Creatures with an Orneriness code can be used as mounts. The rider rolls beast riding vs the creature's Orneriness each round to maintain control. On failure, the mount acts on its own — bolting, bucking, stopping, or attacking.
Beat by 0-3:Basic control
Beat by 4-8:Good control, can push
Beat by 9+:Full mastery, tricks
Fail by 1-5:Mount acts on own
Fail by 6-10:Mount bolts/bucks
Fail by 11+:Thrown (fall damage)
Domesticated mounts get −1D to −3D Orneriness. Startled mounts get +1D to +2D. Unfamiliar species add +5 to difficulty. Combat situations add +5 unless war-trained.
HABITAT TYPES
Aquatic— oceans, lakes, rivers, deep sea
Arctic— ice, tundra, frozen wastes
Atmosphere— gas giants, high-altitude skies
Cave— caverns, grottos, lairs
Desert— sand, rock, arid wasteland
Forest— temperate woods, wroshyr trees
Jungle— dense tropical, rainforest
Mountain— peaks, cliffs, highland crags
Plains— grassland, savanna, steppe
Space— vacuum, asteroid fields, hulls
Subterranean— tunnels, underground, mines
Swamp— bogs, marshes, wetlands
Urban— cities, ruins, settlements
Various— adaptable, multiple biomes
Volcanic— lava fields, volcanic vents
⟐ Notable NPC Lookup ▼
Search sourcebook NPCs by name, system, species, or affiliation.
↻ REROLL | 🔒 LOCK TO FREEZE | DROPDOWN AUTO-LOCKS | 🔒 RED = UPSTREAM MUST LOCK FIRST (RACE → ATTRS → SKILLS)
RACE
JOB
Sex
Height
Move
Force
Credits
FP / CP /
Dark Side
STORY FACTOR
SPECIAL ABILITIES
⟐ Force
⟐ Skills
⟐ Armor & Suit Reference
⟐ Equipment
⟐ Random Alien Generator
Generate a random alien species using WEG40166 Alien Encounters Ch.1 tables. Creative seed — tweak as needed.
⟐ Random Creature Generator
Generate a random creature with stats, abilities, and a homeworld. Body type, size, habitat, and behavior are rolled, then stats and special abilities are derived from distributions across 600+ sourcebook creatures.
⟐ Hyperspace Travel Calculator
×1
⟐ Route Summary
ORIGIN GRID
DEST GRID
ORIGIN REGION
DEST REGION
TILES
TRAVEL TIME
BASE HOURS
TOTAL HOURS
⚠ MALFUNCTION POINT
🏰 SECTOR GAZETTEER
⟐ Route Path 🏰 Green sites are clickable links to critical system notes
⟐ Route Map
⟐ Astrogation Quick Reference
DIFFICULTY MODIFIERS
Base difficultyModerate (11)
No nav computer / astromech+30
Hasty entry (1 round)×2
Lightly damaged ship+5
Heavily damaged ship+10
Each hour saved+1
Each extra hour added−1
Obstacles+1 to 30+
CALCULATION TIME
Well-traveled / precalc'd1 min
Emergency (×2 diff)1 round
Known systems~30 min
Unknown destinationFew hours
Unknown position (misjump)1 day
HYPERDRIVE START-UP (× MULTIPLIER)
Starfighter2 rounds
Space transport4 rounds
Capital <500m10 rounds
Capital 500m–1km20 rounds
Capital >1km30 rounds
ROLL OUTCOMES
Beat difficultySuccess
Miss by 1–9Mishap (2D)
Miss by 10+Cannot jump, re-roll
MISHAP TABLE (ROLL 2D)
2Hyperdrive cut-out & damaged. Moderate repair roll or use backup drive to limp to nearest system.
3-4Radiation fluctuations. Journey ±1D hours per point missed.
5-6Hyperdrive cut-out. Mass shadow detected; dropped to realspace. Plot new route from current position.
7-8Off course. Emerge in wrong system; plot entirely new route.
9Mynocks on power cables. Journey extended by +1D days.
10Close call. Ship completes journey but one secondary system (sublight, nav computer, escape pods, or weapons) is damaged on arrival.
11-12Collision — heavy damage. Hull breach, ship not spaceworthy. Abandon ship. Crew must reach survival suits in 1 round or face stamina checks each round (Easy → Moderate → Difficult → Very Difficult → Heroic…).
⟐ Starship Database
SORT:
⟐ RANKING METHOD
⟐ SHIP COMPARISON
⚔
⟐ Vehicle Database ▼
AVAIL:│
⟐ Ship Equipment ▼
⟐ Docking Bay ▼
Dock a pinned ship to apply modifications using WEG rules — upgrade drives, hull, shields, weapons, or swap entire components from Ship Equipment. Pin a starship from the database first, then tap 🔧 DOCK on its Corkboard card to bring it into the Docking Bay.
No ship docked. Pin a ship from the Starship Database, then dock it from the Corkboard.
⟐ Garage ▼
Modify a pinned vehicle using WEG rules — upgrade move, maneuverability, body, shields, and weapons. Pin a vehicle from the database first, then tap 🔧 DOCK on its Corkboard card to bring it into the Garage.
No vehicle docked. Pin a vehicle from the Vehicle Database, then dock it from the Corkboard.
⟐ Ship Builder▼
Build a ship from the ground up using the Krapou/Grimace Construction Point system. Each step adds CPs to determine final price.
CPs
0
HULL PRICE
0
EXTRAS
0
TOTAL
0 cr
⟐ FINALIZE
Ship Name
Ship Class / Type (optional)
⟐ D6 Dice Roller
3
D
QUICK:
⚠ WILD DIE COMPLICATION
⟐ ROLL HISTORY
No rolls yet...
⟐ Combat Tracker
ROUND:1
INITIATIVE:
PLAYERS
NPCs
⟐ Combat Quick Reference
DIFFICULTY / RANGE
Very Easy (PB)1-5
Easy (Short)6-10
Moderate (Med)11-15
Difficult (Long)16-20
Very Difficult21-30
Heroic31+
COVER (+ TO DIFFICULTY)
Light (¼)+1D
Heavy (½)+2D
Full (¾)+3D
MULTI-ACTION
Each extra action: −1D to ALL that round.
SCALE MODIFIERS
Char → Speeder2D
Char → Walker4D
Char → Starfighter6D
Char → Capital12D
Char → Death Star24D
Speeder → Walker2D
Speeder → SF4D
Walker → SF2D
SF → Capital6D
Small→Large: + to attack, large + to resist. Large→Small: + to damage, small + to dodge. R&E p.66-67.
All-Out strain: Body STR roll every 10 min (VE→escalating)
⟐ Character Points & Force Points (In-Scene)
CHARACTER POINTS (CP)
Spend 1 CP = roll +1D added to any single action
Can spend multiple CP on same roll (1 at a time, decide after each)
Each extra die follows wild die rules (6 explodes)
Once you say "done," no more CP on that roll
Cannot use CP in same round as Force Point
FORCE POINTS (FP)
Spend 1 FP = DOUBLE all skill & attribute dice for 1 round
Does NOT double weapon damage, ship hull, etc.
Melee: double STR but not weapon bonus
Only 1 FP per round. Cannot use CP same round
Heroic use → FP returned + may gain extra
Unheroic use → FP lost permanently
Evil use → FP lost + gain Dark Side Point
DARK SIDE POINTS
Gained by: evil acts, unnecessary killing, using Force in anger
On gaining a DSP: roll 1D. If result < current DSP count → consumed by dark side
Force-sensitive characters gain DSP for ANY evil act
CALLING UPON THE DARK SIDE
Force-sensitive only. Gain a Dark Side Point
Add +1D per DSP currently held to a single roll
GM may modify the bonus based on the act
⟐ Character Advancement (Between Adventures)
SKILL IMPROVEMENT (1 pip per adventure)
Skill (+1 pip)= # before the D in CP
Specialization (+1 pip)= ½ # before D (round up)
Advanced Skill (+1 pip)= 2× # before the D
Force Skill (+1 pip)= # before the D in CP
Attribute (+1 pip)= # before D × 10 CP
Example: 5D Blaster → 5D+1 costs 5 CP.
Example: 3D STR → 3D+1 costs 30 CP.
3D+2 → 4D still counts as +1 pip.
TRAINING TIME
Skill used last adventureNone
With teacher (skill 5D+)1 day per CP spent
Without teacher2 days per CP spent
Force skill (with teacher)1 day per CP spent
Force skill (no teacher)2× CP cost, 2 days/CP
Attribute (with teacher)1 week per CP spent
Attribute (no teacher)2 weeks per CP spent
Reduce training by 1 day per extra CP spent (min 1 day).
New Force power learned each time a Force skill improves 1 pip.
ATTRIBUTE IMPROVEMENT
When an attribute improves +1 pip, ALL skills under that attribute (except advanced skills) also improve +1 pip. At end of training, roll new attribute vs GM rolls species maximum. Character roll ≤ GM roll: success. Character roll > GM roll: fails, get half CP back. Character has hit their ceiling for that attribute.
MOVE IMPROVEMENT
Improve Move +1 meter at a time. CP cost = current Move score. Training: 1 week/CP with teacher, 2 weeks/CP without.
SKILL BENCHMARKS
2DAverage human
4DProfessional
6DBest in a city / 1 in 100K
8DBest on a planet / 1 in 100M
10D+Legendary / galactic elite
⟐ Force Powers Reference
RELATIONSHIP
Close relatives—
Close friends+2
Friends+5
Acquaintances+7
Slight acquaintances+10
Met once+12
Never met, known by rep+15
Complete strangers+20
Strangers, diff. species+30
PROXIMITY
Touching—
Line of sight, not touching+2
Not in sight, 1-100m+5
101m to 10 km+7
11 to 1,000 km+10
Same planet, 1,000+ km+15
Same system, diff. planet+20
Different star system+30
⟐ Dathomir Magic — Allyan Spell Reference
The Witches of Dathomir use the Force through ritualized "spells" — chanting, singing, and written incantations passed down from the exiled Jedi Allya. Unlike Jedi (who use Control, Sense, Alter), each Dathomir spell has its own separate die code advanced like any normal skill. "Allyan Magic" is the light-side tradition; "Shadow Magic" is the Nightsisters' dark-side corruption of the same spells.
TIME OF LEARNING
Requires a Mentor who knows the spell (any proficiency). Costs 20 CP + 10 weeks uninterrupted training per spell. Each extra CP above 20 reduces training by 1 day (min 1 week). Interruption = start over + spend 20 CP again. Gains spell at 1D.
LEARNING MULTIPLE SPELLS
Perception roll (no CP/FP). Costs & time are cumulative.
1 spellNo roll
2 spellsModerate
3 spellsDifficult
4 spellsVery Difficult
5 spellsHeroic
TRIAL OF FIRE (QUICK LEARNING)
Learn a spell in 1 hour instead of 10 weeks. Still costs 20 CP. Decision is irreversible. The first 5 castings are dangerous — the Initiate must hit specific Wild Die results or the spell backfires (GM discretion on severity).
WILD DIE REQUIREMENT
1st casting6
2nd casting5–6
3rd casting4–6
4th casting3–6
5th casting2–6
ADVANCING SPELLS
Like normal skills: spend CP equal to the number before the "D". Plus 1 day meditation per pip improved. Max +1D per session, then wait 1 week.
CONTROL SPELLS
D1Absorb/Dissipate Energy
D2Concentration
D3Spell of Comfort(Control Pain)
D4Power(Enhance Attribute)
D5Force of Will
SENSE SPELLS
D6Creature Understanding(Beast Languages)
D7Awareness(Life Detection)
D8Discovery(Life Sense)
D9Seeking(Magnify Senses)
D10Open Mind(Receptive Telepathy)
D11Interpretation(Translation)
D12Environmental Attunement(Weather Sense)
ALTER
D13Telekinesis
CONTROL + SENSE
D14Thought-Touch(Projective Telepathy)
CONTROL + ALTER
D15Assistance(Accel. Another's Healing)
D16Protection(Control Another's Pain)
SENSE + ALTER
D17Structure(Lesser Force Shield)
CONTROL + SENSE + ALTER
D18Lightning(Force Lightning)
D19Mimicry(Affect Mind)
D20Battle Meditation
D21Tempest(Create Force Storms)
D22Projected Fighting
DARK SIDE & NIGHTSISTERS: No Dathomir spell automatically grants a Dark Side Point. If a Witch casts a "gray area" spell in defense of herself or others, no DSP is given. Conversely, a Nightsister can twist a heroic spell to earn one — GM discretion. Nightsisters call their tradition "Shadow Magic" and favor Lightning, Tempest, and Mimicry. Relationship & Proximity modifiers are the same as standard Force powers (see table above).
GM NOTE: The 22 spells listed here are the ones catalogued in the WEG sourcebooks, but any standard Force power can be taught as a Dathomir spell by a Mentor who knows it. The underlying Force is the same — only the method of access differs. Source: WEG40018 Courtship of Princess Leia Sourcebook.
⟐ Ta-Ree Magic — Spirit Energy Spell Reference
Ta-Ree ("Spirit Energy") is a quasi-mystical energy field unique to the DarkStryder planet of Kathol. Created by the Precursors merging with the Lifewell, it amplifies the Force locally — any sentient being on the planet can access magical abilities without Jedi training. Ta-Ree powers cannot be used anywhere except the DarkStryder planet. Skilled users are called gosho-ree ("Ascendants"). Source: WEG40112 DarkStryder: Endgame.
LEARNING TA-REE
Requires a Teacher who knows the spell. No Force sensitivity needed. Costs 20 CP + 10 weeks uninterrupted training per spell. Each extra CP above 20 reduces training by 1 day. Interruption = start over + spend 20 CP again. Gains spell at 1D.
ADVANCING SPELLS
Like normal skills: spend CP equal to the number before the "D." No instructor needed to advance — only to learn initially.
SUSTAINING POWERS
Spells marked ● can be kept active. Counts as multiple actions (normal die penalties). Dropped automatically if stunned or worse.
SPEED LEARNING (1 HOUR)
Learn in 1 hour instead of 10 weeks. Still costs 20 CP. Decision is irreversible. First 5 castings require specific Wild Die results or spell backfires.
WILD DIE REQUIREMENT
1st casting6
2nd casting5–6
3rd casting4–6
4th casting3–6
5th casting2–6
REQUIRED POWERS
Some spells require other spells at a minimum die code. Without all prereqs met, the spell cannot be cast.
RELATIONSHIP MODIFIERS
Close relatives−1D
Close friends−2
Friends−1
Acquaintances+1
Slight acquaintances+2
Met once+5
Know by reputation+7
Complete strangers+10
Strangers, different species+30
PROXIMITY MODIFIERS
Touching+0
Line of sight+2
1–10 meters+5
11–20 meters+7
21–30 meters+10
31–40 meters+15
41–50 meters+20
50+ meters+30
BOOST ATTRIBUTE AURA
DEXBlue-white lightning ⚡
KNORed-yellow mist
MECPurple-blue flicker
PEROrange-red strobe
STRGreen-yellow glow
TECYellow-white static
TA-REE SPELLS — 53 spells • ● = can be kept active • ◐ = special
Nullify Toxin in AnotherBlock Pain 5D, Heal 4D, Less. Another's Pain 5D, Nullify Toxin 3D, Speed Healing 3D
Predict Weather ●Boost Senses 5D
Projective Empathy ●Receptive Empathy 4D
Psychokinesis ●base
Psychokinetic AttackBlock Pain 4D, Deadly Touch 6D, Inflict Pain 5D, Sense Life 6D, Psychokinesis 8D
PyrosprayLight 4D, Psychokinesis 3D
Receptive Empathy ●Sense Life 3D
Sense Danger ●Detect Life 2D
Sense Life ●Detect Life 4D
Sense Ta-Ree ●Detect Life 3D, Detect Ta-Ree 5D
Shadowstrike ◐Psychokinesis 9D, Sense Life 5D
Shield ●Boost Senses 3D, Psychokinesis 6D
Shift Perceptions ●Boost Senses 6D
SleepDetect Life 2D, Sense Life 3D
SlowDetect Life 3D, Psychokinesis 4D
Speed Healingbase
Stay Conscious ●Block Pain 3D
StumblePsychokinesis 4D
Trance ●base
Translate ●Proj. Empathy 5D, Rec. Empathy 5D
WallPsychokinesis 6D
WebEntangle 6D
Withstand Stun ●base
DARK SIDE & TA-REE: Many Ta-Ree spells do not automatically award Dark Side Points, even if they resemble dark-side Force powers. Generate Lightning, Psychokinetic Attack, and similar offensive spells can be used in self-defense or defense of others without penalty. However, blatantly evil use (attacking unarmed opponents, for example) still earns a Dark Side Point. Some abilities are inherently evil — GM discretion applies.
PLANET-BOUND: Ta-Ree abilities function only on the DarkStryder planet of Kathol. The energy field is generated by the Precursors within the Lifewell and cannot extend beyond the planet's surface. Standard Jedi Force powers still operate normally on Kathol alongside Ta-Ree. *INFLICT PAIN: Listed as a prerequisite for Psychokinetic Attack but has no Ta-Ree spell entry in the book — no errata found as of Apr 2026. Converted from the standard Force power per the "Creating New Ta-Ree Powers" rules (p.62). No automatic Dark Side Point — prolonged or malicious use (torturing a helpless target, inflicting suffering beyond self-defense) earns a DSP at GM discretion. BOOST ATTRIBUTE: Produces visible flame-like aura (see color table above) — highly visible at night, does no damage. Only one attribute can be boosted at a time.
⟐ Freighter Captain's Guide
FINDING A CUSTOMER
Streetwise / Perception between adventures
FailureNo Run
Very EasyLong, Light Cargo, Marginal
EasyLong, Full Cargo, Barely
ModerateMedium, Full Cargo, Fair
DifficultMedium, Full Cargo, Good
Very DifficultShort, Full Cargo, High
STANDARD DELIVERY FEES
Rate per ton/day5–10 cr
Charter (whole ship)300–600 cr/day
Payment50% up front, rest on delivery
TimingBonus early; penalty late
INSURANCE & CONTRACTS
Insurance rate1–10% cargo value
Contract discount5–10% below standard
Contract perksSteady work, repair breaks
BLACK MARKET CONTACT
Streetwise roll to find a dealer
Large populationVery Easy
ConsiderableEasy
AverageDifficult
SmallVery Difficult
TinyHeroic
CONTACT MODIFIERS
Light / No Imperial−2
Heavy Imperial+2
Loose / Corrupt Gov't−2
Repressive Gov't+2
BLACK MARKET PRICING
Legal goodsSell ×2 · Buy ×0.5
Fee / Permit (F)Sell ×3 · Buy ×1.5
Restricted (R)Sell ×4 · Buy ×2
Illegal (X)Sell ×5 · Buy ×2.5
LEGAL STATUS CODES
F — Fee/permit required. Transaction on record.
R — Restricted. License + background check required. Most combat weapons.
X — Illegal to possess. Thermal detonators, spice, military hardware.
LUXURY GOODS BASE VALUES
Gold140,000 cr/ton
Silver20,000 cr/ton
Spice2,700 cr/ton
Ryll35,000 cr/ton
Luxury prices use % multiplier of base value (see trade table below)
BASED ON ×2 HYPERDRIVE
1 day load/depart + transit + 1 day arrive/offload
SUPPLY & DEMAND BY TECH LEVEL (credits/ton — Luxuries use % of base value)
CARGO
Stone
Feudal
Indust
Atomic
Info
Space
Low Tech
S
M 3300
H 3135
H 3135
M 3300
L 3465
L 3465
D
H 3465
VH 3630
M 3300
M 3300
L 3135
L 3135
Mid Tech
S
—
—
M 5400
H 5130
H 5130
M 5400
D
VL 4860
L 5130
H 5670
M 5400
M 5400
L 5130
High Tech
S
—
—
—
—
M 6000
H 5700
D
L 2280
M 2400
VH 2640
H 2520
H 2520
M 2400
Metals
S
—
—
L 2520
M 2400
H 2280
VH 2160
D
L 2280
M 2400
VH 2640
H 2520
H 2520
M 2400
Minerals
S
VL 1650
L 1575
L 1575
M 1500
M 1500
M 1500
D
VL 1350
L 1425
VH 1650
H 1575
M 1500
L 1425
Luxuries
S
VL 110%
L 105%
L 105%
M 100%
H 95%
VH 90%
D
M 100%
M 100%
M 100%
M 100%
M 100%
M 100%
Food
S
L 1890
M 1800
H 1710
M 1800
L 1890
M 1800
D
H 1890
M 1800
M 1800
M 1800
M 1800
L 1710
Medicine
S
VL 4620
VL 4620
L 4410
M 4200
H 3990
H 3990
D
M 4200
H 4410
H 4410
M 4200
M 4200
L 3990
S = Supply (buy here) · D = Demand (sell here) · Levels: VLLMHVH · — = no exportable supply
⟐ Ship Modifications
All costs are % of original retail price (Weapons/Shields/Range: % of weapon cost). One pip or one Move/Space level at a time. Max +1D+2 or +4 Space. One mod roll per month of game time. Repair bay rental: ~100 cr/day. Labor: 2–3x cost if hiring out. Used parts: half price but may be unreliable.
SUBLIGHT DRIVES (SPACE)
Space +1Moderate · 10% · +1
Space +2Difficult · 15% · +1
Space +3V.Difficult · 20% · +2
Space +4 (max)Heroic · 25% · +3
VEHICLE MOVE
Move +5Moderate · 10% · +1
Move +10Difficult · 15% · +1
Move +15V.Difficult · 20% · +2
Move +20 (max)Heroic · 25% · +3
MANEUVERABILITY
+1Easy · 5% · +1
+2Moderate · 10% · +1
+1DDifficult · 15% · +1
+1D+1V.Difficult · 20% · +2
+1D+2 (max)Heroic · 25% · +3
HYPERDRIVE
x4 → x3+Easy · 10% · +1
x3 → x2Moderate · 15% · +1
x2 → x1V.Difficult · 25% · +2
x1 → x1/2 (max)Heroic · 35% · +3
HULL
+1Moderate · 10% · +1
+2Difficult · 15% · +1
+1DV.Difficult · 20% · +2
+1D+1 (max)Heroic · 25% · +3
SHIELDS (% of ship cost)
+1Easy · 15% · +1
+2Moderate · 25% · +1
+1DDifficult · 30% · +1
+1D+1V.Difficult · 35% · +2
+1D+2 (max)Heroic · 50% · +3
WEAPON DAMAGE (% of weapon cost)
Dmg +1Easy · 15% · +1
Dmg +2Moderate · 25% · +1
Dmg +1DDifficult · 30% · +1
Dmg +1D+1V.Difficult · 35% · +2
Dmg +1D+2 (max)Heroic · 50% · +3
FIRE CONTROL (% of weapon cost)
FC +1Easy · 15% · +1
FC +2Moderate · 25% · +1
FC +1DDifficult · 30% · +1
FC +1D+1V.Difficult · 35% · +2
FC +1D+2 (max)Heroic · 50% · +3
FIRE-LINKING & COCKPIT FIRE
Fire-link (per weapon)Easy · 100 cr · 1 hour
Cockpit fire (turret)Easy · 100 cr · 1 hour
Fire-linking adds 100 cr per weapon to the base weapon cost for modification % calculations. Cockpit fire adds 100 cr to allow a turret weapon to be fired from the pilot's seat.
WEAPON RANGE (% of weapon cost)
Range +5%Easy · 5% · +1
Range +10%Moderate · 10% · +1
Range +15%Difficult · 15% · +1
Range +20%V.Difficult · 20% · +2
Range +25% (max)Heroic · 25% · +3
INSTALLATION TIME
Very Easy1 hour
Easy6 hours
Moderate1 day
Difficult2 days
Very Difficult1 week
Heroic1 month
Time can be halved by paying double cost (overtime/bribes).
REPAIR ROLL MODIFIERS
Built/modified it+7 to roll
Has item designs+5 to roll
Common, all partsNo modifier
Seen but not used+5 to diff
Never seen / some parts+10 to diff
Makeshift tools+15 to diff
No parts available+20 to diff
KEY RULES
• One pip / one level at a time (1D → 1D+1 → 1D+2 → 2D)
• Max improvement: +1D+2 pips or +4 Space/+20 Move
• One new mod roll per month of game time
• Modified systems take no extra cargo space
• Replacement systems have weight (subtract from cargo)
• Used parts: half price, may be unreliable
• Selling used parts: max 25% of new price (5% if damaged)
• Armor & equipment use weapon mod tables
• Modifications void all manufacturer warranties
HOUSE RULES — BERTH CONVERSION
Strip Double Bunk → +5TEasy · 200 cr · 3 hours
Strip Single Cabin → +5TEasy · 500 cr · 6 hours
Strip Suite → +10TEasy · 1,000 cr · 1 day
Install Double Bunk (−5T)Moderate · 800 cr · 1 day
Install Single Cabin (−5T)Moderate · 2,000 cr · 2 days
Standard Salvage (default)25% repair cost · 2× labor
Barely Functional60% repair cost · 3× labor
No purchase price — cost is repair/refurbishment only. The real value of salvage is availability: you have the part where you are, no dealer required. Barely Functional parts cost nearly as much as new but can be found in the field.
Space transports repair skill. Labor = parts cost. Used parts = half price.
MANEUVERABILITY
-1D lostEasy · 10%
-2D lostModerate · 15%
-3D+ lostDifficult · 20%
MOVE
-1 lostEasy · 10%
-2 lostModerate · 15%
-3 lostDifficult · 20%
-4 lostV.Difficult · 25%
SHIELDS
-1D lostEasy · 5%
-2D lostModerate · 5%
-3D lostDifficult · 5%
-4D+ lostV.Difficult · 10%
DRIVE / GENERATOR
DestroyedDifficult · 35%
HYPERDRIVE
DamagedModerate
WEAPONS(% of weapon cost)
Lightly dmgEasy · 15%
Heavily dmgModerate · 25%
Severely dmgV.Difficult · 35%
Repair time: 15 min → 1h → 2h → 1 day → 2 days (per repair attempt, not per ship).
SPACEPORT CLASSES
Landing Field — flat dirt/synthecrete, no tower, no guaranteed services, affordable if available
Limited Services — small tower w/ beacon, maintenance sheds for rent, limited parking, no supplies
Standard Class — full tower, restocking, small shipyard (minor repairs/mods). Up to 2x cost, 2x+ time
Stellar Class — any vessel size, multiple shipyards, nearly any repair/mod. Advanced quality, moderate price. Imperial Customs on site
Imperial Class — luxurious, massive facilities, rapid high-quality work (expensive). Customs w/ portable scanners. Strong military presence. Troublemakers unwelcome
MUNDANE COSTS
Docking (Standard+)50 cr/day
Docking (busy Imperial)up to 150 cr/day
Maintenance overhaul1,000–5,000 cr
Overhaul frequencyEvery 20 jumps
Skip overhaul penalty~3%/jump (2D, malfunction on 2)
RESTOCKING FEE
Base Fee × (Crew + Passengers) × Days Out = Total
Base fee (well-traveled)~10 cr
Base fee (Outer Rim)up to 35 cr
Includes: fluids, oxygen, life support gases, food proteins, waste removal, decontam, landing-gear stress check, air filters, grav disks, heat shields, ion engine and hyperdrive service. Done within 1 planetary day. Decline before landing to avoid charge.
When wild die = 1 on a modified system, roll 1D + mishap modifier. 1–2Minor · 3–5Moderate · 6+Catastrophic. Use REUP Quick Tables for fast resolution or the Tramp Freighters Detailed Tables for specific results (roll 1D).
REUP WEAPON MISHAP (1D)
1–3 Weapon is fine
4 Weapon stops working — slam it or re-calibrate (1 action)
5Weapon broken, cannot be repaired
6Weapon explodes — damage = modification bonus
REUP VEHICLE MISHAP (1D)
1–3 Vehicle is fine
4 Temp power loss (maintains speed/heading this rnd) — kick a panel to fix (1 action)
5 Vehicle bucks / sparks — Easy skill roll to stay in control, Easy repair to fix
6All power shuts down — Moderate skill for safe landing or crash
REUP NON-LETHAL MISHAP (1D)
1–4 Item is fine
5 Item stops working — slam it to fix (1 action)
6Item broken, cannot be repaired
Non-lethal = jetpacks, datapads, sensors, comlinks, etc.
SUBLIGHT DRIVE MISHAPS
Minor (1D)
1 Power conduit blows — Space -2 (Easy fix)
2 Drive stalls — same speed 2 rnds
3 Power surge — maneuvers +5 diff, 1 rnd
4 Unsafe temps — no maneuvers 2 rnds or +10 diff (Easy fix)
5 Power surge — +5 diff all maneuvers incl. landing. 10% engine cost
Stunned (per stun): −1D for that round and next round. Stun "in effect" for half hour. If suffering from as many stuns as Strength dice, unconscious for 2D minutes. Remove stuns by resting one minute.
Wounded: Falls prone, no actions for rest of round. −1D to all actions until healed.
Wounded Twice: A wounded character wounded again is wounded twice. Falls prone, no actions for rest of round. −2D to all actions until healed. A wounded twice character wounded again is incapacitated.
Incapacitated: Falls prone; unconscious for 10D minutes. If wounded or incapacitated again, mortally wounded.
Mortally Wounded: Knocked unconscious. Roll 2D after each round: if roll less than number of rounds since mortally wounded, character dies.
Weapons set for stun: A "wounded" or worse result means unconscious for 2D minutes.
STARSHIP DAMAGE
Shields Blown: −1D from shields. If no dice in shields, controls ionized.
Controls Ionized: −1D from maneuverability, shields and weapon FC and damage for rest of round and next round. If suffering as many ionized results as maneuverability dice, controls frozen for next two rounds — ship maintains speed/direction, cannot turn, fire, or use shields.
Heavily Damaged (if already light/heavy → severe): Roll 1D: 1 −2D maneuverability (if 0D: −2 Move) · 2 Lose weapon system in one fire arc · 3 All weapons of one type in one arc destroyed · 4 Hyperdrive damaged (+10 all astrogation) · 5 −2D shields (if none: ionized) · 6 −2 Moves
Severely Damaged (if already light/heavy/severe → destroyed): Roll 1D: 1 Dead in space (all drives destroyed) · 2 Overloaded generator (explodes in 1D rounds) · 3 Disabled hyperdrives · 4 Disabled weapons (1D: 1–4 severely damaged, 5–6 destroyed) · 5 Structural damage (disintegrates in 1D rounds) · 6 Destroyed
Destroyed: Ship instantly destroyed.
VEHICLE DAMAGE
Shields Blown: −1D from shields. If no dice in shields, controls ionized.
Controls Ionized: −1D from maneuverability, shields and weapon FC and damage for rest of round and next round. If suffering as many ionized results as maneuverability dice, controls dead for next two rounds — vehicle maintains speed/direction, cannot turn, fire, or use shields.
Severely Damaged (if already light/heavy/severe → destroyed): Roll 1D: 1–2 Destroyed powerplant (ground: crash at high/all-out speed, roll to stop at cruising/cautious; flying: Moderate+ roll to avoid crash) · 3 Overloaded generator (explodes in 1D rounds) · 4 All weapons disabled · 5 Structural damage (1D rounds to eject before explosion) · 6 Destroyed
Destroyed: Vehicle instantly destroyed.
LOST MOVES (additive)
−1 MoveLimited to high speed
−2 MovesLimited to cruising speed
−3 MovesLimited to cautious speed
−4 MovesDead in space / cannot move
−5 MovesDestroyed
TRACTOR BEAMS — Damage Roll > Hull Roll
Roll >Reeled InDamage
0–3No changeNo damage
4–81 space unit−1 Move
9–122 space units−2 Moves
13–153 space units−3 Moves
16+4 space units−4 Moves
SHIELDS — Arc Difficulty
Covered arc—
1 arc awayEasy
2 arcs awayModerate
3 arcs awayDifficult
4 arcs awayVery Difficult
NATURAL HEALING — Roll full Strength after rest period
Wounded — rest 3 days
2–4Worsens to wounded twice
5–6Remains wounded
7+Fully healed
Wounded Twice — rest 3 days
2–4Worsens to incapacitated
5–6Remains wounded twice
7+Improves to wounded
Incapacitated — rest 2 weeks
2–4Worsens to mortally wounded
5–6Remains incapacitated
7+Improves to wounded twice
Mortally Wounded — rest 1 month (35 days)
2–4Character dies
5–6Remains mortally wounded
7+Improves to incapacitated
MEDPACS — First Aid skill
Wound LevelDifficulty
StunnedVery Easy
WoundedEasy
Wounded TwiceModerate
IncapacitatedDifficult
Mortally WoundedVery Difficult
If unsuccessful, patient remains the same. If roll misses by 10+, no more medpacs for 24 hours. Each additional medpac per day increases difficulty one level.
BACTA TANKS — Very Easy Medicine or Heroic First Aid
If roll fails, patient's injury worsens two levels. If roll succeeds, character fully heals:
Source: WEG40135 Star Wars Revised & Expanded GM Screen. † Corrected from original R&E printing.
⟐ Sector Gazetteers — Local Hyperspace Travel Times
Sector-specific hyperspace travel times from WEG sourcebooks. All times at x1 hyperdrive multiplier. These override grid-based calculations in the astrogation calculator when both systems are in the same gazetteer.
Pin anything from across the toolkit here for quick session access — NPCs, creatures, weapons, ships, planets, and your own player characters. Pins are saved in this browser and persist across reloads.
ADD PLAYER CHARACTER
All fields except Name are optional. Update any time using the Edit button on the PC's corkboard card.
⟐ ATTRIBUTES
⟐ COMBAT
EQUIPMENT 18 slots — pick the header to leave a slot blank
⟐ POINTS & FORCE
⟐ SKILLS
⟐ NOTES
⚠ UNDER CONSTRUCTION
S.U.D is an active work in progress. Expect new features, rooms, and systems as development continues.
WHAT IS A M.U.D?
A Multi-User Dungeon was a text-based online RPG from the early days of the internet — no graphics, just words, imagination, and a command prompt. Players explored rooms, fought monsters, talked to NPCs, and traded loot by typing commands.
S.U.D — SINGLE USER DUNGEON
A single-player tribute to that era, set in the Star Wars D6 universe. Wake up on a space station with nothing — explore, work, fight, and earn your way to a ship of your own.
ROADMAP
✓Room engine + navigation
✓NPC dialogue
✓Save / load system
✓Character creator
☐Skill checks
☐Combat system
☐Economy + shops
☐Starport hub rooms
☐Mining Moon missions
☐Trade Planet zone
☐Scrapper World zone
S.U.D — SINGLE USER DUNGEONDRIFTER'S ANCHORAGE — BASTION SYSTEM
MOVEMENT
n s e w
ne nw se sw
uup / ddown
INTERACT
lookl
examinex
talk<npc>
take / drop
COMBAT
blast<tgt>
knife<tgt>
punch<tgt>
saber<tgt>
flee
INFO
inventoryi
status / credits
save / load
help?
SHIP & GUILD
stash / retrieve
locker / repair
depart / deliver
join
gold = examine cyan = talk grey = exits
>
MOVEMENT
nnorth
ssouth
eeast
wwest
ne nw se sw
uup / ddown
INTERACT
look/ l
examine/ x
talk<npc>
take<item>
drop<item>
COMBAT
blast<tgt>
knife<tgt>
punch<tgt>
saber<tgt>
flee
INFO
inventory/ i
status
credits
SHIP & GUILD
depart
stash<item>
retrieve<item>
locker
repair<sys>
deliver
join
SYSTEM
save
load
clear
help/ ?
TIPS
gold = examinable
cyan = talkable
grey = exits
↑↓ = cmd history
⟐ Speed Calibration
Adjust base hours per tile for each route classification.
⟐ How to Use This Toolkit
This toolkit is a digital GM aid for the West End Games Star Wars D6 RPG. Each tab is a self-contained tool — tap any tab at the bottom to switch between them. Most tabs have a sticky ⟐ JUMP TO menu at the top that scrolls directly to any tool on that tab.
⟐ NPC TAB — Characters, Creatures & Gear
This tab is split into two sub-tabs at the top: GENERATORS and LOOKUPS. Your last choice is remembered across reloads.
Random NPC Generator(Generators) — Tap Generate NPC to instantly create a fully randomized character with a name, species, role, attributes, skills, gear, and quirks. Use the Race / Sex / Job dropdowns to lock inputs before rolling, or reroll individual sections (Race, Training, Attributes, Skills) with the lock icons. Export the finished sheet as a PDF.
Random Alien Generator(Generators) — Generates a brand-new alien species using WEG40166 Alien Encounters Ch.1 tables: homeworld (from undocumented systems), environment, attribute dice ranges, special abilities, and story factors. A Typical Native stat block is rendered alongside so you can drop a specimen straight into play.
Random Creature Generator(Generators) — Rolls body type, size, habitat, behavior, stats, and special abilities derived from the distribution of ~600+ sourcebook creatures. Homeworld is picked from documented planets.
Notable NPC Lookup(Lookups) — Search named characters from WEG sourcebooks — smugglers, crime lords, starport masters, and more. Filter by system, affiliation, species, or role. Multi-era characters (Luke Skywalker, etc.) appear as separate entries per sourcebook era — pick the one that matches your campaign timeline.
Weapons / Equipment / Creature Lookups(Lookups) — Searchable databases for personal weapons, adventure gear and droids, and creatures. Weapons and Equipment support filtering by availability (1–4) and legality (F/R/X). Tap the ⓘ GUIDE pill for an explanation of the availability and legality codes.
⟐ TRAVEL TAB — Astrogation Calculator
Plot a Route — Type any system name in the Origin and Destination fields (autocomplete will help) or use the Random Origin / Random Dest / Random Both buttons. Set your ship's hyperdrive multiplier with the slider (×1 fastest, ×10 slowest). Choose Trade Route for the shortest established path (Dijkstra) or Smuggler's Route for a straight-line run (Bresenham). Tap Plot Astrogation to calculate travel time, see the route drawn on the galaxy map, and get a random malfunction point along the path.
Sector Gazetteers — When both endpoints are in the same published sector gazetteer (Brak, Ringali Shell, Elrood, Minos Cluster, Kira Run, Sisar Run, Kathol, Kathol Outback, Tapani), the calculator uses sourcebook travel times instead of grid-based math. Gateway systems (marked 🏰) are the published entry points where outside traffic enters a sector.
Route Summary / Path / Map — Appear right below the calculator after you plot. Green 🏰 systems in the Path are clickable links to the Galaxy tab for that system's planet detail. Malfunction point is highlighted on the path.
Astrogation Quick Reference — Sits at the bottom of the tab. Shows modifiers for the astrogation roll, calculation times in-game, hyperdrive startup times by ship class, and the 2D mishap table for when a roll goes wrong.
⟐ GALAXY TAB — Systems & Planets
System Search — Type any system, planet, starport, city, or region name. Results show grid reference, region, and travel hours. Tap a result card to highlight the system on the galaxy map below. If the system has a planet detail entry, the card is clickable — tap it to open the full detail card with stats, summary, key locations, and GM notes drawn from WEG sourcebooks.
🌍 System Details List — Dropdown next to the search counter that lists every system with a full planet detail entry. Pick one to jump straight to its detail card.
Wild Space System Generator — Button next to the search that rolls a brand-new system using WEG40061 Galaxy Guide 8: Scouts Ch.9 tables (planet type, terrain, atmosphere, government, etc.). Useful when players wander off the established map.
Clickable NPC Names — Inside planet detail cards, the names of any Notable NPCs who live or work there are rendered as cyan links. Click one to jump to that NPC's stat block on the NPC tab.
Galaxy Map — Pan-and-zoom interactive map. Pinch on touch screens, scroll-wheel on desktop. Tap a highlighted system dot to open its detail card.
⟐ SHIPS TAB — Starship Database, Builder & Docking Bay
Starship Database — Browse or search the full WEG starship database. Sort by A-Z, rank, hull, speed, price, or cargo. Filter by era (Old Republic → Legacy). Tap any entry to expand its full stat block: scale, crew, passengers, cargo, hyperdrive, maneuverability, hull, shields, sensors, weapons. Use ⟐ COMPARE to stack two ships side-by-side.
Vehicle Database — Speeders, walkers, starfighters (character-scale through vehicle-scale). Same filtering and availability/legality support as the NPC-tab weapon lookup.
Ship Equipment — Drives, shields, sensors, ship weapons (laser cannons, turbolasers, etc.), countermeasures, fuel systems, tractor beams, secret compartments, and other accessories from the sourcebooks.
Ship Builder — Build a custom starship from scratch using WEG construction rules. Configure size, crew, cargo, drives, weapons, and sensors. Pin the finished build to the Corkboard.
Docking Bay — The modification workshop for pinned ships. Pin a starship from the database, then tap 🔧 DOCK on its Corkboard card to bring it in. Once docked you can:
System Mods — Upgrade Space, Maneuverability, Hyperdrive, Backup HD, Hull, and Shields one pip at a time (% of ship price × labor rate). Each step shows difficulty, cost, time, and mishap dice.
Weapon Mods — Improve Damage and Fire Control on existing weapons. Adjust fire-linking (Single → Twin → Triple → Quad). Remove stock weapons to the parts bin.
Add-Ons — Bolt on new equipment from the Ship Equipment catalog: sensors, countermeasures, weapons, fuel systems, cargo compartments, and more. Weapons added here can be configured with quantity (1–4) and fire-linking, then ⚙ MOUNT to install them as moddable ship weapons.
Component Replacements — Swap entire drives, hyperdrives, shields, or backup hyperdrives from the equipment catalog. Old parts go to the parts bin for resale credit.
Salvage Mode — New Purchase, Lucky Find (10%), Standard Salvage (25%), or Barely Functional (60%) — affects replacement and add-on costs.
Parts Bin — Removed parts, weapons, and add-ons accumulate here with resale value (default 25%, adjustable per bargain roll). Includes opposed bargain roll reference tables.
Berth Conversion(house rule) — Convert passenger berths to/from Double Bunks, Single Cabins, or Suites, with optional brig variants. Affects cargo and passenger counts.
Scale Gating — Capital-scale weapons are locked on starfighter hulls unless a Capital Power Plant Retrofit (150K, full access) or Capital Capacitor Shunt (8K, one weapon, fires every 3rd round) is installed.
Name your ship before undocking to save modifications. Tap VIEW on the Corkboard card to see the full modified stat block with "was X" comparisons. Use PRINT for a table-ready snapshot.
⟐ DICE TAB — GM Tools & References
Dice Roller — Roll any combination of D6 using WEG notation (e.g. 4D+2). Results show individual dice, wild-die behavior, and the total.
Combat Initiative Tracker — Add PCs and NPCs, assign dice values, and roll initiative for all combatants at once. Track damage and status through the fight.
Combat & Chase Quick References — Always-visible tables for difficulty numbers, range bands, cover bonuses, multi-action penalties, scale modifiers, terrain difficulties, and maneuver modifiers. Color-coded so you can scan by severity at a glance.
Character Points / Force Points / Advancement — Cards covering how CP and FP work, and the full advancement/training costs.
Force Powers Reference — Search all 76+ Force powers (Control / Sense / Alter). Includes Dathomir Magic (Nightsister rites, WEG40139) and Ta-Ree Magic (WEG40121 Kathol Rift) as standalone cards with their own spell lists.
Freighter Captain's Guide — Cargo/trade rules, Supply & Demand table by tech level (color-coded), restocking fees, and docking costs.
Ship Modifications / Repairs / Mishap Tables — Modify drives, weapons, shields, and sensors by % of original cost. Mishap tables for Sublight, Maneuverability, Hyperdrive, Hull, and Weaponry, each with Minor / Moderate / Catastrophic severity tiers (color-coded pills).
⟐ GAZETTE TAB — Sector Travel Times
All nine published sector gazetteers in one place. Small sectors show a full symmetric distance matrix; large sectors (like Tapani with 89 systems) have an origin/destination dropdown pair. Travel time color legend: green ≤ 10h (fast hop), gold 11–30h (medium), grey 30h+ (long haul). 🏰 marks gateway systems.
⟐ CORKBOARD TAB — Pinned Items
Pinning Items — Tap the ☆ PIN button on any NPC, creature, ship, weapon, equipment, planet, or rolled result to save it to your Corkboard. Pinned items appear as cards you can filter by type (NPCs, Ships, Gear, Places). Use it as a session prep board — pin the NPCs, locations, and gear you'll need tonight and have them all in one place.
Player Characters — The + NEW PC button lets you create a persistent player character card with stats, skills, and equipment. PC cards can be edited and updated between sessions.
Combat Tracker — Pinned NPCs, creatures, and ships can be sent to the Combat Initiative Tracker on the Dice tab via the ⚔ COMBAT button on each card.
Local Storage — Your pins are saved in your browser's local storage (similar to cookies). They persist between visits as long as you don't clear your browser's cookies or site data. If you clear cookies, your pins will be lost. There is no account or cloud sync — your pins live only in this browser on this device.
⟐ SETTINGS TAB — Configuration & Collection
Speed Calibration — Adjust base travel hours per grid tile for each hyperspace lane classification. Defaults match DT Strain's travel time map; tune to taste. Tap Recalibrate to apply.
Print Sourcebook Checklist — Button on the About card. Opens a printable checklist of every WEG D6 product (1987–1998). Check off what you own, search, filter by edition, and print or export the list. Your ownership state is saved locally.
⟐ About
Star Wars D6 Toolkit — NPC Generator & Astrogation Calculator.
Based on the WEG Star Wars D6 RPG system.
Travel times based on DT Strain Travel Time Map v.5.
v1.0 — Built with ♦ for the tabletop
⟐ Credits & Appreciation
A heartfelt thank you to West End Games, Bill Smith, and the entire WEG team for creating a gem of a gaming system that has kept people passionate for decades.
Thank you to D6 Holocron (d6holocron.com) for maintaining the best Star Wars D6 wiki and resource site around.
Thank you to DT Strain for publishing his travel time map to Reddit, allowing us to visualize this project and push the boundaries of what we can do.
Thank you to Mike Campbell at Behind the Name (behindthename.com) for use of his API data doing the heavy lifting on NPC names in this toolkit.
And last but not least, thank you to Claude Opus 4.6 for having my back and turning my ideas into coded creativity.
This project is solely for fun and is not intended for sale. All images were borrowed from publicly available sources to the best of my ability. Based on West End Games' Star Wars: The Roleplaying Game — 2nd Edition, Revised & Expanded.
Your galaxy is always expanding. Hyperspace speeds may vary. Consult a Wookiee for mynock power losses.
AVAILABILITY: 1 Common · 2 Available · 3 Specialized · 4 Rare | LEGALITY: F Permit · R Restricted · X Illegal
AVAILABILITY & LEGALITY GUIDE
AVAILABILITY NUMBER
1Readily available throughout the galaxy2Normally available, may require brief search3Specialized item, limited supply — may need specific dealers4Rare, hard to find — black market, special order, or unique
LEGALITY CODES
FFee or permit required — legal but regulatedRRestricted — military/law enforcement only, license neededXIllegal — banned, black market only, severe penalties
Example: 2, R = normally available but restricted to licensed buyers. 4, X = rare and illegal. Availability can vary by planet — Core Worlds are stricter, Outer Rim more lenient. The GM may adjust prices by 25-100% for restricted/illegal items.
WEG D6 SOURCEBOOK CHECKLIST
Star Wars: The Roleplaying Game · West End Games · 1987–1998