Tactical Battle Maps
7 print-ready tactical battle maps for every combat scene in the shipped SWURPG adventures. Each map is drawn at LEGO scale — 1 inch per grid cell matches the 3×3-stud LEGO minifigure footprint, so the printable-tile PDFs assemble into a full-size tabletop battlefield.
Download the printable-tiles PDF for each map below, or click into a map's detail page to see the full layout, terrain key, and the adventure scene it's used in.
The Foundling Contract
A bounty broker hands you a fat contract — bring back a runaway Imperial scientist and the "asset" she's hiding. Three systems later, you'll know exactly what the asset is, and whether your conscience can cash that check.
Docking Bay 7 — Crimson Spurs Accost
PDFScene 1.3 — The Crimson Spurs
A cramped Bandari docking-bay shakedown by the Crimson Spurs gang. The party enters from the bay's main aperture; gangers spread across crates and a parked landspeeder cover the approach to Vance's hidden ship.
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Derelict Hangar — Crovath's Patch
PDFScene 2.2 — The Derelict Hangar
A half-abandoned Cesh Reach hangar where Crovath the Lesser holds court. Two Niktoan thugs gatekeep the south door; the party walks the bay floor toward Crovath's back-office alcove. Cargo crates, fuel drums, and a stripped derelict freighter provide cover when negotiations fail.
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Landing Zone — Waystation Entrance
PDFScene 4.2 — The Landing Zone Fight
A Devaron forest waystation under Imperial assault. Vance and Tira shelter inside the medbay; four stormtroopers + Inquisitor Yorra advance from a landed Lambda shuttle across the open landing zone. Three rounds before orbital lockdown tightens the noose.
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The Refuge — Yorra Duel
PDFBranch A — The Refuge / Yorra Duel
A forest clearing on a hidden Rebel safehouse world. The party touches down at the west edge with Vance + Tira heading to the contact at the tree line; Yorra's TIE Interceptor lands across the clearing. Parley happens across the empty middle; combat (if it breaks out) uses the scattered boulders, fallen log, and forest perimeter for cover.
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The Signal from Tellan-7
A coded distress signal from a long-abandoned frontier moon brings four working professionals into a fight that wasn't supposed to be theirs.
The Landing Zone — Tellan-7
PDFScene 1.3 — The Landing Zone
The teaching combat. Party disembarks onto frozen basalt at the edge of the Tellan-7 relay perimeter; three (or two, or four — scaling) Tellan Rockmaws emerge from the broken-basalt cluster to the party's west and rush the ramp. Half-cover from the basalt is the introduced mechanic.
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Outer Compound + Crew Quarters
PDFScenes 2.1 + 2.2 — The Outer Compound
An ice-station outer compound on Tellan-7. The party enters from the south through three approach paths (collapsed corridor, oxygen pocket, radiation trap), then engages the rival salvage crew across the central reactor hall. Snow, ice patches, and steel-grate flooring create distinct movement zones.
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The Stand — Wraith Hand Strike Team
PDFScene 3.2A — The Stand
A two-panel map: the Lower Corridor (where the Wraith Hand boarding party advances) and Tann's Overhang (the sniper elevation above). The party defends a chokepoint while Sevren completes the extraction. Bullet-time sniper engagement across panels.
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