SWURPG
Cover image for Map of the Week: Scarif — Run the Beach Assault at Your Table

Map of the Week: Scarif — Run the Beach Assault at Your Table

· 5 min read

Our first Map of the Week: the Rogue One beach assault as a free, print-ready tactical battle map — a two-act encounter you can drop into any SWURPG session tonight.

A new series: Map of the Week

Here's a thing our Map Builder is very good at that we haven't leaned into yet: recreating famous Star Wars locations you can actually fight on. So we're making a habit of it. Every so often we'll take an iconic scene, build it as a LEGO-scale tactical map, and hand you the whole thing — the map, a short guide to running it, the stat blocks, and a printable PDF.

First up is the obvious one.

Scarif — The Beach Assault

The climax of Rogue One: Rebels pinned on a tropical beach, sprinting cover to cover under Imperial fire to reach a bunker and transmit the Death Star plans. It's the best "cross the killzone" set-piece in the whole saga, and it makes a brutal, brilliant tactical encounter.

We built it as two connected acts — the beach, then the vault inside the bunker:

Scarif — The Beach Assault

Grid: 5 ft / squareN
The Beach
Rebel landingImperial installationpierpalmsRebels landShoretroopersBlast doorCTSGT1T2
Data Vault
Breach pointData vaultBreach pointSecurity consoleMASTER SWITCHDeath TroopersDB
Panel Connections
  • The Beach Data Vault — Blast door
Terrain Key
Deep water (drowning hazard)
Water (shallow)
Boardwalk / pier
Palm tree (light cover)
Jungle (dense canopy)
Cargo container — washed-up 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)
Boulder — coral outcrop
Three-quarters cover (+5 AC / +5 DEX saves)
Rocks / scree
Wall
Blast door — Bunker breach
Start point / spawn — Rebels land
Light source
Control terminal — Security console
Legend
CTCitadel data tower (The Beach)
SGShield-gate emplacement (The Beach)
T1Beach turret (Imperial) (The Beach)
T2Beach turret (Imperial) (The Beach)
DBData bank (Data Vault)
TWO-ACT ENCOUNTER (GM-only). ACT 1 — THE BEACH: The Rebels come ashore at the west — up the pier and onto the sand — and must cross the open beach between the palm groves, under two Imperial turrets (T1/T2) and the shield-gate emplacement (SG), to reach and breach the bunker's blast door. Cover is the palms, washed-up cargo, coral, and crates; deep water and the shallows along the west edge slow movement (must wade/swim). Defenders: 4-6 Shoretroopers (red markers) at the installation + the two turrets. ACT 2 — THE DATA VAULT: through the blast door into the bunker interior (deck plating). Fight the entry chamber, breach the inner blast door, and reach the Master switch terminal at the east wall to transmit the plans / lower the shield. Defenders: 2 Death Troopers (red markers) + reinforcements each round the switch stays inactive. Suggested for a party of ~4-5 at level 5-6. Enemy counts are GM notes; the coloured start markers only show WHERE each side begins.
Full map page·Printable true-scale version (1 in = 5 ft): swurpg.com/battle-maps/scarif-beach-assault.pdf

How to run it

Act 1 — The Beach

The Rebels land at the west shore (the green start markers). Everything east of them is open sand raked by two Imperial turrets and held by a shore garrison. The only cover on the crossing is the scattered palms, washed-up cargo, coral outcrops, and crates — and the deep water along the west edge is a drowning hazard, not an escape route.

Run it as a gauntlet: the turrets fire on anyone caught in the open at the top of each round, so the party has to leapfrog — one group lays down suppressing fire while the other sprints to the next piece of cover. It should take four or five tense rounds to reach the bunker's blast door, which they then have to breach (slice it with a Use Computer or Mechanics check, or blow it) to move to Act 2.

Act 2 — The Data Vault

Through the door, the ground turns to bunker deck plating. An entry chamber with cargo cover leads to an inner blast door, and beyond it the vault — where the master switch sits on the east wall, guarded by the Empire's best. Reaching it and holding it long enough to transmit is the objective.

Put the clock on them: every round the switch stays inactive, reinforcements arrive. The party has to push fast and hold the terminal, not clear the room methodically. That time pressure is what makes the finale sing.

The opposition

Pull these straight from the bestiary:

  • The beach garrison — a squad of Stormtroopers at the facade, with Scout Troopers crewing the turrets. Numerous but not elite; the danger is the open ground, not any one trooper.
  • The vault guardsDeath Troopers. Few, but genuinely lethal. Two of them turning the vault into a killbox is the right difficulty spike for the finale.

The map's GM footnote has the full roster and placement. It suggests a party of around four or five at level 5–6; scale the trooper count and the Death Trooper number up or down to fit your table.

Make it yours

The map is free and ready to run right now:

Next Map of the Week is already in the works. Rebellions are built on hope — and, apparently, on a really good beach map.

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