What about droids?
Droids are characters, just like human characters. They have the same attributes and skills--they just have different limits on how dice can be spent to improve skills (and, of course, Droids cannot have Force skills). Droids are very good at a few tasks and pretty much suck at everything else. They can be played as player characters, if a player desires, but I suggest that droids remain NPCs (as the character will only be useful in a few specialized areas).
Droids, especially as NPCs, are perfect for leaving behind to guard the ship as the PCs go off on an adventure.
A droid template starts with all attributes at 1D. With First Edition, making up a droid on the spot is easy-cheesy.
Step 1: Decide what the droid looks like. Just use your imagination.
Step 2: Choose one, two, or three skills that will be the specialty for the droid.
Step 3: Assign 12D to skills, with no limit on how many dice go into any skill.
Boom. All done.
A base model R2 Astromech droid has 1D in all attributes with two skills: Computer Programming and Repair 7D and Starship Repair 7D. Added to this is some special equipment like a retractable buzz saw, fire extinguisher, camera projection display, etc.
A base 3PO Protocal droid has 1D in all attributes with two skills: Languages 10D and Cultures 4D. Its special equipment includes a vocoder so that is can speak the languages it knows.
You can make up any droid you can think of in a snap, using these easy-cheesy First Edition rules. If you want to get more crunchy about droids, there's a much more involved system for creating droids included in a supplemental book called Cynabar's Fantastic Technology - Droids. (And, it's a fantastic book, too, if you want a lot of details and more detailed rules concerning droids in the game.)
Aliens are just another type of character. You can make one up on the spot like I did a few posts up the thread. Just think of what the alien looks like and assign some attributes and skills to him (only those stats needed immediately in the game--you can flesh him out later, if you want).
You can design templates for aliens. You can use the alien templates that are in the main book. Or, you can use any of the multitude of aliens that show up in several supplements for the game. Besides all of those, which are numerous, there are three complete books dedicated completely to aliens in the D6 Star Wars universe: Galaxy Guide 4: Alien Races, Galaxy Guide 12: Alien Races--Enemies And Allies, and Alien Encounters. Browse through these and you'll see most of the aliens that have shown up in the original trilogy and in comics and Star Wars novels (fans have made similar books for aliens from the prequels), and that last book I mentioned, Alien Encounters, has a great section on designing new aliens races.
Special Note: There are several fan-made D6 Star Wars resources floating around on the net, and many of these are written, designed, and produced so well that you can't tell them apart from original WEG material. For example, take a look at this impressive piece of work: Galaxy Guide 15: Attack of the Clones
Amazing, isn't it? Well you can find that and many more like it on the net. You've just got to use your Google-fu. Look for Star Wars The Roleplaying Game REUP if you want to go the other direction from the sleek First Edition rules. The REUP book is marvelous and has a ton of rule choices not included in the First Edition (and that can be a blessing or a curse, depending on your taste, play style, and point of view).
You'll also find Fan stat updates for Star Wars books written for the d20 and SAGA Star Wars games, allowing you to use any adventure or supplement written for that rule version with your D6 Star Wars game.
Droids are characters, just like human characters. They have the same attributes and skills--they just have different limits on how dice can be spent to improve skills (and, of course, Droids cannot have Force skills). Droids are very good at a few tasks and pretty much suck at everything else. They can be played as player characters, if a player desires, but I suggest that droids remain NPCs (as the character will only be useful in a few specialized areas).
Droids, especially as NPCs, are perfect for leaving behind to guard the ship as the PCs go off on an adventure.
A droid template starts with all attributes at 1D. With First Edition, making up a droid on the spot is easy-cheesy.
Step 1: Decide what the droid looks like. Just use your imagination.
Step 2: Choose one, two, or three skills that will be the specialty for the droid.
Step 3: Assign 12D to skills, with no limit on how many dice go into any skill.
Boom. All done.
A base model R2 Astromech droid has 1D in all attributes with two skills: Computer Programming and Repair 7D and Starship Repair 7D. Added to this is some special equipment like a retractable buzz saw, fire extinguisher, camera projection display, etc.
A base 3PO Protocal droid has 1D in all attributes with two skills: Languages 10D and Cultures 4D. Its special equipment includes a vocoder so that is can speak the languages it knows.
You can make up any droid you can think of in a snap, using these easy-cheesy First Edition rules. If you want to get more crunchy about droids, there's a much more involved system for creating droids included in a supplemental book called Cynabar's Fantastic Technology - Droids. (And, it's a fantastic book, too, if you want a lot of details and more detailed rules concerning droids in the game.)
Aliens are just another type of character. You can make one up on the spot like I did a few posts up the thread. Just think of what the alien looks like and assign some attributes and skills to him (only those stats needed immediately in the game--you can flesh him out later, if you want).
You can design templates for aliens. You can use the alien templates that are in the main book. Or, you can use any of the multitude of aliens that show up in several supplements for the game. Besides all of those, which are numerous, there are three complete books dedicated completely to aliens in the D6 Star Wars universe: Galaxy Guide 4: Alien Races, Galaxy Guide 12: Alien Races--Enemies And Allies, and Alien Encounters. Browse through these and you'll see most of the aliens that have shown up in the original trilogy and in comics and Star Wars novels (fans have made similar books for aliens from the prequels), and that last book I mentioned, Alien Encounters, has a great section on designing new aliens races.
Special Note: There are several fan-made D6 Star Wars resources floating around on the net, and many of these are written, designed, and produced so well that you can't tell them apart from original WEG material. For example, take a look at this impressive piece of work: Galaxy Guide 15: Attack of the Clones
Amazing, isn't it? Well you can find that and many more like it on the net. You've just got to use your Google-fu. Look for Star Wars The Roleplaying Game REUP if you want to go the other direction from the sleek First Edition rules. The REUP book is marvelous and has a ton of rule choices not included in the First Edition (and that can be a blessing or a curse, depending on your taste, play style, and point of view).
You'll also find Fan stat updates for Star Wars books written for the d20 and SAGA Star Wars games, allowing you to use any adventure or supplement written for that rule version with your D6 Star Wars game.