D6 Conversions for Star Wars d20 Core Rules
Conversions by Gary Astleford (penangallan@cox.net)
first posted to The Rebellion, http://www.verminary.com/rebellion/

This file consists of conversions taken from the core rules of the d20 edition of the Star Wars Roleplaying Game. I've gone to lengths to convert only those things which have not yet appeared in print in any other West End Games products. For everything that exists in official D6 format (meaning, "previously published by WEG"), I have created a list of references (see Existing Material References below).

- Alien Species -

Cereans (SWd20, page 29)
Average Cerean.
Dexterity 1D+1, Knowledge 2D+2, Mechanical 1D+2, Perception 2D+1, Strength 2D, Technical 2D.
Attribute Dice
: 12D
DEXTERITY 1D/3D+1
KNOWLEDGE 2D/4D+2
MECHANICAL 1D/3D+2
PERCEPTION 1D+2/4D+1
STRENGTH 1D+1/4D
TECHNICAL 1D+1/4D
Special Abilities:
Initiative Bonus: Cereans gain a +1D bonus to all initiative rolls.
Move: 10/12

Dugs (SWd20, page 248)
Average Dug.
Dexterity 2D+2, Knowledge 1D+2, Mechanical 2D+1, Perception 1D+2, Strength 2D, Technical 1D+2.
Attribute Dice
: 12D
DEXTERITY 2D/4d+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+2/4D+1
PERCEPTION 1D/3D+2
STRENGTH 1D+1/4D
TECHNICAL 1D/3D+2
Special Abilities:
Climbing/Jumping Bonus: Due to their physiology, Dugs gain a permanent +1D bonus to their Climbing/Jumping skill.
Shout: Dugs can issue forth a deep bellow which can be heard up to 3 kilometers away.
Move: 6/8

Gungans (SWd20, pages 30-31, 249-250)
Average Gungan.
Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 1D+2, Strength 2D+2, Technical 1D+2.
Attribute Dice
: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+2
STRENGTH 2D/4D+2
TECHNICAL 1D/3D+2
Special Abilities:
Swimming: Gungans get a permanent +1D bonus to all Swimming skill checks.
Good Hearing: Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.
Move: 10/12

Yuuzhan Vong (SWd20, pages 253-255)
Average Yuuzhan Vong.
Dexterity 2D, Knowledge 1D+2, Mechanical 1D+2, Perception 1D+2, Strength 3D+1, Technical 1D+2.
Attribute Dice
: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D+2
PERCEPTION 1D/3D+2
STRENGTH 2D+2/5D+1
TECHNICAL 1D/3D+2
Special Abilities:
Force Immunity: Yuuzhan Vong are immune to all Force powers that involve Sense or Alter.
Move: 10/12
Notes: For more information on the Yuuzhan Vong, as well as both D6 and d20 statistics, check out the Star Wars RPG Network.

- Force Powers -

Control Powers

Burst of Speed (Adapted from SWd20, page 99)
Control Difficulty: Moderate
Required Powers: Enhance Attribute
Effect: A Jedi can use this power to enhance his Move rating, increasing his running and walking speeds dramatically for a short period of time. Both the duration and Move increase are determined by the amount the Jedi's Control roll exceeds the difficulty. The Duration can be increased by spending character points – for each character point spent, the duration is increased by one round. These points can be spent at any time before the power fades.

Control Roll > Difficulty By:Move IncreaseDuration
0-8+54 Rounds
9-20+103 Rounds
21++152 Rounds

Alter Powers

Force Push (Adapted from SWd20, page 86)
Alter Difficulty: Target's Control or Strength Roll, modified by proximity.
Required Powers: Concentration, Telekinesis
Effect: With this power, a Jedi may use the Force to push up to four adjacent targets backwards, possibly knocking them prone. Each target past the first incurs a -1D penalty on the Jedi using the power (ie, 1 target, no penalty; 2 targets, -1D penalty; 3 targets, -2D penalty; 4 targets, -3D penalty). Each target makes either a Control or Strength roll to resist, and the acting Jedi's Alter roll result is compared to each result in turn to determine the effects. A target that is knocked back into a wall or other solid object takes 2D damage, in addition to any other effects.

Alter Roll
> Difficulty:
Effect
0-5Target(s) pushed back 1 meters, make Easy Dexterity roll or fall.
6-10Target(s) pushed back 2 meters, make Moderate Dexterity roll or fall.
11-15Target(s) pushed back 3 meters, make Difficult Dexterity roll or fall.
16-20Target(s) pushed back 4 meters, make Very Difficult Dexterity roll or fall.
21+Target(s) pushed back 5 meters, make Heroic Dexterity roll or fall.

Control and Alter Powers

Create Force Talisman (Adapted from the Force Adept Ability, SWd20, page 52)
Control Difficulty: Moderate.
Alter Difficulty: Difficult.
Required Powers: Concentration, Control Another's Pain, Control Pain, Force Weapon, Transfer Force
Effect: By using this power and spending a Force Point, a Force user can imbue an item of personal significance with Force energy, thereby creating a Force Talisman. A Force Talisman grants its possessor a bonus to resist Force powers, adding this bonus to any rolls made to resist hostile Force powers. A Force user can only possess one Talisman at a time. The bonus granted by the Talisman depends on the amount by which the Force user succeeds at his Alter skill roll.

Alter Roll > Difficulty:Effect
0-8+2 pips
9-16+1D
17++1D+1

Enhance Another's Attribute (in place of "Force Mind", SWd20 pg 100)
Control Difficulty: Easy, modified by relationship.
Alter Difficulty: Moderate.
Required Powers: Enhance Attribute, Control Another's Pain, Transfer Force
Effect: A Jedi can use this power to enhance a single attribute for one being for a limited amount of time. All skills covered by the attribute are increased by the same amount for as long as the power remains in effect. An attribute increased by this power remains enhanced for the duration listed below. Both duration and attribute increase are determined by the amount the Jedi's Alter roll exceeds the difficulty. Duration can be increased by spending character points – for each character point spent, the duration increases by one combat round. These points can be spent at any time before the power fades. A Jedi can only increase on attribute at a time. If a character attempts to enhance a second attribute, the first enhancement fades and the second is increased.

Alter Roll > Difficulty By:Attribute IncreaseDuration
0-13+1D3 Rounds
14-25+2D2 Rounds
26++3D1 Round

Force Weapon (adapted from the Force Adept Ability, SWd20, page 52)
Control Difficulty: Equal to the melee weapon's base difficulty (ie, a knife is Very Easy).
Alter Difficulty: Moderate.
Required Powers: Concentration
Warning: A character who uses this power in order to injure or kill a helpless being immediately gains a Dark Side point.
Effect: A Force user with this power can temporarily imbue a non-powered melee weapon (such as a club, knife, staff, etc.) with the Force. This power can only be used on the Force user's personal weapon, and only while he uses the weapon himself. The power lasts for five rounds, after which time it must be activated again. The amount by which the Alter skill roll exceeds the difficulty determines how much extra damage the weapon inflicts on a successful hit. Note that this damage will allow a weapon to exceed its listed Maximum Damage (if any).

Alter Roll > Difficulty:Effect
0-8+1 pip
9-16+2 pips
17-24+1D
25++1D+1

Sense and Alter Powers

Friendship (adapted from SWd20, page 86)
Sense Difficulty: Target's Control or Perception roll.
Alter Difficulty: Very Easy against a person or animal that has no reason to mistrust you, or who wants something from you (an eager salesman, for example). Easy against a person or an animal who is neutral or indifferent to you. Moderate against a wild animal, or a person who has a societal reason to dislike you (i.e., prejudice). Difficult against a hungry predator, or a person who has a personal reason to dislike or hate you. Very Difficult against a person who is a sworn enemy, or an animal who is starving, angry, or wounded.
Effect: Proper application of this power can calm a hostile person or animal. Use of Friendship employs calming emotions that can cause enemies to re-think their motives, or open them up to discussion and parley. Friendship does not make them forget past events (such as when you tried to kill them), but it might give you a chance to bring about a peaceful solution to a disagreement. The target of Friendship will remain calm until a situation occurs that alters that state. A bonus granted to all Bargain, Command, Con, or Persuasion rolls made against the target following the use of Friendship is based on the amount by which the Sense roll exceeds the target's Control or Perception roll.

Sense Roll > Difficulty:Effect
0-5+2 pips
6-10+1D
11-15+1D+1
16-20+1D+2
21++2D

- Equipment -

Atlatl (SWd20, page 115)
Model
: Otoh Gunga Standard Issue Atlatl
Type: Melee Weapon or Thrown Weapon (w/energy balls)
Scale: Character
Cost: 50
Availability: 3; R
Difficulty: Very Easy
Damage: STR+1D (maximum: 5D)
Game Notes: A Gungan weapon that consists of a short stick used to hurl energy balls (see below). It can also be used as a club.

Cesta (SWd20, page 115)
Model
: Otoh Gunga Standard Issue Cesta
Type: Melee Weapon or Thrown Weapon (w/energy balls)
Scale: Character
Cost: 100
Availability: 3; R
Difficulty: Easy
Damage: STR+1D+1 (maximum: 6D)
Game Notes: A long staff used by Gungans to hurl energy balls (see below). It has a greater range than an atlatl. It can also be used as a staff in melee combat.

Combat Gloves (SWd20, page 115)
Model
: Stock Combat Gloves
Type: Melee/Brawling Weapon
Scale: Character
Cost: 200
Availability: F; 1
Difficulty: Easy
Damage: STR+2
Game Notes: Heavy gloves that are made from weighted materials, and designed to add more impact to an unarmed attack (+2 to punching damage).

Energy Balls (SWd20, chart, page 116)
These are the blue energy balls used as missile weapons by Gungans. They can be thrown like grenades, but are generally hurled with an atlatl or a cesta. Damage from energy balls is considered to be energy damage (as opposed to physical damage) insofar as armor value is concerned. According to the "Secrets of Naboo" supplement (which gives more detail on energy balls), energy balls function just like ion cannons do (refer to SWD6, page 127, and the effects of ionized controls on page 128), and come in two scales: character (used in atlatls and cesta) and speeder (used in the Gungan Battle Wagon Mk. II's catapult). In addition to use against vehicles, energy balls work against droids in a manner similar to a Jawa ionization gun. Against creatures and characters, the energy balls only inflict stun damage. The text on page 49 of SON indicates that they come in a variety of sizes, so it is possible that they are available in walker scale as well. Energy balls do 3D ionization and/or stun damage, adjusted for scale.

Ion Gun, Pistol (SWd20, page 120)
Model
: Generic Ion Pistol
Type: Ion Gun
Scale: Character
Skill: Blaster: Ion Pistol
Ammo: 30 (power packs: 25)
Cost: 250
Availability: 2; R
Fire Rate: 1
Range: 3-8/16/24
Damage: 4D
Game Notes: Ion guns fire streams of energy that wreak havoc on electrical systems, and they are usually employed against droids, light vehicles, and some types of equipment. When used normally, an ion gun fries a droid circuits and internal components, inflicting lethal damage. If set to "stun," it works much the same as a blaster set on stun works against organic opponents. A droid stunned in such a way is out of commission for 2D minutes. An ion gun's blast has no effect on organic targets, unless such targets have cybernetic replacements.

Ion Gun, Rifle (SWd20, page 120)
Model
: Generic Ion Rifle
Type: Ion Gun
Scale: Character
Skill: Blaster: Ion Rifle
Ammo: 30 (power packs: 25)
Cost: 800
Availability: 2; R
Fire Rate: 1
Range: 3-30/60/90
Damage: 4D+2
Game Notes: Aside from somewhat higher damage and increased range, an ion rifle works in much the same was as an ion pistol (see Ion Gun, Pistol).

Lightsaber, Double-Bladed (SWd20, page 117)
Model
: Double-Bladed Lightsaber
Type: Lightsaber: Double-Bladed Lightsaber
Scale: Character
Cost: Not available for sale
Availability: 4, X
Difficulty: Difficult
Damage: 5D
Game Notes: Proper us of a double-bladed lightsaber requires the specialization "Lightsaber: Double-Bladed Lightsaber." Without the proper specialization, the difficulty to use a double-bladed lightsaber is one grade higher than normal (ie, Very Difficult), and none of the special benefits of the double-bladed lightsaber may be used. If used with only a single blade projected, a double-bladed lightsaber is treated as if it were a normal lightsaber. If properly trained, a Jedi wielding a double-bladed lightsaber gains a +5 bonus to all parry rolls made when both lightsaber blades are extended.

Missile WeaponRangeDamageAmmoAvailabilityCost
Atlatl w/Energy Ball10/20/403D13, R50
Cesta w/Energy Ball20/40/803D13, R100
Energy Ball2-3/5/103D13, R20 each
Ion Gun, Pistol3-8/16/244D302, R250
Ion Gun, Rifle3-30/60/904D+2302, R800

Melee WeaponDifficultyDamageAvailabilityCost
AtlatlV. EasySTR+1D3, R50
CestaEasySTR+1D+13, R100
Combat GlovesEasySTR+2F, 1200
Double-Bladed LightsaberDifficult5D4, X--

- Yuuzhan Vong Equipment -

Amphistaff (SWd20, page 255)
Model
: Yuuzhan Vong Amphistaff
Type: Multi-purpose melee weapon
Scale: Character
Skill: Melee Parry: Amphistaff, Melee Weapons: Amphistaff
Cost
: Not available for sale
Availability: 4, X
Difficulty: Varies (see below)
Damage: Varies (see below)
Game Notes: The amphistaff is an organic weapon used by the Yuuzhan Vong. If used by someone familiar with its various functions, the amphistaff can be used as a quarterstaff, a two-headed spear (adds +1D to all parry rolls), a whip (adds +1D to attempts to disarm or entangle an opponent; successful hits with the whip inject venom), or a whip-spear (which shares the qualities of both the whip and the spear, though the granted bonuses are only +2 pips). In addition, the amphistaff can spit venom, or inject it with a successful whip hit that results in a damage result higher than Stunned. Either way, a victim affected by amphistaff venom must succeed at a Very Difficult Strength check. If injected, the poison reduces the victim's Dexterity score by 1D (cumulatively). If the poison is sprayed into a victim's eyes, blindness results. The effects last until the venom is treated. Statistics for amphistaff weapons are listed below:

Amphistaff ModeDifficultyRangeDamageMax
QuarterstaffEasyMeleeSTR+1D+15D
Two-Headed SpearModerateMeleeSTR+2D7D
WhipModerateMeleeSTR+1D+26D
Venom Spittern/a1-3/10/20Poisonn/a

Blorash Jelly (SWd20, page 255)
Blorash jelly is an amorphous, sticky blob. When struck, a character must succeed at a Difficult Dodge roll or be pinned and unable to move. Even if this Dodge roll succeeds, the character can only move at half speed, and his Dexterity is penalized by -2D. Removing the blorash jelly requires either a Very Difficult Strength roll, or a Difficult Knowledge roll. Alternately, either an energy weapon or a cutting weapon can be employed, but this requires a damage roll against a Strength of 3D+1 that results in either a Incapacitated or Dead wound result.

Gnullith (SWd20, page 255)
A gnullith is an organic breath mask that sticks a proboscis down the user's throat, allowing him to breath any non-corrosive gas, or underwater. To successfully employ a Gnullith requires a Moderate Strength check, which can be attempted once per round.

Ooglith Cloaker (SWd20, page 255)
The ooglith cloaker is an organic environment suit, and is typically used in conjunction with a gnullith. It is painful to wear, inflicting 2D damage to the wearer every time it is worn. It can be released by pressing a hidden organ. Anyone unaware of this organic switch can succeed at a Difficult Knowledge check to discover it.

Ooglith Masquer (SWd20, sidebar, page 244)
The ooglith masquer, similar to the ooglith cloaker, covers its user's body with a convincing disguise. Each masquer is engineered to mimic a specific species. When used, an ooglith masquer grants a Yuuzhan Vong a +3D bonus to his Con: Disguise skill roll. Just like the ooglith cloaker, the masquer is painful to wear, and inflicts 2D damage every time it is worn. It can also be removed by pressing a hidden organ.

Plaeryin Bol (SWd20, sidebar, page 244)
Model
: Plaeryin Bol
Type: Organic weapon
Scale: Character
Skill: Plaeryin Bol
Ammo: Unlimited
Cost: Not available for sale
Availability: 4, X
Fire Rate: 1
Range: 1-2/5/10
Damage: 4D (poison damage, must contact the target's skin)
Game Notes: Resembling a Yuuzhan Vong eyeball, the plaeryin bol is typically used only by higher-ranking Yuuzhan Vong. The creature's "pupil" is actually a tiny mouth which can spit a glob of venom up to ten meters at the Yuuzhan Vong's command. Inserting a plaeryin bol requires that the user have an empty eye socket.

Razorbug (SWd20, page 255)
Model
: Yuuzahn Vong Razorbug
Type: Organic Thrown Weapon
Scale: Character
Skill: Thrown Weapons: Razorbug
Ammo: 1
Cost: Not available for sale
Availability: 4, X
Fire Rate: 1
Range: 1-6/20/40
Damage: 3D+1
Game Notes: Razorbugs are used as thrown weapons by the Yuuzahn Vong, and guide themselves towards their targets. If they miss, they will return to the thrower at the end of the following round. The razorbug guides itself to the target, granting a +1 pip bonus to the thrower's skill roll. If the razorbug hits its target, it uses its claws to burrow deeper into the wound on the following round (doing another 3D+1 of damage) unless it is removed first.

Thud Bug (SWd20, page 255)
Model
: Yuuzhan Vong Thud Bug
Type: Organic Thrown Weapon
Scale: Character
Ammo: 1
Cost: Not available for sale
Availability: 4, X
Fire Rate: 1
Range: 1-6/20/40
Damage: 4D
Game Notes: The thud bug, unlike the razorbug, is not thrown. Instead, it is released, and guides itself towards its target with an attack skill of 5D. A thud bug that misses its target will continue to attack each round until it either hits, or is destroyed. If it hits, it inflicts the listed damage. The target must also make a Moderate Strength roll to keep his footing, otherwise he is knocked prone. Once the bug hits, it returns to its dormant state until activated again.

Tizowyrm (SWd20, sidebar, page 244)
A tizowyrm, which is placed inside a Yuuzhan Vong's ear, allows him to speak and understand one specific language.

Tsaisi (SWd20, sidebar, page 244)
Model
: Yuuzhan Vong Tsaisi
Type: Multi-purpose melee weapon
Scale: Character
Skill: Melee Parry: Tsaisi, Melee Weapons: Tsaisi
Cost
: Not available for sale
Availability: 4, X
Difficulty: Varies (see below)
Damage: Varies (see below)
Game Notes: The tsaisi is a shorter version of the amphistaff. When used by a skilled combatant, it can be used as a baton, a two-headed dagger (adds +2 pips to all parry rolls), a lash (adds +2 pips to attempts to disarm an opponent; successful hits with the lash also inject the target with venom), and a lash-dagger (which shares the qualities of both the lash and the dagger, though the granted bonuses are only +1 pip). Like the amphistaff, it can also spit venom. The venom is injected when a successful hit with the lash inflicts a damage result higher than Stunned, and effects are the same as for the amphistaff. Statistics for the tsaisi's different weapon modes are listed below.

Tsaisi ModeDifficultyRangeDamageMax
BatonEasyMeleeSTR+1D4D
Two-Headed DaggerModerateMeleeSTR+1D+26D
LashModerateMeleeSTR+1D+15D
Venom Spittern/a1-2/5/10Poisonn/a

Villip (SWd20, sidebar, page 244)
Villips are used by the Yuuzahn Vong to communicate over long distances, and they function just as detailed in the SWd20 core rules. Learning how to awaken and use a Villip requires a Difficult Knowledge check.

Vonduun Crab-Shell Plated Armor (SWd20, page 255)
Model
: Vonduun Crab-Shell Plated Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: When worn by a Yuuzhan Vong, vonduun crab-shell plated armor grants a +1D+1 bonus to Strength when resisting damage from all attacks, and reduces the wearer's Dexterity score by -1D.

- Vehicles -

Flash Speeder (SWd20, page 166)
Craft
: Naboo Security Forces Speeder
Type: Landspeeder
Scale: Speeder
Length: 4.5 meters long
Skill: Repulsorlift Operation: Flash Speeder
Crew: 1
Crew Skill: Varies
Passengers: 1
Cargo Capacity: 10 kilograms
Cover: 1/2
Altitude Range: Ground level – 2 meters
Cost: 12,000 (new), 6,000 (used)
Maneuverability: 2D+1
Move: 70; 200 km/h
Body Strength: 2D
Weapons:
Defense Blaster
Fire Arc: Any
Scale: Speeder
Skill: Vehicle Blasters: Defense Blaster
Fire Control: 2D
Range: 3-50/120/300
Damage: 3D

Coruscant Air Taxi (SWd20, page 166)
Craft
: Hyrotii EasyRide Passenger Airspeeder
Type: Airspeeder
Scale: Speeder
Length: 8 meters
Skill: Repulsorlift Operation: Airspeeder
Crew: 1 pilot
Crew Skill: Repulsorlift Operation 5D+2
Passengers: 6
Cargo Capacity: 100 kilograms
Cover: 1/4
Altitude Range: Ground Level – 3.4km.
Cost: 16,000 (new), 8,000 (used)
Maneuverability: 2D
Move: 67; 191 km/h
Body Strength: 2D
Weapons: None

MandalMotors Combat Airspeeder (SWd20, page 167)
Craft
: MandalMotors Shadow V Combat Airpspeeder
Type: Combat Airspeeder
Scale: Speeder
Length: 6.5 meters
Skill: Repulsorlift Operation: Shadow V
Crew: 1 pilot, 1 gunner
Crew Skill: Varies
Passengers: 1
Cargo Capacity: 10 kilograms
Cover: Full
Altitude Range: Ground Level – 550 meters
Cost: 50,000 (new), 25,000 (used)
Maneuverability: 2D
Move: 280; 800 km/h
Body Strength: 4D
Weapons:
Double Laser Cannon
Fire Arc: Front
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50-300/800/1.5km
Damage: 4D+2

- Ships -

Trade Federation Droid Starfighter (SWd20, page 184)
Craft
: Xi Char Variable Geometry Self-Propelled Battle Droid, Mk. 1
Type: Autonomous Starfighter
Scale: Starfighter
Length: 3.5m long
Skill: Starfighter Piloting
Crew: 0
Crew Skill: Starfighter Piloting 4D+1, Starship Gunnery 4D+1
Cargo Capacity: None
Consumables: None
Cost: 19,000 (new), 5000 (used)
Hyperdrive Multiplier: None.
Nav Computer: None.
Maneuverability: 3D
Space: 10
Atmosphere: 415; 1200 km/h
Hull: 4D
Shields: 1D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D
Weapons:
Blaster Cannons (2 fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km.
Damage: 5D
Two Energy Torpedo Launchers (4 torpedoes each)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0D
Space Range: 1/3/7
Atmosphere Range: 30-100/300/700m.
Damage: 9D

Naboo N-1 Starfighter (SWd20, page 184)
Craft
: Theed Palace Space Vessel Engineering Corps N-1 Royal Starfighter
Type: Space Superiority Starfighter
Scale: Starfighter
Length: 11m.
Skill: Starfighter Piloting
Crew: 1 pilot/1 astromech droid
Crew Skill: Starfighter Pilot 4D+1, Starship Gunnery 4D+1, Starship Shields 4D+1
Cargo Capacity: 65kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Limited to 10 jumps with Astromech Droid
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1050 km/h
Hull: 2D
Shields: 1D
Sensors:
Passive: 20/0D
Scan: 35/1D
Search: 40/2D
Focus: 2/3D
Weapons:
Laser Cannons (2 fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km.
Damage: 5D
Proton Torpedo Magazine (10 torpedoes)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700m.
Damage: 10D

Yuuzhan Vong Coralskipper (SWd20, page 184)
Craft
: Yorik Coral Fighter (coralskipper)
Type: Yuuzhan Vong starfighter
Scale: Starfighter
Length: 12 meters
Skill: Starfighter Piloting: Coralskipper
Crew: 1
Crew Skill: All appropriate skills at 6D
Passengers: None
Cargo Capacity: Unknown
Consumables: Unknown
Cost: Not available for sale
Hyperdrive Multiplier: Unknown
Hyperdrive Back-Up: Unknown
Nav Computer: Unknown
Maneuverability: 2D+1
Space: 9
Atmosphere: 295; 850 km/h
Hull: 3D+1
Shields: 1D+2 (dovin basal)
Sensors:
Passive: 30/0D
Scan:
60/1D
Search:
90/2D
Focus:
3/4D
Weapons:
2 Volcano Cannons (fire-linked)
Fire Arc: Front
Skill:
Starship Gunnery
Fire Control:
4D
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/2.5 km.
Damage:
6D

Trade Federation Battleship (SWd20, page 187)
Craft
: Modified Hoersch-Kessel Drive, Inc., LH-3210
Type: Battleship
Scale: Capital
Length: 3,170 meter diameter
Skill: Capital Ship Piloting: LH-3210
Crew: 150 droids, 25 Neimoidian command staff
Passengers: 50 landing ships, 550 MTTs, 1500 troop carriers, 1500 droid starfighters, 6250 ATTs, and 139,000 battle droids
Crew Skill: Capital Ship Piloting 4D+1, Capital Ship Gunnery 4D+1, Capital Ship Shields 4D+1
Cargo Capacity: 5 million metric tons
Consumables: 500 days
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Back-Up: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 6D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 90/3D+2
Focus: 6/4D
Weapons:
Quadlasers (42)
Fire Arc: 14 front, 14 rear, 7 right, 7 left.
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-5/10/20
Atmosphere Range: 100-500/1/2km.
Damage: 5D

- Creatures -

Kaadu (SWd20, page 258)
Dexterity 2D+2
Perception 1D+2
search 3D
Strength 3D+2
climbing/jumping 4D
swimming 5D+1
Special Abilities:
Bite: Does Strength +2 damage.
Kick: Does Strength +1D damage.
Low-Light Vision: A kaadu can see twice as far as a human in dim light.
Move: 20
Size: 2.5-3 meters
Orneriness: 1D

- Droids -

Type: Neimoidian Series Battle Droid (SWd20, page 292)
Dexterity 1D
blaster 2D
Knowledge 1D
Mechanical 1D
Perception 1D
Strength 1D+2
brawl 2D+1
Technical 1D
Equipped With
:
Blaster rifle
Integrated comlink
Remote receiver (5,000 km range)
Armor (+1D to Strength to resist damage)
Vocabulator
Move: 10
Size: @1.8 meters tall
Cost: 800 credits

Type: Droideka Series Destroyer Droid (SWd20, page 292)
Dexterity 3D
blaster: heavy repeating blaster 8D+2
Knowledge 1D
Mechanical 1D
Perception 1D
search 3D+2
Strength 3D
brawl 7D+1
Technical 1D
Equipped With
:
Two heavy repeating blasters (8D damage, range: 3-75/200/500)
Armor (+1D to Strength to resist damage)
Defensive shields (+3D to Strength to resist damage)
Remote Processor (500km range)
Move: 4 walking, 25 in "wheel mode"
Size: @1.5 meters tall
Cost: 9,000 credits

Type: Sienar Intelligence Systems E522 Series Assassin Droid (SWd20, page 294)
Dexterity 3D
blaster 6D+1
dodge 4D+2
melee parry 4D
melee weapons 4D
missile weapons 4D+2
Knowledge 2D
intimidation 3D
survival 5D
Mechanical 1D
Perception 2D
hide 4D+1
search 3D+2
search: tracking 4D
sneak 4D+1
Strength 5D
brawl 6D+2
Technical 1D
Equipped With:
Heavy repeating blaster (Damage is 8D, range 3-75/200/500)
Ion cannon (Damage is 4D+2 versus droids, no effect on humans, range 3-30/60/90)
Needler gun (Range is 3-10/30/60, see below for other details)
Hunter-seeker missiles (Range is 40/80/160, blast radius is 0-4/8/12/16, and damage is 7D/5D+1/3D+2/2D, see below for other details)
Heavy armor (Adds +2D to Strength rolls to resist damage)
Infrared vision (The droid can see in the dark up to 30 meters)
Weapon mounts x2 (The droid has one or more appendages that have weapons attached to them)
Locked access (The droid's shut-down switch is secured or internally located)
Vocabulator (The droid has a speaker that allows it to replicate organic speech)
Equipment Notes:
Needler Gun
: This needler gun is loaded with darts that contain a paralytic poison. The darts inflict no damage, but if used against an unarmored target (or an unarmored portion of a target, see the rules for called shots, SWD6, page 91), they inject their poison. The target of such an attack must succeed at a Difficult Strength check or be paralyzed and unable to move for 1D x 40 minutes (40-240 minutes). No ammunition total is listed, so assume the needler gun carries enough darts for ten shots.
Hunter-Seeker Missiles: In order to get a missile lock on a target, the droid must make a successful Missile Weapons skill roll, the difficulty of which is based on range. If the target is aware of the droid, it may attempt a Dodge skill roll. If the lock-on is successful, the droid may fire the missile in the following turn. The missile rolls its skill score of 6D+2 to hit the target it has locked onto, with the difficulty based on range and other appropriate modifiers. A successful to-hit roll indicates that the target suffers damage. If the missile's to-hit roll fails by less than eight points, it is allowed to make another attack roll on the following turn. If the to-hit roll fails by nine or more points, the missile deviates and explodes like a grenade (refer to the rules for grenade deviation, SWD6, page 92). No ammunition total is listed, so assume the droid has enough missiles for six shots.
Move: 6
Size: Unlisted (medium)
Cost: 12,500

Type: Marksman H Training Remote (SWd20, page 294)
Dexterity 3D
blaster array 5D
dodge 4D
Knowledge 1D
Mechanical 1D
Perception 1D
search 4D
Strength 1D
Technical 1D
Equipped With:
Blaster array (Can do 1 point, 2 points, 1D, or 1D+1 of damage, fire rate: 6, range: 2-3/5/10m)
Motion sensors (Droid can sense motion, and gains a +2 bonus to Search checks against moving targets)
Move: 15
Size: @10 centimeters in diameter
Cost: 350 credits

Type: Serv-O-Droid DUM Series Pit Droid (SWd20, page 295)
Dexterity 1D
running 2D+1
Knowledge 1D
Mechanical 1D
Perception 1D
Strength 2D
Technical 2D
ground vehicle repair 4D
repulsorlift repair 4D
Equipped With:
Nothing
Move: 6
Size: @1 meter tall
Cost: 750 for one, 3,500 for a crew of five

- Existing Material References -

Below, you will find references to everything in the Core Rules that has been previously detailed in WEG products. If it's on this list, that's why I haven't presented conversion information for it. This list might also be useful for players and GMs of SWd20 who are looking for additional reference material on any of the following subjects. Be warned, I only plan to list up to three or four references for each entry.

Alien Species –

Bothans (SWd20, page 247)
AE, pages 32-34.

Ewoks (SWd20, pages 29-30, 248-249)
SWD6, pages 212-213; SWS, pages 70-72; SWTSE, page 13; AE, pages 44-46.

Gamorreans (SWd20, page 249)
SWD6, page 213; SWS, pages 72-74; AE, pages 54-56.

Humans (SWd20, pages 28-29)
SWD6, page 212.

Hutts (SWd20, page 250)
SWTSE, page 71; GG#4, pages 51-53.

Ithorians (SWd20, pages 31, 250-251)
SWD6, page 214; SWS, pages 74-75; SWTSE, page 96; AE, pages 72-74.

Mon Calamari (SWd20, pages 32, 251)
SWD6, pages 214-215; SWS, pages 77-78; GG#4, pages 67-68; AE, pages 93-95.

Noghri (SWd20, pages 251-252)
AE, pages 110-111; TTS, pages 161-169.

Rodians (SWd20, pages 32-33, 252)
SWD6, page 215; SWTSE, page 67; GG#4, pages 77-79.

Sullustans (SWd20, pages 33, 252-253)
SWD6, page 216; SWS, pages 81-82; SWTSE, page 22; AE, pages 147-148.

Trandoshans (SWd20, pages 33-34)
SWTSE, page 62.

Twi'leks (SWd20, pages 34-35, 253)
SWD6, page 216; SWS, pages 82-84; SWTSE, page 66; AE, pages 159-160.

Wookies (SWd20, pages 35, 253)
SWD6, pages 216 and 218; SWS, pages 84-85; SWTSE, page 11; AE, pages 169-170.

Vehicles –

AT-ST Walker (SWd20, page 165)
SWD6, page 241; SWS, pages 68-69.

AT-AT Walker (SWd20, page 165)
SWD6, page 242; SWS, pages 66 and 68.

Sorosuub XP-34 Landspeeder (SWd20, page 166)
SWTSE, pages 159-160.

Ikas-Adno Nightfalcon Speederbike (SWd20, page 166)
SWD6, page 243.

Incom T-47 Airspeeder (SWd20, page 166)
SWD6, page 244 (listed as a T-47I); SWS, page 60.

Rebel Alliance Combat Snowspeeder (SWd20, pages 166-167)
SWD6, page 244; SWS, page 60.

Storm IV Cloud Car (SWd20, page 167)
SWD6, pages 244-245; SWS, page 61.

Cargo Skiff (SWd20, page 167)
SWD6, page 245; SWS, page 63.

Ships –

X-Wing Fighter (SWd20, page 182)
SWD6, page 249; SWS, pages 19-25.

Y-Wing Fighter (SWd20, page 183)
SWD6, page 249; SWS, pages 18-19.

TIE Fighter (SWd20, page 183)
SWD6, pages 249-250; SWS, pages 25-27.

Z-95 Headhunter (SWd20, pages 183-184)
SWD6, page 250; SWS, page 15.

YT-1300 Transport (SWd20, page 185)
SWD6, page 254; SWS, pages 39-40.

Millennium Falcon (SWd20, page 185)
SWD6, page 254; SWS, pages 40-44.

Imperial Customs Guardian Light Cruiser (SWd20, pages 185-186)
SWD6, page 256.

Imperial Star Destroyer (SWd20, page 186)
SWD6, page 252; SWS, pages 34-35.

Mon Calamari Star Cruiser (SWd20, page 186)
SWD6, pages 252-253; SWS, pages 36-37.

Nebulon-B Escort Frigate (SWd20, pages 186-187)
SWD6, page 253-254; SWS, pages 31-32.

Corellian Corvette (SWd20, page 187)
SWD6, page 253; SWS, pages 30-31.

Creatures –

Dewback (SWd20, page 258)
SWS, pages 87-88; SWTSE, page 174.

Dianoga (SWd20, page 258)
SWTSE, page 175.

Mynock (SWd20, pages 258-259)
SWS, pages 88-89; SWTSE, page 177.

Preducor (SWd20, page 259)
TTS, pages 158-159; GG#5, pages 82-83.

Rancor (SWd20, page 259)
SWD6, page 224; SWS, pages 89-91; SWTSE, page 177.

Tauntaun (SWd20, pages 259-260)
SWD6, page 222; SWS, pages 92-93; SWTSE, pages 180-181.

Wampa Ice Creature (SWd20, page 260)
SWD6, page 224; SWTSE, pages 181-182.

Droids –

2-1B Medical Droid (SWd20, page 289)
SWD6, pages 238-239; SWS, pages 53-54; CFTD page 48.

IT-O Interrogation Droid (SWd20, pages 289-290)
SWTSE, pages 165-166

R2 Astromech Droid (SWd20, page 290)
SWD6, page 238; SWS, pages 51-52; CFTD, page 70.

WED Repair Droid (SWd20, pages 290-291)
GG#7, page 59. Also, the NR-5 Maintenance Droid, CFTD, page 67, is a very similar design.

3PO Protocol Droid (SWd20, page 291)
SWD6, page 239; SWS, pages 52-53; CFTD, page 73.

Imperial Mark IV Series Patrol Droid (SWd20, page 293)
SWTSE, page 164.

Viper Probe Droid (SWd20, page 293)
SWD6, page 239; SWS, pages 54-56; CFTD, page 60.

ASP Labor Droid (SWd20, page 295)
CFTD, page 87; SWTSE, pages 162-163.

EG-6 Power Droid (SWd20, page 295)
CFTD, page 88; SWTSE, pages 167-168.