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Starcraft D6 RPG

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    . The BasicsThis game is based onWest End Game's D6 system,specifically its Star Wars ole!"laying Game. WEG's Star

    Wars is no long in print, b#t their brand ne$ %etabarons game $ill pro&ide yo# $ith additional info yo#

    might need. Go pic #p a copy( If yo# ha&e any )#estions or comments, please email me and I'll try to

    ans$er them for yo#.G*%E %E+,*- +SThe DiceThe system re)#ires players to roll si!sided dice /D60, $hich represent a character's attrib#tes and sills.

    When appropriate, the Game %aster $ill tell a player to roll a n#mber of dice e)#al to either the attrib#te

    or sill being #sed. The player rolls the appropriate n#mber of dice, adds the &al#es together and tells the

    G% the s#m. If the s#m is e)#al to or greater than the diffic#lty n#mber /See belo$0, the character

    s#cceeds. If it is lo$er, the character fails.

    E.ampl 1 +ob#rn is trying to $al along a thin ledge $itho#t falling. e has aDeterity of 2D. The G% sets a diffic#lty n#mber and then the player controlling

    +ob#rn $ill roll 2 dice and s#m the res#lts to see if he is s#ccessf#l.

    E.ampl 31+ob#rn is trying to con&ince a militia officer to lend him his 4eep. ehas a "ers#asion sill of 3D53. The G% sets the diffc#lty and the player

    controlling +ob#rn $ill s#m the res#lt of 3 dice and add 3.

    The Wild DieEach player sho#ld designate one of his or her dice to be the Wild Die /it is helpf#l if it's a different color or

    shape0.

    Whene&er the the Wild Die comes #p $ith a 3,2,, or 7, add the res#lt to the other dice as normal. B#t, if

    the Die comes #p $ith a 6, add 6 to the dice total and roll the Wild Die again and add the ne$ &al#e to

    the dice total. If another 6 comes #p, roll and add again. This contin#es as long as the player contin#es to

    roll 6's on the Wild Die.

    E.ampl 1 +ob#rn has a 8irearms sill of D. When he fires, he rolls dice. is&al#es are 3,7,2 and on the Wild Die, a 6, res#lting in 96. e rolls the Wild Die

    again and gets another 6( The total is no$ 33 and he gets to roll again. This time,

    he gets a 9 and adds that to the s#m to get a 32 for his shot.

    If the Wild Die comes #p $ith a 9 $hen a character is first rolling a Sill or *ttrib#te +hec, roll the Wild

    Die again. If the &al#e is 9 thro#gh 7, remo&e the Wild Die and the die $ith the highest &al#e from the dice

    to be added.

    E.ampl 1 +ob#rn is shooting again. e rolls a 3,7,6 and on the Wild Die a 9. ererolls the Wild Die and gets a 3. e remo&es the Wild Die and the die that came

    #p 6 and adds the remaining t$o dice together to get :.

    If the second Wild Die roll comes #p to be a 6, then the character has +omplicated. e or she has scre$ed

    #p in a partic#larly bad $ay....perhaps dropping his $eapon do$n into a se$er grating or t$isting an

    anle $hile trying to dodge. +omplications sho#ld mae a character's life more diffic#lt, b#t ne&er ill

    them o#tright.

    E.ampl 1 +ob#rn is r#nning a$ay from a pair of ydraliss o&er ro#gh terrain.The G% has him mae a r#nning roll $ith a diffic#lty of 9; to a&oid tripping o&er

    some 4agged rocs. +ob#rn, $ith a #nning sill of 2D, rolls 2 dice. e gets a 3,2

    and on the Wild Die a 9. e rerolls the Wild and gets a 6( e not only fails b#t

    +omplicates. The G% tells him that he not only trips o&er the rocs can, b#t he

    drops his rifle into an inaccessible crac. e $ill be defenseless if the ydraliss

    catch #p $ith him(

    http://www.westendgames.com/mailto:[email protected]://starcraftd6.tripod.com/Basics.html#difficultyhttp://www.westendgames.com/mailto:[email protected]://starcraftd6.tripod.com/Basics.html#difficulty
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    The G% co#ld ha&e 4#st as $ell said that +ob#rn got a m#scle!cramp and is !9D to all Deterity actions for

    the net 7 ro#nds, or that he is st#nned for the net ro#nd. *nything that maes +ob#rn's life a little more

    scary.Diffic#lty -#mbersWhen a character maes an *ttrib#te or Sill chec, they are #s#ally rolling against a diffic#lty n#mber.

    Diffic#lties are di&ided into the follo$ing catagories1

    Diffic#ltyDiffic#lty-#mbers

    Descriptionnly highly silled characters s#cceed at these $ith any reg#larity.

    Eample1 ?ig!@agging a 4eep thro#gh the middle of combat @one f#ll ofenemies.

    nly the l#ciest and most silled are s#ccessf#l. Eample1 A#mpingonto the bac of an ltralis $hile it attempts to hac yo# apart.

    Heroic 40-50The stuff of legends. Example: flying a Wraith starfighter through thetunnels of a Zerg Hatchery.

    neart

    hly7;!:7

    * character m#st ha&e ad&anced psionic po$ers to e&en consider the

    attempt.Eample1 *ccessing latent psionic po$ers capable of destroying acapital!scale starship or entity.

    Impossi

    ble:75

    >nly rare beings of #ni)#e po$er $ill s#cceed. "ractically godlie.Eample1 sing psionic sills to rese)#ence the genetic code of anotherrace. >pposed olls

    When a character is testing his or her *ttrib#tes or Sills against those of another /"+ or -"+0, the parties

    in&ol&ed mae >pposed olls. The one $ith the highest roll $ins.

    E.ampl 1 >ne character tries to shoot another. The first maes a 8irearms roll$hile the other maes a Dodge roll. If the attacer's roll is higher than the others'

    Dodge, then he hits.

    +haracter "oints* character may spend his or her +haracter "oints to gain additional dice d#ring an action. They recei&e an

    additional die for each point spent. * character may spend #p to 2 +"'s per action or attac, and #p to 7

    +"'s for any defensi&e action /Dodging, +onstit#tion rolls &ers#s damage, etc.0. If the die p#rchased $ith a

    +" comes #p a 6, the player may re!roll it and add the ne$ &al#e to the total /as for the Wild Die, tho#gh

    there is no penalty for rolling a 90. Tho#gh +"'s may be #sed to a#gment an attac, they may not be #sed

    to increase damage.

    E.ampl 1+ob#rn gets p#nched by a demon for for 32 points of damage. e rollshis +onstit#tion of 2D and gets a 9;. That's 92 points belo$ the damage le&el,

    $hich is %ortally Wo#nded. +ob#rn's player decides to spend some +haracter

    "oints. e spend one for an additional die and gets a 7, red#cing the difference to

    C, meaning +ob#rn's Wo#nded. The player decides to spend an additional +" and

    rolls a 6( e gets to roll again and gets a , $hich means his +onstit#tion roll is 3

    o&er the damage roll. +ob#rn s#ffers no damage from the attac(

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    +haracter "oints may not be #sed the same aro#nd that +hi is #sed.+hi "oints+hi represents a character's inner strength and /possible0 cosmic l#c. When a character spends a +hi

    point, all sill and attrib#te dice totals are do#bled for that entire ro#nd. *nything $hich is not part of a

    character /a $eapon or &ehicle0, is not affected.

    E.ampl 91+ob#rn is armed $ith a s$ord and is in melee combat $ith an?ergling. e decides to spend a +hi point one ro#nd. is %elee Weapon1 S$ord

    sill is normally D. This ro#nd, it $ill be CD. e $o#ld normally do D53

    points of damage $ith the s$ord /2D for his Strength 5 9D53 for the s$ord0. This

    ro#nd, his Strength $ill be do#bled, for D6 damage, and then added to the

    damage for the s$ord, 9D53, for a total of :D53.

    E.ampl 31+ob#rn is firing his pistol at a "rotoss ?ealot and decides to spend a+hi point. is 8irearm sill do#bles from D to CD, b#t the pistol's damage /D0

    remains the same.

    See +haracters1 +hi for r#les abo#t #sing and regaining +hi. emember, +hi may not be #sed the same

    ro#nd +haracter "oints are spent.Effect

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    *TT BTES*ll characters recei&e 9C dice to separate among the 6 attrib#tes. Dice may be broen #p into 2 pips, or

    59's, per die /See eample belo$0. The *ttrib#tes are1

    Strength1 a meas#re of the character's m#scle po$er.Deterity1 indicates the character's fleibility, grace and hand!eye coordination.+onstit#tion1 represents the character's hardiness, s#ch as resistance to disease,eha#stion and pain.no$ledge1 ser&es to sho$ ho$ broad and deep a character's general#nderstanding of the $orld, from streetsmarts to scholarship. Incl#des technical

    and mechanical sills.nstincts1 mae #p one's percepti&e abilities!!his a$areness to his en&ironment as$ell as beha&ioral c#es from other people."resence1 represents the character's force of personality, ability to perform, orateand con&ince other people. Generally, his people sills."si1all "rotoss and only certain rare Terrans ha&e the genetic potential to tap intotheir mental energies and manifest them as a$esome po$ers. The ?erg thirst forthis "sionic potential, to add it to its genetic perfection.

    E.ampl 1Dan is maing a character named +ob#rn, a Terran Eplorer. edecides to create his o$n template rather than #se the one pro&ided. e

    comes #p $ith the follo$ing *ttrib#tes1

    Strength1 2D

    Deterity1 2D

    +onstit#tion1 2D

    no$ledge1 2D

    Instincts1 2D53

    "resence1 3D59

    "si1 ;D.

    -ote1 >nce an *ttrib#te is raised beyond HD53, it mo&es to the net dice

    le&el /If Dan had assigned the pip in "resence to his Instincts instead, it

    $o#ld be D, not 2D520.

    DET* SThis is yo#r opport#nity to ro#nd o#t the character and pro&ide a description, bacgro#nd, personality

    )#irs, goals, etc.

    Speed-ormal characters can mo&e 9; meters per ro#nd $hile $aling. With s#ccessf#l #nning rolls, they can

    increase this &al#e.,it "oints /sometimes referred to as Body "oints in the game0These represent the physical to#ghness of yo#r character. To get starting it "oints, roll a n#mber of dice

    e)#al to the character's +onstit#tion and add 3;. If a character increases his +onstit#tion attrib#te in the

    f#t#re, he may roll another die. 8#rthermore, certain cybernetic enhancements may increase this n#mber.DescriptionDescribe yo#r character1 o$ tall is he What ind of clothes does he $ear Does he ha&e any noticeable

    mars s#ch as tattoos or scars Does he ha&e cybernetic implants Bl#e hair B#g!lie antennae A#st $hat

    ind of frea are yo# creating, man

    Bacgro#ndE&ery indi&id#al has some ind of history, be it m#ndane, romantic or criminal. What bro#ght thecharacter #p to the point $here the game's campaign begins *re there ghosts that may ha#nt his f#t#re

    >ld ri&als, lost lo&ed ones, foregone opport#nities

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    "ersonalityIs yo#r character a gro#ch Is she imp#lsi&e, al$ays itching for a fight, or is she more tho#ghtf#l and

    ca#tio#s>b4ecti&esE&eryone has a goal in life, e&en if is only to cr#sh other species for the glory of the >&ermind. Why does

    yo#r character act, and $hat does she hope to achie&e o$ far $ill she go to get it+onnection to other +haracters%ost of the characters $ill 4#st be meeting one another as the game campaign starts. They may be assigned

    to the same police s)#ad or li&e in the same b#ilding. Some may ha&e no$n others for longer periods.

    They may be related, or lo&ers, or e&en enemies.+,>>S -G S SStarting sillsEach character starts $ith :D to di&ide among Sills at +haracter +reation. 8#rthermore, each character can

    list 2 additional sills that they tae a ;D #nder each *ttrib#te. The character may still perform any other

    sills #nder that attrib#te, b#t at a !9D diffic#lty. There'are t$o eceptions to this r#le1

    G%'s may /and sho#ld0 ecercise discretion in assigning higher diffic#lty le&els to #nlearned sills.

    +ertain characters may not ha&e the bacgro#nd necessary to attempt certain sills. 8or eample, a?erg character $ill ha&e absol#te no idea ho$ to fi a po$ers#it /m, o, I sniff it, $al aro#nd

    it a co#ple of times, then I bite the leg. Did that $or0

    *d&anced sills represent m#ch more comple areas of st#dy. *s s#ch, a character cannot attempt

    an *d&anced sill $itho#t ha&ing assigned at least 9 die to it.Speciali@ations1%any sills ha&e speciali@ations $hich allo$ the character to foc#s on a certain aspect of the sill. If a

    speciali@ation is taen, a character may ad&ance in that speciali@ed aspect of the sill at half the normal cost

    of ad&ancement. o$e&er, #ses of the sill not co&ered in the Speciali@ation remain at the base sill le&el.

    E.ampl 1 +ob#rn has 8irearms at D. e decides to tae the speciali@ation8irearms1 *ssa#lt iflesto ad&ance to 7D at a cost of 6 +" rather than 93 +".

    *nytime he fires a s#bmachine g#n, he gets to roll 7D, b#t all other firearms are#sed at D.

    Speciali@ations may be selected at +haracter +reation. If so, the character recei&es 3 dice for e&ery 9 spent.

    Th#s, a player decides to Speciali@e in S#bmachine g#ns, he can gets 53D to all rolls $ith that ind of

    $eapon. *lternately, the player may p#t 9 die into S#bmachine g#n and p#t another in some other

    Speciali@ation /s#ch as Dri&ing1 %otorcyle, etc.0. -ote1 +haracters may not start $ith general sills greater

    than 6D or Speciali@ations greater than :D(

    Speciali@ations are independent of the sill from $hich they are deri&ed. If the player later increases the

    sill, the Speciali@ation does not increase. If the Speciali@ation increases, there is no change in the base sill.*d&anced sills1Some partic#larly complicated sills re)#ire t$o times the normal amo#nt of +haracter "oints to allo$ for

    *d&ancement. They also typically re)#ire some other prere)#isite sill.+,+hi symboli@es the inner strength and reso#rces of a character. It is #s#ally a manifestation of their heroic

    )#alities. o$e&er, ethics and morals in the $orld of Starcraft are often m#ry and highly s#b4ecti&e.

    s#ally, characters may only gain additional +hi points by spending the ones they ha&e. This is a bit of a

    gamble, since they $ill not al$ays regain spent points. *t the end of each game session, the G% decides

    $hether the characters regain spent points and if they are granted additional +hi.

    In other D6 games, characters gain +hi=8orce=ero points $hen they #se eisting points to preform heroic

    actions. In Starcraft D6, heroism is often in the eye of the beholder. So, in deciding $hether the character

    regains the spent +hi point, or is granted an additional one, the G% sho#ld first decide $hether the

    character acted heroically $ithin the character's o$n personality or code of ethics. *t it's most basic le&el,

    good g#ys sho#ld act lie good g#ys and &illains sho#ld perform &illainy. -ote that there is no e)#i&alent

    to Septic or Dar 8orce points in this game. Bad g#ys 4#st act lie bad g#ys, and the players $ant to play a

    4er, yo# sho#ld let them /tho#gh yo# can certainly mae life more diffic#lt for them in other $ays(0

    Generally, yo# may follo$ the g#idelines belo$1

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    If the character spends the +hi point to perform a heroic act, #s#ally to sa&e someone's life, stop a

    bad g#y, or attempt an action that ris his o$n life, then he sho#ld recei&e the point bac and gain

    another.

    If the character #ses the +hi point to perform a diffic#lt tas, b#t that is either not &ery dramatic or

    heroic, then he sho#ld get the point bac b#t not gain another.

    If the character spends the +hi point to accomplish a relati&ely normal feat or to 4#st sa&e his o$n

    sorry hide, he does not get the point bac.* character may spend #p to 3 +hi per ro#nd, each do#bling the dice pools of 9 action/See sing +hi0.

    8inally, if a character has no +hi points, the G% may decide to grant one after a partic#larly heroic or risy

    act /or an act that f#rthers the character's strong moti&ation0.*D

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    III. ATTRIBTES AN! S"I##S'any of the s&ills that are used in %tarcraft are e,actly the same as those used in West +nd #ames2'etabaronsgame/ or the ne3 C 6ni(erse. Ho3e(er/ $ ha(e made a fe3 changes. The lin&s belo3 lead to each Attribute ande,!lanations of the s&ills they control 7many of the s&ills are more com!letely e,!lained in the West +nd #amesruleboo&s8.

    Attri$%tes:Attributes re!resent a character2s !hysical and mental characteristics. +ach Attribute controls a number of s&ills3hose starting le(el de!ends on the current score of the Attribute.

    %trength9ra3 !hysical !o3er for lifting/ :um!ing and fighting.e,terity9balance/ hand-eye coordination/ and reaction time.Constitution9!hysical and mental toughness.;no3ledge9sco!e of understanding/ education and analytical ability.$nstincts9!erce!ti(eness and intuittion.)resence9charisma and inter!ersonal abilities.

    )si9 the character2s !sionic !otential and control. This Attribute and its associated !o3ersare described in the )sionics section.

    %&ills are listed under each Attribute.Terms:S&ill name:Aside from :ust the s&ill name/ the s&ill may be designated as 7A8d(anced or 7%8!ecial. Ad(anced s&illsusually re1uire !rere1uisites and are more difficult in 3hich to gain le(els. %!ecial s&ills are !articular for someother reason/ usually because there are certain rules that a!!ly only to those s&ills.Prere'%isites: Any s&ills and their le(els that must be attained before the s&ill in 1uestion may be ta&en.Time o( se:Amount of time that !asses 3hile the character attem!ts the s&ill 7regardless of 3hether or not it issuccessful8. This can be highly (ariable and de!ends on the #'2s discretion. An action that ta&es < round means thatit is the only s&ill the character can attem!t in that round. An action that ta&es < action can be attem!ted incon:unction 3ith as many other actions as the character can !erform in one round. ther attem!ts may ta&eany3here from a minute to days 7%crounge/ for e,am!le8. ifficulty numbers may (ary de!ending on time s!ent as3ell.!i((ic%lt):This gi(es an a!!ro,imate ifficulty le(el to successfully use the s&ill. #'2s should (ary this de!eningon the situation9 including stress/ a(ailable tools/ amount of time dedicated to the tas&/ familiarity 3ith the situationand other factors.!escription:A 7ho!efully8 brief descri!tion of 3hat the s&ill does includes and other notes.$f a s&ill is listed by not gi(en any other information/ assume that it is a(ailable in one of West +nd #ames2 !roducts7!robably the %tar Wars boo&s/ =rd +dition8.

    STRENGT*Bra+ling

    Time Ta&en:ne action.Speciali,ations:none.!i((ic%lt):+asy 7

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    ?ertical9 about D5feet.

    *or each additional 5/ add about 5 feet tothe result.

    #i(tingTime Ta&en9 < action

    %!ecialiations9 noneifficulty9 e!ends u!on the 3eight and bul&iness of the item.ifting re!resents more an innate ability than a learned s&ill 7though you can certainly learn the correct 3ay to lifthea(y ob:ects8. ifficulty de!ends on the 3eight of the ob:ect. The table belo3 indicates the difficulty of lifting acommon ob:ect of about the !ro(ided 3eight. Characters 3ill be able to life much more than this amount if they

    bench !ress 7a!!ro,imately = , the amount8 or do a dead lift 7a!!ro,imately 4, this amount80eight o( O$1ect !i((ic%lt)

    0 !ounds ?ery +asy 75850 !ounds +asy 7

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    Speciali,ations: )articular ty!es of (ehicles/ such as 'otorcyles/ "ee!s/ Ho(ercraft/ etc.ri(e a!!lies to the conduction of common!lace !assenger (ehicles. $t 3on2t do you a lic& of good in a tan&...

    4irearms 5Archaic 0eapons64irearms 7Pistols and Ri(les86#ight

    Artiller)6*ea/) Artiller)69ehicle 0eapons6Remote 0eaponsTime Ta&en: ne round.

    Speciali,ations:)articular 3ea!ons ty!es. *or e,am!le/ *irearms9 Fifles.When choosing the *ire Wea!ons s&ill/ the !layer must choose one of the categories listed abo(e. The character isconsidered uns&ills in all the other categories unless they too are selected.'arines using may only use #auss rifles 3hen 3earing a )o3ered Combat %uit/ but they fire them using the*irearms9 Fifle s&ill.

    ;artial ArtsTime Ta&en:ne round.Speciali,ations: none.ifficulty9 'oderate 7 damage. $f the attac& fails/ the attac&er is off balance and suffers a-

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    0eapon Bloc&7!!osed 'artial Arts (ersus 'elee Combat roll89 Allo3s an unarmed martial artist to!arry a 3ea!on used in a melee attac&.

    ;elee 0eaponTime o( se9 < action.Speciali,ations9 )articular 3ea!on classes9 e.g./ s3ords &ni(es blunt 3ea!ons !si-blades/ etc.

    ;issile 0eaponsTime o( se:< action.Speciali,ations: )articular archaic missile 3ea!ons9 Bo3/ Crossbo3/ %lingshot/ artgun/ etc

    Pilot 5Aircra(t6 Star(ighter 6 4reighter 6 -apital ShipTime o( se:< action.Speciali,ations:)articular models of machinery 3ithin the chosen category.When the !layer chooses )ilot/ he must choose one of the categories 3ithin the brac&ets. He is considered uns&illedin all other areas.

    Ride AnimalTime o( se:< action.Speciali,ations:)articular animals.

    R%nning

    Time o( se: < action.Speciali,ations:none!i((ic%lt):+asy. 'ay be increased if there are obstacles or the character is burdened.

    1unningincludes not only the ability to mo(e your feet ra!idly/ but also of a(oiding ob:ects and stumbling 3hileyou are doing so. Funning is often one of those essential s&ills for a(oiding becoming dead.

    Thro+ingTime o( se:< action.Speciali,ations: )articular ob:ects9 grenades/ s!ears/ shoes.This co(ers the hand-eye coordination re1uired to !ic& something u! and hit a target. ifficulty de!ends on 3hetherthe ob:ect 3as designed to be thro3n and range 7see +1ui!ment8.

    -ONSTITTIONEnd%rance:Time o( se9 < round. #enerally not considered an action.Speciali,ations9 )articular forms of e,ercise9 Climbing/ Funning/ %3imming/ etc.Characters must ma&e +ndurance chec&s 3hen they e,ert themsel(es !hysically and begin to !ush the limits of theirenergy. The #' may decide 3hen rolls are a!!ro!riate. *or e,am!le/ if a character is chasing a theif through se3ertunnel/ he 3ill ma&e a Funning roll. $f the chase continues for a long time/ the #' 3ill as& the character to ma&e an+ndurance roll. $f he fails/ he 3ill ha(e to sto! running to catch his breath. The difficulty of the rolls should increase3ith the time of the !hysical e,ertion.

    Resistance:Time o( se:< round.Speciali,ations:)articular forms of duress9 rugs/ )ain/ #ra(itational forces 7good for !ilots8/ etc.

    1esistanceindicates the character2s !hysical resiliency against outside duress/ such as !ain or drugs. *urthermore/for 3hen a character rolls to establish his Hit )oints/ he may roll Fesistance if it is higher than his Constitution.Also/ as he may roll an additional die each time he increases his Fesistance s&ill le(el 7only to the general s&ill/ not%!ecialiations8.

    S+imming:Time o( se: < action.Speciali,ations:@one.When you &no3 ho3 to s3im/ you generally 3on2t dro3n. This is a good thing.

    0illpo+er:Time o( se: < action.Speciali,ations:@one.2illpowerre!resents the strength of the character2s mind and ability to resist outside influences. Characters must

    ma&e Will!o3er chec&s to a(oid tem!tations/ fight the !o3ers of suggesti(e drugs/ and remain conscious 3hen!hysically 3ea& or in e,treme !ain.)sionic indi(iduals may use their Will!o3er to !erform certain actions. %ome machines/ such as the)rotoss

    http://starcraftd6.tripod.com/Terran-equip.htmlhttp://starcraftd6.tripod.com/Protoss-equip.html#Slipbikehttp://starcraftd6.tripod.com/Terran-equip.htmlhttp://starcraftd6.tripod.com/Protoss-equip.html#Slipbike
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    %li!bi&e/ res!ond only to the users 3ill rather than !hysical commands. These indi(iduals may %!ecialie in usingthese !articular machines.

    "NO0#E!GE

    Alien SpeciesTime o( se:< round.!i((ic%lt): 'oderate 7

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    -omparati

    /e

    Ed%cation#e/el

    Schooling E'%i/alent

    < +lementary %chool High %chool= College4 )ost-graduate studies5 Ad(anced studies World re&no3ned scholar D Fe(olutionary scholar

    ElectronicsTime o( se: < round!i((ic%lt): ?aries greatly. 6sually 'oderate 7

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    and de(elo!ment. When a character uses the 'edicine s&ill to !erform first aid and basic fieldIemergency!rocedures 7including light surgery8/ it is added to the character2s *irst Aid s&ill. *urthermore/ it may be added to)hysical %ciences rolls 3hen !erforming biological e,!eriments. *inally/ it may be added to Fesearch s&ills 3hendoing a medical research in libraries or 3ith a com!uter.)enalties may accrue 3hen 3or&ing in substandard conditions or 3ith !atients 3ho are not human.

    Na/igationTime o( se:< round.!i((ic%lt): +asy 7

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    9al%e

    Time o( se: < round to se(eral if the character must research the item.Speciali,ations9 !articular ty!es of items 7:e3elry/ 3ea!ons/ technology/ te,ts/ etc.8!i((ic%lt)9 +asy 7 5+motions or thoughts that the target is in denial about >5%!ending a full minute using this s&ill. >0

    $nter(ie3ing target 7as&ing !ersonal 1uestions8. -

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    PRESEN-E

    BargainTime o( se:< round.Speciali,ations: Bargaining o(er certain items9 3ea!ons/ natural resources/ shi!s/ etc.!i((ic%lt):Ty!ically an o!!osed roll against the other bargaining !arty.

    Bargainre!resents the character2s ability to haggle o(er :ust about anything. $n the ;o!rulu %ector/ nearlye(erything is u! for sale/ and merchants tend to be shre3d. Without this s&ill/ characters may find themsel(es muchmore than they should for goods and ser(ices. The table belo3 gi(es general outcomes ofBargainbattles9 $f the3inner is the buyer/ reduce the real !rice 7#'2s discretion8 by the )rice 'ulti!lier. $f the 3inner is the seller/inflate the !rice accordingly.

    0inner

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    )ersuasion measures a character2s ability to con(ice others of :ust about anything. $t does not include the ability tobar& orders 7see Command8/ but rather to debate 3ith logic/ a!!eal to sym!athy/ and other3ise (erbally con(inceothers to see things the character2s 3ay.

    I9. PSIONI-S)si re!resents the !sionic !otential of an indi(idual. $n general/ e(ery )rotoss indi(idual has at least

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    7=08 3ill still be detectable by touch/ scent and sound.

    -oncentrationTime o( se: < action. Concentration may only be used once !er minute 7< !er

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    occur.!i((ic%lt):

    !i((ic%lt) !escription

    'oderate7

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    a (alue e1ual to the )sionic2s %hield roll , 5 7for e,am!le/ the )sionic has 4 in %hield and rolls a

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    9. A-TIONS ? -O;BATTA"ING A-TIONSTime*or much of the game/ #ame 'asters can inform characters as to ho3 much time has !assed bet3een e(ents. Butfor certain actions/ such as combat or a s&ill used under timed conditions/ a more accurate method is re1uired.

    ;elee Ro%nds:'elee Founds are about 5 seconds long. $n general/ a character can ta&e one action !erround 3ithout accruing !enalties.

    Indi/id%al Initiati/e:Characters may act in the order of their $nstincts scores 7from highest tolo3est8. A character 3ith a higher $nstincts may choose to Hold his Action/ letting someone 3ith alo3er $nstincts act first before he decides 3hat to do.

    ;ass Ro%nds:'ass rounds are about =0 seconds long and are used to resol(e combat bet3een units 7see'ass Combat belo38.

    ;ass -om$at Initiati/e:!!osing forces may act in the order of their Tactics score 7fromhighest to lo3est8. The commander 3ith a higher $nstincts may choose to Hold his Action/ lettinganother commander act first before he decides 3hat to do.

    ;%ltiple Actions in a Ro%nd*or e(ery additional action/ the character suffers a -

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    RANGE! -O;BATRanged com$at di((ic%lt) targets:

    Range !i((ic%lt)

    )ointBlan&

    ?ery +asy 7

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    S-A#E%tarcraft does not use %cale to modify attac& attem!ts or damage as some other games do. *ran&ly/ it :ustadds more math and chart-chec&ing. $t is assumed that technology is sufficient to !ro(ide ade1uate targeting forlarger scale 3ea!ons to hit smaller scale ones. *urthermore/ the loss of the smaller unit2s bonus to hit the larger may

    be seen as an indication that the smaller unit is less li&ely to harm the larger/ e(en if the blo3 lands.

    $2(e left in references to %cale in certain !arts of the game to illustrate the relati(e sie of different units.-O;BAT ;O!I4IERSA number of factors can affect a character2s chances to succeed in combat. %mo&e may obstruct a target/ oil on thefloor may ma&e dodging more difficult/ etc. *ollo3ing are a number of modifiers #ame 'asters may choose toa!!ly in the game.

    !ra+ing 0eapons: ra3ing a 3ea!on counts as an action in a round 7all other actions are at -0

    Characters can also hide behind ob:ects/ such as 3alls and (ehicles/ 3hich !ro(ide!rotection against attac&. Add the follo3ing modifiers de!ending on ho3 much of thetarget is co(ered.

    Target is ;odi(ier

    5

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    damage roll is e)#al to or greather than the protection's *rmor

    to>*and -om$at

    Stri&ing:The standard difficulty to hit 3ith Bra3ling roll is ?ery +asy 758. amage is e1ual to the character2s %trength roll >

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    A character armed 3ith a 3ea!on may use it to bloc& an unarmed assailant.DamageWhen an attacer s#ccessf#lly hits his target, he rolls the appropriate n#mber of dice to designate damage

    /see the $eapons list in the E)#ipment section0. anged $eapons do a set amo#nt /e.g. a ea&y "istol

    does 7D damage0. %elee $eapons do a the bearer's ST 5 additional dice for the $eapon type 5 9D for

    e&ery 3 E< points.The targeted character then rolls his Strength dice and adds any armor &al#e, if armor is $orn. If the

    target's strength roll is greater than the attacer's roll, the she had resisted the damage. If not, cons#lt the

    table belo$ for res#lts1Body "ointsemaining Effect Description

    2=!all St#nned

    +haracter s#ffers a !9D to all sill and

    attrib#te dice for the rest of the ro#nd and

    the net. If a character s#ffers a n#mber of

    st#ns e)#al to her strength, she falls

    #nconscio#s for 9d6 min#tes.

    9=3!2= Wo#nded

    +haracters fall prone and can tae no actions

    for the rest of the ro#nd. The character

    s#ffers a !9D to all sills and attrib#tes #ntil

    healed.

    9=!9=3Serio#sly

    Wo#nded8alls prone and is in pain. !3D to all actions.

    9 point to 9=%ortally

    Wo#nded

    8alls prone, and hea&ily da@ed and $ill

    remain that $ay #ntil healed. !2D to all

    *ttrib#te and Sill checs.

    ;

    8alls

    #nconscio#s

    or dies.

    nconcio#s and m#st mae +on or

    End#rance checs to remain ali&e /See

    belo$0.The Big Good$)e: At 0 B)2s/ the character must roll a 'oderate Con or +ndurancechec& once !er 5 minutes. $f you fail/ you 3ill die in 5 minutes. C)2s can be s!ent

    freely to ma&e these rolls. nce C)2s are s!ent/ a character may s!end Chi. +ach Chi!oint buys you

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    All attac&s that occur in the same segment are resol(ed simultaneously 7the effects of casualties do not manifestuntil the ne,t segment begins.

    nits:The ground troo!s of each race may be s!lit into small grou!s that act as a single unit for combat !ur!oses. Thenumber of indi(iduals at that construe a unit de!ends on the race and the troo!er ty!e. *or sim!licity2s sa&e/ onlyone ty!e of creature may be in a unit.

    Race9 The race of the acting unit.@ Indi/id%als Per nit: the number of indi(iduals that com!ose the unit.-as%alt) -ategories: As the unit is reduced it2s efficacy also declines. Feduce amage and Fesistance ice by theamount indicated for each category. When necessary/ brea& the a!!ro!riate dice into !i!s 7

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    Example: Terrans /s. Zerg on open gro%nd.st SegmentTerran Actions9 Cullen has units of marines 70 troo!ers8 and is leading them into

    battle against units of Zerglings 740 Zerglings8. Because the Terrans ha(e their #uassFifles/ they need not mo(e in order to attac& this round. %o/ Cullen 3ill attac& by rollinghis Tactics 748 > 6nit %ie 78 for 7he has no bonuses8. His units are at %hort

    Fange 7ifficultyG

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    * 8irst *id roll is re)#ired to #se a 8irst *id it /or medpac0. The diffic#lty depends on the se&erity of the

    patient's in4#ry1Degree ofn4#ry Diffic#lty Res%lt%tunned/unconscious

    ?ery +asy Fe(i(es !atient.

    Wounded +asy )atient Faised to =I4 H)>

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    ?$. %TAF%H$) *$#HT K )+FAT$@%This section of %tarcraft is ada!ted from the %!ace Tra(el K Combat section of the %tar Wars Fole-)laying #ame7=rd8 by West +nd #ames. Their ne3 'etabarons li&ely contains the same materials 3ith some im!ro(ements. 'ostli&ely it 3ill !ro(ide you 3ith a much more com!rehensi(e rule system for s!ace tra(el. ists of each starshi! ty!ecan be found under the descri!tions for each s!ecies.

    Introd%ctionThe three main s!ecies in %tarcraft ha(e (ery different methods of tra(elling through the stars. Terrans ha(ede(elo!ed faster-than-light engines that can 3ar! s!ace and tra(el through a s!ace-time Lsli!streamM &no3n asLhy!ers!ace.M The Zerg ha(e managed to assimilate giant s!ace-d3elling creatures ca!able of organically 3ar!ings!ace-time and entering hy!ers!ace. The )rotoss use their !rodigious mental !o3ers to actually bend reality sli!into hy!ers!ace they can also establish stargates that !ermit tele!ortation from one !oint in s!ace to another.Fegardless of the method/ each s!ecies has de(elo!ed the ability to tra(el hundreds of light-years in relati(ely short

    !eriods. This is essential for tra(el e(en bet3een !lanets in the same solar system/ since at sublight s!eeds such:ourneys 3ould ta&e 3ee&s at the least.

    SB#IG*T TRA9E#All starshi!s are e1ui!!ed 3ith engines that !ermit ra!id/ but slo3-than-lights!eed tra(el in s!ace. The Baseifficulty to !ilot a starshi! in o!en s!ace is +asy 75 to the !iloting ifficulty. *inally/ a !ilot may !ush his shi! to goAll-out/ 3hich is e1ual to 4 times its %!ace rating and increases the !ilotNs ifficulty by 5 for each damage le(el8/ etc.

    S%$light Piloting ErrorsWhen a !ilot fails to ma&e a %tarshi! )iloting roll successfully/ he tem!orarily loses control of his (essel andun!leasant results ensue. #'Ns may craft their o3n de(ious conse1uences or consult the table belo3 7decided by thenumber of !oints by 3hich the attem!t failed89

    >C Slip: The shi! slides and sli!s/ li&e a car fish-tailing on a 3et road. The !ilot com!letes the attem!tedmo(ement/ but he is - Sloshing: The shi! roc&s shar!ly side to side 7anyone standing must ma&e a e,terity chec& or be

    hurled to the dec& and ta&e damage8. The shi! only com!letes half its %!ace mo(e this round and the!ilot suffers -= to all other actions this round and - Spinning:The shi! begins a ra!id s!in/ com!leting only one fourth of its attem!t %!ace mo(ementand is (eering shar!ly off course. The !ilot cannot ta&e any other actions this round and can only ma&e a'oderate !iloting attem!t to get the shi! bac& under control ne,t round.

    >H ;inor O/erload6-ollision: The shi! either scra!es against something or the engines o(erload andthe shi! suffers systems damage 7e1ual to Serio%s O/erload6-ollision: The shi! either crashes into something or suffers serious engine andinternal damage 7blo3-outs/ s!ar&s/ smo&e/ etc.8. $f the shi! stri&es something/ it ta&es 0 damage7consider armor and shields8 or suffers

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    Acceleration: %tarshi!s may increase or decrease their s!eed le(els by < le(el !er round.Some general g%idelines (or s%$light space speeds ma) $e:

    A!!ro,imately =-5 minutes to fly from a high orbit to a safe distance to ma&e a hy!ers!ace :um!.

    Half an hour to fly from a !lanet to one of its moons.

    - hours to fly bet3een ad:acent !lanets in a system.

    5 for e(ery round I seconds cut off8/ does not ha(ea com!uter to assist in the calculations 7>

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    SING SENSORS@early e(er starshi! is e1ui!!ed 3ith at least rudimentary sensors--flying blind 3ould be certain suicide 'ostsensor systems ha(e four distinct sensor modes e,!lained belo39

    Passi/e sensors are continually running/ gi(ing (ery basic information about 3hat surrounds the shi!s.

    (xamples9 the shi! is !assing a !lanet to !ort a large (essel is off to starboard/ etc.

    Scanmode must be !ur!osely used and inter!reted by the sensor o!erator. The sensor array emits !ulses inall directions from the shi! and collects more detailed information.

    (xamples9 the !lanet is a gas giant the (essel is a starshi! closing in on the shi!Ns location.

    Searchmode narro3s the sensor array to a single arc 7for3ard/ starboard/ !ort/ or aft8 and 3ill e,tend thedistance of the sensor range and !ro(ide greater detail.

    (xamples9 there is a small (essel in lo3 orbit of the !lanet the incoming starshi! is a Terranbattlecruiser mo(ing at units !er round.

    4oc%smode only !ro(ides information about a single ob:ect or an e,tremely limited area.

    (xamples9 the !lanetNs atmos!here is com!osed mainly of nitrogen/ o,ygen/ hydrogen/ andhelium the battlecruiser has a amato cannon and reinforced hull !lating.

    #imitations on Sensors

    %ensors must be used by a s&illed o!erator 7;no3ledge9 %ensors8in order to be effecti(e. *urthermore/ sensors areLline-of-sightM/ meaning a target ho!ing to a(oid detection may attem!t to hide behind another shi!/ !lanet/ or othersensor-bloc&ing !henomena.-loa&ed Ships: %tandard sensors cannot detect cloa&ed indi(iduals or (essels. nly delicate and ad(anced sensorarrays may !ierce cloa&ing technology.R%nning Silent: A shi! may attem!t to confound the sensors of an o!!onant by Lrunning silent/M or shutting do3nall systems e,ce!t a minimal life su!!ort. The shi! 3ill drift until !o3er is restored 7but since thereNs no friction ins!ace/ it 3ill tra(el at the same (elocity it 3as tra(eling at 3hen the systems 3ere shut do3n8. %hutting do3n !o3ermay be attem!ted in rounds 3ith a 'oderate %tarshi! )iloting roll. Festarting engines ta&es at least one minute.%hi!s can rarely !ro(ide life su!!ort for more than 5 minutes 3hile running silent/ unless they ha(e been s!eciallymodified.amming: *inally/ one shi! may attem!t to use its sensors to :am another. This 3ill flood the area 3ith static. Theo!!osing shi! 3ill &no3 a shi! is emitting the :amming signal/ but 3ill ha(e a ?ery ifficult 758 time narro3ing its

    scans to locate it. A sensor o!erator may attem!t to clear the static by ma&ing an o!!osing %ensors chec&.

    STARS*IP -O;;NI-ATIONSTerrans: the humans2 interstellar communications are relati(ely crude com!ared to those of other. Thus/communications are often delayed bet3een the Terran !lanets/ sometimes for days. Felay buoys may increase thes!eed some3hat.Protoss: tele!athic relays and am!lifiers can send messages at the s!eed of a single thought. The )rotoss also usetheir 3ar! gate technology to transfer messages o(er thousands of light years 3ith the same s!eed as if the t3ocommunicants 3ere standing right ne,t to each other. )rotoss units also use electronic communicators as bac&-u!s3hen necessary.The Zerg:the %3arm stays in continual contact 3ith the (ermind through a tele-em!athic lin&. While L3ordsM arenot necessarily transferred at the s!eed-of-thought/ LideasM and LordersM are. The %3arm instantantly relayinformation bac& to the (ermind/ and it deli(ers its commands 3ith e1ual s!eed. Ho3e(er/ since the Zerg %3arm

    mainly stays in the same system/ the Zerg ha(e yet to de(elo! hy!ers!ace communication.STARS*IP -O;BATCombat bet3een shi!s is handled much as it is bet3een characters 7seeActions K Combat8. +ach round/ 3hiche(er

    !ilot has the highest $nstincts 3ins iniati(e.

    ;o/ement in -om$atA !ilot need not ta&e an action to fly his shi! in a straight line and at the same s!eed as the !re(ious round.Ho3e(er/ if he attem!ts maneu(ers/ dodges or acceleration/ he must attem!t a %tarshi! )iloting chec&.When attac&ed/ the !ilot may LdodgeM 3ith the starshi! :ust as he might use the odge s&ill in !ersonal combat. The

    !ilot may roll his %tarshi! )iloting chec& and set the total as the ne3 ifficulty for attac&ers.

    Example: Coburn is in his 2raith fighter and fails to see a )rotoss Scout waiting up

    ahead in ambush. As Coburn flies by' he spots the enemy ust as it unleashes missiles and

    Coburn decides to attempt a Dodge. &e rolls his Starship )ilot of $D and adds the2raithEs anue#erability of -D' getting a total of -7. 3he )rotoss attacker needs at least

    a -7 to hit CoburnEs ship.

    http://starcraftd6.tripod.com/skills.html#Knowhttp://starcraftd6.tripod.com/skills.html#Knowhttp://starcraftd6.tripod.com/Combat.htmlhttp://starcraftd6.tripod.com/skills.html#Knowhttp://starcraftd6.tripod.com/Combat.html
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    A !ilot may start the round intending to !erform e(asi(e manue(ers. He can ta&e no other actions that round 7thisacts as a *ull odge does in !ersonal combat8. The total of the !ilotNs %tarshi! )iloting chec& is added to the Baseifficulty for the attac&er.

    Example: 3hree more )rotoss Scouts show up and Coburn decides to spend his next

    round doing nothing but e#asi#e manue#ers. &e rolls his D again' this time getting a

    total of --. 3he Scout are at Close 1ange for their missiles' so they only needed a ,7 tohit Coburn before his manue#ers. Now they will need !- "Base Difficulty ,7 9 CoburnEs

    --% to hit6

    Starship !amage%tarshi!s ha(e Body )oints :ust as indi(idual characters ha(e Hit )oints. +ach time the shi! ta&es damage/ its armorand !erformance 3ill also decline. The amage e(el of a %hi! is estimated by a !ercentage decrease in Body)oints9A 4e+ Scrapes and B%rns 7>L8: 'ost shi!s can endure about a FHL8: 'ulti!le hull breaches/ loss of sensors and communications/ life su!!ort is failing/thrust control is s!oradic....and thatNs the good ne3s. WhereNs that esca!e !od againJ The 'anue(eribility ice arelost for good 7until the shi! is re!aired8 and the cre3 suffers a -= to all o!erations attem!ts. The second time a shi!ta&es damage in this range/ roll for additional damage belo39

    Thr%sters O((line: The shi! loses any 'anue(eribility it has left. The !ilot suffers an additional -

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    0eapons Bac&(ire: one of the shi!Ns 3ea!ons is destroyed and blo3s u!. %tarfighters and freighters ta&ean additional 5 damage internally 7ignore armor8. Ca!ital shi!s suffer an additional

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    9II. A##IES ? ENE;IES%tarcraft is about a 3ar bet3een three s!ecies9 the Terrans of +arth/ the )rotoss of Aiur/ and the Zerg of Zerus.These three mighty s!ecies ha(e collided in the ;o!rulu %ector and fight for their (ery e,istence. The !ages belo3describe their histories/ military units/ structures and !o3ers. While reading these materials through/ remember thatthese s!ecies are not only fighting one another/ they are also fighting ci(il 3ars 3ith their o3n &ind. $n %tarcraft/

    alliegences and enmities shift 3ith the tides of 3ar and !olitical machinations.

    The Species: Terrans:the young s!ecies of Humanity/ struggling to sur(i(e at the edge of their gala,y.

    Protoss: the Pel2@aga2s first born/ a mature and ad(anced race of !sionic 3arriors.

    Zerg: (oracious and sa(age/ the %3arm continually e(ol(es see&ing genetic !erfection and thedestruction of any lesser s!ecies.

    TERRANS

    TERRAN *ISTOR3The st -ent%r): The !ecline o( Nation>Statesuring the

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    n the nearby 3orld of 'oria/ the Argo managed to control its descent and safely deli(er its !assengers to thesurface. et/ these sur(i(ors also lac&ed any &no3ledge of 3here they 3ere or ho3 long they had tra(elled/ and hadno 3ay to contact their sister shi!s.*inally/ the shi! @agglfar crashed u!on the 3orld Tarsonis. $ts com!uter systems remained intact enough to !ermitthe e,iles to learn about ho3 long they had :ourneyed. et/ they had no ho!e of contact +arth or e(ey returning.The Rise o( the -on(ederac)

    The e,iles/ no3 colonists/ stri!!ed their starshi!s for ra3 materials and set about establishing inde!endent societiesu!on each 3orld. With a fe3 generations/ the three colonies had established contact 3ith one another/ createdad(anced cities/ and 3ere !roducing starshi!s ca!able of sublight s!eeds.Tarsonis 3as the most ad(anced and dominant of the three and it used this !o3er to establish ne3 coloniesthroughout the system. %oon/ it formed the Terran Confederacy/ 3ith its ca!itol on Tarsonis. $tNs e,!ansi(e !o3ersmade it the unchallenged authority in this region of s!ace/ no3 called the ;or!ulu %ectorTo !rotect itself from the increasingly aggressi(e Confederate military/ 'oria organied its mining colonies into the;el-'orian Combine. This cor!orate/ e,tra-legal entity secretly challenged Confederate !o3er and e(entuallyengaged in the #uild Wars. After four years of !itched battles/ the t3o sides reached an uneasy !eace/ that 3asalmost certainly an affirmation of Confederate su!eriority.*earing a similar fate/ the !lanet 6mo:an organied its colonies into a )rotectorate. Though small/ the )rotectoratemanaged to &ee! Confederate domination at bay.The Rise o( Re$ellion: "orhalMs #egac)

    *inally/ the ConfederacyNs iron-handed tactics began to bac&lash. ;orhal/ one of the ConfederacyNs core 3orlds/began to agitate for greate freedoms. Fiots bro&e out and the citienry 3ere sub:ected to harsh military rule. ed bya chararismatic senator/ Angus 'engs&/ the ;orhalians rose u! in rebellion and ca!tured most of the Confederate

    bases on the !lanet. *inally/ 3hen (ictory seemed to belong to the rebels/ the Confederacy sent in elite assassins toslay 'engs& and his family.'engs&Ns assassins/ ho3e(er/ left one member of the family ali(e. Arcturus 'engs&/ AngusN estranged son/ had

    been a !ros!ector on the Fim for years. While he had no taste for !olitics/ the assassination of his father turned himinto a rebel leader. He rallied ne3 forces to him and/ !erha!s/ formed a secret alliance 3ith the 6mo:an )rotectorateto challenge the Confederacy.)anic&ed/ the Confederacy attem!ted to 3i!e out the rebellion in one last stro&e. $t unleased a sal(o of nuclear3ea!ons on ;orhal/ &illing o(er 4 million in the first attac& alone. The remnants of ;orhalNs citiens and theirsu!!orters/ managed to band together and form the %ons of ;orhol. 6nder 'engs&Ns leadershi!/ they continue to

    !ose the most significant challenge to the ConfederacyNs !o3er.

    The Arri/al o( the Zerg and the ProtossBeseiged by rebels/ u!start #uilds/ and rogue !irate militias/ the Confederacy already had its hands full 3hen the)rotoss 3arshi!s a!!eared and (a!oried the colony on Chau %ara. $gnorant of the )rotosN true !ur!ose--to 3i!e outthe Zerg infestation before it s!read to more Terran and )rotoss 3orlds--the Terrans rallied and fought bac&. Thoughhardly damaged/ the )rotoss 3ithdre3.%oon/ Confederate forces encountered the Zerg race. *aced 3ith this unimaginable nightmare/ the Terran coloniesrace for their li(es/ to !roduce ade1uate 3ea!ons and armies to hold off these alien in(asions.

    A(ter the Battle o( Ai%r 7Brood 0ar Era8uring the 3ar 3ith the Zerg and )rotoss/ the Confederacy 3as sufficiently 3ea&ened for Arcturus 'engs& to landhis &illing blo3. estroying the Confederate !o3er structure/ 'engs& formed the Terran ominion/ o(er 3hich heser(ed as +m!eror.Across the gala,y/ the 6) 3atched 3ith interest. $t had obser(ed the fate and history of its +,ile e,!eriment since

    the beginning. With the arri(al of the )rotoss and Zeg/ the 6)Ns reactionary leaders !ressed for e(en strictermilitary rule.Feforming as the 6nited +arth irectorate/ +arthNs leaders sent a massi(e armada of 3arshi!s to cleanse the;or!ulu %ector of all alien life--Zerg and )rotoss--and to bring the 3ay3ard colonies directly under +arthNs control.

    T*E TERRAN 4A-TIONS

    The -on(ederac)The Confederacy is formed by nearly a doen !lanets in the ;o!rulu %ector and is by far the dominant !o3er in theregion. The core Confederate 3orlds are Tarsonis 7the ca!ital8/ Tyrador $P/ Brontes/ Chau %ara/ and ylar $?.Confederate money and !o3er is centered on these 3orlds/ 3hile out on the Fim/ small out!osts often go 3ithout

    ade1uate food/ education and defense. Fim-d3ellers are often seen as bac&3ards and/ by some/ seditious.

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    The Confederate military is 3ell armed and e,tremely aggressi(e. The infantry is com!osed !rimarily of e,-con(ictsand 1uasi-!sychotics 3ho ha(e undergone @eural Fesocialiation to turn them into ealously loyal guardians of theConfederacy.The most 3ell-&no3n military units are listed belo39

    Omega S'%adron 7The !eathMs *ead #egion8-ommander: t. Cmdr. #regory Fei&son

    !esignation: Hea(y Assault %1uadronBase o( Operations: ylar $?S'%adron -olor:Blac&mega %1uadron/ as it name suggests/ is associated 3ith finality in any battle into 3hich it enters. $ts troo!s fight3ith a eal that borders on religious madness/ sa(agely cutting through o!!osition. The eathNs Head egionre!utation is so 3ell-&no3n that rebel elements ha(e been &no3n to surrender at the mere threat of the egionNsde!loyment.

    No/a S'%adron-ommander:Col. "ac&son Hauler!esignation: Blac& !sI+s!ionageBase o( Operations: 'obileS'%adron:)ur!le

    @o(a %1uadron stands a!art from all other military units because of its role in !olicing the Confederacy for all formsof corru!tion. $ts agents ha(e infiltrated e(ery other military/ go(ernmental/ religious/ and commercial organiation.Col. Hauler has managed to hold on to his !osition des!ite (arious attem!ts to remo(e him 7both !oliticalmo(ements and attem!ted assasinations8. He is !erha!s one of the fe3 honest leaders the 3ithin the u!!er echelonsof the Confederate !olitical body/ but he is not abo(e using his (arious agents in blac& o!erations and other e,tra-legal tactics.

    Alpha S'%adron 7The Blood *a+&s8-ommander:#en. +dmund u&e!esignation:Ad(anced Tactical %tri&e %1uadronBase o( Operations:Chau %araS'%adron -olor: WhiteAl!ha %1uadron is com!osed of the best and brightest of the Confederate military. $t hand !ic&s e(ery troo!er/technician/ and !ilot from other s1uadrons/ often recruiting ci(ilians into its ran&s. $ts forces are the best-armed/

    best-trained/ best-su!!orted in the Confederacy. And its su!remacy sho3s on the battlefield9 the Blood Ha3&s ha(ethe highest &ill to casualty ration in the Confederate Armed *orces.

    The Independent 4actions: Re$el ? Pirate ;ilitiasAlong the borders of the Confederacy/ (arious inde!endent grou!s o!erate contrary to the Confederate authority.%ome of these grou!s are nothing better than !irate gangs/ ra(aging out!ost colonies/ hi:ac&ing cargo shi!s/ andfeeding blac& mar&et economies throughout the %ector. thers are legitimate Trader #uilds 3ho see& to o!erateoutside the confines of Confederate regulation. *inally/ there are numerous rebel elements s!ringing u! 3ithin theConfederacy and along the Fim.

    The Sons o( "orhal-ommander:Acturus 'engs&!esignation: Fenegade Acti(ist Coalition

    Base o( Operations:'obile;ilitia -olor:FedThe Confederate nuclear stri&e on ;orhal only ser(ed to solidify the resol(e of the rebel elements there. ed by theincreasingly (indicti(e Arcturus 'engs&/ the %ons of ;orhal continue to stri&e at Confederate !osts throughout the%ector. Their !o!ularity also continues to increase 3ith each ne3 (ictory. Though they are a rag-tag grou!/ the %onof ;orhal ha(e come to re!resent the one chance for freedom in the ;o!rulu %ector. But 'engs&Ns methods can beun!redictable and harsh/ and his o3n ambitions may be as great as the ConfederacyNs.

    The mo1an Protectorate-ommander:'inister "orgensen!esignation:@eutral )rotectorateBase o( Operations:6mo:a;ilitia -olor: A1uaThe 6ma:oran citiens ta&e fierce !ride in their inde!endence from Confederate control. $ndeed/ they see their

    society as the %ectorNs most ad(anced. $n many 3ays they are right--6ma:orans en:oy the highest standard of li(ingin the %ector than&s to a 3ealth of natural resources and !rudent !lanning. Their armed forces are !rimarilydesigned for system of their small region of s!ace along the Confederate Fim and thus far they ha(e been unscathed

    by alien in(asion. The 'inister is a 3ise and !olitically-saa(y 3oman 3ho 3ill use 'achia(ellian techni1ues to

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    !rotect her !eo!le 3hen necessary. "orgensen see&s to form a treaty 3ith the )rotoss/ belie(ing the aliens can leadhumanity into the ne,t !hase of its de(elo!ment.

    The "el>;orian -om$ine-ommander: #en 'ah %a&ai!esignation: 'ining CoalitionIFenegade )irate #rou!Base o( Operations: 'oria

    ;ilitia -olor:#reen*ormed by the ;elanis #uild and the 'orian 'ining Com!any/ the Combine has amassed ade1uate !o3er to gi(eConfederate e,!ansionists !ause. The Combine is the most efficient mining o!eration in the %ector/ ca!able ofdraining 3hole !lanets of their resources in a matter of 3ee&s. The Combine has treatiest 3ith nearly e(ery !o3er inthe %ector/ su!!lying each 3ith at least some of the resources necessary to fuel their gro3ing economies and armedforces. $ndeed/ the Confederacy has become so reliant on the Combine that it has signed a treaty agreeing to ne(er

    !rosecute the Combine for criminal acti(ity 3ithin its borders.The Combine matches its economic !o3ers 3ith a broad military force. $t maintains cor!orate-marshall la3 onmany of its colonies and strictly limits !ersonal freedoms. At the same time/ many of its out!osts are essentiallyla3less !laces/ 3here any ser(ice/ good/ or e(en !erson may be bought.

    TERRAN *EROESArtc%r%s ;engs&*ormer )ros!ector I Febel eader+m!eror of the Terran ominion 7Brood War +ra8Species:TerranSex:'aleAge:=ESTR: !E2: Bra3ling 5 *irearms odge 5 )ilot %tarshi! 4> %tarshi! #unnery 5 Tan& !s 5 ?ehicleWea!ons 4-ON:= +ndurance 4 Fesistance 4"NO:4 Tactics E +ducation 5 ?alue D %ur(i(al 5 emolitions 5 Bureaucracy E Business E

    INS:= %earch 5 )rofile %tealth 4PRE: 4 Command Q $ntimidate D Con )ersuade D $nterogate D Bargain E.PSI:0nce a successful )ros!ector/ Arcturus has gro3n to be the ConfederacyNs greatest enemy. After Confederate forcesassassinted his father and unleashed a nuclear holocaust do3n u!on ;orhal $?/ Arcturus formed the %ons of ;orhal/a militant terrorist 3ing that see&s to bring do3n the Confederacy. With his !o!ularity gro3ing and the strainedConfederacy under fresh assaults from alien in(aders/ Arcturus sees his chance to crush the Confederacy and usherin a ne3 era--ho!efully under his 3atchful rule.

    im Ra)nor*ormal Colonial 'arshal I Current Commander of the %ons of ;orhalSpecies: TerranSex: 'aleAge:Q

    STR:=>< Bra3ling *irearms D> odge D Funning )ilot Ho(er(ehicle E ?ehicle Wea!ons D)ilot %tarshi! %tarshi! #unnery 5-ON:= +ndurance 5 Fesistance 4"NO:>< Tactics-%mall 6nits D> %ur(i(al DINS:= %earch %tealth 5>PRE:= Command > )ersuade 5 $nterrogate 4 Bargain 5PSI:After years of loyally ser(ing the Confederacy as a !olice marshal/ Faynor abandoned it in the face of gro3ingcorru!tion/ brutality and disregard for citiens. "oining the %ons of ;orhal/ he has 1uic&ly risen to become one of its

    !rimary field leaders/ often ad(ising 'engs&. FaynorNs influence may ha(e gro3n/ but he retains a close bond 3iththe troo!s under him and clear moral (ision for the ultimate goals of the rebellion. $f 'engs& 3ere to abandon thosegoals/ it is unclear 3hether he 3ould still garner FaynorNs su!!ort.

    Sarah "errigan*ormer Confederate #host Assassin I nd in Command of the %ons of ;orhalSpecies:Terran

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    Sex:*emaleAge:Atri$%tes 7As o( the Battle o( Ne+ Gett)s$%rg8STR: > )ilot %tarshi! 5 %tarshi! #unnery4> )ilot Ho(ercraft 5 ?ehicle Wea!ons 5>

    -ON:> +ndurance 5 Fesistance 5 %3imming 4> Will!o3er "NO:= Tactics %ur(i(al 5> %treet3ise 5 Bureaucracy 4 Alien %!ecies 4> %ensors 5 %ensors9

    @uclear Targeting E Communications Wea!ons Tech 4.INS:= %earch D %tealth E )rofile 5PRE:= Command 5 Con 5 )ersuade PSI:

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    remains a rebel outla3/ only no3 he o!!oses 'engs& u&e ser(es as 'engs&Ns chief military counsel and;errigan has been infected by the Zerg.

    @e3 Terran !layers also enter the scene. %ent by the 6+/ these military officers 3ill !lay (ital roles in the fate ofhumanity.

    Gerard !%galleAdmiral of the 6+ +,!editionary *orce

    Species: TerranSex:'aleAge:4STR: !E2: *irearms 5 odge 4 'elee Wea!ons--%3ord D )ilot %tarshi! 5 %tarshi! #unnery 4 ri(e 4.

    -ON: = Will!o3er E Fesistance 4 +ndurance 5"NO:=>< Tactics Q Tactics-*leet Combat %earch 5PRE: 4 Command E>PSI:As the greatest li(ing Terran military mind/ ugalle 3as the first choice to head the the +,!editionary *orce to the;o!rulu %ector. He is under orders to use a !si-emitter to ta&e control of the leaderless Zerg s3arms and use themagainst any )rotoss that remain in the %ector. nce that is accom!lished/ he is to bring 'engs& and the %ector bac&under +arthNs control.Though a consumate soldier and e,tremely loyal/ ugalle has some hesitancy about using the Zerg as a 3ea!on. He3ould rather 3in a (ictory by straightfor3ard military tactics than loose the un!redictable beasts u!on an honorableenemy.

    Alexei St%&o/?ice-Admiral of the 6+ +,!editionary *orceSpecies: TerranSex: 'aleAge: 5STR:!E2: 'artial Arts 5 *irearms D odge 4 )ilot %tarshi! %tarshi! #unnery ri(e 5 Tan& !s

    D ?ehicle Wea!ons -ON: = Fesistance 5 +ndurance 5 Will!o3er D"NO: 4 Tactics D %cience D Wea!ons Tech Q +lectronics E 'echanics E %ensors D>Communications D> +ducation Construction 5INS: 4 %earch 5 )rofile 5PRE:= Command DPSI: With a &een/ but uncon(entional/ tactical and scientific mind/ %tu&o( sometimes seems an unli&ely match forugalle. et the t3o ha(e &no3n each other for decades and share a close and trusting friendshi!. %tu&o( hasgained re&no3n more for his de(elo!ment of ne3 3ea!ons technologies than as a battlefield commander/ yet he hasno lac& of e,!erience in combat. %ome of the 6+Ns more conser(ati(e elements distrust %tu&o(Ns creati(ity anduncon(entional tactics/ but his selection as ?ice-Admiral 3as cemented u!on ugalleNs endorsement.

    Samir !%ran*ormer Confederate !erati(e I Febel eader I Ad(isor to the 6+ *orcesSpecies: TerranSex:'aleAge:==STR:=!E2: 4 'artial Arts *irearms odge )ilot %tarshi! %tarshi! #unnery Tan& !s 5>?ehicle Wea!ons 5> ri(e 5 Hea(y Wea!ons D 'elee Wea!ons Thro3ing 5-ON:=> +ndurance 5 Fesistance 4>

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    6+/ uran has begun to ser(e as an ad(isor to the +arth forces. Ho3e(er/ uranNs true origins and loyaltiesremain in 1uestion.

    TERRAN NITS

    Cle(er and resiliant/ the Terrans ha(e managed to colonie a large number of 3orlds in the face of harsh conditions/meager resources and hostile aliens. While neither as technologically ad(anced as the )rotoss nor as geneticallygifted as the Zerg/ Terrans ma&e do 3ith a mi, of ingenius technology and biological ada!tability. $t a!!ears thatthis young s!ecies has a firm foothold in the sector/ though ho3 long that lasts is anyone2s guess...

    -i/ilian -olonistSTRG 9 Bra3ling =!E2G 9 *irearms = ri(e #round ?ehicle =-ONG 9 +ndurance =."NOG 9 "ury-Fig = "ob9 *arming or 'ining =INSG 9 %uri(al =PREG

    The Terran colonists are a hardy breed of indi(idualists/ scratching out a li(ing on desolate 3orlds/ half-forgottenout!osts/ and dila!idated mining stations. The tend to be 3ary of outsiders/ es!ecially any of an alien (ariety. 'anythin& of the colonists as bac&3ards/ uneducated and crude. But the ma:ority of colonists ha(e neither the time nortem!erament for !olite niceties and their able minds are bent to3ards day-to-day sur(i(al rather than tri(ialentertainments and !etty gossi!.f late/ the colonists ha(e been di(iding themsel(es more and more into factions/ sometimes leading to (iolence.'any of these ne3 grou!s focus on !olitical and military matters. %till others stem from religious re(i(als/sometimes bordering on obsessi(e cults.

    TechnicianSTRG >9 Bra3ling = ifting =.!E2G > odge > 'elee Wea!on9 )lasma Torch = )ilot9 %C?

    -ONG>INSG9PREG9E'%ipment:%!ace Construction ?ehicle Tool&it Hand com!uters.Technicians are highly (alued among the ci(ilian and military !o!ulace ali&e. While any s!acefaring human needsto &no3 a thing or t3o about engineering/ only a fe3 are truly ca!able 3ith all things mechanical. Technicians doe(erything from e,tracting ra3 materials to building com!le, factories and (ehicles. $n s!ace/ the time it ta&es to todebug a s!ace station2s com!uter net/ build a secure bun&er/ or re!air a %eige Tan& may mean the difference

    bet3een life and death 'any Technicians use %!ace Construction ?ehicles 7%C?2s8 in their re!air and constructionefforts.Though smart and able/ many technicians are social misfits 3ith e,tremely !oor !eo!le s&ills. %ome are arrogant/others shy to the !oint of debilitation.

    ;edicSTRG !E2G =9 odge =>9 +ndurance =."NOG =9 *irst Aid 5 %ciences 4 +ducation 4 'edicine +ngineering INSG >9 %earch =.PREG >Special:9 n the battlefield/ 'edics 3ear )auling Armored %uit 7)A%8/ a !o3ered !rotecti(e suit 3ith built inmedical su!!lies and tools. TheThe 'edic Cor!s is also 3ell-recei(ed in many !arts of Terran %!ace. These Angels of 'ercy carry out3ides!read/ mobile health care to all of the colonial out!osts in times of !eace. uring conflicts 73hich is all the

    time/ these days8/ the 'edics Cor! members don sealed/ armored suits and bra(e the front lines 3ith other Terrantroo!s. Though they do not engage the enemy--indeed/ many ha(e ta&en an oath to ne(er harm another li(ing

    being--the 'edics bolster Terran forces by healing their 3ounds so that they may return to battle more 1uic&ly.Because 'edics are !o!ular among other Terrans/ they generally get a >

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    friendly manner 7bargaining for goods/ trying to !ersuade someone of a course of action/ seduction/ etc.8. Ho3e(er/!eo!le are al3ays badgering 'edics for fa(ors--to ta&e a loo& at an old 3ound/ as& (arious medical ad(ice/ attem!tto get a !erscri!tion/ etc. *or this reason/ may 'edics !refer to &ee! their identies as secret as !ossible.

    ;ilitia Soldier

    STRG =9 Bra3ling9 4 Climbing =>!E2G >9 *irearms9 => Hea(y Wea!ons9 = odge = Funning = 'elee Wea!ons = Thro3ing =-ONG =9 +ndurance => Fesistance =>"NOG 9 Tactics %treet3ise > "ury-rig > %tealth =>.PREG 9 Command 0eapons:6sually assault rifles 7D8 or shotguns 758. ccasionally 3ill ha(e hea(y 3ea!ons/ grenades ordemolitions.Armor: 6sually ;e(lar ?ests or/ occasionally/ !ersonal !o3ered armor 7see theArmorsection in Terran+1ui!ment8.'ilitia %oldiers ma&e u! the bul& of the regular army and !olice forces on the Terran Worlds. 'ilitia soldiers ha(e a3ide (ariety of training/ e,!eriences and e1ui!ment--de!ending on the 3ealth and contentiousness of their colony.A fe3 of the more talented soldiers are !romoted into the ran&s of the regular armor--to !erha!s :oin the

    Confederate na(y as a !ilot or battleshi! cre3man.

    Armored ;arineSTRG =>< 75 in armor89 Bra3ling 4 Climbing => "um!ing =>. 7@ote9 %trength bonus only increasesdamage/ ifting and "um!ing s&ills/ not Climbing and Bra3ling8.!E2G => odge => Funning =>.-ONG =>."NOG 9 Tactics >!E2G => odge => Funning =>.-ONG =>9 +ndurance 4 Fesistance 4 Will!o3er =>."NOG 9 Tactics >9 +ndurance 4 Fesistance 4 Will!o3er 5."NOG 9 Tactics => %ciences => %ecurity 4.INSG 49 %earch 4> %tealth 5.

    PREG 9 Command =.PSIG 7*itted 3ith a )sychic am!ener. The #host cannot learn any ne3 !sychic s&ills beyond those taught tohim by his military handlers.8. %&ills usually include Cloa& %elf/ %ense ifeform/ #litch Healing +nhance %trength/+nhance e,terity/ +nhance Constitution.

    http://starcraftd6.tripod.com/equip.html#armorhttp://starcraftd6.tripod.com/equip.html#impalerhttp://starcraftd6.tripod.com/equip.html#PCShttp://starcraftd6.tripod.com/equip.html#PCShttp://starcraftd6.tripod.com/equip.html#Firebathttp://starcraftd6.tripod.com/equip.html#armorhttp://starcraftd6.tripod.com/equip.html#impalerhttp://starcraftd6.tripod.com/equip.html#Firebathttp://starcraftd6.tripod.com/equip.html#PCS
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    0eapons: 5 mm Cannister Fifle 758.Armor: H+% +s!ionage %uit.7Armor ?alue9 5 I ri(e9 Ho(ercycle 4 odge => Bra3ling => ?ehicle Wea!ons9 Ho(erbi&e#renade auncher9 4.-ONG >9 Fesistance =."NOG 9 Tactics9 ?ultures = 'echanics = #eogra!hy = @a(igation =.INSG > odge9 >

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    %cience Cre3man staff the mobile research stations that the Terrans once de!loyed along the outer reaches of theirs!ace. With the in(asions of the )rotoss and Zerg/ the %cience ?essels ha(e been recalled to ;no3n %!ace to aid inthe Terran defense. Where these cre3s once e,!lored ne3 3orlds and studied un&no3n !henomena/ they must no3use their shi!s in the heat of battle/ to defend their comerades and stri&e at the enemy ho3e(er !ossible. @eedless tosay/ fe3 science cre3men signed on for such dire duty/ and many ha(e a hard time of it.

    4reighter PilotSTRG >9 Tactics9 %tarfighters = 'echanics = +lectronics = Communications = %tarshi! !erations4 %ensors =.INSG >

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    T+FFA@%9 %tructures K 6!grades

    Terrans are an e,tremely ada!table and fle,ible s!ecies. To sur(i(e in the harsh ;o!rulu %ector/ they needingenuity/ 3ill!o3er and more than a little luc&. Their structures re!resent this mi,9 they tend to be robot-dri(enfactories and command centers 3ith inde!endent !o3er su!!lies/ :ury-rigged systems/ dis!osable subsections/ and aramshac&le a!!earence.;o$ilit):All im!ortant Terran structures are ca!able of lo3-altitude flight. Though e,tremely slo3 7'o(e G ons:

    -omSat Station:Com%ats im!ro(e the communications and sensor facilities for aCenter.*it Points:=50

    -omm%nications 4acilities:may ha(e long-range s!ace communications. Also/ add>= to any Communications or %ecurity9 +ncry!tion attem!s.Sensors:7ranges gi(en for in an atmos!here. 'ult!ly by

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    and roc&et at a time. The missile 3ill fill u! the silo 3hen built and another cannot bebuilt until the first one is launched.N%clear !amage:=0 damage to all targets 3ithin 00 m of the !rimary target. Feducedamage by for each addtional E4G%idance:To !re(ent hac&ers from o(er-riding a nu&eNs course !rogramming/ Terransha(e stri!!ed nuclear 3arheads of any inde!endent guidance com!uters. While nu&esmay be launched to stri&e any fi,ed !osition on a !lanet or 3ithin lo3 orbit. Ho3e(er/they re1uire a #host to L!aintM the target site 3ith guidance lasers. $n general/ the #hostmust be 3ithin line of sight of the nu&e. uring the missile flight/ the #host 3ill recei(ethe missileNs telemetry and ma&e minor corrections to best guide the 3ea!on LhomeM. Anu&e fired 3ithout a guidance scout on the ground 3ill almost certainly miss its mar& and3ill li&ely be o(erridden by enemy systems---and !erha!s directed bac& on its ma&ers.

    S%ppl) !epotRole:!erations %u!!ly %tructure*it Points:=00Air Speed: 0 7cannot be mo(ed8.4acilites:

    %torage 9 %u!!ly e!ots ser(e mainly as the storage centers for gro3ing bases. They house the food/standard arms/ fuel/ and other necessities for a Terran Base.

    %tores 9%u!!ly e!ots are often outfitted by !ri(ate com!anies that sub-contract to bring su!!lies to a base.They often ha(e !ri(ate stores 3here miners and soldiers can s!end hard-earned chi!s on lu,aries li&ecandy/ soa! and !ornogra!hy. %ome of the more de(elo!ed e!ots 3ill ha(e blac&-mar&et goods/ illicitentertainment facilities/ and ser(e as ha(ens for the local underground.

    9espene Re(iner)Role:?es!ene +,traction and )rocessing %tation*it Points: 450Air Speed:0 7cannot be mo(ed8.4acilities:

    ?es!ene drilling and !rocessing assembly 9 !o3ered by robotic drills and human 3or&ers/ Fefineries e,tractthe !recious ?es!ene gas from geysers belo3/ filter out im!urities/ and !ac&age it for transfer to Terranfactories.

    pgrade:none.Fefineries are a common sight throughout the ;or!ulu %ector. These structures are often half-falling a!art/ &e!ttogether by a fe3 scre3s/ some duct ta!e and a fa(orable 3ind. $nside/ robot and human 3or&ers dig a3ay at theearth to better e,tract ?es!ene gas.

    Barrac&s

    Role:Troo!er Training and Housing *acility*it Points: 500Air Speed:

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    cold sho3ers/ and sub-standard food. But/ home it is/ and most troo!ers begin to miss the comaraderie of theBarrac&s once a3ay from it for any !eriod of time.

    Academ)Role:+lite Troo!er Training and Fesearch *acility*it Points: 400Armor: 40

    Air Speed: 0 7cannot be mo(ed8.4acilities:

    +lite Training Center 9 e(ery Academy has facilities 3here to! troo!ers may be trained 3ith ad(anced3ea!onry and techni1ues. Academies are necessary for any base 3ith *irebats/ 'edics or #hosts.

    Fesearch abs 9 Academies also house to! Terran 3ea!ons scientists. $n their labs/ they !roduce 3ea!onsand drugs to ma&e the infantry a more efficient &illing machine.

    pgrades:

    6-=E %hells 9 Academy micro-factories may be used to !roduce s!ecial uranium shells that 3ill fire muchfurther than the standard C-

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    (ffect9 $ncrease the Armor ?alue of the Wraith/ ?al&rie/ ro!shi!/ and Battlecruiser units as !eramount s!ecified by each shi! ty!e.

    Cost9 Current 6!grade e(el , F).Because of its utility in u!grading the essential Terran mechanied units/ and its ability to hel! !roduce #oliaths/Armories are essential structures in nearly e(ery Terran base. Their lac& of mobility is unfortunate/ but they 3illoften continue their research and de(elo!ment e(en 3hen the main base structures ha(e flo3n a3ay to e,tract

    resources else3here.StarportRole:)rimary %tarshi! )roduction *acility*it Points:E5Armor:40Air Speed:ons:

    -ontrol To+erRole:Ad(anced 'anufacturing (ersight *acility*it Points: =00Armor:=54acilities:

    )lanning and esign Team 9 to! astronautics engineers 3ill be assigned to a To3er to o(ersee the

    construction ofro!shi!s/*rigates/Battlecruisers and %cience ?essels.

    pgrades:

    Cloa&ing *ield 9 To3er engineers may also !ro(ide the local Wraith shi!s 3ith the co(eted

    cloa&ing de(ices ca!able of hiding the Wraiths from most enemy detection for short !eriod oftime.

    (ffect9 Cloa&ed Wraiths may not be detected by normal sensors or (ision. %!ecial

    etectors may s!ot and disru!t the Cloa& effect.

    Cost9 = F).

    A!ollo Feactor 9 Wraith reactors may be u!graded to increase the amount of time they remain

    cloa&ed/ and s!eed the cloa&Ns recharge time.

    (ffect9 oubles the amount of time a Wraith may be cloa&ed and hal(es the recharge

    time.

    Cost9 F)

    Science 4acilit)Role:)rimary %cience Fesearch Center*it Points:550Armor:40Airspeed:

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    %cience ?essel %chematics 9 each *acility also has a database 3ith schematics on ho3 to contruct thedelicate Terran %cience ?essels. These may be transmitted to the %tar!ort/ usually including minor fi,es tocom!ensate for local conditions and !roduction materials.

    pgrades:

    +') %hoc&3a(e 9 *acilities may research ho3 their ?essels can use their sensors to releaseelectromagnetic !ulses that 3ill disru!t the mechanied units of the enemy.

    (ffect9 !ermits %cience ?essels to use their sensors to create the +') 3a(e The %cience ?esselremains unaffected by its o3n +') 3a(e.

    Cost9 F)

    $rradiate 9

    (ffect9 %cience ?essels may use their !o3erful sensors to $rradiate enemy units.

    Cost9 F).

    Titan Feactor 9 engine u!grades !ro(ide more !o3er to the ?essels for its s!ecialied 3ea!ons anddefensi(e matri,.

    (ffect9 Hal(es the Cooldo3n time for the (arious %cience ?essel techni1ues.

    Cost9 < F).Add>ons:

    Ph)sics #a$

    Role: Ad(anced %tarshi! Wea!onry ab*it Points: 400Armor:=5Airspeed:0 7cannot be mo(ed8.4acilites:

    To! %ecret Astronautics ab 9 the best and brightest starshi! engineers are brought in to hel! guide

    construction of the !o3erful Terran Battlecruisers and their 3ea!ons.

    pgrades:

    amato #un 9 engineers may figure out ho3 to fit local battlecruisers 3ith the emitters re1uired to

    unleash the fury of the amato Cannon.

    (ffect9 )ro(ides Battlecruisers 3ith access to the amato cannon.

    Cost9 4 F)

    Colossus Feactor 9 engineers often choose to also u!grade the Battlecruiser engine cores to

    com!ensate for the huge drain caused by the amato #un.

    (ffect9 Cuts the Cooldo3n rate of the amato #un in half.

    Cost9 F)

    -o/ert Operations -enterRole: To!-%ecret Tactical Fesearch K e(elo!ment*it Points9 500Armor:40Airspeed:0 7cannot be mo(ed8.4acilities:

    #host Training K Control *acility9 !s Centers are the !rimary training grounds for #host agents.They are also 3here #hosts are monitored for abnormal !sionic acti(ity and ha(e their @eural$nhibitors ad:usted on a regular basis. Co(ert FK ab9 !s Centers also manufacture the to!-secret H+% suits and the micro-cloa&ing de(ices uses by #host agents.

    pgrades:

    oc&do3n 9 oc&do3n rounds combine ad(anced 3ea!ons technology 3ith the !ionic !o3ers of a

    #host to short out electrical systems in mechanied units for a short !eriod.

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    (ffect9 #i(es all #hosts ser(ed by this !s Center the oc&do3n ability.

    Cost9 F)

    cular $m!lants 9 among their many cybernetic enhancements/ #host agents may o!t to ha(e their

    natural eyes remo(ed and re!laced 3ith ad(anced o!tical e1ui!ment 7seeCybernetics9 !tics8.

    (ffect9 oubles the normal (isual range of the #host. )ro(ides lo3-light/ infrared/ and

    ultra(iolet (ision.

    Cost9 < F)

    )ersonal Cloa&ing 9 fits #host !ersonnel 3ith custom-made micro-cloa&ing de(ices that use the

    #hostNs !sionic energies to hide them from enemy detection.

    (ffect9 enhances a #hosts Cloa&ing ability to a useful le(el.

    Cost9 = F)

    'oebius Feactor 9 micro-fusion generators that can be fit into a #hostNs !o3ersuit to enhance

    !erformance.

    (ffect9 oubles the time a #host may remain cloa&ed and hal(es the recharge time. Cuts

    the Cooldo3n rate for the oc&do3n attac& by one half.

    Cost9 F)

    ;issile T%rretRole:Automated %tationary Air efense

    *it Points:

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    TERRAN EIP;ENTNote: %tarcraft does not ma&e use of %cale to decide damage and to-hit modifiers. Wea!ons do the damage listedto any unit/ regardless of sie/ unless other3ise noted. Where %cale is mentioned/ it is only !ro(ided to gi(e anindication of the relati(e sie of !articular (ehicles or shi!s.

    W+A)@%

    The 3ea!ons belo3 are indicati(e of the ty!es used by Terrans.

    Terms:!amage:This is the standard damage that the 3ea!on can do. %im!ly roll the number of dice indicated and add anyother modifiers. Note:the damage system does not follo3 W+#2s standard system/ 3hich is success-based.Here/ roll the dice and sum their (alue normally to establish the damage done.%ic& !amage: To ma&e damage calculations easier/ #'2s and !layers may choose to use the Suic& amageamounts. Suic& amage has the character roll 4 amage ice and add the a(erage of any remaining/ unrolled dice.Range:The range in meters of a 3ea!on. ifficulties increase 3ith greater distance 7seeActions and Combat8.!i((ic%lt):The difficulty number the user must e1ual or sur!ass in order to hit.-onceala$ilit):A measure of ho3 difficult it is to conceal the 3ea!on under clothes. #'2s may modify thisde!ending on the &ind of clothes 3orn 7increased difficulty if only an e(ening go3n is 3orn/ bonuses is an o(ercoatis 3orn8.

    -omplexit)9 %ome 3ea!onry is !articularly com!licated to re!air. Add any com!le,ity modifier to the basedifficulty 3hen such attem!ts are made.

    '+++ W+A)@%T)pical "ni(e!amage:%TF > 7not >/ :ust >8Range:I4IE 7thro3n8Scale:CharacterS&ill:'elee Wea!ons9 ;nife/ Thro3n Wea!ons9 ;nife!i((ic%lt):+asy

    -onceala$ilit):?ery +asyNote:A ty!ical &nife can be thro3n/ but increase the difficulty by 5.

    -om$at "ni(e!amage:%TF >

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    Ammo:5Range:-5I

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    -ost:0-500 credits/ de!ending on style..A/aila$ilit): +asy.-onceala$ilit):?ery +asy 7but usually unnecessary8.

    "e/lar 9estT)pe:)ersonal body armor.Scale:Character.

    Armor 9al%e:

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    -omplexit):0!exterit): !erator2s e,terityArmor 9al%e:

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    FestorationI$noculation9 'edics may be !ro(ided 3ith !o3erful nano-technological medicines that 3illnegate the effects of alien (iruses.

    !tical *lares9 the built in flash grenades may be u!graded to cause se(ere/ !ermanent damage to anyoneloo&ing into the flash. )otential (ictims 3ithin

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    Scale:CharacterSi,e:Foughly .5 meter s1uare 3hen stored. Terrain %ads 7%ads 6 eeps8-ra(t:4-3heeled/ all terrain !assenger (ehicle.Scale:)ersonal ?ehicle.#ength: =.5 meters.-ost: Ci(ilian models9 D000 7used8

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    -omm%nications:@one. 'ilitary models 3ill usually ha(e a satellite-lin& communicator.Sensors:@one. 'ilitary models 3ill sometimes ha(e a short-range radar.0eapons:@one. The follo3ing 3ea!ons may be mounted on an 6!graded Suad.

    'ounted*ragmentation #renadeauncher9 5 7Character scale8. Ammunition9

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    -re+: 7< dri(er/ < gunner8.-re+ S&ill:Wal&er !s9 #oliath %tri&e Wal&er 748 ?ehicle Wea!ons9 Wal&er Cannons 748.Passengers: 'ay fit an addition !erson/ if he sits on someone2s la!.-argo -apacit): 50 &ilograms.;an%e/era$ilit):

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    T3in *ire-in&ed #emini Air-to-Air 'issile aunchers 7standard8

    ire Arc:*ront.

    Skill:%tarshi! #unnery

    ire Control:

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    Scale:%tarfighter.#ength: R 40 meters in length 7(aries 3ith the design of the shi!8.-ost: 50/000 7used8 00/000 7ne38.-re+: 7< !ilot/ < co-!ilotIo!erations s!ecialist8-re+ S&ill:)ilot9 ro!shi! 7489 !erations9 *reighter 748 %ensors 7=8.Passengers: 'ay fit u! to

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    Cooldown:The efensi(e 'atri, must cool do3n for =0 seconds 7R 5 rounds8 before being usedagain.

    +') %hoc&3a(e 76!grade8.

    The %cience ?essel may use its sensors to generate a brief burst of electro-magnetic energy that3ill disable the shields and electronics of any nearby units 73ill ha(e no effect on Terran or)rotoss !ersonal !o3ersuit/ ho3e(er8. The emitting (essel 3ill be unaffected/ but any friendly

    units 3ithin the +')2s range 3ill suffer its ill effects. Skill: %ensors9 %cience ?essel

    1ange:

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    Fuick Damage: 4 > =0

    amato Cannon 76!grade8.

    ire Arc: *or3ard.

    Crew: INSG 9 %earch = %tealth =>

    PREG 9PSIG9*PG 50Scale:Character*eight: R .=m!amage:

    )sionic Blades9 the Zealot2s !o3er suit is fitted 3ith units 3hich channel !sionic !o3er into a beam ofenergy.

    Damage:%TF >

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    cybernetic im!lants and !o3er suits and unleashed 3ith ferocity u!on the enemy. They li(e by the strict code of;hala and ho!e to master their )sionic !otential to ad(ance to higher le(els 3ithin the )rotoss order.

    !ragoonRole:Cybernetic %u!!ort WarriorSTRG 5>9 ifting E

    !E2G =>9"NOG >9 Tactics9 =>INSG %earch = %tealth =PREG PSIG*PG D0. ragoons may only recei(e *irst Aid through a 'edicine9 Cybernetics attem!t.Scale:)assenger ?ehicle#ength: =m*eight: 5m!amage:

    )hase isru!tor Cannon9 the ragoon body has a built-in anti-matter 3ea!on 3hich is bolstered by theragoon2s )si.

    Damage: >

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    )sionic %hoc&3a(e9

    Damage: 4 > )%$. Armor and most shields !ro(ide no !rotection against this attac&.

    Area of (ffect:*ull damage to all 3ithin

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    Sco%t PilotRole:%tarfighter )ilotSTRG =9!E2G 49 )ilot9 )rotoss %cout 5 %tarshi! #unnery 5-ONG ="NOG >9 Tactics9 %tarfighters 4 %tarshi! !erations => %cience = 'echanics = +lecronics =

    )lanetary %ystems =>.INSG =>9 %earch 4 %ur(i(al 4PREG >9 Command =>.PSIG

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    e,tract resources to clean house. While they are usually relati(ely mindless/ those that ha(e been in ser(ice for along time 3ill de(elo! !ersonality 1uir&s and ha(e been sho3n to accumulate a sur!rising range of &no3ledge.Among its many tools/ a )robe may manufacture and !lant small beacons that !ermit the )rotoss to tele!ort !re-fabricated buildings from their Home3orld to the site. Thus/ )robes rarely need to engage in actual construction of

    buildings. They only need to !lant the beacon and get out of the 3ay.

    Rea/erRole:'obile Artillery 6nitScale:Hea(y ?ehicle 74 o(er Character8.#ength:

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    from battle sites. Also/ most )rotoss shuttles do ha(e the ca!acity to be !iloted by a biological unit 7some situationsre1uire a li(ing !ilot8.

    O$ser/erRole:Fobotic %couting )robeScale:Character#ength:

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    %hield Battery9 !ersonal shield recharge station. *orge 9 !rimary engineering facility.

    6!grade #round Wea!ons

    6!grade #round Armor

    6!grade %hields

    )hoton Cannon9 standard base defense installation. Cybernetics Core 9ad(anced engineering facility.

    %ingularity Charge

    6!grade Air Wea!ons

    6!grade Air Armor

    Fobotics *acility 9 robotics !roduction !lant. Fobotics %u!!ort Bay 9 robotics research and de(elo!ment laboratory.

    6!grade %carab amage

    Fea(er Ca!acity +,!ansion

    %huttle #ra(itic ri(e

    bser(atory 9 data collection and storage hub. bser(er #ra(itic Booster

    bser(er %ensor Array

    Citadel of Adun 9 Tem!lar center and training grounds. Zealot eg +nhancements.

    Tem!lar Archi(es9 High Tem!lar tem!le. Tem!lar #ate3ay.

    ;haydarin Amulet

    )sionic %torm Training

    Hallucination Training

    %targate 9 trans3ar! gate3ay for manned )rotoss starshi!s. *leet Beacon 9 stargate stabilier for ca!ital-scale shi!s.

    %cout A!ial %ensors 6!grade

    %cout #ra(itic Thrusters

    Carrier Ca!acity +,!ansion

    Arbiter Tribunal 9 stargate stabilier for Arbiter starshi!s and "udicator head1uarters. ;haydarin Core 7Arbiter +nergy +,!ansion8.

    Fecall

    %tasis

    @e,usT)pe:Central Command %tructure

    Bod) Points:500Armor:40Shield:5004acilities:

    )robe manufacturing !lant. Can manufacture about < )robe e(ery

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    Armor:=0Shield:004acilities:@one.-omm%nications: )si-relays9 focuses energy emitted through the @e,us from the home3orld and creates a s!hereof energy that 3ill !o3er any )rotoss structures 3ithin its radius for an unlimited duration.pgrades:@one.

    The floating/ crystaline !ylons act li&e !o3er!lants for the )rotoss/ channeling the s!ecies2 inherent mental energiesto !o3er the robotic factories and other facilities re1uired on )rotoss bases. $f the !ylon is destroyed/ all thestructures 3ithin its s!here 3ill shut do3n until re-!o3ered.

    Gate+a)T)pe:Troo! Trans!ort War! #ateBod) Points:50Armor:=5Shield:504acilities:

    Troo! %u!!ort9 #ate3ays also !ro(ide slee!ing 1uarters/ basic armories/ and feeding stations for )rotosstroo!s.

    -omm%nications: #lobal electronic lin&. Trans-3ar! !sychic lin&.pgrades:@one.#ate3ays are also one of the basic structures found in e(ery )rotoss out!ost. The buildings house a large 3ar! in thefabric of s!ace-time/ through 3hich troo!s may !ass to arri(e from or return to Aiur. Because these buildings

    !ro(ide a direct route to Aiur/ they are usually hea(ily monitored and guarded. The )rotoss 3ould rather destroy thestructure than let it fall into enemy hands.

    Shield Batter)T)pe:)ersonal %hield FechargerBod) Points:50Armor:=5Shield:504acilities:@one.-omm%nications:@one.pgrades:@one.

    %hield Batteries !assi(e soa& u! local !sionic 3a(es/ con(ert them into shielding energy/ and store it until it isneeded by a )rotoss unit. 6nits need only touch one of the out!ut lin&s of the Battery to tri!le the s!eed of theirshield recharge.

    4orgeT)pe:)rimary +ngineering *acilityBod) Points:D5Armor:40Shield:D54acilities:

    Wea!ons 'anufacturing9 the *orge !roduces the !rimary 3ea!ons for the )robe/ Zealot/ Tem!lars/ andragoon.

    Armor 'anufacturing9 the *orge smelts the armor for all the )rotoss ground troo!s.

    %hield #enerators9 the *orge also manufacturers all the shield generators needed by local troo!s andstructures.

    )hoton Cannon )lant9 *orge facilities may be used to manufacture the com!anants needed to build a)hoton Cannon.

    -omm%nications: #lobal electronic land !sychic lin&s.pgrades:

    #round Wea!ons9 refinements in the *orge can create more efficient and deadly 3ea!onry for the )rotossground forces.

    (ffect


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