Galactic Empire Sourcebook
Dice Roller (D6)
(Sep 2025)

Official WEG SW (2E) D6 Difficulty Ratings

Automatic: 0

Very Easy: 1-5 (almost anyone should be able to do this most of the time)

Easy: 6-10 (This task is a little tougher, but most characters should be able to do this most of the time.)

Moderate: 11-15 (This kind of task requires some skill, effort and concentration.)

Difficult: 16-20 [Normally only professionals will be able to pull off this kind of task. These kinds of tasks require thought, effort, and luck wouldn’t hurt either.]

Very Difficult: 21-30 [Even professionals have to really work at succeeding at Very Difficult tasks. Only the most talented individuals in the galaxy (like Luke, Han and Leia) will succeed at these tasks with any regularity.]

Heroic: 30+ [Something that's almost impossible to do, and calls for extraordinary effort and luck. Very seldom will this kind of success "just happen." For example: Shooting a proton torpedo into a small exhaust port without the benefit of a targeting computer or flying the Millennium Falcon at full speed through a dense asteroid belt.]

Legendary: 40+ [Unofficial user-created difficulty level to handle absurdly well skilled (10D and above) characters.]

Skill Ratings and Average Dice Rolls for That Rating (Calculated from 100,000 rolls per dice set)

1D (4) — Below Human average for an attribute

2D (7) — Human average for an attribute and many skills.

3D (10) — Average level of training for a Human.

4D (13) — Professional level of training for a Human.

5D (17) — Above average expertise.

6D (20) — Considered about the best in a city or geographic area. 1 in 100,000 people will have training to this skill level.

7D (24) — Among the best on a continent. About 1 in 10,000,000 people will have training to this skill level.

8D (27) — Among the best on a planet. About 1 in 100,000,000 people will have training to this skill level.

9D (31) — One of the best for several systems in the immediate area. About 1 in a billion people have a skill at this level.

10D (34) — One of the best in a sector.

11D (38) — One of the best in a oversector/region.

12D+ (41+) — Among the best in the galaxy.

Modifiers If one character has a clear advantage over another, you may want to assign a modifier to reflect this. Modifiers aren't used when one character simply has a better skill than the other because that’s taken care of with the skill codes; instead, modifiers are used to reflect unusual situations where skill is not the only determining factor.

Examples: Character has experience on that specific computer/piece of hardware; Character was previously stationed here, so knows the base layout, etc.

Modifier +1-5: Character has only a slight advantage.
Modifier +6-10: Character has a good advantage in this situation.
Modifier +11-15: Character has a decisive advantage, and should win.
Modifier +16+: Character knows much more about the situation than the competition.

Select the number of dice (includes 1 wild die), extra points (e.g., 4D+2), and difficulty to roll against. Uses cryptographically secure randomness for rolls.

For opposed rolls (e.g., player vs. NPC), set opponent dice below. If set to 0, uses difficulty specified above.

When opposed rolls occur, each character makes their roll. Whoever rolls higher has the advantage or succeeds. In combat, if the shooting character rolls higher than his target’s dodge, he hits. If characters are wrestling to get a knife, whoever rolls higher gets it.

NOTES ON WILD DICE: In all current D6 games, you must roll a wild die with every skill check. For example, if you have a skill check of 1D, that die is the wild die. If you have 6D, one is the wild die and five are regular dice.

The wild die counts toward your regular total on all rolls...BUT if the wild die rolls a 1 or a 6 it will have different effects, depending on which one you rolled.

If you roll a 1: You trigger a critical failure and you also lose the highest roll you made on that skill attempt, further lessening your chances of success.

If you still succeed in spite of the critical failure, you do something embarrassing/foolish or something that lessens your success against all odds. For example, you roll a 1 on the wild die, but still pass your Repair skill check. You succeed, but you break your hydrospanner in the process.

If you can't overcome the critical failure; you really botch the job. For example, under the same skill attempt above, as you fail your Repair attempt, you drop your hydrospanner down into the sublight drive engine where it trashes the engine -- turning a very easy job into a difficult job.

If you roll a 6: You roll that die again and add both rolls to the final total. If you roll another 6 on the wild die, you roll it again and again until you stop rolling 6s. This can create for some massively (read heroic-level) skill successes.

Typically, the GM is asked to embellish the effect in a positive direction. For example, if you get a skill total of 32 (with two 6 rolls on the wild die) on a computer search roll, you not only find the information on the crook you're researching, but you also find out that he's also the cousin of the city mayor, the two own a business together, and they have several shady dealings going on, etc.