 3D impact. Dexterity or Acrobatics 10 avoids falling prone.
Heavily Damaged: 5D impact. Stamina 15 resists dust or smoke. Dexterity 12 avoids falling prone.
Severely Damaged: 7D impact. Dexterity 15 avoids falling prone; failure adds +1D additional impact. Stamina 15 resists smoke. There is a chance of entrapment (see §1.6.3).
Destroyed: 9D impact, or the attack’s character-scale equivalent at the GM’s discretion. Stamina 18 resists dust choke. Entrapment is likely.

1.6.1.10 Proximity
Adjacent zones adjust the impact by ±2D depending on whether they are closer or farther from the strike.

1.6.1.20 Cover
Good cover typically reduces impact by 2D to 3D.

1.6.2 Contents and Fixtures
Default Body values are 1D for fragile items and 2D for sturdy items unless specified otherwise.

Lightly Damaged: fragile items take 3D damage; sturdy items take 2D damage.
Heavily Damaged: fragile items take 5D damage; sturdy items take 3D damage.
Severely Damaged: fragile items take 7D damage; sturdy items take 4D damage.
Destroyed: fragile items take 9D damage; sturdy items take 6D damage.

1.6.2.10 Powered Gear under Ionization (Optional)
While Systems Ionized is active in a zone, powered handheld gear that is actively used glitches on a Wild Die result of 1 (GM’s call: retry next round or –1D to that device until reset).

1.6.2.20 Hard-Mounted Machinery (Optional)
Large equipment that is fixed to structure may be treated as elements with Body 3D–5D when directly struck. Apply Armor and Shields only if explicitly present for that machine.

1.6.3 Entrapment and Clearance
On Severely Damaged or Destroyed, any character who fails a Dexterity 15 check becomes trapped by debris or blockage.
To free a trapped character each round, roll Lifting 10 for Heavily Damaged, Lifting 15 for Severely Damaged, or Lifting 20 for Destroyed. Tools may add +1D to +2D.
If a freeing roll fails by 10+, the trapped character suffers 3D impact. The GM adjudicates exact circumstances.

1.6.4 Ionization: Interior Side Effects
While any ionization penalty is active, lighting is degraded. Powered doors, locks, and lifts require +10 Difficulty for manual overrides or a reboot. Sensors, cameras, and turrets suffer the –1D penalty. During a Systems Lock, powered systems are unresponsive (see §1.3.1.20).

1.6.5 Cover and Application Notes
Choose a single method for cover at your table. Either reduce the impact dice directly, or add resistance dice. Armor applies normally. Respirators and helmets may grant +1D against smoke or dust. Droids take ionization effects instead of stun.
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PostPosted: Mon Aug 18, 2025 3:57 am    Post subject: Reply with quote

1.7.0 Collapse and Fire Progression (Optional)
1.7.1 Collapse Checks
1.7.1.10 Collapse Check
After a Severely Damaged result in a section, each round of heavy activity in that zone requires a Collapse Check. Roll Structure (current) versus 15. On a failure, that section becomes Destroyed.

1.7.1.20 Progressive Collapse
Each adjacent section rolls Structure (current) versus 12 to avoid spreading failure. On a failure, escalate that adjacent section upward by one band in this order: Lightly, Heavily, Severely, Destroyed. Do not escalate more than one band per round from a single spread check.

1.7.1.30 Frequency
Only check each adjacent section once per round. See §1.8.0 for shoring.

1.7.2 Fire and Smoke

1.7.2.10 Ignition
If the attack was fire or energy and the result was Heavily Damaged or worse, the struck zone ignites on Easy 10. Otherwise, ignition is Moderate 15.

1.7.2.20 Smoke
Each round in smoke calls for a Stamina check. Light fire uses Stamina 10 and imposes –1 pip to actions on a failure. Heavy fire uses Stamina 15 and imposes –1D. Severe fire uses Stamina 20 and imposes –2D.

1.7.2.30 Vision
As a baseline, Heavy smoke adds +5 to Perception-type checks. Severe smoke adds +10. The GM may adjust.

1.7.2.40 Agents (Optional)
Water is most effective on ordinary combustibles; foam is best on fuel fires; CO₂ is effective on electrical fires. The GM may grant –5 Difficulty to suppression when the correct agent is used.

1.7.3 Structural Weakening from Heat
After three rounds of Heavy or Severe fire in a section, reduce Structure by one pip in that section. Every additional three rounds reduce Structure by one additional pip, to a maximum of –2D without total burn-through. Use the reduced Structure on subsequent checks until repairs are made (see §1.8.0). Heat-based Structure reductions are separate from damage-state penalties and they stack.

1.7.4 Fire Spread and Intensification

1.7.4.10 Intensify
Intensity increases from Light to Heavy on Easy 10 after three rounds. Intensity increases from Heavy to Severe on Moderate 15 after three more rounds.

1.7.4.20 Spread
Fire may spread to an adjacent section using the same Easy or Moderate checks.

1.7.4.30 Fire-Rated Doors
Fire-rated doors add +5 to spread checks. For door and shutter states, see §1.4.2 and §1.4.3.

1.7.5 Suppression and Clearance

1.7.5.10 Portable Suppression
Repair 15. Reduce intensity by one step over about five square meters in one to three rounds.

1.7.5.20 Built-In Suppression (Powered)
Repair 10 to activate or restore.

1.7.5.30 Built-In Suppression (Offline)
Repair 20 to bypass or bring online.

1.7.5.40 Vent Smoke
Repair 15 to clear a room or zone.
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PostPosted: Mon Aug 18, 2025 3:58 am    Post subject: Reply with quote

1.8.0 Repairs
Use (A) Engineering, Construction, or the closest Starship or Vehicle Repair analog.
1.8.1 Patch Light Damage
Repair 10. About ten minutes. Materials are trivial. Restores one pip of Structure and clears minor debris.

1.8.2 Stabilize Heavy
Repair 15. About one hour. A brace kit is normally required. Removes the –1D section penalty to further hits through that section.

1.8.3 Shore Severe
Repair 20. About four hours. Structural members required. Cancels collapse checks if you are using the hazard module (see §1.7.0 (Optional)). May restore up to –1D of Structure loss where appropriate. The section remains Heavily Damaged until finish work is completed.

1.8.4 Rebuild Destroyed
Project work measured in days or longer. The GM adjudicates cost and timing. Adjacent sections may require inspection or stabilization first if the hazard module is in use (see §1.7.0 (Optional)).

1.8.5 Shields and Ionization Service

1.8.5.10 Restoring Shields
Repair 15 per die restored. About ten minutes per die. After restoring, you may attempt an optional calibration at Repair 15 to add one pip, but not above the original rating.

1.8.5.20 Ionization
The –1D penalty from Systems Ionized clears when its duration ends. An immediate reset is possible as a Repair 15 action; it ends the current penalty early but does not change Ionization Counters. A Systems Lock always lasts two rounds. Afterward, Ionization Counters reset to zero (see §1.3.1.20).

1.8.6 Working Conditions and Teamwork

1.8.6.10 No Tools or Parts
Increase Difficulty by +5 to +15. Proper gear or brace kits reduce this increase by 5.

1.8.6.20 Hostile Environment
Fire, smoke, vacuum, or enemy fire each add +5. Two or more factors usually add +10.

1.8.6.30 Teamwork
Each full 4D of qualified helpers adds +1D to the lead roll, up to a maximum of +2D.

1.8.6.35 Teamwork Aggregation (Optional)
Example: four helpers at 2D each can be combined as 8D of help, which grants the maximum +2D to the lead roll under §1.8.6.30.

1.8.6.40 In-Combat Repairs
Repairs performed during combat count as actions and suffer multiple-action penalties. See §1.7.0 (Optional) for hazard impacts.

1.8.7 Hazard Clearance Summary

1.8.7.10 Portable Fire Fighting
Repair 15. Treat as one to three rounds per approximately five square meters per step of reduction.

1.8.7.20 Built-In Suppression (Powered)
Repair 10.

1.8.7.30 Built-In Suppression (Offline)
Repair 20.

1.8.7.40 Vent Smoke
Repair 15.

1.8.7.50 Live Power Isolate
Repair 20. On 5+, apply 3D stun.

1.8.8 Progress and Section Tracking
Use a progress clock with four to eight segments for large jobs. Each success fills segments by effect. Every additional five points over the Difficulty fills one extra segment. When the clock is full, downgrade the damage state according to §1.3.0. On escalation, replace lower penalties with higher penalties rather than adding them.

1.8.8.10 Sample Clocks (Optional)

1.8.8.10.10 Using These Clocks (Optional)
Each success fills 1 segment, plus +1 segment for every full 5 points over the Difficulty. Time per attempt is a pacing tool—adjust it to match the durations given in §1.8.x so that a filled clock lines up with the listed total times.

1.8.8.20 Repair Clocks

1.8.8.20.10 Patch Light Damage (4-segment)
Segments: 4
Difficulty: 10 (see §1.8.1).
Time: ~10 minutes per attempt.
Effect: Restore –1 pip Structure and clear minor debris (see §1.8.1).
Notes: Apply tools, environment, and teamwork modifiers from §1.8.6.

1.8.8.20.20 Stabilize Heavy (6-segment)
Segments: 6
Difficulty: 15 (see §1.8.2).
Time: ~10 minutes per attempt (≈1 hour total when filled).
Effect: Remove –1D section penalty to further hits through that section (see §1.8.2).
Notes: Brace kit typically required; apply §1.8.6 modifiers.

1.8.8.20.30 Shore Severe (8-segment)
Segments: 8
Difficulty: 20 (see §1.8.3).
Time: ~30 minutes per attempt (≈4 hours total when filled).
Effect: Cancel collapse checks if §1.7.0 is in use; may restore up to –1D Structure loss if appropriate (see §1.8.3).
Notes: Requires structural members; apply §1.8.6.

1.8.8.20.40 Armor Resheet / Sheathing (6-segment)
Segments: 6
Difficulty: 15 (see §1.1.4.30).
Time: ~10 minutes per attempt.
Effect: Restore ablated Armor on the struck section/element (see §1.1.4.20–.30).
Notes: Composite/hardened repairs may call for 20–25 Difficulty (GM).

1.8.8.20.50 Rebuild Destroyed (12-segment, Project)
Segments: 12
Difficulty: 20–25 (see §1.8.4).
Time: GM sets (e.g., 4–8 hours per attempt, days total).
Effect: Downgrade from Destroyed to Heavily Damaged (or as adjudicated), enabling §1.8.2/§1.8.3 follow-ups.
Notes: May require inspections if §1.7.0 is in use.

1.8.8.30 Hazard Mitigation Clocks

1.8.8.30.10 Fire Knockdown (6-segment)
Segments: 6
Difficulty: 15 (see §1.7.5.10).
Time: 1–3 rounds per attempt (portable agents).
Effect: Reduce fire intensity one step across a ~5 m zone (see §1.7.5.10).
Notes: Apply spread/intensify checks per §1.7.4 concurrently.

1.8.8.30.20 Vent Smoke (4-segment)
Segments: 4
Difficulty: 15 (see §1.7.5.40).
Time: 1–3 rounds per attempt.
Effect: Clear smoke from the targeted zone (see §1.7.5.40).
Notes: Repeat per adjacent zones as needed.

1.8.8.30.30 Collapse Shoring Plan (8-segment)
Segments: 8
Difficulty: 20 (ties to §1.8.3).
Time:[ ~30 minutes per attempt.
Effect: Cancel collapse checks in the planned area if §1.7.0 is in use (see §1.8.3).
Notes: Use alongside §1.7.1 Progressive Collapse management.

1.8.8.40 Systems & Shields Clocks

1.8.8.40.10 Site Power Reboot & Audit (5-segment)
Segments: 5
Difficulty: 15 (see §1.3.1.20.50).
Time: ~1–5 minutes per attempt (console work).
Effect: End any current Systems Ionized penalty in the affected zones (per §1.3.1.20.50).
Notes: This does not remove Ionization Counters except as allowed by §1.3.1.20.40.

1.8.8.40.20 Shield Recalibration (4-segment)
Segments: 4
Difficulty: 15 (see §1.8.5.10).
Time: ~10 minutes per attempt.
Effect: Add +1 pip calibration (not above original rating; see §1.8.5.10).
Notes: Cannot exceed the pool’s original rating.

1.8.8.40.30 Sensor Net Bring-Up (6-segment)
Segments: 6
Difficulty: 15 (GM may vary).
Time: ~5–10 minutes per attempt.
Effect: Restore local sensors/cameras; remove ad-hoc penalties to surveillance due to outage (narrative; see §1.6.4).

1.8.8.50 Access, Doors & Breach Clocks

1.8.8.50.10 Clear Jammed Door (4-segment)
Segments: 4
Difficulty: 10 (see §1.4.5.10).
Time: 1 round per attempt (tools reduce Difficulty by 5).
Effect: Remove jam; door operates at normal penalties (if any remain).

1.8.8.50.20 Force Open Heavily-Damaged Door (4-segment)
Segments: 4
Difficulty: 15 (see §1.4.5.20).
Time: 1 round per attempt.
Effect: Create passage; treat element as open/defeated.

1.8.8.50.30 Enlarge Breach to 2×2 m (4-segment)
Segments: 4
Difficulty: 10–15 with proper tools (see §1.5.1).
Time: About ½–1 round per attempt (crew and tools dependent).
Effect: Opening is 2×2 m and safe for passage (see §1.5.1).

1.8.8.60 Recovery & Extraction Clocks

1.8.8.60.10 Extract Stuck Vehicle (6-segment)
Segments: 6
Difficulty: 15 (see §1.9.4 for ram context).
Time: ~1–5 minutes per attempt (winch/rigging).
Effect: Free vehicle; if embedded in a wall, apply structure state from §1.3.0 and check hazards per §1.7.0 if used.
Notes: Apply mass/surface modifiers at GM’s call.

1.8.8.60.20 Rubble Clearance (8-segment)
Segments: 8
Difficulty: 15 (GM may vary).
Time: ~10–30 minutes per attempt (crew/tools dependent).
Effect: Clear a room-sized zone for safe movement; remove entrapment blockers (see §1.6.3).
Notes: Heavy equipment may add +1D–+2D (teamwork; see §1.8.6.30).
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PostPosted: Mon Aug 18, 2025 3:58 am    Post subject: Reply with quote

1.9.0 Special Integrations
1.9.1 Energy Screens
1.9.1.10 Shield Role
Treat active defenses as Shields on the Resistance roll. A site may have a site-wide pool and one or more local element pools such as hangar magnetic fields. Pools do not stack. Use the single shield plane the shot crosses (see §1.4.1).

1.9.1.20 0–4 Band Behavior
A shield pool only loses dice if the Shield Controller roll fails with TN 15 (see §1.3.1.10). You may enable the optional TN scaling in §1.3.1.80.

1.9.1.30 Severe Results and Flicker
On Severely Damaged or Destroyed results, roll the current shield pool versus 15. On a failure, that pool flickers offline for 1D rounds and is treated as 0D. A technician may attempt an immediate reset at Repair 15. A pool that has flickered to 0D is treated as absent until the flicker ends. It can only be affected again if it is brought back up before a subsequent resolution in the same round. Lost shield dice still require Repair to restore (see §1.8.5).

1.9.1.30.10 Zero-Die Pools (Optional)
If the current shield pool is 0D at the moment of a Severely Damaged or Destroyed result, skip the flicker roll for that pool; it is already treated as absent for the duration.

1.9.1.40 Out-of-Combat Recharge (Optional)
If a shield pool hasn’t been tested for three consecutive rounds, it regenerates +1 pip per subsequent round up to its original rating. Taking any Shields Hit test pauses regeneration that round.

1.9.2 Vacuum and Pressure Environments
When a breach opens to vacuum, occupants in the struck zone must make an immediate Stamina 15 check or become Stunned from decompression. After that, apply normal vacuum rules. Emergency bulkheads and magnetic seals are treated as elements with their own Body, Armor, and Shields. Blast doors are usually 6D and may also have a local shield pool. The GM determines closure timing (see §1.4.0).

1.9.2.20 Aperture Flicker and Decompression (Optional)
If an atmosphere-retaining aperture field flickers to 0D (see §1.9.1.30), apply immediate decompression to the exposed zone as in §1.9.2. When the field returns, decompression stops; lingering smoke or debris may persist at the GM’s discretion.

1.9.3 Shield Types (Optional)

1.9.3.10 Types
Ray shields interact with energy, thermal, and ion effects such as blasters, lasers, plasma, flamers, and ion beams. They do not stop solid kinetic objects.
Particle shields interact with kinetic and concussive effects such as slugthrowers, flechettes, shrapnel, explosive concussion, vehicular rams, and falling rubble. They do not stop pure energy.

1.9.3.20 Coverage and Movement
The coverage check remains the same. Choose the single plane the line crosses and do not stack pools (see §1.4.1 and §1.1.3). If the attack’s type is not covered by that plane, treat the attack as having no shield present. For movement, a Ray field can retain atmosphere while allowing solids to pass, as with a hangar aperture. A Particle field blocks solids and functions as a closed barrier until powered down.

1.9.3.30 Controller Behavior Options
Choose one option. If no option is chosen, both types use the default rules in §1.3.1.10.

1.9.3.30.10 Default (Simple)
No changes to Target Numbers or effects. Types only affect coverage.

1.9.3.30.20 Variant A (Light Flavor)
For Particle shields, on a Controller failure 5+, do not add Ionization Counters. Instead, apply Backscatter 3D at the shield plane and jam nearby powered doors or ports with a –1D penalty until cleared.

1.9.3.30.30 Variant B (Granular)
Ray shields have +5 TN versus ion attacks and –1 TN versus thermal sources. Particle shields have +1D Controller dice versus rams and debris and –1D Controller dice versus shaped charges.

1.9.3.40 Attack-Type Map (Optional)

1.9.3.40.10 Ray Shields Apply To
Blaster, laser, plasma; flamethrower and thermal; ion and stun beams.

1.9.3.40.20 Particle Shields Apply To
Slugthrowers; flechettes; shrapnel and explosive concussion; vehicular rams; falling rubble.

1.9.3.40.30 Mixed or Exotic Sources
The GM chooses based on the predominant effect.

1.9.4 Rams and Collisions (Optional)

1.9.4.10 Coverage and Type
Treat rams and collisions as kinetic effects. If §1.9.3 is enabled, use Particle coverage for shield interaction. If only a Ray field is present, treat the plane as not covering solids. Choose the single shield plane crossed by the line of effect (see §1.1.3.10 and §1.4.1.60).

1.9.4.20 Speed Dice
Choose the best matching band for the ramming object’s speed at impact.
Cautious or low speed: +1D
Cruising or typical street speed: +2D
High speed or pursuit: +3D
All-out or racing impact: +4D
The GM may adjust by ±1D for mass distribution or specialized rams.

1.9.4.30 Ram Damage Expression
Ram Damage (before scale) = Vehicle Hull/Body (in D) + Speed Dice.
Apply Scale per §1.2.0: if the attacker’s scale is higher, add the Scale Difference to damage; if lower, add the Scale Difference to the target’s Resistance.

1.9.4.40 Resolution and Penetration
Roll Ram Damage against the structure’s Resistance (see §1.1.3). Apply the banded outcome in §1.3.0 to the struck section. The ramming object simultaneously resists the same Ram Damage using its own rules (Hull/Body, Armor, Shields, and §1.2.0). On Heavily Damaged or worse to the structure, the GM may allow the object to enter the zone beyond the wall. On Lightly Damaged, the object usually rebounds or lodges without pass-through.

1.9.5 Environmental Stressors (Optional)

1.9.5.10 High gravity.
Rams: add +1 pip to the structure’s Resistance against rams and collisions (see §1.9.4).
Collapse: increase Collapse Check Difficulties by +5 (see §1.7.1).
Alternative: for a harsher model, you may double those Difficulties instead of adding +5.

1.9.5.20 Corrosive atmosphere or fluids.
Armor ablates one pip per scene of exposure unless sealed or corrosion-resistant; repairs are +5 Difficulty (see §1.1.4.20 and §1.8.6.10). Apply at the end of the scene.

1.9.5.30 Seismic activity.
On a quake event, roll Structure (current) versus 12 / 15 / 18 for minor / moderate / severe shaking in each affected section; on a failure, escalate the section up one band (see §1.3.1).

1.9.5.40 Thermal extremes.
Adjust Ignition TN by ±5 and Smoke Difficulties by ±5 for unusually cold or hot environments (see §1.7.2.10 and §1.7.2.20).

1.9.6 Electronic Warfare versus Shields (Optional)

1.9.6.10 Scope
These actions contest the Controller pool (see §1.3.1.10.20). They never inflict structural damage and affect only shield tests this round.

1.9.6.15 Skills
Default: use Communications for ECM/ECCM contests (SWd6-compatible).
Optional (SIGINT): treat SIGINT as a specialization of Communications applied to ECM/ECCM tasks. If used, allow SIGINT in place of Communications for these contests. This preserves compatibility with existing character sheets.

1.9.6.20 Jamming Pulse (Contested)
Action: Standard action.
Contest: Communications (or SIGINT, Optional) vs Controller.
Effect: on success, –1D to Controller for all shield tests this round. On success by 5+, apply –2D instead (cap with §1.9.6.40).
ECCM (reaction, Optional): defender may spend an action to roll Communications (or SIGINT) vs the attacker’s original ECM roll; on success, negate the penalty for this round.

1.9.6.30 Spoof Packet (Contested)
Action: Standard action targeting one upcoming shield test this round.
Contest: Communications (or SIGINT, Optional) vs Controller.
Effect: on success, raise that single Controller TN by +5 (use §1.3.1.10.30 or §1.3.1.80 if enabled). On success by 10+, raise it by +10 instead.
ECCM (reaction, Optional): defender may attempt Communications (or SIGINT) vs the attacker’s roll; on success, remove the TN increase.

1.9.6.40 Stacking and Limits
Only one ECM modifier applies to a given Controller test. Do not exceed –2D total Controller penalties from all sources unless the GM rules otherwise (see also §1.3.1.10.45). TN increases from Spoof do not stack with other Spoof attempts; use the highest applicable TN increase.

1.9.6.50 Countermeasures Console
Action: Repair or Computer 15 from a secured console.
Effect: +1D to Controller for one round (does not stack with itself). May be declared after an ECM effect is known but before the shield roll is made.
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PostPosted: Mon Aug 18, 2025 3:59 am    Post subject: Reply with quote

1.10.0 Worked Examples
1.10.1 Blaster versus Reinforced Door
A character with Blaster 5D attacks a Reinforced door with Body 4D. The element’s scale is Walker. The building’s scale is also Walker. Resistance for the door is 4D plus 4D from Scale Difference, for a total of 8D (see §1.2.0).
If the band is 5–8, the door is Lightly Damaged and jammed with a –1D penalty to open checks. If the band is 9–12, a breach of approximately one by one meter opens. If the band is 13–15, the attack blows through and creates a usable opening. If the band is 16+, the door is destroyed (see §1.4.3).
If a site-wide shield covers the façade and the shot crosses that plane, a 0–4 result is resolved as Shields Hit with Controller TN 15 (see §1.3.1.10). If there is no applicable shield pool, apply Systems Ionized (see §1.3.1.20).

1.10.2 E-web versus Ferrocrete Wall
An E-web at 8D (Character) fires at a ferrocrete wall with Structure 4D. The wall’s scale is Walker. Resistance is 4D plus 4D from Scale Difference, for a total of 8D (see §1.2.0).
If the band is 9–12, apply Heavily Damaged, creating a breach of about one by two meters. Doors and ports in that section jam and suffer a –1D penalty to open checks (see §1.4.0).
If the band is 13–15, apply Severely Damaged and begin collapse checks if you use the hazard module (see §1.7.0 (Optional)). Apply Occupant Impact 7D in the struck zone (see §1.6.1).
If the band is 16+, the section is Destroyed. Adjacent sections may need to test for progressive collapse if you use the hazard module.

1.10.3 Starfighter Rocket versus Bunker
A proton rocket at 9D (Starfighter) hits a reinforced bunker at Structure 6D (Starfighter). The scales match. Resistance is 6D, plus Armor if present (see §1.1.4).
If the band is 16+, the section is Destroyed and adjacent sections may test for progressive collapse if the hazard module is in use.
If the band is 13–15, apply Severely Damaged. Begin collapse checks if you use the hazard module. Apply Occupant Impact 7D in the struck zone (see §1.6.1).
If the band is 9–12, apply Heavily Damaged and create a breach of approximately one by two meters.

1.10.4 Landing Bay Magnetic Field (local pool example)
A shot passes through an open hangar aperture that has a magnetic field with Shields 3D. The site also has a site-wide pool of 2D. The line of effect crosses the aperture plane. Use the local 3D pool (see §1.4.1).
If the band is 0–4, roll the Controller at 5D versus 15. On a failure, reduce the local pool by one die. The site-wide pool is unaffected (see §1.3.1.10).
If §1.9.3 (Optional) is enabled and the aperture field is treated as a Ray shield, a slugthrower fired through the opening treats the plane as if no shield is present because the attack type is not covered.

1.10.5 Worked Example — Ram (Optional)

1.10.5.10 Setup.
A speeder with Hull 3D at high speed (+3D) rams a warehouse wall of Structure 4D. Both are Walker scale. No Armor or Shields are involved.

1.10.5.20 Ram Damage.
Compute Ram Damage as Hull 3D + Speed +3D = 6D (see §1.9.4.30). Scales match, so there is no scale modifier (see §1.2.0).

1.10.5.30 Resolution against the wall.
Roll 6D versus the wall’s Resistance 4D.
5–8 → Lightly Damaged (see §1.3.1.30).
9–12 → Heavily Damaged; doors in that section may jam (see §1.3.1.40).
13–15 → Severely Damaged; collapse checks may begin if the hazard module is in use (see §1.7.1).
16+ → Destroyed.

1.10.5.40 Mutual damage to the speeder.
The speeder simultaneously resists the same 6D Ram Damage using its own rules. Roll the speeder’s Resistance as Hull 3D (plus any Armor/Shields if present; none here). Apply the banded vehicle outcome per your vehicle rules; if you mirror structure bands for narrative, adjudicate loss of function accordingly.

1.10.5.50 Follow-on.
On Heavily or worse to the wall, the GM may allow the speeder to enter the zone beyond the wall. On Lightly, the speeder typically rebounds or embeds without pass-through. If §1.7.0 is enabled, check for fire or collapse as appropriate.
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PostPosted: Mon Aug 18, 2025 4:35 am    Post subject: Reply with quote

1.0.1 Conventions (Optional)
1.0.1.10 Section
A section is the specific wall, roof, or floor portion that is struck. Sections are used for structural penalties and for collapse checks (see §1.7.0 (Optional)).

1.0.1.20 Zone
A zone is the interior space contiguous with the impact or breach. Zones are used to resolve collateral effects on occupants and contents (see §1.6.0).

1.0.1.30 Shield Plane
A shield plane is the single field surface the line of effect crosses. A shot crosses at most one plane. The plane may be site-wide or local to an element, but never both at once (see §1.1.3 and §1.4.1).

1.0.1.40 Pips and Dice
Three pips equal one die. When a rule says “Structure (in D),” ignore pips and use whole dice. Round down.

1.0.1.50 “X+” Notation (Optional)
X+” means “by X or more points.” Example: “Failure 5+ vs TN 15” means the roll was 10 or less.
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