Table of 



& Skills


Actions &

Space Travel

Allies & Enemies










 For much of the game, Game Masters can inform characters as to how much time has passed between events.  But for certain actions, such as combat or a skill used under timed conditions, a more accurate method is required.

  • Melee Rounds:  Melee Rounds are about 5 seconds long.  In general, a character can take one action per round without accruing penalties.
    • Individual Initiative:  Characters may act in the order of their Instincts scores (from highest to lowest).  A character with a higher Instincts may choose to Hold his Action, letting someone with a lower Instincts act first before he decides what to do.
  • Mass Rounds:  Mass rounds are about 30 seconds long and are used to resolve combat between units (see Mass Combat below).
    • Mass Combat Initiative:  Opposing forces may act in the order of their Tactics score (from highest to lowest).  The commander with a higher Instincts may choose to Hold his Action, letting another commander act first before he decides what to do. 

Multiple Actions in a Round
For every additional action, the character suffers a -1D to all actions taken that round.  Under normal conditions, a character can take a maximum of 5 actions per round (with a cumulative penalty of -5D to all actions).  Some spells allow for more actions per round with reduced penalties.

Any additional actions are considered to be taken in the second segment of the round.  Thus, all first actions (by everyone acting in the round) are resolved in the first part of a round and any extra actions are resolved afterwards.  Who acts first in a round depends upon Initiative (see above).

Example:  Cullen is in combat again.  He decides he will take two actions:  he will attack and Dodge.  He will be -1D to both actions.
Occasionally, a character will need to react to something that has occurred during a round.  If the character has already acted in the round, the reaction skill is at -1D for being a reaction and -1D for each action already taken in the round.

Dodge, Melee Parry and Brawling/Martial Arts are commonly used as Reaction Skills to avoid damage.

If a Reaction Skill is used while defending from an attack, the dice roll becomes the difficulty the attacker must overcome to be successful, even if the reaction skill roll is lower than the original difficulty of the attack!

Example:  Cullen is in combat and has already acted once this round.  Suddenly, someone shoots at him and he attempts to Dodge.  His Dodge skill is normally 4D, but since he has already acted, it is now 2D (-1D for having already acted and -1D for being a Reaction Skill).  The shooter's base difficulty was 10.  Cullen rolls 2 dice and gets a result of 7.  The shooter only needs a 7 or better to hit Cullen.
Full Reactions
If the character decides that the only action she will take in a round is to react, then her Reaction skill roll is attempted with full dice and the result is added to the attacker's difficulty.
Example:  Karine knows someone is shooting at her from a rooftop.  She decides that all she will do this round is Dodge.  She rolls her full 4D for Dodge gets 15.  The shooter must now roll higher than 10 (standard difficulty) + 15 = 25 in order to hit her!

Applying Reactions to the Entire Round
Dodge rolls apply to all ranged attacks in a round.  Thus a character need only Dodge once to attempt to avoid attackers using guns, thrown weapons or grenades.

Parry rolls must be made for every attack!  Thus, in close combat, if a character is punched four times, he must either attempt four parries using his Brawling or Martial Arts skill or be take the damage!


Ranged combat difficulty targets:

Point Blank Very Easy (1-5)
Short Easy (6-10)
Medium Moderate (11-15)
Long Difficult (16-20)
Extreme Very Difficult to Heroic (20+)


Shooting at Multiple Targets
Characters may choose to aim at more than one target in a given round.  If they do so, they suffer a cumulative -1D when shooting at each target beyond the first.

Example 1:  Karine is cornered by two drooling zerglings.  She is armed with a Gauss Rifle that can shoot up to 5 shots per round.  She can either shoot at one without a penalty or attempt to shoot at both.  She decides to fire once at both of her attackers.  Her total dice penalty is -1D to the first shot (the penalty for taking multiple actions) and -2D to the second shot (the penalty for multiple actions + the second target penalty).
Example 2:  Karine is cornered again, this time by three Protoss Zealots.  She decides to fire once at each (3 actions, 2 additional targets).  She suffers a -2D to her first shot (for the two additional actions), a -3D to the second, and a -4D to the third!

Spraying Bullets
Some weapons, such as fully automatic machine guns, allow the bearer to spray bullets at an enemy.  This has a variety of advantages and disadvantages:

Shooter gets +1D to hit and does not suffer any penalties for aiming at multiple targets in a round. The shooter may potentially hit anyone in the direction in which he is pointing the gun (including allies and innocents).  If the shooter is trying to avoid hitting a friendly target, add 15 to the difficulty number to hit.  If the shooter rolls less than 15 over the standard difficulty (dependent on range) , he hits the friendly target as well.  Roll damage normally.
  Uses ammunition more quickly.
  If the attack is successful, roll one less die for damage.

Using two guns at once:

Shooter does not suffer any penalties for shooting at more than one target in a round without declaring a "Spraying" action (see Spraying Bullets below). Shooting a second weapon counts as an action (resulting in an additional -1D to each action in the round).
Both first shots are fired in the first segment of the round (if one gun is shot twice, the second shot is considered to go off in the last part of the round, after all other first attacks have been resolved. Shooter suffers an additional -1D to any shot taken with his or her "off" hand.
Permits the character to fire the maximum number of bullets from both guns in a round (thus, is a shooter is using two pistols which may fire 3 times in a round, she can shoot 6 times total in the round).  If someone using two guns stops to reload, they must take an additional action to stow one gun while the other is reloaded.  There is no additional action if the "extra" gun is thrown away.


Starcraft D6 does not use Scale to modify attack attempts or damage as some other D6  games do.  Frankly, it just adds more math and chart-checking.  It is assumed that technology is sufficient to provide adequate targeting for larger scale weapons to hit smaller scale ones.  Furthermore, the loss of the smaller unit's bonus to hit the larger may be seen as an indication that the smaller unit is less likely to harm the larger, even if the blow lands.

I've left in references to Scale in certain parts of the game to illustrate the relative size of different units.


A number of factors can affect a character's chances to succeed in combat.  Smoke may obstruct a target, oil on the floor may make dodging more difficult, etc.  Following are a number of modifiers Game Masters may choose to apply in the game.

  • Drawing Weapons:  Drawing a weapon counts as an action in a round (all other actions are at -1D this round).
  • Reloading Weapons:  The time required to reload a weapon varies depending on the type.  Most require 1 action to reload.  See the weapon descriptions in the Equipment section.
  • Targeting Systems:  Some weapons, usually in aircraft or tanks, have targeting systems that help the gunner.  These depend on the weapon type and quality.
  • Rate of Fire (ROF):  This statistic is given for each weapon.  A weapon cannot be fired more times than its ROF in a round, regardless of the number of actions the character takes.
  • Called Shots:  Attackers can make a "called shot" against a specific target, such as a particular part of a target's body (a hand, head, etc) or a small item.  Add +1D to the difficulty for a target 10-50 cm (approximately 3-18 inches) long.  Add +4D to the difficulty for a target 1-10 cm long.  Add +8D to the difficulty for a target less than a centimeter long.
  • Cover:  Provides a target with some protection from detection and attack.  Add the following modifiers to attempts to detect or hit a target, when appropriate
 Visual Cover
Modifier to Difficulty
Light Smoke
Thick Smoke
Very Thick Smoke
Poor Light
Complete Darkness
Characters can also hide behind objects, such as walls and vehicles, which provide protection against attack.  Add the following modifiers depending on how much of the target is covered.
Target is Modifier
1/4 covered +5
1/2 covered +10
3/4 covered +15
Fully covered If cover provides protection, attacker cannot hit target directly.  Damage is absorbed by the item giving protection, until it's Body rating is depleted (see Protection below).
      Protection:  Inanimate objects have a strength rating to resist damage.  If the attacker rolls well enough to overcome the Armor Value, reduce the the object's Body Strength by the remainder.  When the object has no Body Points left, the characters hiding behind them take any additional damage.
    Sample Protection
    Armor Value
    Body Strength
    Flimsy wooden door
    Standard wooden door
    Standard metal door
    Reinforced door
    Blast door
    If the damage roll is lower than the Armor Value, the protection is not damaged at all and the target character suffers no damage.  If the damage roll is equal to or greather than the protection's Armor Value roll, find the difference on the chart below to see how badly the protection is damage.  Furthermore, its Armor Value is reduced by 1.
    Remaining Body Points
    Protection is:
    3/4 to all
    Not seriously damaged
    Lightly damaged
    Heavily damaged
    1 point to 1/4
    Severely damaged
    A character behind protection may suffer some damaged depending upon how badly his protection is damaged.  Subtract dice from the attack's damage based on the chart below.
    Protection is:
    Reduce weapon's damage by:
    Not seriously damaged
    Character is completely protected
    Lightly damaged
    Heavily damaged
    Severely damaged
    Character suffers full damage.
  • Armor:  Armor protects the wearer from damage.  In the game, add the value of the armor to the Constitution roll of the character suffering damage.  See the Equipment section for different armor types.


    Hand-to-Hand Combat

    The standard difficulty to hit with Brawling roll is Very Easy (5).  Damage is equal to the character's Strength roll + 1D per Effect Value (see Effect Value).

    The standard difficulty to hit with Martial Arts is Easy (10), resulting in damage equal to the character's Strength.  A fighter skilled in Martial Arts may attempt more complicated maneuvers to render more damage, but must roll against a higher difficulty number to hit.

    Character's may attempt to block an attack using their Brawling or Martial Arts skills.  Players must declare they will be attempting to block before the attack occurs. If they do not, they suffer an additional -1D when attempting to block.

    Example:  Cullen is in a fight with another Terran.  He decides to strike but forgets to "hold an action" in case he needs to block.  The Terran takes a swing and Cullen decides he had better try to block.  He must roll Brawling at -2D.  If his blocking roll is higher than the Terran's attack roll, he will have parried the blow. If not, he may take damage.
    Example:  Somewhat bruised from last round, Cullen decides he will hold an action this round in case he needs to block.  This means he is -1D to both his attack and blocking roll.
    An unarmed character may not attempt to block an attacker with a weapon without a special Martial Arts move.

    Melee Combat
    Melee Combat is handled much the same way Unarmed Combat is, except that the characters involved use Melee Combat and are armed with handheld weapons.

    A character armed with a weapon may use it to block an unarmed assailant.
    When an attacker successfully hits his target, he rolls the appropriate number of dice to designate damage (see the weapons list in the Equipment section).  Ranged weapons do a set amount (e.g. a Heavy Pistol does 5D damage).  Melee weapons do a the bearer's STR + additional dice for the weapon type + 1D for every 2 EV points.

    The targeted character then rolls his Strength dice and adds any armor value, if armor is worn.  If the target's strength roll is greater than the attacker's roll, the she had resisted the damage.  If not, consult the table below for results:

    Body Points Remaining
    Character suffers a -1D to all skill and attribute dice for the rest of the round and the next.  If a character suffers a number of stuns equal to her strength, she falls unconscious for 1d6 minutes.
    Characters fall prone and can take no actions for the rest of the round.  The character suffers a -1D to all skills and attributes until healed. 
    Falls prone and is in pain.  -2D to all actions.
    1 point to 1/4
    Mortally Wounded
    Falls prone, and heavily dazed and will remain that way until healed.  -3D to all Attribute and Skill checks.
    Falls unconscious 
    or dies.
    Unconcious and must make Con or Endurance checks to remain alive (See below).
    The Big Goodbye:  At 0 BP's, the character must roll a Moderate Con or  Endurance check once per 5 minutes.  If you fail, you will die in 5 minutes.  CP's can be spent freely to make these rolls.  Once CP's are spent, a character may spend Chi.  Each Chi point buys you 10 minutes of time.  Once you're out of CP's and Chi, you're pretty much done for.
    Pulping:  Cruel GM's may decide that if a character falls to -10 BP, their body is "pulped," or completely destroyed instantly.  This is a major bummer for characters, as you might imagine, but it makes for a cinematic moment...

    Characters may choose to wear Armor to provide them with some protection against damage.  The Armor Value of the protection is deducted from any damage rolls against the character.  Every time a character wearing armor takes damage above his armor, the armor's value is reduced by 1.  Different types of armor are listed in the Equipment section.

    Example:  Cullen is wearing leather clothing, which provides 6 points of Armor against damage.  A Confederate soldier shoots and hits him for 10 points of damage.  Cullen takes only  4 points of damage and his leather armor loses one point of its Armor Value.  The next time he is hit, it will only provide him with 5 points of protection.
    Note:  there are many game systems out there with well throught out, detailed rules for mass combat.  This is not one of them.  D6 doesn't really lend itself to mass combat rules, and I'm not really smart enough to come up with a flawless system.  Mass combat in Starcraft D6 is intended to provide background for the adventures of the player's characters, not be the climax of the adventure iteself.

    Time in Mass combat:
    Mass Combat Actions are broken into Mass Combat Rounds of approximately 30 seconds, which is divided into two segments.  Units may choose to move or attack in either segment (but it may only do each action once per round).  All attacks that occur in the same segment are resolved simultaneously (the effects of casualties do not manifest until the next segment begins.

    The ground troops of each race may be split into small groups that act as a single unit for combat purposes.  The number of individuals at that construe a unit depends on the race and the trooper type.  For simplicity's sake, only one type of creature may be in a unit.

    Race:  The race of the acting unit.
    # Individuals Per Unit:  the number of individuals that compose the unit.
    Casualty Categories:  As the unit is reduced it's efficacy also declines.  Reduce Damage and Resistance Dice by the amount indicated for each category.  When necessary, break the appropriate dice into pips (1D=3 pips).
    Damage Dice:  amount of Dice added to to the Damage roll for the attacking force.
    Resistance Dice:  amount of Dice added to the Defense roll for an attacked force.
    Movement: speed at which a unit may move in Mass Combat Round Segment.
    # Individuals 
    Damage Dice
    Resistance Dice
    Protoss 10 Zealots 10-8=Full Dice
      7-4=2/3 Dice
      1-3=1/3 Dice
    2D/unit 2D/Unit if plasma shields are powered up.
    1D/Unit if only armor is worn.
    Terran 10 Marines
    10 Firebats
    10-8=Full Dice
      7-4=2/3 Dice
      1-3=1/3 Dice
    1D/Marine Unit
    2D/Firebat Unit
    1D/Unit 20m/segment for Marines
    10m/segment for Firebats
    Zerg 20 Zerglings
    10 Hydralisks
    20-15=Full Dice
      8-14=2/3 Dice
      1-7=1/3 Dice
    1D/Zergling Unit
    2D/Hydralisk Unit
    0D/Zerg Unit
    2D/Hydralisk Unit
    25m/segment for Zerglings
    20m/segment for Hydralisks.

    Example 1:  Cullen is commanding 1 unit of Terran marines into battle.  His Damage Dice will be 1D (1D/unit) and Resistance Dice will also be 1D (1D/unit) the first round.  After one round of fighting, he has lost 3 marines.  His Damage Dice and Resistance Dice will both be reduced to 2/3 normal, or +2 (1D = 3 pips) .  If he were to lose another 2 marines, he will have 5 soldiers left and his Damage and Resistance Dice will be remain at +2.  If he were to lose 2 more marines (3 left in the unit), his Dice would be reduced to +1.
    Example 2:  Dan is commanding 1 unit of Hydralisks in a raid.  His Damage Dice will be 2D and his Resistance Dice will be 2D.  After one round of fighting, he has lost 3 Hydralisks.  His Damage and Resistance Dice will both be reduced to 2/3 normal, or 1D+1 (2D = 6 pips, and 1/3 of 6 is 2.  Subtract 2 pips from 2D and you get 1D+1).  If he were to lose another 4 Hydralisks (3 left), he would only have Damage and Resistance Dice = +2.
    Attack Roll 
    Base Difficulty: 5 at Close Range, 10 at Short Range, 15 at Medium Range, 20 at Long Range. 
         Some units--such as Zerglings and Zealots can only attack at Close Range.  Other units may be Upgraded to extend their Range.
    Attack Dice Pool: Commander's Tactics + Unit Size+ Bonuses (surprise, terrain, special training, etc.).
    Damage:  1D (acts as a Wild Die) + 1D per Unit Damage +1D per Effect Value (10 over base Difficulty) + Bonuses (weapon upgrades, etc).
    Example:  Terrans vs. Zerg on open ground.

    1st Segment
    Terran Actions:  Cullen has 2 units of marines (20 troopers) and is leading them into battle against 2 units of Zerglings (40 Zerglings).  Because the Terrans have their Guass Rifles, they need not move in order to attack this round.  So, Cullen will attack by  rolling his Tactics (4D) + Unit Size (2D) for 6D (he has no bonuses).  His units are at Short Range (Difficulty=10) and he rolls a 22.  To establish the amount of damage done, he will roll 1D +2D (1D/unit) +1D for Effect Value=4D. Cullen rolls a 4, 3, 6, and 2 for 15 points of damage, or killing 15 Zerglings. 

    Zerg actions:  Because the Zerg must spend this Mass Round closing in on the Terrans, they will take damage before they may attack in the second segment.  Zerglings have no Resistance Dice naturally, so they will take full damage, reducing their numbers to 25.

    2nd Segment
    Terran Actions:  Since Cullen attacked in the first segment, he may only move in this segment.  He decides his forces will fall back a bit, to higher ground (+1D to Resistance Dice).

    Zerg Actions: This segment, the Zerg on on the marines.  The Zerg commander rolls its Tactics (3D) + Unit Size (1D for 1 full unit and  + 1 for the extra 5 remaining after the Terran attack) = 4D+1 with a Difficulty of 5.  The Zerg manage a 15.  For damage, they will roll 1D + 1D+1 +1D (for Effect Value)=3D+1.  The Zerg get a 4, 5, and 3 +1 for 13 points of damage to the Terran units.

    The Terrans roll their Automatic Defensive Check, which will be 2D (1D per unit) +1D for Higher Ground, for a 2, 3, and 5=10.  Thus, the Terrans only take 3 points of damage, losing 3 marines to the Zerg onslaught.  Casualties may be reduced by Medics. 

    Defensive Roll
    Most units and individual soldiers will take some action to avoid damage from an attack.  So all units have an Automatic Defensive Roll, reducing their chances for casualties slightly.
    Automatic Defensive Dice Pool:  Units' Resistance Dice.
    Result:  Subtract sum from the Attacker's Damage result.

    Defensive Manuevers: 
    Rather than order an attack, a commander may have a unit (or multiple units) dig in and take a defensive position.  During that Mass Combat round, the unit will not attack but will benefit from greater protection against enemy assaults. If Defensive Manuevers are taken, the unit does not make an Automatic Defensive roll.
    Defensive Dice Pool:  Commander's Tactics + Resistance Dice + Cover Bonuses (for terrain, fortifications, etc.)
    Result:  The Defensive Manuevers result becomes the new Base Difficulty for the attacking forces.

    Characters can heal in a variety of ways, but the three most common methods are natural healing, first aid kits, and medical bays (or medlabs).

    Natural Healing:
    A character can heal naturally, but this process is both slower and riskier than getting medical care.  The character must rest a specified amount of time and then can make a healing roll:  the character's full Constiution to see if the character heals.

    Healing characters can do virtually nothing but rest.  A character who tried to work, exercise or adventure must subtract -1D from his Constitution  when he makes his healing roll.  Any character who opts to "take it easy" and do virtually nothing for twice the necessary time may add +1D to his Constitution to heal.

    A wounded character may roll once per day for healing:

    Degree of Injury Difficulty of Constitution Roll Result
    Stunned, unconscious Moderate Revives.
    Wounded  Difficult Characte raised to 3/4 HP 
    Seriously Wounded Very Difficult Patient raised to 1/2 HP .
    Mortally Wounded Extremely Difficult Patient raised to 1/4 HP + 1D6 per EV.


    First Aid Kits/Medpacs
    First Aid kits usually have bandages, antiseptics, anti-inflammatories, painkillers and other lightweight medical supplies.  A standard kit can be used two times before needing to be restocked.

    A First Aid roll is required to use a First Aid kit (or medpac).  The difficulty depends on the severity of the patient's injury:

    Degree of Injury Difficulty Result
    Stunned, unconscious Very Easy Revives patient.
    Wounded  Easy Patient Raised to 3/4 HP + 1D6 per EV.
    Seriously Wounded Moderate Patient raised to 1/2 HP + 1D6 per EV.
    Mortally Wounded Difficult Patient raised to 1/4 HP + 1D6 per EV.
    Killed Unearthly (50) (must be attempted the round after the patient has been killed. Patient has 1 HP.

    If the First Aid roll is unsuccessful, the character's condition remains the same.  If the First Aid roll misses the difficulty by more than 10 points, the patient remains the same and another First Aid roll cannot be made for another 24 hours.

    Multiple First Aid attempts can be made on a patient within a single day, but the First Aid difficulty increases one level for each additional use.

    Medical Bays/Medlabs/Emergency Rooms
    Most colonies and bases have fairly advanced medical facilities, though some of the far-flung outposts approach medieval standards with their medical care.  Aliens may have far different concepts of medical care as well (Zerg may simply be killed and their biological matter reincorporated into the Creep; Protoss may permit their bodies to be discarded and their minds transplanted in other machines).

    To use these facilities, a character must have the Medicine (A) skill.

    Degree of Injury Difficulty and Time
    Wounded Very Easy with 1D hours of care.
    Seriously Wounded Easy with 4D hours of care.
    Mortally Wounded Moderate with 1D days.
    Killed Unearthly (50) with 10D days.