SWURPG

Endor — The Shield Bunker Assault

Return 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.

Used in
Map of the Week
Scene
Return of the Jedi — The Battle of Endor
Grid
3 panels · 1128 cells total

Endor — The Shield Bunker Assault

Grid: 5 ft / squareN
The Forest
The Bunker
The Control Room
Panel Connections
  • The Forest The Bunker — Blast door
  • The Bunker The Control Room — Control-room door
Terrain Key
Jungle (dense canopy)
Difficult terrain
Boulder — mossy boulder
Three-quarters cover (+5 AC / +5 DEX saves)
Cover (generic) — fallen log
Half cover (+2 AC / +2 DEX saves)
Water (shallow)
Cargo container — Imperial cargo
Three-quarters cover (+5 AC / +5 DEX saves)
Crate
Half cover (+2 AC / +2 DEX saves)
Barrel / drum
Half cover (+2 AC / +2 DEX saves)
Light source — floodlight
Wall
Blast door — Bunker blast door (10 ft)
Start point — Rebel strike team
Start point — Ewok allies
Start point — Imperial garrison
Door
Control terminal — Subsystems
Pit (fall hazard)
Hazard — reactor discharge
Legend
B1Bunk (The Bunker)
B2Bunk (The Bunker)
B3Bunk (The Bunker)
B4Bunk (The Bunker)
LKLockers (The Bunker)
PCPower core (The Bunker)
PBConsole bank (The Bunker)
ACSupply cabinets (The Bunker)
MTMess tables (The Bunker)
CBControl consoles (The Control Room)
R1Reactor units (The Control Room)
R2Reactor units (The Control Room)
R3Reactor units (The Control Room)
R4Reactor units (The Control Room)
MRMain reactor (The Control Room)
THREE-ACT ENCOUNTER (GM-only). ACT 1 — THE FOREST: the Rebel strike team enters from the west (green markers) and crosses the clearing to breach the bunker's blast door, using the redwoods, boulders, fallen logs, and Imperial cargo as cover while the defenders fire from the installation (red markers). Ewok allies (blue markers) emerge from the tree lines to harry the Imperial flanks a round or two in, at the GM's call. Difficult terrain (ferns) and the creek slow movement; jungle cells are 3/4 cover. Defenders: ~6-8 scout troopers + stormtroopers, with an optional AT-ST heavy from the east treeline. ACT 2 — THE BUNKER: fight through the interior — a central corridor with the trooper barracks and power room to the north, the armory and mess/quarters to the south — to the sealed blast door of the control room. Cover is the bunks, crates, and consoles; expect the garrison to fall back room to room. ACT 3 — THE CONTROL ROOM: the console platform (with the SHIELD CONTROL console) overlooks the reactor. A single narrow catwalk (rows 6-7) crosses the open reactor shaft — a fall into the pit is a long way down — between the banks of conical reactor units to the main reactor in the east. Set charges at the reactor (and/or slice the SHIELD CONTROL console) to drop the shield; reinforcements arrive each round the charges aren't set. Suggested for a party of ~4-5 at level 5-7. Enemy counts are GM notes; the coloured start markers only show WHERE each side begins.

How to use this map

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.

The map is drawn at LEGO scale — each grid cell is 5 ft in-fiction and 1 inch on the printed page (matching the 3×3-stud LEGO minifigure footprint). Download the printable-tiles PDF to lay out the map at full physical size for tabletop play with miniatures or LEGO.