Star Wars EZD6 Homebrew
EZD6 Homebrew
Overview:
This homebrew introduces additional rules to enhance the gameplay experience in the Star Wars EZD6 system. The focus areas include Encumbrance, Force Mishap, Force Burn, Healing, and Stun Rules. I have done some update to the homebrew 01/15/2024.
Encumbrance Rule:
Each Pusher and Shover begins with a base of 10 slots in their inventory. The number of slots can be adjusted based on the character's chosen path and associated health/strikes:
- Warrior or other Paths with 3 Strikes has 10 slots.
- Brute or other Paths with 5 Strikes has 12 slots.
Item Slot Allocation:
- Each regular item takes up 1 slot.
- Larger or cumbersome items may take up 2 or more slots.
If the pusher and shover are encumbered:
- Any boon rolls will become bane rolls.
- Encumbered pusher and shover will go last in their combat encounter.
Note: Any small items will not take a slot.
Force Mishap Rules
A Force mishap occurs when a trained or Force-sensitive character uses the Force, and the roll fails. Rolling a 1 and another result that doesn't meet or beat the resistance level triggers the mishap.
For Rabble Rousers: Force mishaps will be triggered when two 1's are rolled. This aligns the odds of a mishap occurring with rolling a single 1 on a 20-sided die (2.8% on 2D6, 5% on a D20, and 7.4% on 3D6).
In our table, a mishap will occur if multiple 1s are rolled.
Forceburn:
If a Force-Sensitive or Force-Trained user rolls a 1 while using the Force, the force manipulation can still occur, but they take 1 strike for each 1 rolled.
The RR will ask the pusher and shover if they would like to take the strike or roll on the mishap table.
Availability Code
1 - Readily available throughout the galaxy.
2 - Available only in large cities and space ports through the Empire and corporate sector.
3 - Specialized Item, available only at planet origin.
4 - Rare Item, difficult to find anywhere.
F - Fee or permit required for purchase.
R - Restricted. May not purchase or sell without an appropriate local or Imperial License.
X - Illegal. Possession or use violates local or Imperial law. Punishments are severe.
Notes: Weapons can be obtained even if they are illegal. For example, the Bounty Hunter, Hired Gun, Mandalorian, Slicer, Smuggler, and Pilot paths. Due to the dangerous nature of their jobs, individuals following these paths may already possess some of these weapons. The RR will not allow anything from any Imperial Officer or Stormtroopers since their gear and weapons are closely monitored, unless the Pusher and Shover can make a compelling argument for having such items in their possession.
Melee Weapons
M-Weapons | Slots | Wounds | Availability |
---|---|---|---|
Bayonet | 1 | 1 | 2, F |
Knife | 1 | 1 | 1 |
Force Pike | 2 | 1 | 2, R |
Lightsaber + | 1-2 | 1-2 | Only Sith and Jedi can use this |
Staff or Club | 1 | 1 | 1 |
Spear | 1 | 1 | 1 |
Vibroaxe | 1 | 1 | 2, R |
Vibrobayonet | 1 | 1 | 2, F |
Vibroblade | 1 | 1 | 2, F |
Whenever an item has +, it may have a different variation of this weapon.
Lightsaber Styles | Slots | Wounds |
---|---|---|
Single Blade | 1 | 1 |
Dual Wield | 2 | 1 |
Double-Bladed Staff | 2 | 1 |
Cross Guard Blade | 2 | 2 |
Ranged Weapons
R-Weapons | Slots | Wounds | Availability |
---|---|---|---|
Blaster Carbine + | 1-2 | 1 | 1, R |
Blaster Pistol | 1 | 1 | 1, R |
Blaster Rifle st | 2 | 1 | 2, X |
Hold-Out Blaster | 1 | 1 | 2, R |
Hold-Out Stun Pistol | 1 | 1 | 1, F |
Musket Slugthrower | 3 | 2 | 2, R |
Rifle | 2 | 1 | 2, R |
Sporting Blaster st | 1 | 1 | 2, R |
Stun Pistol st | 1 | 1 | 2, R |
Wookie Bowcaster | 3 | 2 | 3, R |
Whenever an item has +, it may have stock or barrel accessories. An item with st can stun an enemy.
Note: Ion Weapons are effective against Droids and Vehicles.
Healing Rules:
In Star Wars, there are Medpacs, Bacta Tanks, and Medicine available in the game.
Medpacs: These are compact packages designed to equip a trained medic in the field and allow untrained individuals to apply first aid in emergencies. They heal 1 strike. If anyone is trained in medicine, they will roll with a Boon. If untrained, they will roll a single d6 and must roll a 4 or higher to patch up someone.
Bacta Tank: A large tank containing a potent healing agent, Bacta, which promotes rapid healing. Bacta Tanks are exclusively located in hospitals and capital ships. They have the capacity to heal 2 strikes and can effectively remove any status effects such as:
- Acid Burn
- Fire Burn
- Poison
Note: The Bacta Tank can heal status or wounds in a few hours. After treatment, the Pusher and Shover should rest. Due to the extra rest, the Pusher and Shover will recover an additional strike.
Stun Rules:
In the Star Wars universe, certain weapons are equipped with a stun mode for blasters. The Pusher and Shover characters must declare their intention to use their blasters or any other weapon in stun mode when attempting to incapacitate an enemy. In this kind of action, the player still needs to hit the enemy. The Rabble Rouser will roll a d4 rounds, and if the player rolls a 6, we will follow the 'exploding' 6 rules. If the Pusher and Shover roll multiple sixes, that will equate to hours for the enemy to be incapacitated.
This is perfect for capturing and then interrogating a target.
Star Wars Monsters and Enemies
Acklay
Description: Aggressive, mantis-like creatures with multiple limbs and razor-sharp pincers. Often found in the wild on various planets. They are used in execution arenas.
To Hit: 4 | Strikes: 12 |
---|
- Attacks:
- 3 attacks: Claw, Claw, Bite.
- Special Traits:
- Boon in grappling.
- Scurry and climb on anything but slick surfaces.
Bounty Hunter
Description: A skilled and ruthless individual for hire, Bounty Hunters track down and capture or eliminate targets for the right price.
To Hit: 4 | Strikes: 5 |
---|
- Attack:
- Blaster Rifle Shot: Ranged attack with a blaster rifle. Damage: 2 strikes.
- Special Traits:
- Tracking Proficiency: Bounty Hunters are adept at tracking targets. They gain a Boon on checks related to tracking and investigation.
Death Trooper
Description: Elite soldiers of the Galactic Empire, Death Troopers are highly trained and equipped for special operations.
To Hit: 4 | Strikes: 6 |
---|
- Attack:
- E-11D Blaster Rifle: Ranged attack with a specialized blaster rifle. Damage: 2 strikes.
- Special Traits:
- Advanced Training: Death Troopers are elite soldiers with advanced combat training. They gain a Boon on combat-related checks.
- Stealth Infiltration: Death Troopers excel at stealth missions. They gain a Boon on checks related to stealth and infiltration.
Dianoga
Description: A tentacled, trash compactor-dwelling creature with a single eye, known for its ability to snatch prey with its tentacles.
To Hit: 4 | Strikes: 6 |
---|
- Attack:
- Tentacle Grasp: The Dianoga extends its slimy tentacles to grasp and constrict its prey. Melee attack. Damage: 1 strike. If the attack is successful, the target is also restrained until the start of the Dianoga's next turn.
- Special Traits:
- Cannot be crit or inflict a crit.
- Boon to stealth and hiding.
- If submerged in water, can surprise Pusher and Shover characters.
Gamorrean Warrior
Description: Muscular and pig-like warriors hailing from Gamorr, known for their strength and combat skills.
To Hit: 3 | Strikes: 3 |
---|
Attack:
- Vibro-axe Swing: Melee attack with a vibro-axe. Damage: 1 strikes.
- Crits on a 5+ roll unlees a 6 is needed to hit a target then it must be 6.
Special Trait:
- Brute Strength: Gamorreans possess immense physical strength, granting them a Boon on checks related to feats of strength or grappling.
- Boon in meelee
Inquisitor
Description: Dark side Force-sensitive agents tasked with hunting down and eliminating Jedi and other threats to the Empire.
Strikes: 9 | To-Hit 4 |
---|
- 2 Attack (force choke, lightsaber) 1 strike.
- Boon on melee attack with lightsaber and force manipulation.
- Fury - Crits on 5+
- Villain Die - has 2 villain dice that works like a hero die.
Pirate
Description: Rogue individuals operating outside the law, Space Pirates roam the galaxy in search of plunder and opportunities.
|To Hit: 3 | Strikes: 3 |
Pirate
Description: Rogue individuals operating outside the law, Space Pirates roam the galaxy in search of plunder and opportunities.
To Hit: 3 | Strikes: 3 |
---|
Attack:
- Blaster Pistol Shot: Ranged attack with a blaster pistol. Damage: 1 strike.
Special Traits:
- Guerilla Tactics: Space Pirates are skilled at hit-and-run tactics. They gain a Boon on checks related to stealth and ambushing.
- Jury-Rigged Tech: Space Pirates often modify their equipment for various purposes. They gain a Boon on checks related to repairing or jury-rigging technology.
Outlaw Scoundrel
Description: Opportunistic criminals and thieves who roam the outskirts of civilization, preying on unsuspecting travelers in the galaxy's lawless regions.
To Hit: 3 | Strikes: 3 |
---|
- Attack:
- Vibroshiv Slash: Melee attack with a concealed vibroshiv. Damage: 1 strike.
- Special Trait:
- Smuggler's Instinct: Outlaw Scoundrels are adept at evasion and stealth. They gain a Boon when attempting to hide or escape pursuit.
Rancor
Description: Enormous reptilian creatures with tough hides and sharp claws, often used as gladiatorial beasts in criminal enterprises.
To Hit: 4 | Strikes: 20 |
---|
- Attack:
- 2x Claw Swipe: Melee attack with its powerful claws. Damage: 2 strikes.
- Special Trait:
- Terrifying Presence: The Rancor imposes a Bane on the first attack roll made by any enemy within its vicinity due to its intimidating size and ferocity.
- Boon in strength and grappling.
Sith Lord Apprentice
Description: Apprentices to Sith Lords, these Force-sensitive individuals are trained in the dark side of the Force and wield lightsabers.
To Hit: 5 | Strikes: 12 |
---|
Attack:
- Lightsaber Strike: Melee attack with a lightsaber. Damage: 1 strikes.
Special Traits:
- Force Sensitivity: Sith Lord Apprentices have a natural affinity for the dark side. They gain a Boon on Force-related checks.
- Aggressive Training: Trained for aggression, Sith Lord Apprentices gain a Boon on combat-related checks.
- Force Push: Can use the Force to push enemies away or manipulate objects at a distance.
Sith Lord
Description: Powerful Force-sensitive practitioners of the dark side, Sith Lords wield deadly lightsabers and command dark side abilities.
To Hit: 6 | Strikes: 15 |
---|
Attack:
- Lightsaber Strike: Melee attack with a crimson lightsaber. Damage: 3 strikes.
Special Traits:
Dark Side Mastery: Sith Lords harness the dark side for enhanced combat abilities. They gain a Boon on all Force-related checks and resistance to Force-based attacks.
Force Choke: Can use the Force to choke and harm a target at a distance.
Sith Lightning: Can unleash bolts of dark side energy as a ranged attack.
Lightsaber Mastery: Sith Lords are highly skilled with lightsabers, gaining a Boon on lightsaber-related checks.
Stormtrooper
Description: Elite soldiers of the Galactic Empire, Stormtroopers wear iconic white armor, wield blaster rifles, and serve as the Empire's disciplined military force. Known for their loyalty and group tactics, they enforce Imperial rule across the galaxy. Recognizable by their face-concealing helmets, Stormtroopers are a symbol of Imperial authority.
To Hit: 3 | Strikes: 1 |
---|
- Blaster Rifle: Ranged attack with a blaster rifle. Damage: 1 strike.
- Precision Formation When in a group of two or more Stormtroopers, they gain a Boon to their attacks.
Stormtrooper Commander
Description: Distinguished leaders among the ranks of Stormtroopers, captains command with authority and tactical acumen.
To Hit: 4 | Strikes: 3 |
---|
Attack:
- Precision Shot: Ranged attack with an enhanced blaster rifle. Damage: 2 strikes.
Special Trait:
- Tactical Command: Stormtrooper Captains inspire discipline in their unit. When leading a group of Stormtroopers, they grant a Boon to all Stormtrooper attacks within the unit.
Tusken Raider
Description: Indigenous inhabitants of Tatooine, Tusken Raiders are skilled desert nomads known for their survival instincts and ambush tactics.
To Hit: 3 | Strikes: 1 |
---|
- Attack:
- Gaderffii Stick Swing: Melee attack with a Gaderffii stick. Damage: 1 strike.
- Special Traits:
- Desert Survival: Tusken Raiders are adept at surviving in harsh desert environments. They gain a Boon on checks related to survival and navigating desert terrain.
- Sand Ambush: Tusken Raiders excel at ambushing their prey in the desert. They gain a Boon on stealth and surprise attack checks.
More homebrew content with vehicle rules. Hopefully, we will change the vehicle rules once the WasteWorld EZD6 comes out! May the Force be with you!