SWURPG

Tactical Battle Maps

19 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 you can stand minifigs on.

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.

The Sable Wake

A survey ship went dark on a lonely lane weeks ago. Her crew is dead, and something is still aboard — patient, cold, and very much awake.

The Dead Decks — Cargo Bay

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Scene 1.2 — The Dead Decks

The cargo/entry deck of the derelict Sable Wake — the teaching combat. The party cycles in through the south airlock; the corrupted loader droid advances from the north corridor, cornering them against half-strapped manifest crates. Two frozen crew bodies, a deck terminal (the first log), and pervasive frost set the tone. The droid is mundane — the fake-out before the specimen hold.

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The Specimen Hold — Containment Bay

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Scene 1.3 — The Specimen Hold

The containment bay, Act I climax. A mobile fight: the twisted vornskr pack opens from the broken cells at the far end and flows past the front line toward the party's Force-user. Rows of containment cells give cover, spilled feed is difficult terrain, and a mid-hold interior blast door can be sealed to split the pack. The party has to screen their Jedi.

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The Crew Deck — Mess, Cabins & the Breach

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Scene 2.1 — The Crew Deck

The hazard crawl. A ring of cabins around a central mess, marked by hand — DON'T LISTEN. The party crosses three failing systems (a hull breach with a failing containment field, the medbay's scrubber fire, and a stretch of failing grav-plating) to reach the engineering bulkhead. The first Hollowed rise near the turning deck, where a drifting body opens its eyes.

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The Nexus Chamber — Engineering Core

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Scene 3.1 — The Nexus Chamber

The finale, in the engineering core. The reliquary sits on a welded-scrap plinth over the reactor well; the Keening manifests around it. The Keening can't be killed — the idol is the target. Catwalks cross the deadly reactor drop, welded scrap gives cover, and dead engineering controls offer a non-Force path (a reactor-feedback pulse) to break the idol before the chamber fills with rising Hollowed.

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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 Tomb of Tulak Hord

A party delves a Dark Lord's tomb on Korriban for a Sith Holocron — but the tomb is no vault. It's an audition, and the thing at the bottom wants a body.

The Trials of Knighthood

A lone Padawan climbs the galaxy's oldest temple to face the five Trials that make a Jedi — and the guide who has waited a very long time for someone like them.

Map of the Week

Famous Star Wars locations, built as playable tactical maps.