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.
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 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
PDFScene 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
PDFScene 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
PDFScene 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
PDFScene 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 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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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.
Hall of the Massassi — Trial of Flesh
PDFScene 2.1 — The Trial of Flesh
The Trial of Flesh — a hangar-sized hall where Tulak Hord's alchemically-twisted Massassi were entombed standing in wall alcoves. Crossing wakes the Massassi and disturbs the luminous floor-channels, which vent caustic gas on initiative count 20. Great pillars give full cover, the standing dead give three-quarters, and two wall-valves (Mechanics DC 16) shut the vents off. Party enters from the south gallery; the Massassi are GM-placed.
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The Bridge — the Terentatek's Crossing
PDFScene 2.4 — The Terentatek's Bridge
A narrow black-stone bridge over a bottomless pit, held by a starving Terentatek bred to hunt Force-users. The pit is the danger — the beast grapples and shoves PCs off the span. The party enters from the south landing; the burial doors wait north. The Terentatek is GM-placed at the crossing.
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The Burial Chamber — the Bargain
PDFScene 3 — The Bargain
The finale — a cold burial chamber with Tulak Hord's sarcophagus and his floating Holocron at the center. The gatekeeper makes his offer (a three-branch choice); however the party answers, Tulak Hord's Shade manifests above the bier and the fight begins. Dark-side aura, hooded Sith statues (full cover), the raised bier. The Shade is GM-placed — the finale reveal is the GM's to spring.
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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.
The Great Stair — Trial of Skill
PDFScene 1.2 — The Trial of Skill
The Trial of Skill — the teaching duel. The lone Padawan enters through the broken archway at the foot of the Great Stair and fights UP the ruined colonnade toward the temple threshold at the top, using the broken columns for cover so the temple's constructs (Force-immune) can't flank them all at once. Fallen column drums and rubble break the climb; the guardians are GM-placed as they wake.
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The Crucible — Trial of the Flesh
PDFScene 2.1 — The Trial of the Flesh
The Trial of the Flesh — a round chamber whose floor is a ring of cold-fire around a central plinth holding the trial token. Crossing the ring costs (Endurance/CON save; 1d6 Fire per step), and the trial is passed by endurance or a willing sacrifice, never by anger. Flesh raiders are GM-placed, bursting in from the collapsed east passage during or after the crucible to test the Padawan's control.
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The Hollow — Trial of Spirit
PDFScene 3.1 — The Trial of Spirit
The Trial of Spirit — the climax, in a dark-side hollow. The Padawan enters at the cave mouth (the only way out); dark-side pools, a black drop at the east edge, and cold broken stone fill the wound in the mountain. The Keeper and the Reflection (a mirror of the player's own character) are GM-placed, the Reflection rising between the Padawan and the exit. The fight is won by will, not damage.
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Map of the Week
Famous Star Wars locations, built as playable tactical maps.
Scarif — The Beach Assault
PDFRogue One — The Battle of Scarif
The Rogue One beach assault as a two-act tactical map. Act 1 — the beach: Rebels land on the west shore and cross open sand, cover to cover past palms and coral, under two Imperial turrets to breach the bunker's blast door. Act 2 — the data vault: through the blast door into the bunker interior to fight room to room and reach the master-switch terminal, beneath the Citadel data tower.
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Endor — The Shield Bunker Assault
PDFReturn of the Jedi — The Battle of Endor
The Endor ground assault as a three-act tactical map. Act 1 — the forest: the Rebel strike team pushes east through the redwoods and across an open clearing, cover to cover past boulders and Imperial cargo, while Ewok allies harry the flanks, to breach the shield bunker's blast door. Act 2 — the bunker: fight through the interior corridor and its barracks, power room, armory, and mess to the sealed control-room door. Act 3 — the control room: the console platform overlooks the reactor; cross the catwalk over the open shaft, between the banks of reactor units, to the main reactor where the charges bring the projector down.
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