TEXT: STAR WARS D6: New Player Starting Guide
  If you’re new to the Star Wars Roleplaying
  Game, this section will get you ready to play in
  a couple of minutes. You’ll be playing a
  character a person who lives in the Star Wars
  universe. While playing, you pretend to be that
  character.
  There is no board to move tokens
  around on. Instead, one of your
  friends will be the gamemaster. The
  gamemaster acts as storyteller and
  referee, describing each scene to you
  and the other players. Now, imagine
  how your character would react to
  the situation. Then, tell the
  gamemaster what your character
  is going to do.
  When you describe what
  your character does, the
  gamemaster will tell you
  when to roll the dice, and tell you
  what happens as a result of how well
  (or poorly) you roll. In a way, you, the
  other players, and the gamemaster are
  creating your own Star Wars movie with
  your characters as the stars!
  Winning. 
  There are no winners and losers. Having fun
  is what counts. It is far more important to
  have a great story than it is to excel as
  the “best” character.
  Cooperate. 
  If the characters are to stand any chance of succeeding in
  their adventures, you and the other players have to work
  together.
  Be True to the Movies. 
  Remember, you’re playing Star Wars! Be heroes. Use
  snappy one-liners. And above all else, have fun!
  Become Your Character. 
  Don’t be afraid to ham it up a little! Speak like your
  character and adopt his mannerisms in your
  movements and actions. You can act out scenes — for
  example, if you’re play a gambler, you could have fun
  trying to con the other characters.
  Use Your Imagination. 
  Your character can do whatever you can
  imagine someone in that situation doing. If
  you can imagine it in the real world (or
  the Star Wars universe), it can
  happen in the game!
  Keep Things Moving. 
  Don’t worry about the rules. Simply tell
  the gamemaster what you want your
  character to do, and he’ll tell you what to
  roll and when.
  Combat As Last Resort
  I recommend that players use their Con or
  other abilities to deal with situations. Going
  toe-to-toe with a Stormtrooper is a good way
  to end up dead.
  GETTING STARTED
  Select a character template that looks like
  it would be fun to play. Grab a pencil
  and a few six-sided (“normal”) dice.
  The right side of the character sheet describes your
  character’s personality and background. You can change
  some of these elements, but make sure those changes are
  approved by the gamemaster.
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  STAR WARS D6: New Player Starting Guide
  Six Attributes
  Every player has six attributes and each attribute has a die
  code. A typical die code could be 3D (pronounced “three
  dee”). That means roll three six-sided dice whenever the
  attribute is used.
  1. Dexterity — Your character ’s eye-hand
  coordination and agility.
  2. Knowledge — Your character’s knowledge of the
  galaxy. 
  3. Mechanical — Your character’s “mechanical
  aptitude,” or ability to pilot vehicles, starships and
  the like.
  4. Perception — Your character’s powers of
  observation, and ability to convince others to do
  things for him.
  5. Strength — Your character’s physical strength,
  health, and ability to resist damage.
  6. Technical — Your character’s “technical aptitude,”
  or ability to fix, repair, and modify all kinds of
  technology, including starships, droids, and
  vehicles.
  Example: George is playing a kid, who he names Cev
  Rees. Cev has a Mechanical of 3D. When he jumps behind
  the controls of a landspeeder and tries to drive it on a
  busy highway, the gamemaster tells George to make a
  Mechanical roll. George rolls three dice and gets a 2, 3
  and a 5 — Cev’s Mechanical total is 10.
  If there is a +1 or a +2 after the “D,” add that number to
  your total.
  Example: Cev’s Dexterity is 3D+2. (Pronounced “three dee
  plus two.”) When Cev throws a grenade, the gamemaster
  tells George to make a Dexterity roll. George rolls a 3, 4
  and a 5 (for the 3D), but he also adds +2 to the total (for
  the +2) to get a total of 14.
  A die code of 2D is about average; a die code of 4D is
  pretty good.
  HOW THE GAME WORKS
  The gamemaster assigns a difficulty number when a
  character tries to do something and there’s a chance of
  failure, such as shooting a blaster at stormtroopers, flying
  a starship, or fixing a busted droid. Roll the skill’s die
  code; if you don’t have the skill, roll the attribute’s die
  code. If your roll is equal to or greater than the difficulty
  number, your character succeeds. If it’s lower, your
  character fails.
  Example: Cev is at the controls of an airspeeder — kind
  of like the snowspeeders in The Empire Strikes Back —
  racing through a canyon. Up ahead, the canyon narrows
  into a tight passage.
  Cev’s repulsorlift operation skill is 5D. The gamemaster
  decides that the difficulty number is 18. George rolls a 22;
  Cev races through the opening without a scratch!
  If George had rolled a 17 or less, Cev would have failed.
  Maybe he only would have scraped the rocks, rocking the
  speeder for a second or two. If the roll was bad enough,
  maybe Cev would have crashed his speeder!
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  STAR WARS D6: New Player Starting Guide
  Example: Cev is going to ride a tauntaun for the first time.
  The gamemaster tells George to make a beast riding roll
  — beast riding is a Mechanical skill. Since Cev doesn’t
  have any extra skill dice in beast riding, George just rolls
  his Mechanical attribute of 3D... and Cev hangs on for
  dear life.
  OPPOSED ROLLS
  If your character is acting against another character, you
  are making an opposed roll: you roll your skill dice, while
  the other character rolls his skill dice. Whoever rolls
  higher succeeds.
  Example: Cev is shooting at a stormtrooper. Cev rolls his
  blaster skill (4D+2) to hit; the stormtrooper dodges (skill of
  4D) to get out of the way.
  Cev rolls a 15. The stormtrooper rolls a 17 — the
  stormtrooper dodges out of the way of the incoming laser
  blast. If Cev had rolled a 17 or higher, the shot would have
  blasted the stormtrooper.
  ACTIONS IN A ROUND
  The game is broken down into rounds; each round is
  about five seconds of game time. By default, your
  character can perform one action in a round. Roll the skill
  or attribute die code for that action.
  Characters can try to do more than one action in a round,
  but it’s harder to do more than one thing at once. For
  each action taken beyond the first, the player must
  subtract 1D from all skill or attribute rolls (but not
  damage, damage resistance, or initiative rolls). If a
  character tries three things, lose two dice (−2D) from
  every
  skill roll. If a character tries four
  things, they lose three dice
  (−3D) from every skill roll,
  and so forth.
  Note: If a character has a
  s p e c i a l a b i l i t y t h a t
  increases the base number
  of actions, the multi-
  action penalty doesn’t
  take effect until the character uses up his allotment of
  actions.
  Example: Cev is racing through the streets while several
  thugs are shooting at him. George decides that Cev will
  fire his blaster twice — once at each thug — and dodge to
  try to get out of the way.
  That’s three actions in a round, so Cev loses −2D for all of
  his skill rolls. Cev’s blaster skill is 4D+2, so he only rolls
  2D+2 for each blaster shot. For his dodge he uses his
  Dexterity, which is 3D+2. After subtracting the −2D, Cev
  only gets to roll 1D+2 for his dodge.
  PREPARING
  A character willing to spend twice as long to complete a
  task receives a +1D bonus for the die roll. The character
  can do nothing else in this time.
  RUSHING
  At your discretion, characters can try to "rush" an action
  that takes two rounds or longer (actions which take one
  round cannot be rushed). A rushing character is trying to
  do the task in half of the time and the player rolls only
  half of the character’s skill.
  THE WILD DIE
  One of the dice you roll should be of a different color than
  the others. This is called your “Wild Die.” Anytime you roll
  skill or attribute dice, pay special attention to what you
  roll on the Wild Die.
  If the Wild Die comes up as a 2, 3, 4 or 5, just add it to the
  total normally.
  If the Wild Die comes up as a 6, you add the six to your
  score, but also tell the gamemaster. He will have you roll
  that die again — add the new roll to your score, too. If it
  comes up as a 6 again, add the six and roll the die again
  — and keep on doing so as long as you get sixes.
  If the Wild Die comes up as a 1, tell the gamemaster. He
  will have you do one of three things:
  1. Just add it to the total normally
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  STAR WARS D6: New Player Starting Guide
  2. Subtract that die and your other highest die from
  the total
  3. Add it to the total normally, but the gamemaster
  will warn you that a complication happened —
  something unusual (and probably bad) has
  happened that livens things up for your character.
  CHARACTER POINTS
  When you spend a Character Point, you get to roll one
  extra die when your character tries to do something. You
  can spend Character Points after you’ve tried a skill roll
  but you must do so before the gamemaster says whether
  your character succeeded at the task.
  Character Points are also used to improve character skills
  between adventures, so don’t spend all of them during an
  adventure.
  FORCE POINTS
  When you spend a Force Point, that means your character
  is using all of his concentration to succeed — and whether
  he knows it or not, he is drawing upon the Force!
  When you spend a Force Point, you get to roll double the
  number of dice you would normally roll in a round. You
  can only spend one Force Point per round and you have
  to say so before you roll any dice. You can’t spend any
  Character Points in the same round when you spend a
  Force Point.
  Using a Force Point in anger or fear calls upon the dark
  side — characters who use the Force for evil or for selfish
  goals risk going over to the dark side of the Force!
  DARK SIDE POINTS
  Characters get Dark Side Points for doing evil. If a
  character gets enough Dark Side Points, he or she turns to
  the dark side of the Force and will likely become a
  gamemaster character; the player must create a new
  character.
  MOVE
  This is how fast (in meters) your character moves in a
  round.
  COMBAT
  Combat is normally fought in five second rounds. Each
  attack in an action uses the game’s basic rules:
  1. Determine the difficulty number to hit the target.
  2. The attacking character rolls his attack skill.
  3. If the roll is higher than the difficulty number, the
  attack hits and causes damage (see “Damage”).
  INITIATIVE
  The character with the highest Perception on each side
  rolls that attribute. The character who gets the highest roll
  gets to decide whether his side acts first or last in that
  round. (Reroll in the event of a tie.) 
  OPTIONAL each player can roll Perception to determine
  their own specific combat order.
  TYPES OF COMBAT
  There are two types of combat: ranged and melee.
  RANGED COMBAT
  Ranged combat covers any weapon that can be used at a
  distance, including blasters, grenades and thermal
  detonators, Wookiee bowcasters, slugthrowers, bows...
  even throwing spears and knives. Every ranged weapon is
  covered by a specific skill. (Unless otherwise noted, use
  the Dexterity attribute if the skill hasn’t been improved.)
  Example: Thannik is shooting a blaster pistol (4D damage)
  at a stormtrooper that’s 27 meters away. Thannik uses his
  blaster: blaster pistol specialization of 6D; since 27 meters
  is at medium range for a blaster pistol, his difficulty is
  Moderate. The gamemaster picks a difficulty number of
  13. Thannik’s attack roll is 16 — the shot hits. Thannik
  now gets to roll damage against the trooper.
  MELEE COMBAT
  Melee combat covers any hand-to-hand combat weapon,
  including lightsabers, vibroblades, vibro-axes and similar
  weapons. Most melee attacks use the melee combat skill
  (or Dexterity attribute). Lightsabers use the lightsaber skill
  (or Dexterity attribute). Every melee weapon has a
  difficulty to use: Very Easy, Easy, Moderate, Difficulty, Very
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  STAR WARS D6: New Player Starting Guide
  Difficult or Heroic. (Pick a specific difficulty number for
  the attack.)
  If the attack roll is equal to or greater than the difficulty
  number, the attack hits; roll damage.
  Example: Thannik is attacking a stormtrooper with a
  vibroblade. He hasn’t improved his melee combat skill, so
  he just uses his Dexterity attribute of 4D. The vibroblade
  has a Moderate difficulty to use; the gamemaster picks a
  difficulty number of 14. Thannik’s Dexterity roll is a 12 —
  his attack misses!
  Melee combat also includes brawling: any attack made
  with a character’s bare hands (or claws or whatever). If
  the character’s brawling skill hasn’t been improved, roll
  his Strength attribute. Brawling attacks have a difficulty of
  Very Easy. If the attack roll is equal to or greater than the
  difficulty number, the attack hits; roll damage.
  Example: Thannik doesn’t think he’s going to have much
  luck with the vibroblade because
  it’s too hard to use, so he
  drops it and takes a swing at
  the stormtrooper. The
  brawling difficulty is Very
  Easy; the gamemaster picks a
  difficulty number of five.
  Thannik hasn’t improved his
  brawling, so he rolls his
  Strength attribute of 3D+2 and
  gets a nine.
  Crack! Thannik’s fist goes smashing
  into the stormtrooper’s helmet.
  (Whether Thannik causes any
  damage is another story...)
  REACTION SKILLS
  Of course, when someone takes a shot at
  you or swings at you with a vibro-ax, you
  can try to get out of the way — that’s
  where reaction skills come in.
  Note: A poor reaction skill can
  actually make it easier to hit a
  character — sometimes people accidentally leap into the
  line of fire or move right into someone’s attack!
  Example: Thannik is being shot at by a stormtrooper, so
  he decides to dodge. The stormtrooper is at short range:
  Easy difficulty, with a difficulty number of 8. Thannik rolls
  his dodge of 6D and gets a 27. Now, the stormtrooper
  must roll a 27 or better to hit Thannik.
  Note: If you’ve already used all of your declared actions,
  you cannot use a reaction skill. A reaction skill takes up
  one action declared at the beginning of the round.
  DAMAGE
  When an attack hits, the attacker rolls damage. Ranged
  weapons normally do a set amount of damage: for
  example, a blaster rifle does 5D damage.
  A melee weapon might have a damage code of STR+1D —
  that means, the attacker rolls his Strength and adds one
  extra die for damage. (If there’s a maximum listed — such
  as “maximum 6D” — that’s the
  maximum damage for the
  weapon regardless of the user’s
  Strength.)
  SOAKING DAMAGE
  To determine how much damage a
  target takes they roll their
  strength to see how much
  damage they resist. The remaining
  amount is the damage inflicted.
  ARMOR
  Armor protects the wearer from
  damage. In game terms, armor simply
  adds to a character’s Strength roll when
  resisting damage. 
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SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/SWD6 - New Player Starting Guide.pdf