Space 1889/6 Logo

Space 1889 D6
Conversion


Gold BallGeneral Informations and Stuff

Yellow ballFirst Things First

You'll need a few handbooks to be able to follow our notes.

The essentials are:

Any other Space 1889 supplement might be useful for playing the game, but is not strictly necessary as far as these notes are concerned. The following will in fact refer to the skills, attributes and equipment as described in the original Space 1889 rulesbook books, while following the format of the D6 System.

While the D6 System rulesbook should be readily available in good game stores, tracking down Space 1889 books might require a thorough examination of game shops and on-line stores, and of both new and second-hand dealers. But chances are, if you are reading this, you already own at least one of them.

Yellow ballImportant Note

These rules are a quick collection of notes we used to convert between the two systems to give our games more life and flexibility; they are not final and are not above criticism - so much so that we will modify them as we go should we meet (as it is likely) problems.


Gold BallConversions

Both Space 1889 and D6 use six sided dice for skill test resolutions, but they use them in different ways.

1D6 equals 3 points or "pips" in D6; this means that the progression is 1D, 1D+1, 1D+2, 2D etc.

The average human's attributes range between 2D and 4D under D6 System rules.

Space 1889

D6 System

1
2
3
4
5
6

2D+1
2D+2
3D
3D+1
3D+2
4D

The 1-to-6 attribute rating in Space 1889 can be translated into D6 terms by considering the 1889 rating as the number of pips to be added to the basic minimum of 2D to get the actual D6 rating.

As it is clear from the table, the adoption of the D6 System widens the range of available ratings, allowing therefore for attributes that exceed the human limits, this will come in handy when we will have to devise stats for the various creatures described in the Space 1889 Rulesbook.


Gold BallAttributes and Skills

The six attributes used to describe the Space 1889 character can be translated into D6 terms quite easily following the above rules.

For Skills, we will drop the Space 1889 system and go for the D6 instead. the transition is straightforward enough:  by dividing them by two (rounding down), Skill Ratings under 1889 rules become D6 System pips.

A Character with Strenght 6 and Fisticuffs 5 in Space 1889 will therefore have Strenght 4D and Fisticuffs 4d+2.

From the above example, the main difference between the two systems should become clear - in Space 1889 skill ratings are inferior or equal to the corresponding attribute, while in D6 the opposite is true.

This inversion is particularly useful when the Social Level attribute, and related Skills, are concerned - under Space 1889 a low class cowboy should always have a lower riding skill than a high-born nobleman, and there is no way to correct the paradox.

Under D6 System the paradox is eliminated.

Yellow ballCascade Skills

Space 1889 rules include a series of cascade skills, each of which is actually a header for a subset of specialties.

In our conversion, cascade skills are handled as follows: the main specialization in the cascade gets the checks at the normal difficulty level, while secondary specializations are tested against a higher difficulty number (keeper's choice, but no less than one level)


Gold BallOther Details

Yellow ballCharacter Hit Points

Each character starts with a number of hit points equal to the sum of check on the Strenght attribute plus a check on the Endurance attribute.

Yellow ballCreature Hit Points

Wound levels are given in the Referee's Screen for various creatures. Multiply this number by six to get the average number of hit points for the creature.

- the same works for a Quick and Disrty conversion of previously created characters -

Yellow ballAdvantages and Disadvantages

We strongly recommend the use of the Advantages and Disadvantages option presented in the D6 System rulesbook to round up the character's description.


Gold BallCombat

A character using a weapon makes a check against a given difficulty on the relevant skill (Pistol, Artillery, Edged Weapon etc.).

In case of a hit, the damage caused by each weapon is subtracted from the target's hit points.
No Saving Rolls are allowed.

Yellow ballUnconsciousness

A character is considered unconscious if

Yellow ballDamage by Weapon

The damage levels presented in the Space 1889 rulesbook are intended as half the number of ds of damage that the weapon inflicts under D6 System rules.

A pistol causing 1 wound level in Space 1889 causes therefore 2ds of damage under D6 Rules.

Shotguns have a 2/4/8d damage level depending on the range at which they are operated.

Yellow ballArmour

Armour values as given in the Space 1889 Rulesbook are intended as the number of  ds of damage the armour can neutralize.


Gold BallOdds and Ends

Yellow ballConverting Difficulty Levels

As a Rule of Thumb, a Space 1889 task Difficulty Number can be converted into a D6 System Difficulty Level Number by multiplying it by two.


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