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Rules for adventuring in a Galaxy far, far away …

Thomas Hugo Williams

7th February 2017

Made using The Black Hack and influenced by the original WEG Star Wars RPG.

Character Generation


PCs have six attributes:

● Dexterity
● Strength
● Perception
● Knowledge
● Mechanical
● Technical

To generate their starting values roll 2d6+3 for each in order:

● On a roll of 5 or 6 the next roll is made with 1d6+9.
● On a roll of 14 or 15 the next roll is made with 1d6+4.

Once all attributes have been rolled the values of two attributes may be swapped.

At the GM’s discretion a player can choose to instead allocate the values 7, 9, 10, 10, 11, 13 to their PC’s
attributes as they wish.

Life Blood

PCs start with maximum ​Life Blood​ equal to their ​Strength​. This increases if their ​Strength​ increases.

Hero Points

PCs start with 5 ​Hero Points​.

Force Dice & Dark Side Dice

Force User PCs start with a ​Force Dice​ of d6 and a ​Dark Side Dice​ of d6.

Skill Specialisations

A PC gains ​Advantage​ ​on ​Attribute Tests​ covered by their Skill Specialisations.

Non Force User PCs start with 3 Skill Specialisations.

Force User PCs start with 2 Skill Specialisations.

The most common Skill Specialisations and their associated attribute are:

● Blaster​1​, Bowcaster, Dodge, Grenade, Heavy Weapon​2​, Lightsaber, Lightsaber Parry, Melee
Parry​3​, Parry, Sleight of Hand.

● Bargain, Command, Con/Persuade, Gamble, Hide/Sneak, Initiative, Search, Willpower.

● Alien Species, Bureaucracy, Cultures, Languages, Planetary Systems, Streetwise, Survival.

● Climb/Jump, Lift, Melee​3​, Stamina, Swimming.

● Astrogation, Beast Riding, Com-Scan, Gunnery​4​, Ground Vehicle Operation, Repulsorlift
Operation, Jetpack Operation, Starship Piloting, Starship Shields, Walker Operation.

● Computer Programming/Repair​5​, Demolition, Droid Programming/Repair, First Aid, Forgery,
Repulsorlift Repair, Security​6​, Starship Repair.

All blasters up to and including medium repeating blaster.
Heavy repeating blasters, shoulder launched missiles and grenade launchers.
​Melee ​tests are made using either ​Dexterity​ or ​Strength​ depending on whether the weapon / fighting
style requires finesse or brute force.
Starship and vehicle guns, fixed artillery and most complex weapon systems.
Includes computer hacking/slicing.
Lockpicking and alarm systems.

Starting Equipment

All PCs begin with any appropriate equipment the GM is willing to permit. Expensive or unusual
equipment may need to be balanced by an appropriate back story, limitations and penalties.

Attribute Tests

When a PC tries to perform an action or resist the action of an NPC they make an attribute test by rolling
d20, adding the appropriate attribute and subtracting a GM assigned modifier based on the difficulty of the
action or ​NPC Skill Level​.

Difficulty Attribute Test Modifier

Easy +2

Moderate 0

Difficult -4

Very Difficult -7

Heroic -10

Roll Result

< 10 Fumble​: same as ​Failure​ but the PC suffers some additional calamity,
e.g. ​Disadvantage​ on their next test, suffering maximum damage, or having the ​Usage
Dice​ for a piece of equipment used being automatically depleted by one level.

10-19 Failure

20-29 Success

≥ 30 Critical​: same as ​Success​ but the PC gains some extra benefit,

e.g. ​Advantage​ on their next test, causing maximum effect, or not having to roll the
Usage Dice​ for a piece of equipment used.

Advantage & Disadvantage

Various situations can call for a test to be made with ​Advantage​ or ​Disadvantage​:
● When rolling with ​Advantage ​roll an extra d20 for each level of ​Advantage​ and pick the best.
● When rolling with ​Disadvantage ​roll an extra d20 for each level of ​Disadvantage ​and pick the

Levels of ​Advantage ​and ​Disadvantage​ on a test are cumulative, but at most a test can be rolled with two
levels of ​Advantage ​or ​Disadvantage​. If a PC is suffering three or more levels of ​Disadvantage​ then at the
GM’s discretion the task is impossible.

Sometimes a PC may be called to make a dice roll other than an attribute test with Advantage or
Disadvantage, an extra dice of the appropriate type is rolled and the best/worst result used as

Movement & Distance

Rather than track precise numbers, TESH uses 4 abstract ranges for measuring distances. ​Close​,
Nearby​, ​Far-Away​ and ​Distant​. On their turn every character can move somewhere ​Nearby​ as part of
an action, performing that action at any stage of the move. They can forgo their action and move
somewhere ​Far-Away​ instead. Anything beyond ​Far-Away​ can be classified as ​Distant​ and would take 3
moves to get to.

Close Nearby Far-Away

0 - 2m 2-20m 20 - 40m

Hero Points

A player can spend a ​Hero Point​ to:

● Reroll any attribute test, except one made to increase an attribute when gaining a level.
● Reroll the ​Force Dice​ ​but not the D
​ ark Side​ ​Dice​.
● Have the GM reroll any dice rolled against them including a damage dice.
● At the GM’s discretion where the narrative of a scene has not clearly defined a certain piece of
information, the player might suggest something that sounds reasonable and spend a ​Hero Point
to make that suggestion become fact.

PCs gain 1 ​Hero Point​ at the beginning of each session and may be rewarded more in-session at the
GM’s discretion.


PCs gain levels at the GM’s whim, probably once every two or three adventures.

When they gain a level all PCs should:

● Test each attribute, if the test fails then increase that attribute by 1 point.
● Choose two ​different​ attributes and make a second test as above, even if the first test succeeded.
● If all the above tests succeed then increase one attribute of the player’s choice.
● At levels 4, 7 and 10 gain an additional ​Skill Specialisation​ (or for Force Users instead increase
Force Dice​ by one step d6→d8→d10→d12.)


NPC Skill Level

Actions opposed by NPCs have their ​Attribute Tests​ penalised according to the NPC’s skill level:

Skill Level Attribute Test Modifier Life Blood

Novice +2 6

Competent 0 9

Proficient -4 12

Expert -7 15

Master -10 18

NPCs may have different skill levels for opposing different tests but in general will have a single value for
opposing ​Initiative​, ​Attack​ and ​Defend​ tests in ​Combat​.

When a single action is opposed by multiple NPCs of mixed skill levels then the worst penalty is used.


To simplify bookkeeping the unnamed hordes of Stormtroopers, Battle Droids, Gamorrean Guards,
Tusken Raiders, etc. that the PCs encounter in the course of their adventures follow two special rules:
● They are always ​Competent​; imposing no test modifier.
● If they are hit by a ​single attack​ for 2 or more points of damage (after armour) then they are taken
Out of Action​; their ​Life Blood​ is not tracked.

“These blast points … too accurate for Sand People. Only Imperial Stormtroopers are this accurate.”
pronounced the crazy old hermit sarcastically.

Force Using NPCs

Because of their ​Enhance Attribute​ power, actions opposed by Force Using NPCs suffer a worse penalty.
In addition such NPCs also have a ​Force Dice​ to be used for their ​Force Powers​.

Skill Level Attribute Test Modifier Force Dice

Padawan -6 d8

Knight / Sith Apprentice -10 d10

Master / Sith Lord -14 d12

The Force

The Force Dice

When called upon to roll the ​Force Dice​:

● On a natural 1 or 2 the ​Force Dice​ type is ​reduced​ by one step: d12→d8→d6→d4→0.
● A PC's ​Force Dice​ is reset at the beginning of each session.

The Dark Side Dice

When called upon to roll the ​Dark Side Dice​:

● On a natural 1 or 2 the ​Dark Side Dice​ type is ​increased​ by one step: d6→d8→d12→X.
● If increased beyond d12 a PC has been consumed by the Dark Side and becomes a GM
controlled NPC.
● A PC's ​Dark Side Dice​ is never reset.

A PC can always choose to roll their ​Dark Side Dice​ instead of their ​Force Dice​; they might choose to do
this if their ​Force Dice​ has been depleted below their ​Dark Side Dice​.

Whether rolling the ​Dark Side Dice​ or their ​Force Dice,​ a PC that rolls a natural 1 or 2 when using a Force
Power in anger, hate, or fear must increase their ​Dark Side Dice​.

At the GM’s discretion a PC Force User acting in anger, hate, or fear even when not using a Force Power
may be required to roll the ​Dark Side Dice​ or even in rare circumstances have it automatically increased.

The GM should warn a player when an action has a possibility of increasing their ​Dark Side Dice​ and give
them the opportunity to change their mind.

IMPORTANT: ​The rules for the ​Dark Side Dice​ only apply to PCs that are aligned with the Light Side of
The Force. NPC Force Users and (if allowed) Dark Side PCs ignore the rules for the ​Dark Side Dice​.

Force Powers

All powers except the ability to parry and deflect blaster bolts with a lightsaber require the ​Force Dice​ or
Dark Side Dice​ to be rolled even when not otherwise required to determine effect.

When defending against a Force Power a Force User may always choose to test ​Perception/Willpower
instead of the suggested attribute.

Absorb Energy / Resist Pain

● Subtract ​half​ (round up) the result of rolling the ​Force Dice​ from any damage roll.

Enhance Attribute
● PC: Add the result of rolling the ​Force Dice​ to any test. This can be done after the test is rolled, it
does not have to be declared in advance.
● NPC: Tests contested by ​Force Using NPCs​ suffer a higher penalty than those contested by
ordinary NPCs.

Includes the “Jedi Mind Trick” which is the application of this power to Perception/Con/Persuade
tests and Jedi acrobatics, reflexes and speed which are applications of this power to various
Dexterity tests.

Force Lightning
● PC: Test ​Perception/Willpower​ to cause ​Dark Side Dice ​energy damage to a ​Nearby​ target.
● NPC: A ​Nearby​ target must test ​Perception/Willpower​ or suffer ​Dark Side Dice​ energy damage. A
PC armed with a lightsaber may test ​Dexterity/Lightsaber Parry​ instead.

Force Push
● PC: Test ​Perception/Willpower​ to knock ​Force Dice​ ​Close ​targets off their feet.
● NPC: ​Force Dice​ ​Close​ targets must test ​Dexterity​ or be knocked over and suffer ​Disadvantage
on their next action.

Lightsaber Combat
● PC: Force Users may parry blaster bolts (or other energy attacks) using a lightsaber. On a ​Critical
result the PC may deflect a blaster bolt back at either the original attacker or a different ​Nearby
target for rolled weapon damage.
● NPC: On a ​Fumble​ a blaster bolt fired at a ​Force Using NPC​ armed with a lightsaber is deflected
back at the attacker for rolled weapon damage.
● Both: Add ​half​ (round up) the result of rolling the ​Force Dice​ to a lightsaber damage roll.

Mind Probe
● PC: Test ​Perception/Willpower​ to extract information from a ​Close​ target. This highly invasive
power requires the ​Dark Side Dice​ to be rolled. Use of this power takes 1 minute and usually
requires the target to be restrained in some way, possibly telekinetically.
● NPC: A ​Close​ target must test ​Perception/Willpower​ or surrender the required information.

● PC: Test ​Perception/Willpower​ to move an object from the character’s hand, to ​Close​ range, from
Close​ to ​Nearby​, ​Nearby​ to ​Far Away​, or vice-versa. Requires the ​Force Dice​ to be rolled.
○ Difficulty depends on the size/weight of object: Credit chip (Easy +2), Blaster (Moderate
0), Person (Difficult -4), Starfighter (Very Difficult -7), Space Transport (Heroic -10).
○ If the action is contested by a ​Force Using NPC​ then use their skill level penalty (if
● NPC: Whatever the GM considers reasonable. A PC Force User can contest the action by testing

Telekinetic Attack
● PC: Test ​Perception/Willpower​ to cause ​Dark Side Dice ​physical damage to a ​Close ​target.
● NPC: A ​Close​ target must test ​Dexterity/Dodge​ (for dodging telekinetically thrown objects) or
Perception/Willpower​ (for everything else) depending on the form of the attack or suffer ​Dark Side
Dice​ physical damage.

Includes throwing an object at someone, throwing them at an object, crushing their trachea,
stopping their heart, lifting them off the ground and dropping them, etc.

Everything Else
● Sensing others through the Force, telepathy, meditating for insight from the Force, appearing as a
“Force Ghost”, etc. are all just plot devices under the GMs control.


Combat occurs in rounds of approximately 10 seconds duration.

Usually a character only performs one action per round (a character may move somewhere ​Nearby​ as
part of that action). If a character wants to perform two or more actions then they suffer a level of
Disadvantage​ per additional action on all their actions that round, but not on their ​Initiative​ or ​Defend


At the start of every round each PC tests ​Perception/Initiative.​

On a ​Success​ a PC acts before NPCs and on a ​Failure​ they act after.


Making an attack requires a PC to test ​Dexterity/Blaster,​ ​Dexterity/Lightsaber​, ​Dexterity/Melee​, etc. as

appropriate for the weapon they are using.

If an NPC is subject to attacks from more than ​two​ attackers in a single round then the attack tests for the
third, fourth, etc. attackers gain ​Advantage.

In melee a PC with a superior weapon (lightsaber > armed > unarmed) gains ​Advantage​ (or with an
inferior weapon suffers ​Disadvantage​) to their attack tests.

On a ​Success​ the NPC is hit for rolled weapon damage.

On a ​Dexterity/Melee​ or ​Dexterity/Lightsaber Fumble​ the NPC can perform a riposte, no ​Defend​ test is
allowed, just roll weapon damage.


Defending against a ranged attack requires a PC to test ​Dexterity/Dodge​. Defending against a melee
attack requires a PC to test ​Dexterity/Melee Parry​ or ​Lightsaber Parry​ as appropriate.

If a PC is subject to attacks from more than ​two​ attackers in a single round they suffer ​Disadvantage​ on
their defend tests against the third, fourth, etc. attackers.

In melee a PC with a superior weapon (lightsaber > armed > unarmed) gains ​Advantage​ (or with an
inferior weapon suffers ​Disadvantage​) to their defend tests.

On a ​Failure​ the PC is hit for rolled weapon damage.

On a ​Dexterity/Melee​ or ​Lightsaber Parry​ C

​ ritical​ the PC can perform a riposte, no ​Attack ​test is required,
just roll weapon damage.

Stun Damage

Successful attacks with weapons set to “Stun” roll damage and subtract armour as normal.

If a character is reduced to zero ​Life Blood​ by stun damage then they are KO’d until the end of the fight
when they automatically recover with 1d4 ​Life Blood​.

All stun damage is recovered automatically 10 minutes after it was inflicted.

Grenades & Thermal Detonators

When a PC attacks with a grenade or thermal detonator a single ​Dexterity/Grenade​ test is made to
multiple (d6 for grenades, d10 for thermal detonators) NPCs in the target area. Damage is rolled
separately against each target. On a ​Failure​ roll for number of targets with ​Disadvantage​.

When an NPC attacks with a grenade or thermal detonator all PCs in the target area must test
Dexterity/Dodge​ or suffer rolled damage. On a normal ​Success ​they suffer half damage. On a ​Critical​ they
suffer no damage.


If a PC is reduced to zero ​Life Blood​ (they cannot be reduced below zero) they are taken ​Out of Action
(OofA)​, they are unconscious and cannot act for the remainder of the fight. When the fight is over, a PC
that is taken ​OofA​ should roll on the table below to see what happens to them. ​If they survive they gain
1d4 ​Life Blood​.

Roll 1d6 Result

1 KO’d​ - Just knocked out.

2 Dazed​ - All tests suffer ​Disadvantage​ for the next hour.

3 Wounded​ - All tests suffer ​Disadvantage​ for the next day.

4 Incapacitated ​- All tests suffer ​Disadvantage​ until cured.

5 Crippled​ - In addition to suffering the penalties of being ​Incapacitated​ a random

limb or organ is damaged beyond repair (d10) - 1: Hand; 2: Arm; 3: Leg; 4: Knee; 5:
Eye; 6: Ear; 7: Heart; 8: Kidney; 9: Lungs; 10: Brain. Until replaced with a cybernetic
prosthesis they suffer an additional level of ​Disadvantage​ on associated tests, and
also -4 ​Life Blood​ for heart/kidney/lung injuries.

6 Mortally Wounded​ - Within moments of dying. They can be stabilised to the

Crippled​ condition by applying a Stimpak or with a successful ​Technical/First Aid
test; this heals no ​Life Blood.

+1 If already ​Wounded​.

+2 If already ​Incapacitated​ or C
​ rippled​.


During (or after) a fight a character can apply a Stimpak as an action. This is a single-use item that
automatically heals 1d6 ​Life Blood​.

After a fight a character can be treated with a successful ​Technical/First Aid​ test. This takes 1d6 × 10
minutes, heals 1d6 ​Life Blood​ and cures the ​Dazed​ and ​Wounded​ conditions. Treatment tests made
without a Medikit (Usage dice: d8) suffer ​Disadvantage.​

After a complete day of rest a PC automatically heals 1 ​Life Blood.

Curing the ​Incapacitated ​condition requires treatment in a bacta-tank taking 2d6 hours and costing 500
credits. This also heals all lost ​Life Blood​.

Replacing a ​Crippled​ limb or organ requires treatment by a surgeon or surgical droid at a high-end
medical facility taking 1d6 days. The cost depends on the prosthetic required -
Hand: 1,000 cr; Arm: 2,000 cr; Leg: 2,000 cr; Knee: 1,200 cr; Eye: 2,750 cr; Ear: 2,750 cr; Heart: 5,000 cr;
Kidney: 4,500 cr; Lungs: 4,000 cr; Brain: 6,000 cr.


These rules apply to combat between Starfighters and Space Transports, and with a little imagination
between other personal vehicles. Engagements involving Capital Ships should be handled narratively or
with rules of the individual GMs devising.

Where there are multiple ships on either side of a dogfight it should be split into multiple one-to-one or
one-to-many dogfights with the larger side deciding the mix of each dogfight. If one dogfight ends then at
the start of the next round the survivors of that dogfight may join remaining dogfights of their choice at
Medium​ range.

Starship combat occurs in rounds of approximately 30 second in duration.


Ships in a dogfight are at either ​Extreme​, ​Long​, ​Medium​ or ​Short​ range with respect to each other. They
usually start at​ Medium​ range.

If the range extends beyond ​Extreme​ then the ships have disengaged and the pursued has escaped the


During a dogfight the ​Initiative​ test is replaced by the ​Position​ test.

At the start of every round each pilot PC tests their ​Mechanical/Starship Piloting​ test penalised by ​both
the opposing ​NPC Skill Level​ and the difference between the M ​ aneuverability​ of the PC’s and NPC’s
ships. When combating multiple NPCs of mixed skill levels or in ships with different ​Manoeuvrability ​this
test suffers the worst penalty.

e.g. Han Solo flying the Millenium Falcon (Maneuverability 3) faces off a TIE/In (Maneuverability 5) with a
Proficient (-4) pilot and a TIE Interceptor (Maneuverability 7) with a Competent (0) pilot. His Position test
will be made with a -6 penalty (3 - 5 - 4).

Ships whose PC pilots roll a​ Success​ act before NPC ships and those that roll a ​Failure​ act after. In
addition if the PC rolls a ​Success​ then they may change the range by one increment and if already at
Short​ range may adopt an ​Advantageous​ ​Position​ over ​one​ NPC ship for this round.

Conversely if the PC rolls a ​Failure​ then the NPC ships may change the range by one increment and if
already at ​Short​ range ​one​ NPC may adopt an ​Advantageous Position​ over the PC ship for this round.

When a ship has multiple crew members all the crew act first or last according to the result of the pilot’s
Position​ test.


This works as per the normal ranged combat ​Attack ​rules except the PC must test Mechanical​/Gunnery​.
Multiple attack actions are allowed, but ​each weapon system may only fire once per round​.

Modifier i

PC has ​Advantageous Position Advantage

NPC has ​Advantageous Position Disadvantage​. In addition PC can only attack

using rear and turret mounted weapons.

Long​ range Disadvantage

Extreme ​range Attacks not possible.

PC has extended the range this round. PC can only attack using rear and turret mounted


This works as per the normal ranged combat ​Defend​ rules except the PC must test ​Mechanical/Starship

Modifier i

PC has ​Advantageous Position Advantage​. In addition NPC can only attack using
rear and turret mounted weapons.

NPC has ​Advantageous Position Disadvantage

Long​ range Advantage

Extreme​ range Attacks not possible.

NPC has extended the range this round. NPC can only attack using rear and turret
mounted weapons.

Deflector Shields

If a ship has deflector shields then the co-pilot should test ​Mechanical/Starship Shields​ to angle them
against incoming damage. If the ship has an NPC co-pilot or droid then this test is made by the pilot. If the
ship has no co-pilot then this test is made by the pilot with ​Disadvantage​.

On a ​Success​ the damage rolled is reduced by a roll of the shield's ​Usage Dice.


Damage is subtracted from a ship’s ​Hull Points​. In addition for each hit that causes more than 4 points of
damage roll once on the ​Starship System Damage ​table below:

Roll 1d6 Result

1 Controls Ionized​ - All actions using the ship’s systems are at ​Disadvantage​ until the
end of the ship’s ​next​ turn.

2 Crew Injured​ - A random crew member (including any droids) takes 1d10 damage.

3 Engine/Stabiliser Damage​ - All ​Mechanical/Starship Piloting​ tests suffer

Disadvantage​ until repaired. If this result is rolled a second time then the ship is ​Dead
in Space​.

4 Weapon System Damaged​ - All ​Mechanical/Gunnery​ tests with the damaged weapon
system suffer ​Disadvantage​ until repaired. If this result is rolled a second time then the
weapon system is ​Destroyed​.

5 Shield Generator Damaged​ - All ​Mechanical/Starship Shields ​tests suffer

Disadvantage​ until repaired. If this result is rolled a second time then the shield
generator is ​Destroyed.

6 Hyperdrive Damaged​ - All ​Technical/Astrogation​ tests suffer ​Disadvantage​ until

repaired. If this result is rolled a second time then the hyperdrive is ​Destroyed​.

If a ship is reduced to zero ​Hull Points​ (it cannot be reduced below zero) roll on the table below:

Roll 1d6 Result

1-4 Dead in Space​ - All the ship’s systems except for life support, comms and any escape
pods are inoperable. If the ship suffers further damage it goes ​Boom!

5-6 Boom!​ - The ship is within moments of exploding. All crew must make a
Knowledge/Survival​ test to reach the escape pods. Those who fail can spend a ​Hero
Point​ to survive or persuade a friend to spend one to rescue them.


Require the PC to test ​Technical/Starship Repair​. In all cases a ​Critical​ halves the repair time.

Type of repair Time taken Notes

Jury-rig ​Damaged ​system 1 round / 1 hour If attempting a repair in 1 round then the
test suffers ​Disadvantage​. On a F
​ umble
the repair is botched so badly that further
jury-rig attempts may not be made.

Jury-rig ​Dead in Space​ ship 1d6 hours On a ​Fumble​ the mechanic manages to
hurt themselves for 1d6 damage.

Repair ​Damaged​ system 1d6 hours Costs 1d6 x 5% of original system cost.
On a ​Fumble​ the repair is botched and
half this cost must be paid to try again.

Repair ​Dead in Space​ ship 1d6 days Costs 1d6 x 5% of original ship cost. On a
Fumble​ the repair is botched and half this
cost must be paid to try again.

Replace ​Destroyed​ system 1d6 hours On a ​Fumble​ the installation is botched

and not only is the system not installed, it
is also ​Damaged​.


A PC can carry a number of items equal to their ​Strength​. Carrying more means all physical tests suffer

Equipment Availability & Restriction

1 Readily available throughout the known galaxy.

2 Normally available only in large cities and spaceports throughout the Empire, or on the item’s planet of origin.

3 Specialized item, normally only available on item’s planet of origin.

4 Rare item, difficult to obtain anywhere.

F Fee or permit often required for purchase. The standard fee is five percent of the purchase or use price, although fees as
low as one percent and as high as 15 percent are not unheard of.

R Restricted item on most planets. The Empire or local authorities stringently license such equipment. Such licenses
average 10 percent of the purchase or use price, some as low as five percent and some as high as 100 percent.

X Illegal. Possession and or generally violates Imperial law. Punishments are severe. Note: Due to the varied nature of
Star Wars cultures, a given item is likely to be illegal somewhere in the universe even though the “X” code does not
appear in its description.


Blasters Dmg.​1 Cost Avail. Notes

Sporting blaster d6 300 1, R Disadvantage​ vs. ​Distant​ targets; set to stun vs. ​Nearby​ targets.

Holdout blaster d8 300 2, R Limited to ​Nearby​ targets; set to stun.

Blaster pistol d8 500 1, R Disadvantage​ vs. ​Distant​ targets; set to stun vs. ​Nearby​ targets.

Heavy blaster pistol d10 750 2, X Disadvantage​ vs. ​Far Away​ targets;
set to stun vs. ​Nearby​ targets.

Blaster rifle / carbine d10 1,000 2, X 2 equipment slots; set to stun vs. ​Nearby​ targets.

Light repeating blaster d8 2,000 2, X Shoot twice without multi-action penalty; 2 equipment slots.

Medium repeating d10 3,000 2, X Shoot twice without multi-action penalty; 3 equipment slots; attack at
blaster Disadvantage​ if firing without a bipod.

Heavy repeating d12 5,000 2, X Shoot three times without multi-action penalty;
blaster requires 3 people to carry weapon, power supply and tripod.

Wookie bowcaster d12 900 3, X Disadvantage​ vs. ​Far Away​ targets; 2 equipment slots.

Melee weapons Dmg.​1 Cost Avail. Notes

Unarmed d4 n/a 1 Disadvantage​ vs. armed.

Knife d4 25 1

“Primitive” d6 50 1

“Primitive” d8 75 2 2H; 2 equipment slots.


Stun glove d6 150 2, F Stun damage only.

Vibroknife d6 200 2, F

Stun gauntlets d8 250 2, F Stun damage only.

Vibroblade / bayonet d8 250 2, F

Electrobaton d8 750 2, F No ​Disadvantage​ vs. lightsaber; set to stun.

Vibroaxe d10 500 2, R 2H; 2 equipment slots.

Force pike d10 750 2, R 2H; 2 equipment slots; set to stun.

Electrostaff d10 2000 2, R 2H; no ​Disadvantage​ vs.lightsaber; set to stun.

Lightsaber d10 Not for 4, X Advantage​ vs. non-lightsaber / electrobaton / electrostaff


Explosives Dmg.​1 Cost Avail. Notes

Grenade d8 200 1, R Affects d6 ​Nearby ​targets.

Ion grenade d8 300 2, R Only affects Droids and other electronics; Affects d6 ​Nearby​ targets.

Stun grenade d8 400 2, R Stun damage only; Affects d6 ​Nearby​ targets.


Thermal detonator d12 2,000 2, X Affects d10 ​Nearby ​targets.

Half damage (round down) vs. Vehicles, quarter damage (round down) vs. Starships.


Damage Cost Avail. Notes


Blast helmet -1 300 2, F -1 ​Dexterity​.

Blast vest -1 300 2, F -1 ​Dexterity​.

Stormtrooper armour -3 Not for 2, X -3 ​Dexterity​; 3 equipment slots.


Bounty hunter armour -3 5,000 2, R -3 ​Dexterity​; 3 equipment slots.


Cost Avail. Notes

First-Degree Droid 5,000 2 2-1B Surgical Droid

Second-Degree Droid 4,000 2 R2, BB Astromech Droid

Third-Degree Droid 3,000 2 3PO Protocol Droid

Fourth-Degree Droid 2,000 2 G-2RD Defence Droid

Fifth-Degree Droid 1,000 2 BLX Labour Droid

Restraining Bolt 25 1

Control Device 100 1

Repair Services 50-500 1

Overhaul Services 50-500 1

Memory Wipe Services 50-500 1

Miscellaneous Equipment

Cost Avail. Notes

All-Temperature cloak 100 1 +1 to ​Knowledge/Survival​ tests.
Ammo bandolier 100 1
Backpack 20 1 Adds two equipment slots and doesn’t take one itself.
Binder cuffs 50 1
Blaster power pack 25 1, R
Breath mask 50 1 Usage dice d8.
Chronometer 25 1
Comlink, personal 25 1 Range of 50 kilometers over land and up to low orbit in good weather.
Comlink, military 100 2, R As above plus allows access to restricted and encrypted military frequencies.
Computer, portable 1000 1 About the size of a large laptop.
Concentrated rations 200 1 1 week, concentrated.
Condensing canteen 50 1 Provides water for one with built in purification.
Datapad 100 1 Cost 1000 with holo-projector unit and built-in comlink.
Fusion generator (Light) 500 1 4 equipment slots.
Fusion lantern 25 1 50 meter radius, usage dice d8.
Glow rod 10 1 50 meter beam, usage dice d6.
Jammer pack 1000 X Shuts down comms in 150 meter radius, 2 equipment slots.
Jetpack 1,800 3, R 2 equipment slots (worn); usage dice d8; recharge costs 150 credits.
Liquid cable dispenser 10 2 15 meters, supports 500 kg.
Macrobinoculars 100 1
Medikit 600 2 Usage dice d8; backpack sized; 2 equipment slots.
Mesh tape 5 1
Quick-Draw holster 250 2, X No ​Disadvantage​ when drawing holstered weapon.
Recording rod 20 1 Costs 50 for video recording, 100 for holo recording.
Scrambler, pocket 400 4, F or R Attach to comlink to secure communications with a similarly encoded scrambler.
Sensor pack, portable 300 2 Detects life forms and comm signals, 300 meter range, blocked by 1 meter of
solid material, 2 equipment slot.
Sensor pack, military 1500 2, R As above plus detects movement and monitors comm signals,
1000 meter range, 3 equipment slots.
Sleeping bag 15 1
Stimpak 100 1 Heals 1d6 ​Life Blood​; single use.
Subspace transceiver 300 1 3 light-year range, 2 equipment slots.
Syntherope 2 1 45 meters, supports 700 kg.
Toolkit 200 Computer, Droid, Vehicle and Security Systems toolkits are each separate items.
Repairs attempted without an appropriate toolkit suffer ​Disadvantage​.
Utility belt 500 2 3 day’s ration packs, medpac, small tool kit, spare power pack, spare energy cell,
glow rod, comlink, cable dispenser, small grappling hook, 2 empty pouches.
Vacuum suit 1,000 1 10 hrs life support.
Work clothes 100 1


Starfighters Manoeuvre Hull Shields Weapons

ARC-170 4 15 d6 DL; DL(T), PT(6)

A-Wing 8 9 d6 DL; 2 x CM(6)

B-Wing 3 9 d8 HL; DL; TI; 2 x PT(8)

Delta-7 Aethersprite 6 6 d6 DL

ETA-2 Actis Interceptor 8 9 - DL; DI

TIE/Ln 5 6 - DL

TIE Advanced x1 5 12 d6 QL; 2 x CM (6)

TIE Bomber 3 12 - DL; CM(16)

TIE Interceptor 7 12 - QL

X-Wing 5 12 d6 QL; 2 x PT(3)

Y-Wing (1-seat) 4 15 d6 DL; DI(T); 2 x PT(4)

Y-Wing (2-seat) 4 12 d8 DL; DI; 2 x PT(4)

Z-95 Headhunter 4 12 d6 DL; 2 x CM(6)

Space transports Manoeuvre Hull Shields Weapons

Firespray-31 Patrol Craft 2 15 d6 2 x DL(T)

Medium Transport 0 18 d6 4 x DL(T)

Gallofree GR-75

Lambda Shuttle 2 15 d8 2 x DL, DL(R)

Millennium Falcon 3 18 d10 2 x QL(T); 2 x CM(4)

Slave I 3 15 d10 2 x DL(T); HI; CM (4)

Stock Light Freighter 2 15 d6 DL(T)

YT-1300, YT-2000, YT-2400, Ghtroc 720

Starship weapons Code Damage​1 Notes

Single laser cannon SL d6

Double laser cannon DL d8

Quad laser cannon QL d10

Heavy laser cannon HL d12

Double ion cannon DI d6 Ignores deflector shields. Causes no

loss of ​Hull Points​, but a hit causing
4+ damage still causes a roll on the
Starship System Damage​ table.

Triple ion cannon TI d8 As above.

Heavy ion cannon HI d10 As above.

Concussion missiles CM 2d6 May only be fired at ​Short​ range. If

multiple launchers are installed they
may all be fired as a single action; a
separate ​Attack​/E
​ vade​ roll is
required for each. Ignores deflector

Proton torpedoes PT 2d8 As above.

Rear mounted (R) - May be fired at an opponent who has

an ​Advantageous Position​.

Turret mounted (T) - As above.

Quadruple damage vs. Characters, double damage vs. Vehicles.


Vehicles Manoeuvre Hull Weapons

AT-ST Walker 1 12 DB; DLB; CGL; Armour 2

AT-AT Walker 0 18 DL; DB; Armour 6

Landspeeder 2 9 -

Speeder Bike 3 6 -
Ikas-Adno 22-B Nightfalcon

Military Speeder Bike 4 6 SB

Aratech 74-Z

Swoop 5 6 -
Mobquet Flare-S

Airspeeder 3 9
T-16 Skyhopper

Combat Airspeeder 3 12 DB; PH(R); Armour 3

Rebel Alliance T-47 Snowspeeder

Cloud Car 2 12 DB
Storm IV Twin-Pod

Sail Barge 0 15 -

Skiff 1 9 -
Ubrikkan Bantha-II cargo skiff

Vehicle weapons Code Damage​1 Notes

Single blaster cannon SB d6

Double blaster cannon DB d8

Double light blaster cannon DLB d6

Double laser cannon DL 2d8

Concussion grenade launcher CGL d8 May only be fired at ​Short​ range.

Power harpoon PH -

Rear mounted (R) - May be fired at an opponent who has

an ​Advantageous Position​.

Double damage vs. Characters, half damage (round down) vs. Starships.

Appendix 1: Designer's Notes

When I posted an early draft of these rules under the name “Black Star” to The Black Hack group on
Google+ it attracted little interest but there was one fairly critical comment there could be paraphrased as
“Why have you diverged so much from The Black Hack?” I didn't answer at the time due to ill health and a
busy work schedule but it has prompted me to add these notes. Alternatively I might just be pretentious ;-)

Why have you changed from the classic array of six attributes?

There is nothing particularly special about the classic array and you could argue that even for Dungeons
& Dragons it is not the optimal set. Why else does ​Charisma​ often become a dump stat; especially
outside of OSR circles where henchmen and reaction rolls have been left behind? Personally even for
D&D I would make an argument to add a ​Perception ​attribute instead of overloading​ Wisdom ​and allowing
all Clerics to channel Sherlock Holmes. I believe the array I’ve used, borrowed from WEG Star Wars, to
be genre appropriate.

Why have you changed from The Black Hack roll under mechanic?

The roll under mechanic is great, but my player’s have an expect a roll high mechanic. Rolling high is
good on all dice rolls, penalties are always negatives to the roll and bonuses are always positives. It also
easily facilitates opposed rolls between PCs and an increasing chance of critical with improved ability

What happened to Hit Points?

D&D’s Hit Points abstraction has always been a bit peculiar with some undefined fraction measuring a
character's actual vitality whilst the remainder measures fatigue, luck, dodging and parrying ability. The
Black Hack differs because a character's DEX can increase with level, presumably corresponding to
increased dodging and parrying ability. This leaves HP as a measure of vitality, fatigue and luck. For the
Empire Strikes Hack I decided I wanted an even simpler abstraction and thus made Life Points purely a
measure of vitality derived directly from Strength.

Why have you introduced skills, I don’t like skills?

I don’t like skills either where they restrict what a character can do. But with the exception of using the
Force all characters in The Empire Strikes Hack can attempt anything. The Skill Specialisations function
the same as the advantages granted by different classes/races in a more conventional Hack without the
need to define a long list of Bounty Hunter, Pilot, Smuggler, etc. classes.

Why use an increasing rather than decreasing Dark Side “usage dice” ?

Played raw a usage dice always decreases in The Black Hack and my earliest drafts had the Dark Side
Dice behave this way. However I didn’t find it natural that the value decreased as a character's taint by
the Dark Side increased. Reversing how the Dark Side Dice worked cures this problem and has the
added benefit that the stronger the taint becomes the greater the temptation to risk rolling the Dark Side
Dice because the potential benefit increases whilst the probability of the taint getting worse decreases.