# SWURPG — Star Wars Universe Roleplaying Game > SWURPG is a free, fan-made tabletop roleplaying game (TTRPG) for the Star Wars universe. It blends the d20-era Saga Edition's depth with D&D 5e's approachable action-economy and proficiency-bonus math. Era-agnostic by design — every rule, NPC stat block, and adventure works in the Old Republic, Clone Wars, Galactic Civil War, New Republic, First Order era, or any other Star Wars period. Non-commercial fan project, unaffiliated with Lucasfilm or Disney. > This is the comprehensive content artifact at /llms-full.txt. The shorter overview + URL index lives at /llms.txt. The website is at https://swurpg.com. > Last generated: 2026-06-26 (rebuilds on every deploy). --- # Core rules ## Character Creation _Source: https://swurpg.com/rules/character-creation · Section: Core Game System · Last updated: 2026-05-08_ Build your character — abilities, dice, proficiency, and the skill list. # Character Creation SWURPG uses a **d20 core resolution system** with six ability scores, a tiered proficiency bonus, and a focused list of 19 skills designed for Star Wars adventuring. ## Streamlined Play — What SWURPG Doesn't Track SWURPG is a *cinematic* tabletop RPG. We deliberately skip the bookkeeping micro-rules that bog down tabletop play. Unless your GM rules otherwise for a specific scenario, characters do **not** track: - **Food, water, or rations.** Your character eats and drinks; you don't roll for it. Survival becomes interesting only when the GM frames a "no food on this Outer-Rim moon for 5 days" scenario as a story beat. - **Sleep.** Long Rests cover whatever recovery a character needs — no separate sleep counters. - **Ammunition or energy cells.** Blasters fire. They don't run dry mid-fight unless the GM rules a power cell drain as a dramatic complication. - **Weapon maintenance.** Lightsabers stay lit. Vibroblades stay sharp. Mechanic's Toolkits handle deeper repair via Mechanics checks when the story calls for it. What SWURPG *does* track in detail: **carrying capacity**, **Force Points**, **Heroic Surge Points**, **Hit Points & Temp HP**, the use-counts on **per-rest abilities**, and your **inventory** for narrative + encumbrance purposes. Everything else is GM-adjudicated when the moment matters. ## Dice System When an outcome is uncertain, a character rolls: > **d20 + Ability Modifier + Proficiency Bonus (if proficient) + situational modifiers** The result is compared to a **Difficulty Class** (DC). If the total equals or exceeds the DC, the action succeeds. If it is lower, the action fails — or succeeds with a complication at GM discretion. ### Difficulty Class Guidelines | Difficulty | DC | | ----------------- | --: | | Very Easy | 5 | | Easy | 10 | | Moderate | 15 | | Hard | 20 | | Very Hard | 25 | | Nearly Impossible | 30+ | A Lv 3 Wookiee Bounty Hunter (STR +4, proficient in Athletics, PB +2) tries to climb up the side of a Jawa sandcrawler — DC 15 (Moderate). The roll is **d20 + 4 (STR) + 2 (Proficiency) = d20 + 6**. She needs a **9 or higher** on the d20 to succeed. ### Natural 20 A natural 20 is always a hit on attack rolls and often triggers extra damage or a special effect depending on your weapon or class. On skill checks and saving throws a natural 20 does not automatically override the DC, but GMs should treat it as an exceptionally strong success — granting extra information, a bonus side-effect, or a faster-than-expected result. ### Natural 1 A natural 1 is always a miss on attack rolls, no matter how high your bonus is. On skill checks and saving throws a natural 1 does not automatically override the DC, but GMs may introduce complications, delays, or unwanted attention. ### Advantage and Disadvantage Some situations grant Advantage or Disadvantage on a roll. - **Advantage:** roll two d20s and use the higher result. - **Disadvantage:** roll two d20s and use the lower result. Multiple sources of Advantage or Disadvantage do not stack — you always roll at most two dice. If a roll has both Advantage and Disadvantage from any source, regardless of how many sources of each, they cancel out and the roll is made normally with a single d20. Two sources of Advantage and one source of Disadvantage still cancel to a normal roll. A Trandoshan Smuggler is hiding in a smoke-filled corridor (Advantage on Stealth from cover) but is also Bleeding (Disadvantage on physical checks from a species GM ruling). The two cancel out — she rolls a single d20, no Advantage, no Disadvantage. Adding a *second* source of Advantage (an ally helping) doesn't override the Disadvantage; it still cancels. ### Opposed Checks When two characters directly contest each other, both roll the relevant check. The higher total wins. Ties favor the defender. ### Group Checks When a group attempts a task together, each member rolls. If at least half the group succeeds, the group as a whole succeeds. --- ## Ability Scores SWURPG uses six core ability scores: | Ability | Role | | ------------ | ------------------------------------------------------------------------- | | Strength | Physical power, melee force, climbing, grappling, jumping, swimming. | | Dexterity | Agility, reflexes, ranged accuracy, stealth, piloting, dodging. | | Constitution | Endurance, toughness, resisting stun, poison, disease, and exhaustion. | | Intelligence | Knowledge, hacking, mechanics, investigation, tactics. | | Wisdom | Perception, insight, survival, medicine, Force awareness. | | Charisma | Leadership, persuasion, deception, intimidation, presence. | ### Generating Your Scores Three supported methods: 1. **Roll 4d6, drop the lowest die.** Repeat six times and assign results to abilities. 2. **Standard Array.** Assign the following scores to abilities in any order: **15, 14, 13, 12, 10, 8**. Recommended for faster balanced play. 3. **Point Buy (27 Points).** Start with 8 in each ability. Spend 27 points to increase scores. The maximum score before species bonuses is 15. Recommended for campaigns where balance matters most. #### Point Buy Costs | Target Score | Total Cost | | -----------: | ---------: | | 9 | 1 | | 10 | 2 | | 11 | 3 | | 12 | 4 | | 13 | 5 | | 14 | 7 | | 15 | 9 | ### Ability Modifier Formula > **Modifier = (Ability Score − 10) ÷ 2, rounded down** You roll the standard array (15, 14, 13, 12, 10, 8) and assign: **CHA 15, DEX 14, INT 13, WIS 12, CON 10, STR 8**. Twi'leks get **+2 DEX**, **+2 CHA**, and **−2 CON** as species modifiers, so the final scores are **CHA 17 (+3), DEX 16 (+3), INT 13 (+1), WIS 12 (+1), CON 8 (−1), STR 8 (−1)**. A nimble, persuasive operator — and don't push her into a wrestling match. | Score | Modifier | | ----: | -------: | | 1 | -5 | | 2–3 | -4 | | 4–5 | -3 | | 6–7 | -2 | | 8–9 | -1 | | 10–11 | +0 | | 12–13 | +1 | | 14–15 | +2 | | 16–17 | +3 | | 18–19 | +4 | | 20–21 | +5 | | 22–23 | +6 | | 24–25 | +7 | | 26–27 | +8 | | 28–29 | +9 | | 30 | +10 | --- ## Proficiency Bonus Proficiency Bonus scales by level and applies wherever you have proficiency. Proficiency in attacks, saving throws, and skills can be granted by your class, your species, or gained as you level up. It applies to: - **Weapon attacks** you are proficient with - **Saving throws** you are proficient in - **Skills** you are trained in - **Force powers and class abilities** that reference proficiency > Using a weapon you are not proficient with imposes a **−5 penalty** to the attack roll (you do not add your Proficiency Bonus, and instead subtract 5). This reflects the lack of trained technique and muscle memory required for effective combat with unfamiliar weapons. A Lv 5 Jedi Padawan (PB +3) picks up a fallen stormtrooper's blaster rifle. She isn't proficient with Ranged (Medium) weapons. With DEX +2, her attack roll is **d20 + 2 (DEX) − 5 (non-prof) = d20 − 3**. If she had been proficient, it would be **d20 + 2 + 3 = d20 + 5** — an **8-point swing** for the lack of training. | Level | Proficiency Bonus | | ----: | ----------------: | | 1–4 | +2 | | 5–8 | +3 | | 9–12 | +4 | | 13–16 | +5 | | 17–20 | +6 | --- ## Skills SWURPG uses a focused skill list designed for Star Wars adventuring. | Skill | Ability | | ------------------------ | ------------ | | Acrobatics | Dexterity | | Athletics | Strength | | Deception | Charisma | | Endurance | Constitution | | Investigation | Intelligence | | Intimidation | Charisma | | Insight | Wisdom | | Knowledge: Galactic Lore | Intelligence | | Knowledge: Sciences | Intelligence | | Knowledge: Tactics | Intelligence | | Mechanics | Intelligence | | Perception | Wisdom | | Persuasion | Charisma | | Pilot | Dexterity | | Stealth | Dexterity | | Survival | Wisdom | | Treat Injury | Wisdom | | Use Computer | Intelligence | | Use the Force | Wisdom | ### Skill Check Formula > **d20 + Ability Modifier + Proficiency Bonus (if proficient) + Proficiency Bonus again (if expert) + modifiers** ### Expertise Expertise represents deep specialization. If a character has Expertise in a skill, they add their Proficiency Bonus a *second* time. Classes grant Expertise points that can be assigned to skills you are already proficient in. Some species also grant Expertise in specific skills, allowing for highly specialized characters from level 1. A Lv 5 Tech Specialist (INT +2, PB +3, Expertise in Use Computer) tries to slice an Imperial security terminal — DC 20 (Hard). The roll is **d20 + 2 (INT) + 3 (Proficient) + 3 (Expert) = d20 + 8**. She needs a **12 or higher** to crack it. Without expertise it would be d20 + 5 — needing 15+, a much steeper climb. ### Trait Interactions with Athletics When a species or class trait grants Advantage or a bonus on a specific physical activity (such as climbing or swimming), the character still makes an Athletics check — they simply apply the bonus or roll with Advantage as the trait specifies. ## Combat System _Source: https://swurpg.com/rules/combat · Section: Core Game System · Last updated: 2026-05-08_ Initiative, actions, movement, cover, ranged + melee combat, AC, HP, conditions. # Combat System Combat in SWURPG is fast, dangerous, tactical, and cinematic. Players should care about where they stand, whether they have cover, how far away enemies are, whether they move before attacking, which traits or Force powers they spend, and whether to disable, kill, push, grapple, flank, hide, or retreat. The goal is not "stand still and attack" — it's *play the scene*. > **Building an encounter?** The Threat Rating (TR) system, encounter math, and HP-by-tier guidance for monsters and NPCs lives on the [Monsters & NPCs page](/resources/monsters) under GM Resources. ## Initiative At the start of combat, each participant rolls: > **d20 + Dexterity Modifier + Proficiency Bonus** The GM determines whether any side is surprised. Surprised creatures cannot act during the first round and cannot take Reactions until their first turn ends. DEX +3, PB +3 → initiative roll is **d20 + 6**. He rolls a 14 → goes on **20**. The two stormtroopers (DEX +1, PB +2) roll **d20 + 3** each — a 9 (12) and a 17 (20). On a tie, the GM resolves by higher DEX modifier; the Smuggler (+3) goes first. ## Round and Turn Structure Combat happens in rounds. Each round, every participant takes one turn in Initiative order. On each turn, a character may: - Move up to their Speed before acting - Take 1 Action - Take 1 Bonus Action if available - Use 1 Reaction during the round when triggered ### Turn Flow 1. Start of turn 2. Movement 3. Action 4. Bonus Action, if available and conditions are met 5. End of turn Reactions happen outside the character's turn when triggered. ### Object Interaction Once per turn, you may interact with one object as part of your movement or another action — drawing or sheathing a weapon, opening a door, retrieving a stim, picking up a dropped item, activating a tool, etc. This first interaction is **free**. Additional object interactions in the same turn require your Action. Some species traits, class traits, or talents grant additional free interactions per turn (e.g., four-armed species can draw or swap weapons more freely). A Jedi holsters her blaster (free object interaction), draws her lightsaber, and attacks a Sith — she has used her free Object Interaction (drawing the saber counts), her Movement, and her Action (the attack). She *cannot* drop a thermal detonator afterward without spending her Action — she's out of free interactions for the turn. ### Movement Restriction By default, a character must complete movement before taking their Action. They cannot continue moving after acting unless a trait, Force power, or special feature allows it. This rule creates more meaningful tactical decisions and gives battlefield positioning real weight. ## Core Combat Actions | Action | Effect | |---|---| | **Attack** | Make a melee, ranged, unarmed, natural weapon, special attack, or Force power attack. | | **Aim** | Forgo all movement this turn to gain +1 to your next attack roll. | | **Dash** | Move up to double your Speed this turn. | | **Dodge** | Until the start of your next turn, attacks against you have Disadvantage and you make Dexterity saves with Advantage. | | **Help** | Grant Advantage to an ally's next ability check or attack roll against a creature within 5 feet of you. | | **Hide** | Make a Stealth check to become hidden if you have cover, darkness, concealment, or distraction. | | **Ready** | Prepare an Action to occur when a specific trigger happens. | | **Use a Trait** | Activate a class, subclass, species, or other trait that requires an Action. | | **Use a Force Power** | Activate a Force Power that requires an Action. | | **Use an Object** | Interact with an item meaningfully — activate a device, open a blast door panel, throw a detonator, use specialized equipment. | | **Push** | Attempt to shove a creature away or knock it prone. Roll Athletics contested by the target's Athletics or Acrobatics. | | **Grapple** | Use the Attack action to attempt a grapple (contested Athletics vs. Athletics or Acrobatics). On success, the target gains the Grappled condition. | | **Search** | Look for hidden creatures, traps, clues, weak points, concealed compartments, or environmental opportunities. | | **Treat Injury** | Use a Medpac and the Treat Injury skill to heal or stabilize a creature. | ## Area Attacks ### Autofire A character may use a full-auto-capable weapon to spray a 2×2 area (10 ft × 10 ft). The attack roll takes a **−5 penalty** (−2 if the attacker is braced). Every creature in the area must make a Dexterity saving throw against the attack roll total. Creatures that fail take full damage; creatures that succeed take half damage. ### Grenades and Explosives Grenades do not require an attack roll, and **no proficiency is needed to throw one** — anyone can pull the pin. Designate a 10-ft radius blast zone. Every creature in the zone must make a **Dexterity saving throw against DC 13**. Failures take full damage (or suffer the grenade's full effect — Stunned, EMP shutdown, etc.); successes take half damage (or avoid the effect entirely for non-damage grenades). Area effects may reach creatures in Full Cover depending on positioning. The base DC of 13 is character-independent — the grenade's own design fixes it, not the thrower's stats. Class traits like Tech Specialist's **[Grenadier](/classes/tech-specialist)** raise the DC further (+1 / +2 / +3 / +4 at L3 / L7 / L13 / L17) and, from L13 onward, impose **disadvantage** on the save. By default, grenades land in the chosen space without a skill check. At GM discretion, an Athletics or Acrobatics check may be required in extreme conditions (throws over 30 ft, high winds, zero gravity, tight openings). On failure, the grenade may scatter. ### Improvised, Thrown & Falling Objects When a creature throws a loose object as a weapon — by hand, telekinetically (see [Move Object](/rules/force-powers/move-object) and the Telekinesis rule in [The Force](/rules/the-force)), or flung by a shockwave — resolve it as a ranged attack against the target's AC, or as a Dexterity saving throw against the effect's DC for an area or a Force power. On a hit, the object deals **bludgeoning** (Kinetic) damage scaled to its size: | Object size | Impact damage (guideline) | | -------------------------------------------- | ------------------------- | | Tiny / Small (rock, tool, helmet) | 1d6 | | Medium (a person, a crate) | 2d6 | | Large (heavy crate, swoop bike) | 3d6 | | Huge (landspeeder) | 4d6 | | Gargantuan and larger (starfighter, walker) | 5d6+ (GM scales) | These numbers are **guidance, not gospel** — the GM adjusts for the object (a durasteel girder hits harder than a stack of empty crates), its speed, and what it strikes. An extreme or high-velocity impact may deal far more, knock the target Prone, or be ruled lethal outright. **Falling objects and falling creatures** use the same guideline by the faller's size and the distance dropped. ### Area of Effect Shapes - **Cone:** Expands outward in a widening triangle from the origin. At 5 ft: ~1 square wide. At 10 ft: ~3 squares wide. At 15 ft: ~5 squares wide. - **Burst (Radius):** Spreads from a central point in all directions. A "10-ft radius" burst affects all spaces within 10 ft of the origin. - **Line:** Extends in a straight path from the origin. One square wide unless specified otherwise. - **Square / Area:** Covers its exact footprint on the grid (e.g., "10 × 10 ft"). ## Movement Each character has a Speed in feet. Most Medium species have a Speed of 30 ft. - Move up to Speed before taking an Action. - Difficult terrain costs double movement. - Standing from prone costs half movement. - Crawling while prone costs double movement. - Movement after an Action requires a trait, feature, or special rule. ### Creature Sizes | Size | Space | | ---------- | --------------- | | Tiny | 2.5 ft × 2.5 ft | | Small | 5 ft × 5 ft | | Medium | 5 ft × 5 ft | | Large | 10 ft × 10 ft | | Huge | 15 ft × 15 ft | | Gargantuan | 20+ ft × 20+ ft | ## Prone A creature may drop prone as part of movement or instead of moving. While prone: - Speed is 0 until the creature crawls or stands. - Standing costs half movement. - Melee attacks against the creature gain **+5** to hit. - Ranged attacks against the creature suffer **−5** to hit. - The prone creature suffers **−5** on melee attack rolls. Prone is a tactical tradeoff: useful against blaster fire, dangerous in melee. ## Cover Cover is central to SWURPG combat. Blaster fights should make the environment matter. | Cover Type | Bonus | | -------------- | -------------------------------- | | Standard Cover | +2 to +5 AC and Dexterity saves | | Improved Cover | +6 to +10 AC and Dexterity saves | | Full Cover | Cannot be directly targeted | **Standard examples:** low wall (+2), cargo crate (+2 to +4), speeder engine block (+4), rock outcropping (+3 to +5). A Smuggler with AC 14 dives behind a stack of cargo crates — the GM rules **Standard Cover +3**. Until he leaves cover, his AC against ranged attacks is **17**, and he gets +3 on Dexterity saves vs area-of-effect grenades. A stormtrooper rolls **d20 + 4 = 16** to shoot him — **misses by 1**. **Improved examples:** firing slit (+8), reinforced blast door partially open (+10), fortified barricade (+6 to +10). **Full Cover:** if a creature is completely behind solid cover, it cannot be directly targeted. Area effects may still reach it depending on positioning. ## Ranged Attacks and Distance | Distance | Penalty | | ------------------------ | ------: | | Point Blank, 0–20 ft | 0 | | Short Range, 21–60 ft | −2 | | Medium Range, 61–120 ft | −5 | | Long Range, 121–250 ft | −10 | Attacks beyond 250 feet generally require specialized equipment (sniper scopes, targeting systems). Force powers that require ranged attack rolls use the same range categories unless otherwise specified. ### Ranged Attack & Damage Formulas > **Attack bonus = DEX modifier + Proficiency Bonus + weapon upgrade bonuses + trait bonuses** > **Damage = weapon dice only + weapon upgrade bonuses + trait bonuses** Ranged weapons always use DEX — never STR. Ranged weapons do **not** add any ability modifier to damage; there are no per-weapon exceptions, since adding DEX to ranged damage would scale too aggressively at high levels. A Lv 3 Marksman (DEX +4, PB +2, proficient with Ranged Light) fires at a stormtrooper 50 ft away — Short Range (−2 penalty). **Attack: d20 + 4 + 2 − 2 = d20 + 4.** Roll a 12 → total 16 vs the stormtrooper's AC 14 → **hit**. **Damage: 1d8 (Energy)** — say 6 damage. No DEX or class trait added to damage; just the weapon dice. ## Melee and Unarmed Attacks > **Attack bonus = STR modifier (or DEX if the weapon has the *finesse* property and DEX > STR) + Proficiency Bonus + weapon upgrade bonuses + trait bonuses** > **Damage = weapon dice + STR modifier + weapon upgrade bonuses + trait bonuses** Melee weapons always add STR to damage, regardless of whether DEX was used for the attack roll. Unarmed strikes deal **1 + STR modifier** damage (or DEX if the character has a trait that permits it). Natural weapons may replace this damage if granted by species traits. A Lv 7 Jedi Guardian (STR +3, DEX +4, PB +3, Lightsaber Discipline +1) strikes a Sith. Lightsabers have *finesse*, so she uses **DEX** for the attack roll: **d20 + 4 (DEX) + 3 (PB) + 1 (Lightsaber Discipline) = d20 + 8**. Damage uses **STR** (always, even when finesse is used for the attack): **1d10 + 3 (STR) + 1 (Lightsaber Discipline)** = 1d10 + 4 Energy/Slashing. ## Dual Wielding A character may wield a weapon in each hand. Dual wielding applies to both melee and ranged combat — a Smuggler with two blaster pistols, a Jedi with two lightsabers, a four-armed Besalisk with twin vibroaxes. ### Action Economy - **Main-hand attack** is taken with your **Action**. - **Off-hand attack** is taken with your **Bonus Action** on the same turn. - You may dual-wield without making the off-hand attack — wielding two weapons does not, by itself, force a Bonus Action. A Smuggler dual-wielding two Hold-Out Blasters fires the main-hand pistol with her **Action**, then triggers the off-hand pistol with her **Bonus Action** — two separate attack rolls, both at the dual-wield penalty. If she chooses *not* to use the Bonus Action shot, she could instead use it for *Lucky Shot* or to draw a thermal detonator — dual-wielding doesn't lock the Bonus Action away. ### Attack Penalty While dual wielding (an off-hand weapon is also wielded), **both** attacks take a **−5 penalty** to the attack roll. This penalty is reduced by the *Dual Wielder* ASI Alternative Traits: | Source | Off-hand penalty | | --------------------------------------- | ---------------: | | Default | −5 | | *Dual Wielder I* (ASI) | −2 | | *Dual Wielder II* (ASI; requires I) | 0 | Four-armed species do **not** auto-grant *Dual Wielder I* — they must take it as an ASI like any other character. A dual-wielding Lv 1 Smuggler (DEX +3, PB +2, proficient Ranged Light) attacks with her main-hand: **d20 + 3 + 2 − 5 = d20 + 0**. Painful. At Lv 4 she takes *Dual Wielder I* — her attack becomes **d20 + 3 + 2 − 2 = d20 + 3**. At Lv 8 she takes *Dual Wielder II* — penalty gone: **d20 + 3 + 2 = d20 + 5**. By the time PB has bumped to +3, she's at **d20 + 6** with both hands — the same as a single-wielder. ### Off-Hand Damage The off-hand attack deals **basic weapon damage only** — the weapon's listed damage dice, with **no positive ability-modifier bonus**, **no class trait bonuses** (e.g., specialization, expertise, Lightsaber Discipline), and **no species damage bonuses**. > **STR penalty exception:** if your Strength modifier is **negative**, the penalty *still applies* to off-hand damage. You don't get the bonus when STR is positive, but you can't escape the penalty when it's negative. Both hands feel a weak swing. Melee damage always uses **STR**, even on finesse weapons (finesse affects the attack roll only, not the damage). The main-hand attack uses normal damage rules. > **Per-weapon upgrade contributions** (crystals, lenses, energy cells) do still apply to off-hand damage — they are properties of the weapon, not the wielder. Only positive ability/class/species mods are suppressed. A Lv 13 Jedi Guardian (STR +4, Lightsaber Discipline +2, Lightsaber Specialization +1) wielding two lightsabers: **Main hand damage:** 1d10 + 4 (STR) + 2 (Lightsaber Discipline) + 1 (Specialization) = **1d10 + 7** Energy/Slashing. **Off-hand damage:** **1d10 only**. STR bonus, Discipline, Specialization all suppressed by the basic-damage rule. *If* both lightsabers had **Phond Crystal** upgrades (+1d6 damage each), each weapon adds its own crystal die to its own attack — main becomes 1d10 + 1d6 + 7, off becomes 1d10 + 1d6. A Lv 3 Scoundrel Smuggler with **STR −2** (DEX-focused build) dual-wielding two Vibroknives: **Main hand damage:** 1d4 + (−2) STR = **1d4 − 2** Kinetic. **Off-hand damage:** **1d4 − 2**. The STR penalty applies even on the off-hand — you don't add a positive bonus, but you can't dodge a negative one. The basic-damage rule only suppresses *bonuses*, not penalties. ### Off-Hand Weapon Restrictions | Off-hand weapon | Allowed? | | --- | --- | | **Two-handed** (any size; weapons with the *two-handed* property) | **Not allowed** unless the wielder is four-armed and has **Strength 14+** | | **Light** (size Small/Tiny, or Ranged Light, or any weapon ≤ 1.5 kg) | Always allowed | | **Medium** (size Medium > 1.5 kg, or Ranged Medium, not two-handed) | Requires **Strength 13+** | | **Heavy** (size Large+, or Ranged Heavy, not two-handed) | **Not allowed** | The 1.5 kg threshold reclassifies physically-light Medium-size weapons (lightsabers, vibrorapier, lightweight pistols) as light for off-hand purposes — a 1 kg lightsaber is wieldable one-handed regardless of its Medium size class. ### Four-Armed Species Exception Species whose anatomy provides four functional arms — **Besalisk**, **Codru-Ji**, **Hysalrian** — may wield two two-handed weapons at once if their **Strength is 14+**. The four-arms anatomy gives the *capability*; it does not grant *Dual Wielder I* — the standard −5 dual-wield penalty still applies until the player picks up the ASI feat. A Besalisk (four-armed species) Vanguard with **STR 16 (+3)** wields a Vibroaxe in his upper arms (main) and a second Vibroaxe in his lower pair (off). Both are *two-handed* Melee Advanced weapons — normally barred from off-hand wield, but the four-arms anatomy plus STR ≥ 14 unlocks it. He still takes the standard **−5 dual-wield penalty** on both hands until he buys *Dual Wielder I*. Off-hand damage is **basic** (weapon dice only, no STR mod). ### Stacking Bonuses Bonuses that apply specifically to dual wielding (e.g., the *Shoto Grip* lightsaber upgrade: "+1 to attack with the off-hand shoto when dual-wielding") apply only to the indicated hand. The dual-wield penalty is computed first; the bonus is added on top. ## Damage Types | Type | Examples | | --------------------- | ----------------------------------------------------------------- | | Energy | Blasters, lightsabers, turbolasers, plasma casters. | | Kinetic | Umbrella for all physical impact damage (see subtypes below). | | — Bludgeoning | Clubs, fists, blunt impacts, falling debris, shockwaves. | | — Slashing | Blades, claws, vibro-weapons, cutting edges. | | — Piercing | Slug rounds, spears, bowcaster bolts, shrapnel. | | Fire | Explosions, plasma torches, flamethrowers, burning fuel. | | Cold | Cryogenic weapons, vacuum exposure, freezing environments. | | Ion | Droid and electronics-disrupting weapons. | | Electric | Force lightning, shock batons, arc emitters. | | Chemical / Toxic | Venom, toxins, gas, poison, biological weapons. | | Force | Raw Force energy from select powers (often, but not exclusively, dark-side techniques like Force Crush). | | Stun | Stun bolts, stun batons (see Stun Damage below; does not reduce HP). | | Sonic | Sonic grenades, sound-based weapons. | Resistances and immunities can apply at the broad **Kinetic** level (covering all three subtypes) or at the subtype level (e.g., resistance to Bludgeoning only). When a trait or species ability specifies a Kinetic subtype, it applies only to that subtype. ## Resistance and Vulnerability - **Resistance** halves incoming damage of a type. - **Vulnerability** doubles incoming damage of a type. - **Immunity** negates all damage of a type entirely. Apply Resistance, Vulnerability, or Immunity *after* all other modifiers. ### Stacking Rules - Multiple sources of Resistance to the same damage type do not stack — you simply have Resistance. - If you have both Resistance and Vulnerability to the same damage type, they cancel out and you take normal damage. - Immunity always overrides Resistance and Vulnerability for that type. ### Damage Resistance X (Flat) Some armor upgrades and abilities grant **Damage Resistance X** vs a specific damage type — for example, "Damage Resistance 2 vs Energy damage." This subtracts X from each incoming hit of that type before applying other modifiers. Minimum damage after reduction is 0. Flat Damage Resistance and halving Resistance are separate mechanics and do not combine — if both apply to the same hit, apply the flat reduction first, then halve the remainder. ### Regeneration X Some armor upgrades and abilities grant **Regeneration X**. At the start of each of the creature's turns, it regains X HP. Regeneration does not function while the creature is at 0 HP. ## Stun Damage Stun damage does not reduce Hit Points. Instead, it forces the target to resist incapacitation through a Constitution saving throw. > **Stun DC = Weapon Base DC + attacker's Proficiency Bonus** | Weapon Category | Base DC | | --------------- | ------: | | Light Weapons | 8 | | Medium Weapons | 10 | | Heavy Weapons | 12 | | Result | Effect | | --------------- | ---------------------------------------------------------------------- | | Fail | Target gains the **Stunned** condition. | | Succeed by 1–3 | Target becomes **Dazed** until end of its next turn (Disadvantage on attacks). | | Succeed by 4+ | No effect. | At the end of each of its turns, a Stunned target may repeat the Constitution saving throw against the same DC. On a success, the Stunned condition ends. Force Powers that cause stun effects use their own Force DCs and are not affected by this rule. A Bounty Hunter with PB +3 fires a stun bolt from a Light blaster pistol. Stun DC = **8 (Light) + 3 (PB) = 11**. The target — a Trandoshan goon with CON +2 — rolls **d20 + 2 = 9**. Failed by 2 → **Stunned** until end of his next turn (when he can re-roll). Had he rolled a 10 → 12, succeeded by 1–3 → **Dazed** (Disadvantage on attacks). Had he rolled a 13 → 15, succeeded by 4 → no effect. ## Armor Class > **AC = 10 + Dexterity modifier (limited by armor) + Armor Bonus + Shield Bonus + Size Modifier + other modifiers** Armor has a Maximum Dexterity Bonus. A character wearing armor cannot apply more Dexterity to AC than the armor allows. ### Size Modifiers to AC | Size | Modifier | | ---------- | -------: | | Gargantuan | −3 | | Huge | −2 | | Large | −1 | | Medium | +0 | | Small | +1 | | Tiny | +2 | | Diminutive | +3 | ### Size and Stealth - **Diminutive, Tiny, or Small:** Advantage on Stealth checks. - **Medium:** No modifier. - **Large, Huge, or Gargantuan:** Disadvantage on Stealth checks. If a species trait also grants advantage or disadvantage on Stealth, advantage and disadvantage cancel out as normal. ### Armor Categories - **Light Armor:** AC bonus +1 to +4. Full Dexterity modifier applies (Max Dex +4 or higher). No speed limit. No inherent Stealth penalty. - **Medium Armor:** AC bonus +4 to +8. DEX modifier capped at +1 to +3. Speed may be capped at 20 ft (most medium armor) or unrestricted (lighter medium variants). - **Heavy Armor:** AC bonus +6 to +10. DEX modifier capped at +0 to +1. Speed capped at 20 ft. May impose Stealth penalties. A few rare armors fall outside these bands by design — flagged in their stat block's *notes*. Examples: legendary biological armor (Vonduun Crabshell — above-band Light AC) and survival gear (Vacuum Pod — below-band Heavy AC, since it's a vehicle, not combat armor). Treat them as the explicit exceptions they are. ### Armor Proficiency A character can only wear armor in a category they are proficient with. Proficiency is granted by your class or subclass; additional categories can be acquired through the *Armor Proficiency* ASI Alternative Trait. Without the appropriate proficiency, a character cannot effectively wear that armor — it is too unfamiliar to provide its protective benefit. ### Unarmored Defense Unarmored characters use: **AC = 10 + Dexterity modifier + Size Modifier + other bonuses.** Certain classes or subclasses grant Defensive Training, which adds a scaling AC bonus to unarmored defense. This stacks with Dexterity and species bonuses but does not stack with replacement AC formulas. ### Examples Heavy armor with **+6** Armor Bonus and **Max Dex +2** worn by a character with DEX +4: AC = 10 + 2 (DEX capped) + 6 = **18**. The character's natural DEX +4 is wasted past +2 — heavy armor sacrifices reflexes for raw protection. Unarmored Jedi with **DEX +4** and **Defensive Training +2** (subclass trait): AC = 10 + 4 + 2 = **16**. No DEX cap, no speed limit — agility-first defense. Soldier with **+5** Medium armor (e.g. Stormtrooper Armor — AC+6 / Max Dex +3 in this case using a +5 medium variant), **DEX +1**, and a shield (+1): AC = 10 + 1 + 5 + 1 = **17**. The DEX cap doesn't bite because DEX +1 is already below the Max Dex +3 ceiling. ## Hit Points and 0 HP Hit Points represent vitality, stamina, luck, grit, and survival under fire. Temporary HP absorbs damage before regular HP and is lost first. Temporary HP does not stack — if you receive Temporary HP while already having some, take the higher value. When damage reduces a creature to 0 HP, it falls Unconscious and begins **Death Saving Throws**. ### Death Saving Throws At the start of each of its turns, the unconscious creature rolls 1d20: | Result | Outcome | | ----------- | ------------------------------------------------------------------ | | 10+ | 1 success. | | 9 or lower | 1 failure. | | Natural 20 | Regain 1 HP, become conscious, act normally on this turn. | | Natural 1 | Counts as 2 failures. | - **3 Successes:** Stabilized. The creature remains Unconscious at 0 HP and no longer makes Death Saving Throws. - **3 Failures:** The creature dies. - **Damage while at 0 HP:** Each hit causes 1 automatic failure. A Critical Hit causes 2 failures. A Smuggler drops to 0 HP from a stormtrooper crit. **Round 1:** rolls 13 → 1 success. **Round 2:** rolls 6 → 1 failure. **Round 3:** the Wookiee ally pushes the troopers back; Smuggler rolls **natural 20** → he regains 1 HP, becomes conscious, and acts on this turn. The natural-20 result is the cinematic "stand back up" moment that turns the tide of a fight. ### Stabilization A dying character can be stabilized in the following ways: - **Medpac:** Applying a Medpac restores Hit Points and immediately ends the dying state. - **Treat Injury (DC 25):** A successful DC 25 Treat Injury check stabilizes the target without a Medpac. - **Any healing:** Any effect that restores at least 1 HP ends the dying state and returns the character to consciousness. ### Unconscious Effects - Incapacitated. - Falls Prone. - Drops held items. - Speed becomes 0. - Automatically fails Strength and Dexterity saving throws. - Attacks against the creature have Advantage. - Any melee hit from within 5 feet is a Critical Hit. ## Conditions ### Stunned - Cannot move or take Actions, Bonus Actions, or Reactions. - Automatically fails Strength and Dexterity saving throws. - Attackers have Advantage against the creature. - At the end of each of its turns, the creature may repeat the Constitution saving throw (same DC) — on a success, the condition ends. ### Dazed - Disadvantage on attack rolls. - Duration: until end of the creature's next turn. ### Grappled - Speed becomes 0. - Disadvantage on attacks not targeting the grappler. - Escape using an Action: contested Athletics or Acrobatics vs. grappler's Athletics. - If the grappler becomes Incapacitated or is moved out of reach, the grapple ends. ### Prone - Melee attacks against the creature gain **+5** to hit. - Ranged attacks against the creature suffer **−5** to hit. - The creature suffers **−5** on its own melee attack rolls. - Standing from prone costs half movement. ### Bleeding - Takes 1d8 kinetic damage at the end of each of its turns. - Cured by a Medpac, Force healing, or a DC 12 Treat Injury check. - Does not stack — applying Bleeding again does not increase the damage. ### Burning - Takes 1d6 fire damage at the start of each of its turns. - May have Disadvantage on delicate Dexterity checks at GM discretion. - The creature or an adjacent ally can use an Action to extinguish the flames. - Entering water or being fully doused ends the condition immediately. ### Frightened - Disadvantage on attack rolls and ability checks while the source of fear is visible. - Cannot willingly move closer to the source of fear. - Must use movement to move away from the source if within 20 feet. - If moving away would provoke opportunity attacks, the creature may Disengage as a Bonus Action. - At the end of each of its turns, the creature may repeat the Wisdom saving throw to end the condition. ### Poisoned - Disadvantage on attack rolls and ability checks. - Some poisons inflict ongoing damage or additional effects. - Many poisons allow a Constitution saving throw at the end of each turn to end the condition. ### Unconscious - Incapacitated and unaware of surroundings. - Falls Prone. - Drops held items. - Speed becomes 0. - Automatically fails Strength and Dexterity saving throws. - Attacks against the creature have Advantage. - Any melee hit from within 5 feet is a Critical Hit. ### Surprised - On the first round of combat only, cannot take Actions, Bonus Actions, or Reactions. - Still rolls Initiative normally. - The condition ends at the end of the first round. ### Blinded - Cannot see; automatically fails sight-based checks. - Attack rolls against the creature have Advantage. - The creature's attack rolls have Disadvantage unless it has special senses. ### Charmed - Cannot intentionally harm the creature that Charmed it. - The charmer has Advantage on social checks against the creature. - If the charmer or their allies harm the creature, it usually gets an immediate saving throw or the condition ends. ### Confused - Cannot take Reactions. - At the start of each of its turns, roll 1d6: 1–2 the creature attacks the nearest creature; 3–4 it moves in a random direction and takes no Action; 5–6 it acts normally. - At the end of each of its turns, the creature may repeat the saving throw to end the condition. ### Shaken - Cannot take Reactions. - −1 penalty to attack rolls and saving throws. - Disadvantage on saving throws against fear or Intimidation effects. - At the end of each of its turns, the creature may repeat the saving throw (if one was allowed) to end the condition. ### Freezing - Speed is halved. - Disadvantage on Dexterity checks and Dexterity saving throws. - May take cold damage each round as specified by the effect. - Heat sources or a successful saving throw can end the condition. ### Paralyzed - Incapacitated; cannot move or speak. - Automatically fails Strength and Dexterity saving throws. - Attack rolls against the creature have Advantage. - Any melee hit from within 5 feet is a Critical Hit. ## The Force _Source: https://swurpg.com/rules/the-force · Section: Force System · Last updated: 2026-06-22_ Force Points, Force Training, DCs, concentration, and the Light + Dark sides. # The Force System The Force is the energy field that binds the galaxy. In SWURPG, only certain classes and species access it — through Force Points (the resource that fuels powers), Force Training (the trait that grants known powers), and a Force DC tied to your Wisdom and proficiency. ## Force Points Force Points are the resource that powers Force abilities. > **Force Points = (Wisdom Modifier × 2) + Character Level + Proficiency Bonus** WIS +3, Lv 5, PB +3 → **(3 × 2) + 5 + 3 = 14 Force Points** at full pool. She uses *Move Object* (cost 1 FP), then *Force Heal* (cost 3 FP) → 14 − 4 = **10 FP remaining** until her next rest. ### Force Point Recovery | Rest Type | Recovery Amount | | ---------- | ----------------------------------------------------- | | Short Rest | One-third of total Force Points (rounded up, min. 1). | | Long Rest | All Force Points restored. | Same Lv 5 Jedi with a 14 FP max: a Short Rest restores **⌈14 ÷ 3⌉ = 5 FP**. If she's at 4 FP after a tough fight, she comes out at 9 FP. A Long Rest sets her back to 14 regardless of how depleted she was. ## Force Training A character who gains the **Force Training** trait learns a number of Force Powers equal to **1 + Wisdom modifier (minimum 1)**. A character with a negative Wisdom modifier still learns 1 power — a negative modifier never reduces the number of powers known below 1. This represents their initial attunement to the Force. ### Force Training Rules - The character must meet each power's listed prerequisites. - The same power cannot be selected twice. - Known powers are persistent — no daily preparation is required. - Additional Force Training selections may be gained through level advancement or class traits. ## Force-Using Classes The Force-sensitive classes: - **Base classes (start here at level 1):** Jedi Padawan, Force Adept. - **Jedi specializations (level 3+):** Jedi Guardian, Jedi Sentinel, Jedi Consular, Jedi Pathfinder. - **Force Adept specializations (level 3+):** Force Warrior, Force Mystic. Other classes may gain limited Force access through story events, class traits, or GM approval. ## Force Power Categories | Category | Description | | ---------------------- | ------------------------------------------------------------------- | | Energy Powers | Direct damage and destructive Force projection. | | Kinetic Powers | Movement manipulation — pushes, pulls, telekinesis, throws. | | Mind Powers | Mental influence, illusions, emotion manipulation. | | Sense Powers | Awareness, perception, foresight, and reading intent. | | Lightsaber Form Powers | Combat stances that enhance attacks, defense, or mobility. | ## Force DC When a Force power requires a saving throw, the target rolls against the user's Force DC. > **Force DC = 8 + Proficiency Bonus + Wisdom modifier** A Lv 7 Jedi Consular (PB +3, WIS +4) casts *Mind Trick* — Force DC = **8 + 3 + 4 = 15**. The thug has WIS +0 → rolls **d20 + 0 = 11**. Failed by 4 → the trick takes hold. A higher-rank captain (WIS +3) would roll d20 + 3 → **needs a 12+** to resist. Force DC scales with the user, not the target. > **Mind Trick has no effect on droids.** Droids are immune to the Charmed condition (per the [Droids rules](/rules/droids)), and Mind Trick relies on Charm to take hold — droids automatically succeed on the save. This matches canon (Obi-Wan to TC-14: "These aren't the droids you're looking for" *fails*; droids are unaffected by Mind Trick across the films and TV). ## Concentration Some Force powers require concentration to maintain their effect. - A character can only concentrate on **one power at a time**. Starting a new concentration power immediately ends the previous one. - When a concentrating character takes damage, they must make a Constitution saving throw. The DC equals **10 or half the damage taken, whichever is higher**. On a failure, concentration breaks and the power ends. - Concentration also breaks if the character becomes Incapacitated or chooses to end it voluntarily. A Force Mystic concentrates on *Force Barrier*. A blaster bolt hits her for **8 damage**. Half = 4, but the floor is 10 → **CON save DC 10**. She has CON +2 → **d20 + 2 = 9**. **Failed** — the barrier collapses. On her next turn she takes a **24-damage** rocket. Half = 12, > 10 → **DC 12 CON save**. She rolls a 16 → **d20 + 2 = 18**. **Held**. ## Force Power Resolution Force powers use one of two resolution methods depending on the power: - **Use the Force skill check** vs. a GM-set DC. - **Saving throw** — the target rolls Wisdom, Dexterity, or Constitution against the user's Force DC. Most Force powers cost an **Action**. Some cost a **Bonus Action** or **Reaction** as noted in their description. ## Telekinesis & Resistance Telekinetic powers — **Move Object**, and the forced movement in Force Wave, Whirlwind, Maelstrom, Choke, and Crush — all work on the same principle: the Force pushes, pulls, lifts, or grips, and the only question is how hard the target is to move. They are **not** split into "object powers" and "creature powers." - **Creatures resist** with a **Strength saving throw** against your Force DC, bracing against the force. (A GM may call for a Wisdom save instead against effects that grip and hold.) A larger or stronger creature resists better because it has the Strength to. The target is affected only if it fails. - **Objects don't save.** To lift or move an unattended object, make a **Use the Force check** (d20 + Wisdom modifier + Proficiency Bonus) against a DC set by its size: | Object size | Lift / move DC | | ---------------------------------------- | -------------- | | Tiny / Small (blaster, datapad, rock) | 10 | | Medium (a person, a footlocker) | 15 | | Large (swoop bike, heavy crate) | 20 | | Huge (landspeeder, small vehicle) | 25 | | Gargantuan (a starfighter) | 30 | | Colossal (a building section, an AT-AT) | 35 | - **There is no level cap.** A low-level character strong in the Force can heave a heavy object on a good roll; spending extra Force Points (a power's Force Surge) adds to the check, letting you exert harder to clear a tougher DC. - **Range** of a telekinetic effect is **(Proficiency Bonus + Wisdom modifier) × 5 ft** unless the power says otherwise. - **Hurling** a lifted object at a target deals damage by the object's size — see [Improvised, Thrown & Falling Objects](/rules/combat). - **Anchoring and the situation are the GM's call.** A bolted, rooted, or strongly held object raises the DC or calls for a contest against whatever holds it. The table is a baseline; the GM has the final word on edge cases — unusual materials, environment, and creative uses. A Lv 5 Jedi (PB +3, WIS +4 → Use the Force +7) tries to raise a starfighter (Gargantuan, **DC 30**). A bare roll can't reach it — but spending **+2 Force Points** on Move Object's Surge adds 2 × WIS = **+8**, for +15. A roll of **15 or better** heaves it free. Strong in the Force, not high of level. ## Force Surge Some Force powers may be **amplified at cast time** by spending additional Force Points beyond the power's base cost. Each Surge-eligible power lists one or two **scaling vectors** — reach, duration, target count, area, or a special rider — and the player allocates extra FP at the moment of casting to enhance one of those vectors. > **Force Surge is an optional rule.** Tables that prefer the flat-cost baseline can ignore it entirely; the catalog still works without it. **Core rule:** - A Force user may spend **up to +3 additional Force Points** on a single cast, on top of the power's base FP cost. - Each Surge-eligible power's catalog page lists what each +FP tier does. Effects are cumulative — +2 FP includes the +1 FP benefit, and so on. - **Surge and class-trait FP-burns are mutually exclusive on a single cast.** If a class trait says "spend N extra FP to enhance this cast" (e.g. Force Warrior's *Kinetic Ripple*), you cannot also Surge the underlying power. The trait IS the Surge for that cast. - Surge does NOT change the action economy. The cast still costs whatever action type the base power specifies (Action / Bonus Action / Reaction). **Eligibility:** - **Surge-eligible** powers carry a "Force Surge" callout on their catalog page. The pilot rollout covers three powers (Move Object, Mind Trick, Force Barrier); more may be added as playtest feedback comes in. - **Not Surge-eligible**: any Force power without a Surge callout — typically high-tier powers (Lv 10+), Lightsaber Form powers, and powers that already scale on a different axis (e.g. Force Healing scales with Proficiency Bonus by default; Vital Transfer scales with the HP you choose to sacrifice). **Common Surge patterns:** - **Reach & exertion** (Move Object): each extra FP adds your `WIS modifier` to the Use the Force check (to lift a heavier object) and extends reach and push/pull distance by `WIS modifier × 5 ft`. How far a target is driven depends on how much reach you spend AND its position — a target close to you is pushed far; one at the edge of reach barely moves. - **Save at disadvantage**: most Surge tiers cause the target's saving throw to be rolled at disadvantage, making the Surged effect more reliable in addition to bigger. - **Tier-3 rider effects**: the +3 FP tier typically unlocks a qualitatively different effect — a cone conversion on Push, a Bonus Action melee attack rider on Pull, +2 rounds + +1 target on Mind Trick, or a width/duration max on Barrier. **Worked example — Move Object (Push mode) at +2 FP, Lv 5 caster** (PB +3, WIS +4): - Base reach (PB+WIS)×5 = 35 ft. With +2 FP: reach = 35 + (2 × 4 × 5) = **75 ft**, and the target's Strength save is at disadvantage. - A foe stands 15 ft away with a wall 25 ft behind it. It fails its Strength save → it's driven back until the wall stops it (about 15 ft of actual push) and knocked **Prone**. - Slamming into the wall, it takes impact damage at the GM's call — treat it as a fall for that distance, or use the Improvised, Thrown & Falling Objects guidance. - On a successful save, the foe holds its ground: no forced movement, not Prone. --- ## Light Side and Dark Side SWURPG does not use an alignment score. A character's relationship with the light or dark side is expressed through **narrative choices and the powers they select**. NPC reactions and story consequences are determined by the GM based on observable Force usage patterns. Each power in the catalog carries a **Light / Dark / Universal** tag. This is a *descriptive label* of how the power is typically used — nothing more. It has **no mechanical effect**: it does not gate who can learn the power, change how it works, or feed any kind of alignment score. It's there to help you browse the catalog and to flag the powers a Jedi might think twice about reaching for. ### Falling to the dark side There is no Sith class in SWURPG — and that's deliberate. A Force user's slide toward the dark side is a **GM call, made from the story**, not a mechanical trigger you opt into: it happens through the choices a character makes at the table — the powers they reach for, the lines they cross, the bargains they justify. Once the GM decides a character has truly fallen, they step off the standard Jedi tradition tracks. From that point the GM **carves a custom progression** — granting dark-side-themed traits as the character levels, in place of the Jedi subclass traits they would otherwise gain. Every fallen character ends up bespoke: a fallen Guardian plays nothing like a fallen Consular. Treat the existing Jedi subclass traits as a palette to reskin and twist, not a track to follow. --- > **See the [Force Powers Catalog](/rules/force-powers)** for every power's costs, ranges, effects, and prerequisites — filterable by category (Energy, Kinetic, Mind, Sense, Lightsaber Form). New to the blade arts? The [**Lightsaber Forms**](/lightsaber-forms) guide walks through all seven classic forms — Shii-Cho to Vaapad — and how each one plays. ## Rests, Medpacs, and Healing _Source: https://swurpg.com/rules/rests-and-medpacs · Section: Core Game System · Last updated: 2026-05-08_ Short and Long Rests, the 5-tier Medpac system, Treat Injury checks, and Second Wind. # Rests, Medpacs, and Healing Combat in SWURPG is fast and lethal. Knowing how and when to recover is a survival skill — for both players and GMs. This page covers the three healing systems characters lean on: rests (which restore HP and class traits over time), medpacs (which heal mid-encounter), and the Treat Injury skill (which extends what a medpac can do). ## Short Rest A **Short Rest** is at least **1 hour** of uninterrupted downtime. It's the breather a party takes between encounters — patching wounds, eating ration bars, swapping ammo packs. > **HP Regained = Character Level + Constitution Modifier + Proficiency Bonus** A character may take up to **3 Short Rests** before requiring a Long Rest. A Lv 6 Soldier with CON +2 and PB +3 (level 5–8 tier) regains **6 + 2 + 3 = 11 HP** on a Short Rest. After 3 Short Rests they've recovered 33 HP without sleeping a wink. ## Long Rest A **Long Rest** is at least **6 hours** of safe sleep or genuine recuperation. Benefits: - **Full HP** restored. - **All Force Points** restored. - All **per-Long-Rest** class traits recharge (Second Wind, signature class abilities, etc.). - **Conditions** may recover at GM discretion (most non-permanent conditions clear; permanent ones don't). A Long Rest is the "we slept at the safehouse" beat in your story. Most campaigns assume the party gets one Long Rest per in-game day when conditions allow. A Lv 8 Jedi Consular ends the day at **34 / 60 HP**, **3 / 14 Force Points**, having spent both daily uses of Force Heal. After a Long Rest at the temple safehouse: **HP back to 60**, **FP back to 14**, **Force Heal available 2× again**. The cantina chase that left them on fumes is fully erased — their next session starts at full readiness. ## Medpacs Medpacs are tiered medical kits. **Using one is an Action** (some class traits let you use them as a Bonus Action instead). | Tier | Healing | Cost | Cures | | ---- | ------- | -------- | ----------------------------- | | I | 1d6 HP | 50 cr | — | | II | 2d6 HP | 150 cr | — | | III | 3d6 HP | 350 cr | Basic toxins and diseases. | | IV | 4d6 HP | 700 cr | Rare toxins and diseases. | | V | 5d6 HP | 1,500 cr | Very rare toxins and diseases.| Medpacs are single-use. Carry several — you'll need them. > Full medpac stat data is also exposed at [/equipment/medpacs](/equipment/medpacs) for in-builder reference. ## Treat Injury with a Medpac A character who applies their **Treat Injury** skill alongside a medpac heals more than the base medpac amount. Roll a Treat Injury check (Wisdom-based) to see how much: | Treat Injury Result | HP Restored | | --------------------- | ------------------------------------------------------ | | Below 10 | Medpac base amount only. | | 10–14 | Base + Wisdom modifier. | | 15–19 | Base + Wisdom modifier + Proficiency Bonus. | | 20+ | Base + Wisdom modifier + (Proficiency Bonus × 2). | | Natural 20 | 2 × (Base + Wisdom modifier + Proficiency Bonus). | A Lv 5 Jedi Consular (WIS +4, PB +3) uses a Medpac III on a downed ally. They roll a 17 on Treat Injury. The ally regains **3d6 + 4 + 3 = 3d6 + 7** HP. Average roll: 17 HP. That's the difference between "stable but on the floor" and "back in the fight." **Stabilization without a medpac:** A successful **DC 25 Treat Injury** check stabilizes a dying creature without using a medpac at all. The creature stops making death saves but doesn't regain HP. The party's Soldier drops to 0 HP. The Tech Specialist is out of medpacs. The Tech Specialist rolls Treat Injury (WIS +1, PB +3, Trained = total +4) and gets a 21 → **DC 25 missed by 4**. Death saves continue. Next round the Jedi steps in with WIS +4 and PB +3 (total +7), rolls a 19 → **26**. Stabilization succeeds. The Soldier won't bleed out — but they're still on the floor at 0 HP until someone heals them properly. ## Second Wind Some classes (Soldier, Vanguard) and the **Toughness** ASI Alternative Trait grant the **Second Wind** feature. > **HP Regained = 1d10 + Character Level** **Usage:** Once per Long Rest, as a **Bonus Action**. Second Wind is the iconic "I'm not done yet" combat heal — when your tank drops below half HP and pulls themselves back into the fight without burning a medpac. A Lv 7 Vanguard is at **18 / 65 HP** after a stormtrooper squad focus-fired them. On their turn they take an Action to attack a sergeant, then spend their **Bonus Action on Second Wind**: rolls **1d10 + 7** = average **12 HP** restored. Now at 30 / 65 HP. The encounter doesn't end, but the Vanguard isn't one bad save from going down anymore — and the party's medpacs stay in reserve for someone with no Second Wind feature. ## When to spend what A practical decision flow for newer players: - **Out of combat, low pressure** → take a Short Rest. Free HP, no resources spent. - **Mid-combat, you're hurt** → use a medpac (Action) or Second Wind (Bonus Action) if you have it. - **Mid-combat, an ally is at 0 HP** → medpac on them, or Treat Injury check to stabilize without one. - **End of a session / safe sleep** → Long Rest. Full HP, full FP, all features back. The party's medpac stockpile is usually the dividing line between "we can keep going" and "we have to retreat to the ship." ## Playing as a Droid _Source: https://swurpg.com/rules/droids · Section: Special Rules · Last updated: 2026-06-23_ Droid species, ion vulnerability, no Force connection, chassis plating, repair, and class availability. # Playing as a Droid Droids are a fully playable species option in SWURPG — from astromechs and protocol units to security enforcers and assassin models. They are nonliving constructs with different strengths, different weaknesses, and a completely different relationship with healing, hazards, and the Force. Droids are selected as a species during character creation. After choosing a droid subtype, follow the normal flow: choose a class, assign ability scores, pick skills, and gear up. ## Ion Damage Vulnerability Droids are **vulnerable to Ion weapons**. Where Stun weapons scramble a living nervous system, Ion does the same to a chassis — system lockups, seized servos, cascading malfunctions, and temporary shutdowns. When a droid takes Ion damage, it makes a **Strength saving throw** to resist the disruption. Ion is a Constitution-type save, and droids make every Constitution save with **Strength** (they have no Constitution score — structural robustness is what a chassis braces with; see *Hit Points and Repair* below). A heavier, sturdier frame shrugs ion off better. The save DC is set by the ion source — for a weapon, `8 + the attacker's Proficiency Bonus + the attacker's governing ability modifier`. On a **failed** save, the droid suffers a disruption effect **specific to its model** — each droid species' *Ion Sensitivity* trait spells out its own result (Stunned, Confused, Restrained, Speed halved, lost Reaction, or Disadvantage on attacks, depending on the chassis). On a **success**, it shrugs the surge off. An Imperial Technician fires an Ion Pistol at the IG-RM (ion save DC **13**). The IG-RM resists with its **Strength** saving throw — and **fails**. Per its *Ion Susceptibility* trait, its **movement speed is halved for 1 round** as its leg servos seize, and the Technician closes the distance while it's hobbled. A flimsier **B1 Battle Droid** in the same spot would instead be **Stunned** — same ion bolt, different chassis, different failure. ## Nonliving Construct Immunities Droids are immune to the following unless a specific effect explicitly states it works on droids: - Poison and disease. - Radiation and noncorrosive atmospheric hazards. - Vacuum. - Mind-affecting effects (fear, charm, and similar effects). - **Stun** weapons and other effects that work only on a living nervous system. (**Ion** is the droid-specific analogue — see *Ion Damage Vulnerability* above — so a droid that is immune to a Stun bolt can still be locked up by Ion. The two are separate tracks.) Droids can still be affected by physical Force effects such as pushes, pulls, and thrown debris. ## No Force Connection Droids have **no connection to the Force**. They cannot gain Force Sensitivity, learn Force Powers, or use class options that require a Force connection. **Force-using classes and the Force Training trait are not available to droids.** ## Maintenance Instead of Sleep Droids do not sleep, eat, or breathe. During downtime, droids enter maintenance cycles: diagnostics, calibration, cooling, and software checks. This is narrative flavor unless the GM uses maintenance as a story hook (damage, degraded parts, memory corruption, etc.). When a class trait assumes biology — sleep, food, breathing — treat it as not applicable or reskin it as maintenance or programming, provided it does not create a balance issue. ## Automatic Languages All droids can speak, read, and process **Binary**, and understand one additional language chosen at character creation (typically Basic). Additional languages may be added through upgrades or programming packages. ## Hit Points and Repair ### No Constitution Score — STR Replaces CON for HP and Saves Droids do not have a Constitution score. Their Hit Points come from their base class Hit Die (for player droids) or their model Hit Die (for NPC droids), and **droids use their Strength modifier in place of Constitution modifier** when computing HP per level. This is the canonical rule for translating chassis durability into HP: a heavier, more reinforced frame is the durable one. The formula is otherwise identical to the organic rule: **HP at L1 = max hit die + STR mod**, and **HP per level after L1 = (rolled, average, or max die value) + STR mod**, with a floor of 1 per level. A KX-series Security Droid (STR +2) gains the same +2 per level an organic Soldier with CON +2 would; a Pit Droid (STR -3) takes -3 per level (floored to 1). HP can also be increased through chassis upgrades — reinforced frames, structural overhauls, redundant actuators — which add flat HP on top of the per-level math. **Constitution saving throws use Strength.** The STR-for-CON substitution applies to saves as well as HP: because a droid has no Constitution score, it makes any Constitution saving throw with its **Strength modifier** — bracing a chassis against ion, concussion, sonic shock, or being physically overpowered is a matter of structural robustness, not metabolism. Save **proficiency still applies normally**: a class that grants Constitution-save proficiency (e.g. Vanguard) grants it to a droid too, adding the proficiency bonus on top of STR. The character builder applies this automatically. A Lv 4 **MagnaGuard Soldier** (STR +1, d10 hit die) has: 10 (L1 max) + 6 + 6 + 6 (L2-L4 avg = (10/2)+1 = 6) + 4 × (+1 STR) = **32 HP**. A Lv 4 **ID9 Seeker Droid Scoundrel** (STR -2, d6 hit die) has: 6 + 4 + 4 + 4 (L2-L4 avg) + 4 × (-2 STR) = 18 - 8 = **10 HP** before chassis upgrades. The same Scoundrel as a Cathar (CON +2, d6 hit die) would have **26 HP** — the frame matters. ### Repair (Mechanical Healing) Droids do not naturally heal and cannot benefit from biological healing sources such as **Medpacs**. They regain lost Hit Points through repairs, most commonly using the **Mechanics skill**. The DC and HP restored are determined by the GM based on the tools available, time spent, and the condition of the droid. After a fight, the BD-Series Scoundrel is at 6/24 HP. The party's Tech Specialist has INT +3, PB +2, and a Mechanic's Toolkit. The GM rules **DC 15** for full-shop repairs (1 hour, full toolkit available). She rolls **d20 + 3 + 2 = d20 + 5 → 18**. **Success**: she patches the BD back to full HP. Without the toolkit she'd have rolled at Disadvantage; without an hour of downtime, the GM might cap the heal at half HP. ## Armor Class, Plating, and Shields Droid AC and survivability are driven by **chassis quality and upgrades** rather than worn armor: - **Plating upgrades** increase AC through heavier plating, specialized materials, or defensive subroutines. - **Shield generators** absorb damage before HP is lost. - **Specialized frames** may trade speed for durability, or stealth for protection. > **Droid AC formula:** `10 + DEX modifier + Size Modifier + base plating + chassis upgrade AC bonus`. No worn-armor term — droid armor is the chassis itself. A Lv 1 BD-Series Supporter Droid: DEX +2, Diminutive size (+3 to AC), base_plating 0, no chassis upgrades yet → **AC = 10 + 2 + 3 + 0 + 0 = 15**. After installing **Plasteel Plating Mk I** (+2 AC), her AC rises to **17** — better protection than a Lv 1 organic gets from Light armor, and without sacrificing any DEX cap or speed. DEX +1, Medium size (0), base_plating 1, **Beskar Plating** (+6) installed: **AC = 10 + 1 + 0 + 1 + 6 = 18**. Plus the Beskar's intrinsic **Damage Resistance 5 vs B/P/S** and **lightsaber-crit suppression** — a tank-tier droid. ## Chassis Armaments Some chassis upgrades install a **weapon as integrated hardware** — a Mini Grenade Launcher built into a forearm, a Blowtorch wired into a manipulator, an Ion Pulse Emitter mounted on a torso plate. These armaments behave like any other weapon in combat (attack roll, damage, range, ammunition — **except grenade-type armaments**, which use the area-of-effect save mechanic from [Grenades and Explosives](/rules/combat#grenades-and-explosives) instead of attack rolls), with three rules that differ from carried weapons: - **Always proficient** (where proficiency applies). A droid is automatically proficient with any weapon installed on its own chassis, regardless of class or species weapon proficiencies. The integration *is* the training. No −5 non-proficiency penalty. Grenade-type armaments require no proficiency to begin with — same baseline as carried grenades. - **Specialization and Expertise still apply.** The player can take an ASI **Weapon Specialization** trait targeting a specific chassis armament for +1 damage, then later upgrade it via **Weapon Expertise** for the +2 expertise bonus. Mastering an installed weapon is a meaningful character investment even though the base proficiency is automatic. - **Cannot be dropped, dual-wielded, or off-handed.** A chassis armament is mounted on the droid — it doesn't occupy main-hand / off-hand slots, doesn't trigger the dual-wield −5 penalty, and remains available even while the droid's hands are full carrying gear. > See the [Droid Chassis Upgrades catalog](/equipment/upgrades/droid) for the full list of installable armaments and their stat blocks. ## Class Availability Droids may take **any non-Force class**. Force-using classes and the Force Training trait are not available (see *No Force Connection* above). Droid subtypes should influence class roleplay: some models were built to negotiate, others to eliminate negotiation entirely. ### Non-Verbal Models Droids without vocal speech (e.g. BD-Series) cannot vocalize Persuasion or Intimidation — those skills are blocked at the table. **Deception remains available** — non-verbal trickery (fake malfunctions, forged holograms, mimicked droid IDs, spoofed comms, false sensor readings) is canonical droid behavior. The character builder enforces these rules automatically. ### Speech-Limited Communication Droids and certain organic species (Wookiee, Aloxian, Amanin, Gamorrean, Ugnaught, Ewok, Jawa, Yam'rii) have physiologies that comprehend but cannot vocalize Galactic Basic. They communicate via their native language(s), gestures, written messages, or a translator companion. The character sheet annotates "(understand only)" on languages they cannot speak. ## Leveling Up _Source: https://swurpg.com/rules/leveling · Section: Core Game System · Last updated: 2026-05-08_ Advancement, HP at level-up, Ability Score Improvements, ASI Alternative Traits, and Retraining. # Leveling Up Characters in SWURPG advance from level 1 to 20 over the course of a campaign. Each level brings new HP, expanded class traits, and — at every fourth level — an **Ability Score Improvement (ASI)** that lets you customize the character's mechanical edge. This page covers the mechanics; check your [class page](/classes) for what specific traits unlock at which level. > **The cleanest way to level up a character is in the [Character Builder](/character-builder)** — bump the level field and the tool recomputes every derived stat (HP, proficiency bonus, save / skill modifiers, class traits at the new level, ASI slots available, eligible Force powers), surfaces any creation-time choices the new level unlocks, and exports the updated sheet as a PDF. The math below explains *what* the tool is doing so you can sanity-check it at the table, but you don't have to run it by hand. ## Advancement Method SWURPG uses **milestone-based advancement** by default. The GM determines when characters level up based on story progression, major accomplishments, or campaign milestones — not XP tables. Experience Points are an **optional rule** if your group prefers them. Either way, the rest of the leveling math is identical. ## Hit Points at Level Up Each level, your character's **maximum HP** increases. You pick one of two methods (most groups stick with one or the other for the whole campaign): - **Roll:** roll your class's Hit Die and add your Constitution modifier. - **Average:** use the rounded-up average of your Hit Die and add your Constitution modifier. | Hit Die | Average | | ------- | :-----: | | d6 | 4 | | d8 | 5 | | d10 | 6 | | d12 | 7 | A d10 class (Soldier, Vanguard) with **CON +2** gains **6 + 2 = 8 HP per level** when using the average. Over 20 levels that's 160 HP from levels alone — plus your level-1 max-HP starting bundle. ## Ability Score Improvements Characters gain an **Ability Score Improvement (ASI)** at levels **4, 8, 12, 16, and 20** — five total over a full 20-level career. At each ASI, choose one of: - **Increase one ability score by +2.** - **Increase two ability scores by +1 each.** - **Select one ASI Alternative Trait** (see below). Ability scores cannot exceed the campaign's max — typically **20** for ability scores and **22** for special species pushes. A Lv 4 Soldier has STR 16 / DEX 14 / CON 14. Their ASI options: - **+2 STR → 18** (mod goes from +3 to +4 — better attacks, damage, and athletics) - **+1 STR / +1 CON → 17 / 15** (slight DPS gain + a touch more HP) - **Toughness** Alt Trait (+2 HP per character level past first + free Second Wind) If the party already has a Vanguard tanking, the **+2 STR** is probably the bigger contribution. If the Soldier *is* the tank, **Toughness** at level 4 gives them ~32 extra HP across the full 20-level career — which can outweigh the +1 to-hit / damage from +2 STR. Talk to your group; both are correct. ## ASI Alternative Traits Instead of pumping ability scores, you can pick one of **22 Alternative Traits**. Each is a passive trait that adds a unique mechanical wrinkle to your character. ### Combat traits - **Toughness** — gain extra HP per character level + Second Wind. - **Point Blank Shot** — +1 to attack and damage rolls within 20 ft. - **Far Shot** — reduced disadvantage at long range. - **Burst Fire** — autofire-like option on compatible weapons. - **Power Attack** — sacrifice accuracy for damage on melee strikes. - **Assured Attack** — reroll a low attack roll once per encounter. ### Force & Movement - **Force Training** — gain Force sensitivity / Force Points (one-time pickup, even for non-Force classes). - **Long Strider** — +10 ft to your base speed. - **Mobility** — better movement during combat without provoking. ### Martial Arts & Defense - **Martial Arts I / II / III** — scaling unarmed strike dice (1d4 / 2d4 / 3d4) and unarmored AC bonus. - **Armor Mastery** — improve your armor's Max Dex cap. ### Weapon & Armor - **Weapon Proficiency** — gain proficiency in a weapon category your class doesn't normally cover. - **Weapon Specialization** — +1 attack and damage with a specific weapon. - **Weapon Expertise** — +2 attack and damage with a specific weapon (requires Specialization first). - **Dual Wielder I / II** — better dual-wielding mechanics. - **Armor Proficiency** — gain proficiency in an armor category your class doesn't normally cover. ### Skill Training - **Skill Proficiency** — gain proficiency in a skill you didn't have. - **Skill Expertise** — double your Proficiency Bonus on a skill you're already proficient in. ### Tactical - **Improved Initiative** — Advantage on initiative rolls. > Full prerequisites and effect text for each trait surface inside the [Character Builder](/character-builder)'s ASI tab when you reach level 4. ## Retraining With GM approval, every level-up you may swap **one** of the following: - One known **Force Power**. - One **skill proficiency**. - One **trait** (a class trait choice or an ASI Alternative Trait). This is the rule that catches characters when their original concept doesn't survive contact with the campaign — your sniper-Marksman is somehow always brawling? Swap the Far Shot trait for Power Attack. Your Jedi Consular thought they'd heal, but the party already has a healer and they want to mind-trick? Swap a healing Force Power for Force Persuasion. Use it sparingly; lean on it when characters genuinely outgrow choices that no longer serve their stories. A Lv 6 Jedi Consular took **Force Lightning** at level 5, expecting an offensive option. After 4 sessions, they've cast it twice and missed both times — their party's playstyle keeps them at conversation-range, not blaster-range. At level 7 they ask the GM to retrain Force Lightning into **Force Persuasion**, which fits their actual play (charisma-supported social pressure). GM agrees because the swap is character-narrative-justified, not min-maxing. The Consular's effective in-play power *increases* — and the player stops feeling stuck with a dead choice. ## At the table A few practical leveling tips for new players: - **Plan two ASIs ahead.** At level 1, sketch what you want at level 4 and level 8. ASIs are five total — they're spaced out, but they shape the character significantly. - **Don't skip ASI Alternatives if you're already in a good spot statwise.** A +1 to STR is fine; *Improved Initiative* (Advantage on initiative) is often the better choice if your starting STR is already 16+. - **Talk to your GM before retraining.** It's a strong tool but not free — GMs generally approve when retraining is justified narratively. For class-specific advice on which ASI to take when, see your [class page](/classes) — each one has a "Common pitfalls for new players" section that flags ASI traps for that build. ## Multiclassing _Source: https://swurpg.com/rules/multiclassing · Section: Special Rules_ How to take a second class — eligibility, what you gain on entry, how Proficiency Bonus and ASIs work across two classes. # Multiclassing Multiclassing lets a character take **two classes** instead of one — picking up the durability of a Soldier and the Force sensitivity of a Jedi, or the social toolkit of a Scoundrel and the heavy armor of a Vanguard. It's a powerful customization lever, and it requires GM approval to use. Most campaigns can run perfectly well without it. > **Builder support.** The [Character Builder](/character-builder) is single-class only today — the engine assumes one base class and one subclass. The rule below is still fully playable at the table: build your character on the [printable blank sheet](/blank-character-sheet.pdf) and apply each class's traits manually. If multiclassing in the builder is something you'd actually use, drop a note in the [SWURPG Discord](https://discord.gg/Cguqd8zu4D) — community demand is what drives the roadmap, and a multiclass overhaul is a meaningful build investment we'll only take on if there's enough interest. ## Eligibility - A character may multiclass starting at **Level 4** — never earlier. - A character may have **at most two classes** across their entire career. No third class. - Multiclassing requires **GM approval** and a story justification. The Soldier doesn't randomly wake up Force-sensitive at level 4 — something has to happen in the story to unlock it. ## Character Level and Proficiency Bonus Your **character level** is the sum of all class levels. Your **Proficiency Bonus** is based on total character level, not any single class level. A character with **5 levels in Soldier** and **3 levels in Tech Specialist** is **character level 8**, with **Proficiency Bonus +3** (the level-5–8 tier). Both their Soldier and Tech features benefit from the same +3 PB. ## Entering a second class When you take your first level in a second class, you gain: - **Weapon and armor proficiencies** from the new class (if you don't already have them). - **Use the Force** proficiency, if the new class is Force-sensitive (granted even if you already had it). - **HP** equal to the new class's Hit Die + your Constitution modifier. You do **not** gain: - The new class's starting **skill proficiencies**. - The new class's starting **equipment**. - The new class's starting **credits**. In other words: the new class brings combat training and HP, not character-creation freebies. Your first class still defines your starting kit. A Lv 5 **Scoundrel** with CON +1 multiclasses into **Soldier** at character level 6. They gain: - **+11 HP** (Soldier d10 hit die: rolled 10, plus +1 CON — *or* 6 by average plus +1 = 7). - Proficiency in **Heavy weapons** and **Medium armor** (Soldier's class proficiencies they didn't already have). - They do **not** get a Soldier's starting skill proficiencies, starting gear, or starting credits. Net: they're now a Lv 5 Scoundrel / Lv 1 Soldier at character level 6. Their Scoundrel subclass traits still scale on Scoundrel levels only. ## Subclass progression - A character must complete **levels 1 and 2** of a class before choosing a subclass at **level 3** of that class. - Subclass traits unlock only at the **class-level threshold** (e.g. Vanguard's level-7 trait requires 7 Soldier levels, not 7 character levels). - A character **cannot enter a second class at a subclass level directly** — you always start at level 1 of the new class and choose the subclass at level 3 of that class. A character with **6 levels in Soldier (subclassed Vanguard at Soldier level 3)** decides to multiclass into Tech Specialist at character level 7. They begin at Tech Specialist **level 1**. Their Vanguard traits still scale only on Soldier-class levels — the new Tech levels don't accelerate them. ## Trait scaling Class traits scale by levels in that **specific class** only. A character never gains double scaling from two classes for the same trait. Minimum level requirements (e.g. "at level 5 you gain Extra Attack") count only toward levels in *that* class. This is the rule that prevents "dip 1 level in Soldier for Extra Attack" cheese — Extra Attack at Soldier level 5 means *Soldier level 5*, not character level 5. ## Force Points when multiclassing > **Force Points = (Wisdom Modifier × 2) + Force Class Level + Proficiency Bonus** **Force Class Level** counts only total levels in **Force-sensitive classes** (Jedi Padawan + Jedi Guardian / Sentinel / Consular / Pathfinder, Force Adept + Force Warrior / Force Mystic). Non-Force class levels do **not** contribute to Force Points. A Soldier-7 / Jedi Padawan-3 has Force Class Level 3 — their FP pool is built off only the 3 Jedi levels. A **Soldier 7 / Jedi Padawan 3** is character level 10. They have **WIS +2** and **PB +4** (Lv 10 tier). FP math: - (WIS Mod × 2) + Force Class Level + PB - (2 × 2) + 3 + 4 = **11 Force Points** Compare to a single-class Lv 10 Jedi Padawan with the same WIS: (2 × 2) + 10 + 4 = **18 FP**. The multiclass costs 7 FP — that's the trade-off for getting Soldier's heavy armor and Extra Attack on top. ## ASIs when multiclassing ASIs are tied to **total character level** (levels 4, 8, 12, 16, and 20) — multiclassing doesn't add or remove ASIs. A 20-level character gets exactly 5 ASIs regardless of how those 20 levels are split. ## When multiclassing is worth it Multiclassing is *strong* but it costs you spotlight time on your primary class's late-game features. A general guide: - **Don't multiclass for a 1-level dip.** The character creation bonuses you skip make 1-level dips usually weaker than just staying single-class. - **Multiclass when the second class genuinely changes your fantasy.** You started as a Soldier and your character became Force-sensitive mid-campaign — multiclass into Force Adept. That's a story-driven dip that earns the trade-off. - **Multiclass for capabilities you can't get any other way.** Heavy armor on a Scoundrel? Lightsaber on a Soldier? Multiclassing unlocks them in a way ASI Alternative Traits often can't. ## When NOT to multiclass - Your campaign is shorter than 12 sessions. By the time multiclassing pays off, you're past the campaign. - Your group hasn't been playing long. Single-class characters are easier to learn and remember. - You just want one feature from the second class. Look at [ASI Alternative Traits](/rules/leveling#asi-alternative-traits) first — Weapon Proficiency, Armor Proficiency, Force Training, etc. often cover what you actually wanted, without the multiclass overhead. If after all that you still want to multiclass, talk to your GM, write the story justification, and have fun with it. ## Heroic Surge Points _Source: https://swurpg.com/rules/heroic-surge · Section: Special Rules · Last updated: 2026-05-08_ An optional metacurrency for cinematic player moments — reroll a d20, gain an extra Action, act out of turn, or shake off mind control. # Heroic Surge Points Heroic Surge is SWURPG's **meta-resource for cinematic defiance**. It represents the moment a character leaps across a chasm, fires the impossible shot, shakes off mind control, or throws themselves between a friend and disaster. Mechanically, it's a small currency players can spend to bend a moment in their favor. > Heroic Surge is **optional**. If your group prefers a grittier game without metacurrency, skip the rule entirely. If you keep it, it adds a satisfying "main character energy" beat to crucial scenes. ## Heroic Surge Points - Characters begin **each session with 1 Heroic Surge Point**. - Maximum capacity: **3 points**. - Spending a point is **always a free action**, usable at any time — including outside the character's turn. Points carry over between sessions only up to the 3-point cap. Don't hoard them for a "campaign finale" that may never come — the rule rewards using them in the moment. ## Earning additional points The GM may award Heroic Surge Points for: - **Exceptional bravery or self-sacrifice** — taking a hit for an ally, refusing to surrender despite the cost. - **Standout roleplay** during emotional or high-stakes scenes — a confession, a reckoning, a moment of clarity. - **Clever tactical solutions** — solving an encounter through ingenuity rather than overwhelming force. - **Major story milestones** — completing a mission, finishing a character arc, surviving an impossible situation. Awards should be **rare and meaningful** — usually 1–2 per session, given to recognize moments the table will remember. ## Spending Heroic Surge (1 point per use) | Option | Effect | | ------------------------------ | ----------------------------------------------------------------------------------- | | **Reroll** | Reroll any d20 roll and choose either result. | | **Extra Action** | Gain an additional Action on your turn. | | **Act Immediately** | Interrupt initiative order and act before the current creature finishes its turn. | | **Resist Fear / Mental Influence** | Gain Advantage on a saving throw against a fear or mind-affecting effect. | You can only spend **1 point per use** — no chaining multiple options off a single point — but you can spend multiple points on different uses in the same round if you have them. ## Why this rule exists Heroic Surge fixes a problem TTRPGs hit constantly: the moment your character *should* succeed by every narrative measure, the d20 says "no." Heroic Surge gives the player one rope to pull when the dice betray the story. It's the difference between an anticlimactic miss and the cinematic shot that ends the act. It's also the GM's tool for spotlighting players. Awarding a point in front of the table after a great roleplay moment makes the recognition concrete. The player feels seen; the table watches it happen. A Lv 8 Marksman lines up the killing shot on the Inquisitor — a 30-damage critical would end the encounter. They roll a **2**. They spend a Heroic Surge Point to **Reroll** and roll a **17**. The shot connects, the Inquisitor goes down, and the table cheers. Without Heroic Surge, that moment dies on the dice. A Tech Specialist is one initiative away from disarming the bomb. The Imperial sapper acts first and finishes the timer. The Tech spends a Heroic Surge Point on **Act Immediately**, taking a turn out of order to try the Mechanics check. They beat the DC by 1. Bomb defused. A Lv 12 Jedi Guardian has the Sith Inquisitor at **6 HP** and the Inquisitor's turn is next. The Jedi has already used their Action attacking, their Bonus Action on Lightsaber Defense, and their Reaction earlier. They spend a Heroic Surge Point on **Extra Action**, take a second lightsaber strike, hit for 14 damage, and finish the Inquisitor before the boss can act. Without Heroic Surge, the boss gets one more devastating turn. The party's Scoundrel is hit by a Sith **Mind Trick** (WIS save DC 18). They have WIS +0 and PB +3 — total +3 to the save. They roll a **6 → 9**, failing by 9, and would betray the party's hideout. They spend a Heroic Surge Point to gain **Advantage on the save**, reroll, and hit **17 → 20**, success. The Mind Trick fails. Without the Surge, the campaign pivots around the Scoundrel turning informant. ## GM guidance - Don't be stingy. Players who never see new points after the session-1 freebie stop engaging with the rule. - Don't be generous either. Awarding a point for any decent action devalues them. - **Tell the player why** when you award one. "That was selfless. Take a Heroic Surge Point." Recognition is half the value of the rule. - If a player has 3 points, they're capped. Encourage them to spend before the cap pinches. ## Starship Combat _Source: https://swurpg.com/rules/starship-combat · Section: Special Rules · Last updated: 2026-05-12_ How dogfights work — separate initiative, crew roles, range bands, evasive maneuvers, shields and hull, 8 space hazards, plus how to build and upgrade player ships. # Starship Combat > **Browse the chassis catalog →** [/starships](/starships) lists every player-friendly chassis with full stat blocks (HP, Shields, SIB, Handling, AC, weapons, hardpoints, hyperdrive). 10 canonical Star Wars light transports — YT-1300, VCX-100, Lambda shuttle, Firespray-31, and more. Starship combat in SWURPG runs on a **parallel initiative track** — separate from ground combat — and assigns each player a **crew role** (Pilot, Gunner, Engineer, or Commander). The system is designed for the cinematic dogfight: tight-quarters chases through asteroid fields, capital-ship runs, escape attempts under pursuit. Don't reach for it for mundane in-system travel; reserve it for the moments your party is actually flying *for their lives*. ## Starship Initiative > **Starship Initiative = d20 + Pilot's Initiative Bonus + Ship Handling Bonus** Starship combat runs on its **own initiative order**, rolled and tracked separately from any ground fight. When a single scene has both — a boarding action where the boarders trade fire on deck while the pilots dogfight outside — don't fold them into one count. Run them as alternating blocks: resolve a full round on the starship track, then a full round on the ground track (the GM calls which goes first to fit the moment). Within each track, higher initiative acts first, the usual way. ## Starship Armor Class > **Starship AC = 10 + Handling Bonus + Size Modifier + Structural Integrity Bonus (SIB)** ### Size modifiers (starships) | Size | Modifier | | ---------- | -------: | | Tiny | +3 | | Small | +2 | | Medium | +0 | | Large | -2 | | Huge | -4 | | Gargantuan | -6 | | Colossal | -8 | Smaller craft are harder to hit (positive modifier); capital ships are easy targets but make up for it in HP and shielding. ### Example starships | Ship | Size | SIB | HP | Handling | | ----------------------- | ---------- | --: | --: | -------: | | X-Wing (T-65B) | Small | +2 | 45 | +2 | | YT-1300 Freighter | Medium | +2 | 120 | +0 | | Imperial Star Destroyer | Gargantuan | +5 | 800 | -2 | An X-Wing has Handling +2, Small size (+2), and SIB +2. **AC = 10 + 2 + 2 + 2 = 16.** Dogfighting at close range, that's a tough target. ## Starship Range Categories Starship combat uses **range bands** instead of feet. Most actions modify the band relative to the target. | Range | Distance | Notes | | -------- | ------------ | ---------------------------------------------------------------------------------------------------- | | Dogfight | 0–500 m | Small craft gain Advantage; large ships suffer Disadvantage. Ramming is possible at this range. | | Close | 500 m – 2 km | Standard blaster and torpedo range. Tractor beam locks possible. | | Medium | 2–10 km | Starfighters fire at Disadvantage; heavy weapons fire normally. | | Long | 10–50 km | Only capital-scale weapons are reliable. Maintain Long Range for 3 rounds without pursuit = escape. | The "escape" rule at Long Range is the chase climax — once the fleeing ship reaches Long for 3 rounds, the encounter ends. A YT-1300 freighter is at **Close range** with a pursuing TIE squadron. The Pilot rolls **Increase Range** for 3 consecutive rounds — Close → Medium (round 1) → Long (round 2) → maintained at Long (round 3). The TIEs can only hit at Disadvantage (Medium) and then not at all (Long). After 3 rounds at Long without TIE breakthrough, the encounter ends — the freighter has escaped to hyperspace. ## Actions per round Each crew role gets one action per round, simultaneously. ### Pilot actions (choose one) | Action | Mechanic | | ----------------------- | --------------------------------------------------------------------------------------------------------- | | **Evasive Maneuvers** | Pilot check + Handling vs. a **GM-set DC** (typically 12–20, scaled to battle difficulty, pursuer count, and environmental pressure). The check is NOT against enemy AC. The margin of success/failure determines the outcome. | | **Increase / Reduce Range** | Pilot check + Handling vs. a **GM-set DC** (typically 12–18 depending on situation). | | **Hold Range** | Maintain current position relative to target. | > **DCs are GM-set.** Starship checks compare the Pilot's roll to a difficulty number the GM picks based on the encounter (more pursuers, tighter terrain, higher stakes → higher DC). They do NOT compare against an enemy ship's Armor Class. #### Evasive maneuver results Margin is measured against the GM-set DC. | Margin | Outcome | | ------------- | ---------------------------------------------------------------------------- | | Fail by 5+ | **Botched** — enemy gains Advantage on next attack. | | Fail by 1–4 | **Partial** — no effect. | | Success 0–4 | **Standard** — +2 AC or 1 range band shift. | | Success 5–9 | **Skilled** — +4 AC or 1 range shift + enemy at Disadvantage. | | Success 10+ | **Ace** — +4 AC, all attacks at Disadvantage, enemy must make a Pilot check. | Two TIEs are pursuing the X-Wing through a debris field at Close range. The GM calls **DC 15** for this round's Evasive Maneuvers (mid-tier dogfight, two pursuers, moderate clutter). The X-Wing pilot has Pilot +6 (PB +3, DEX +3) and ship Handling +2 = total **+8** to the check. They roll a **15 → 23** vs. DC 15 → success by **8** = **Skilled** outcome. The X-Wing gains **+4 AC** (their AC this round goes from 16 to 20) **OR** can shift one range band, plus the enemy attacks at **Disadvantage**. The Pilot picks the +4 AC since two TIEs are firing this round. Both TIE attacks roll at Disadvantage against AC 20 — neither connects. ### Crew actions (simultaneous with the Pilot) | Role | Action | | --------- | ------------------------------------------------------------------------------------------ | | Gunner | d20 + Proficiency + Ability Modifier + Weapon Accuracy vs. target's Starship AC. | | Engineer | d20 + Mechanics; success restores **1d6 + Intelligence modifier** HP or Shields. | | Commander | Grants **Advantage to one ally's action** this round. | A 4-player party fits these roles cleanly: one Pilot, one Gunner (or two if the ship has multiple turret stations), one Engineer (Tech Specialist territory), one Commander (Leader territory). Other classes can take any role with a successful skill check. ### Weapon Accuracy Every ship-mounted weapon carries an **Accuracy Modifier** (0 to +2) representing the mount's stability, targeting computer assistance, and fire-control integration. Accuracy is *not* a measure of weapon quality — a Light Laser Cannon and a Heavy Turbolaser can both hit at +1 if they share the same mount class. It's a measure of how much the *ship's hardware* helps the gunner land the shot, separate from the gunner's own skill (PB + ability). | Mount / weapon type | Accuracy | Notes | |---|---:|---| | Fixed, single, hand-aimed (Light Laser Cannon) | **+0** | Pilot points the ship at the target; no integrated targeting | | Fixed, multi-barrel / linked (Twin Lasers, Quad Lasers, "Cannons" plural, "Pair") | **+1** | Multiple barrels widen the shot pattern | | Fixed, heavy single-barrel (Forward Heavy Laser) | **+1** | Heavy mount = stable but only one bore | | Fixed, heavy multi-barrel (Forward Heavy Laser Cannons, Heavy Forward Turbolaser Batteries) | **+2** | Stable + multi-barrel = best fixed-mount accuracy | | Turret, light (Twin Laser Turret, Targeting Laser) | **+1** | Pivots freely, small targeting computer | | Turret, heavy / quad / capital (Quad Turbolaser Battery, Octuple Turbolaser) | **+2** | Stable mount + dedicated targeting computer | | Tractor Beam (any size) | **+2** | The targeting *is* its purpose — locked-on tracking | | Anti-Fighter Laser Battery / Turret | **+2** | Purpose-built fighter-tracking system | | Heavy Ion Cannon (any) | **+2** | Heavy stable mount + ion focus | | Missile / torpedo, dumb-fire (rack, tubes, bay) | **+0** | Launch and pray | | Missile / torpedo, guided (launcher, battery) | **+1** | Onboard seeker reduces miss chance | The cap of **+2** is intentional: stacked with full Proficiency Bonus and ability modifier, higher accuracy values pushed high-level pilots into auto-hit territory against typical targets. The cap preserves miss tension across the level range while keeping mount type a meaningful axis of weapon differentiation. The freighter is at **Close range** with 2 TIE pursuers. The GM sets **DC 14** for Evasive Maneuvers this round (two pursuers, open space). All four PCs act simultaneously: - **Pilot (Scoundrel)** — Evasive Maneuvers, rolls **18** vs DC 14 → success by 4 → **Standard** outcome → **+2 AC** for the freighter this round. - **Gunner (Soldier)** — fires the dorsal turret at the lead TIE, rolls **22** vs TIE's AC 16, **hits** for **3d10** damage. TIE takes 18 — its 12 HP melts; **TIE destroyed**. - **Engineer (Tech Specialist)** — Mechanics check 19, success → restores **1d6 + INT mod** = **5 Shields**. Cushioning for whatever the second TIE does. - **Commander (Leader)** — grants **Advantage to next round's Gunner action**. (No need to use Advantage *this* round; the Gunner already hit and killed.) Net: 1 TIE down, freighter still at Close range with 1 TIE remaining, shields topped up, Gunner has Advantage queued for round 2. Strong round. Note that the Pilot's Evasive Maneuvers DC was set by the GM (14); the Gunner's attack DOES use the enemy ship's AC (16) — those are different checks. ## Shield and Hull System Damage applies to **Shields first**. When Shields reach 0, all remaining damage reduces Hull HP directly. ### At 0 Hull HP | Result | Outcome | | --------- | ------------------------------------------------------------------------------------------ | | Disabled | Ship drifts without power. Emergency repairs require **Mechanics DC 20**; success restores 10 HP. | | Destroyed | Catastrophic damage. The GM determines the level of destruction (cinematic explosion vs. survivable wreck). | GMs typically rule "Disabled" first when the party is in the ship — destruction without warning rarely makes for good stories. Save "Destroyed" for enemy ships and the rare narrative gut-punch. ## Space environmental hazards Roll 1d8 when the GM introduces a space hazard mid-combat: | Roll | Hazard | Effect | | ---: | --------------- | ------------------------------------------------------------------------------- | | 1 | Asteroid Field | Pilot check or 2d8 damage; success grants Disadvantage to enemies for the round.| | 2 | Debris Cloud | Pilot check or Disadvantage on attacks next turn. | | 3 | Gravity Well | Pilot check or lose 1 range category. | | 4 | Ion Storm | Engineer check or shields disabled for 1 round. | | 5 | Minefield | Perception check or 3d10 damage. | | 6 | Enemy ECM | Disadvantage on Pilot and Attack rolls next action. | | 7 | Solar Flare | Constitution save or sensors and weapons disabled for 1 round. | | 8 | Boarding Pods | Pilot check at Dogfight range or boarding commences. | > **Hazard DCs are GM-set.** Pick a DC for each hazard based on its intensity and the encounter stakes (suggested range: 12–18, with 20+ for genuinely deadly hazards). A scattered asteroid belt isn't the same threat as a dense one; a routine ion storm isn't the same as a stellar-scale event. Don't roll a hazard every round — once or twice per dogfight is plenty. Hazards exist to spice up an encounter that's settled into a damage-trade rhythm. Round 3 of a dogfight feels like a damage stalemate. The GM rolls a 1 on the d8 hazard table → **Asteroid Field**. The GM sets **DC 16** for this asteroid field (medium density, narrow channel). The Pilot must make a Pilot check or take 2d8 damage. They roll Pilot **+8** + d20 **9** = **17 vs DC 16** → success by 1. No damage; the freighter weaves through. Bonus: the asteroids grant **Disadvantage to enemy attacks** for the round. The pursuing TIEs miss; the freighter pulls ahead. The hazard turned a stalled fight into a defining moment. ## Vehicle Combat Ground vehicles (speeders, walkers, landspeeders) use the **same core mechanics** as starship combat — same Pilot/Gunner/Engineer/Commander roles, same evasive-maneuver math — with narratively adjusted range categories (street blocks instead of kilometers, canyons instead of debris fields). Vehicle drivers can be **individually targeted** with cover bonuses: +2 AC (half cover) or +5 AC (three-quarters cover) depending on the vehicle's design. An open speeder driver is exposed; a turret gunner inside an AT-AT is mostly covered. ### Vehicle hazard table (1d8) > **Vehicle hazard DCs are GM-set** — same convention as space hazards. Pick a DC based on terrain, speed, and stakes (suggested range: 10–18). | Roll | Hazard | Effect | | ---: | ------------------ | ------------------------------------------------------------ | | 1 | Sharp Turn | Pilot check or 1d6 collision damage, lose 1 range. | | 2 | Heavy Traffic | Pilot check or 2d6 collision damage. | | 3 | Collapsed Stall | Dexterity save or 1d8 damage, halted for 1 round. | | 4 | Narrow Passage | Pilot check or 3d6 crash damage. | | 5 | Jump / Gap | Pilot check; success clears, failure = 4d6 damage. | | 6 | Enemy Interference | Disadvantage on next Pilot check. | | 7 | Fire | Dexterity save or 1d6 fire damage per turn until extinguished. | | 8 | Crowd Panic | Pilot check or lose 1 range category. | ## Running a starship encounter A few practical tips for GMs: - **Set the stakes upfront.** Why does this fight matter? Escape from Imperials? Protect a convoy? Boarding action? The objective shapes how aggressively players play. - **Use the Long Range escape rule.** Letting the players flee successfully is fine — escape is a valid resolution, not a loss. - **Don't roll hazards until the fight has rhythm.** Rolling a hazard on round 1 buries the players before they understand the encounter. - **Lean on Disabled, not Destroyed.** Disabled is a story turn; Destroyed is a TPK. Most starship encounters should end with Disabled and an opportunity for narrative cleanup. For ship-specific stat blocks beyond the three example ships, build them off the same shape: Size + SIB + HP + Handling. Most published ship roles fit cleanly into the table above. ## Building and Upgrading Ships Players in SWURPG can own and customize a starship the same way they own a character — pick a **chassis**, give it a name, add **upgrades** as the campaign progresses, and apply **traits** that reflect the ship's history and personality. Browse the chassis catalog at the [Starships hub](/starships) to compare hulls before committing. ### How ships differ from characters | Concept | Characters | Starships | | ------- | ---------- | --------- | | Base platform | Species | Chassis | | Progression | Levels (1 → 20) | **Upgrades** (no levels) | | Customization | Class, ASI, gear | Weapons, shields, engines, systems, traits | | Limits | Class proficiencies | **Hardpoints** (fixed / turret / missile bay slots) | Where characters grow through levels, ships grow through upgrades. There is no "Level 5 YT-1300." There is a stock YT-1300 with one quad laser turret, and there's a heavily-modified YT-1300 with a Class 0.5 mil-spec hyperdrive, beskar inlays, three extra hardpoints, and a backup shield generator — but no level number connects the two. ### Chassis A chassis is the base hull. SWURPG's starter catalog covers ten **canonical Star Wars light transports** ideal for player parties — YT-1300, YT-2400, VCX-100, HWK-290, Ghtroc 720, G9 Rigger, YV-666, Firespray-31, Lambda-class T-4a Shuttle, and Wayfarer-class Medium Transport. Each chassis declares its base stats (HP, Shields, Handling, SIB, Speed, Hyperdrive), its **crew stations** (Pilot / Gunner / Engineer / Commander seats), its **hardpoints** (how many fixed-forward, turret, and missile-bay weapons it can carry), and its **default weapon loadout**. ### Hardpoints Hardpoints are the cap on a chassis's weapon slots. A chassis with `hardpoints: { fixed: 2, turret: 0, missile: 1 }` can carry up to two forward-fixed weapons, zero turret-mounted weapons, and one missile bay. Filling those slots is up to the player; weapons come from the ship-scale weapon catalog or are custom-crafted with GM approval. Upgrades like **Extra Hardpoint (Fixed)** raise the cap. ### Upgrades Upgrades are **constructive improvements** — Reinforced Shield Generator (+10 shields), Heavy Armor Plating (+20 HP / +2 SIB / −1 Handling), Combat Thrusters (+2 Handling / +1 speed band), Mil-Spec Hyperdrive (Class 1 → Class 0.5), Targeting Computer (+1 to all attack rolls), Sensor Mask, Tractor Beam Installation, etc. Each upgrade has a reference price in credits, a category (shields / armor / engines / hyperdrive / weapons / sensors / utility), and optional prerequisites (chassis size minimum, or a smaller upgrade installed first). ### Traits Traits are **narrative or trade-off characteristics** that reflect the ship's history — Jury-Rigged (cheap and unreliable, with a Mechanics-check-or-system-shorts quirk), Hot-Shot (faster but fragile under critical hits), Salvaged (cheap with a complicated past), Veteran Crew, Smuggler's Special (hidden compartment), Cursed (pure flavor, no mechanics). Traits can carry positive effects, negative effects, both, or none. Many traits feed the ship sheet's **Special Conditions** panel directly. ### Credits as reference Every chassis, weapon, upgrade, and trait carries a **reference price in credits**. **There is no credit pool to spend down** — prices exist so GMs and players can sanity-check feasibility ("a brand-new YT-1300 with a backup shield, mil-spec hyperdrive, and beskar inlays runs about 280,000 credits — is that plausible for the campaign?"). Whether the party can actually afford or acquire any item is a story-level decision, not a math one. ### GM discretion on custom equipment Every category in the ship sheet supports **custom entry**. Players can add a custom weapon, custom upgrade, custom trait, or custom flavor quirk in any tab. Custom content is the GM's call to approve — if it fits the campaign's tone and balance, it goes on the sheet; if it doesn't, it doesn't. The catalog covers the canonical shipyard floor; custom slots cover the rest of the galaxy. ### Where to build The [Starship Builder](/starship-builder) is the canonical tool — pick a chassis, install upgrades and traits, name your ship, and export a printable sheet. The [Starships catalog](/starships) is the browseable companion for picking your chassis and reviewing canon lore. ## Equipment Rules _Source: https://swurpg.com/rules/equipment-rules · Section: Special Rules · Last updated: 2026-05-08_ Equipment overview, rarity tiers, and carrying capacity / encumbrance — the rules layer on top of the catalog. # Equipment Rules This page covers the **rules layer** on top of equipment — how rarity gating works, how carrying capacity and encumbrance work, and where to find the structured data for each gear category. For *what individual items do*, browse the catalog directly: - **[Weapons](/equipment/weapons)** — 224 entries with damage, range, and properties. - **[Armor](/equipment/armor)** — 76 entries. Categories and the Max Dex / AC bonus rules live in [Combat → Armor Class](/rules/combat#armor-class). - **[Gear](/equipment/gear)** — 62 utility items across 9 categories. - **[Medpacs](/equipment/medpacs)** — 5 tiers, healing dice, costs. - **[Upgrades](/equipment/upgrades)** — weapon, armor, and droid chassis upgrades. - **[Force Powers](/rules/force-powers)** — 63 powers (rules-side, not equipment). ## Rarity Equipment is categorized by **rarity**, which affects availability, typical cost, and whether an item can be purchased openly or must be sourced through black markets, military channels, or underworld contacts. | Rarity | Description | Example | | ----------- | --------------------------------------------------------------------------------- | ------------------------------- | | Common | Standard civilian gear. Widely available and affordable. | Blaster Pistol (300 cr) | | Uncommon | Military or specialized tools. Requires connections or luck to find. | Vibroblade (750 cr) | | Rare | Advanced, restricted, or outlawed gear. Found in black markets or elite factions. | Jetpack (3,500 cr) | | Very Rare | Prototype, ancient, or heavily restricted. Requires GM discretion. | Beskar Armor (20,000+ cr) | | Unique | One-of-a-kind items tied to lore, quests, or legendary NPCs. | A Jedi's handcrafted lightsaber | GMs can use rarity to gate powerful equipment behind story beats, reputation thresholds, or faction favors — making gear progression feel **earned** rather than purely transactional. A party shouldn't be buying Beskar armor at the spaceport gear shop in session 2. A Lv 5 party wants to buy a **Jetpack** (Rare, 3,500 cr) before infiltrating an Imperial garrison. They have the credits — but the GM rules that nobody on this Outer-Rim moon openly sells one. The party has to either spend a session **earning a contact** in the local syndicate (who will broker the sale at +50% markup), or **steal** one off a stormtrooper sergeant during a separate engagement. The cost in credits was never the gate; the *story friction* was. Rarity working as designed. > Some armors and weapons in the catalog are flagged as **legendary outliers** in their `notes` field — exotic species-shell armor like *Vonduun Crabshell*, or specialty pieces that intentionally exceed standard band rules. Treat them as Unique-rarity finds, not regular shop stock. ## Carrying Capacity and Encumbrance Every character has a carrying limit. Exceeding it causes encumbrance. > **Carrying Capacity (kg) = (Strength score² ÷ 2) × Size Multiplier** The formula scales **quadratically** with STR — each point above 10 adds proportionally more capacity than the prior point, so genuinely strong characters carry dramatically more than average ones. A STR 10 Medium humanoid carries 50 kg; a STR 18 Medium humanoid carries 162 kg — about 3.2× as much, not 1.8× as a linear formula would give. ### Size multipliers | Size | Multiplier | | ---------- | ---------: | | Diminutive | 0.25 | | Tiny | 0.50 | | Small | 0.75 | | Medium | 1.00 | | Large | 2.00 | | Huge | 4.00 | | Gargantuan | 8.00 | A **Medium** character with **STR 15** carries up to **15² ÷ 2 × 1 = 112.5 kg**. A **Diminutive** BD-series droid with **STR 8** carries up to **8² ÷ 2 × 0.25 = 8 kg** — barely the weight of a backpack, which is why small chassis specializations lean toward lightweight gear. ### Encumbrance effects A character carrying more than their Carrying Capacity is **Encumbered**: - **Speed reduced by 10 ft.** - **Disadvantage** on Dexterity checks and Dexterity saving throws. - **Cannot Dash** or use movement-based reactions. GMs may **waive encumbrance tracking** for fast-paced, cinematic play and apply it strictly only in survival, heist, or wilderness scenarios where loadout management is a core challenge. The *[Streamlined Play](/rules/character-creation#streamlined-play--what-swurpg-doesnt-track)* design pillar applies here too — track encumbrance when it matters to the story; ignore it otherwise. A Lv 4 Soldier (Medium, STR 14) has a carrying capacity of **14² ÷ 2 × 1 = 98 kg**. After looting a downed AT-ST they're carrying their normal kit (~25 kg) plus a salvaged repeater (12 kg), spare power packs (8 kg), the AT-ST's secondary scope (15 kg), and a captured Imperial officer's ceremonial armor (16 kg) — total ~76 kg. Just under cap, with a 22 kg buffer. Now they try to drag the unconscious officer (~80 kg) out of the wreck while keeping their gear. Total load: 76 + 80 = **156 kg** — well over the 98 kg cap. The Soldier is **Encumbered**: -10 ft speed (relevant in a sandstorm chase scene), Disadvantage on DEX saves (also relevant when the Imperials open fire). They could drop the loot, or have an ally take the officer, to get back under cap. Most GMs hand-wave it; some make it the whole scene. Either choice is valid. ## Armor categories — quick reference The detailed band rules live in [Combat → Armor Class](/rules/combat#armor-class), but here's the one-line summary so you can spot what's what at a glance: | Category | AC bonus | Max Dex | Speed cap | | -------- | :------: | :-----: | :-------: | | Light | +1 to +4 | ≥ 4 (full Dex) | None | | Medium | +4 to +8 | +1 to +3 | 20 ft (or no limit on lighter variants) | | Heavy | +6 to +10 | +0 to +1 | 20 ft | Pick armor your class is **proficient with**. Without proficiency, the armor doesn't grant its benefits and you suffer penalties — see [Combat → Armor Proficiency](/rules/combat#armor-proficiency). ## Buying, selling, and finding equipment A few practical conventions: - **Catalog prices are list prices.** Negotiation, supply, and faction influence move them. A weapons fence might pay 50% of list; a desperate buyer might pay 200%. - **Most starting characters have ~250 credits** plus class-specific starting gear. Players don't routinely need to track every credit; just track major purchases. - **Looted gear from enemies is fair game.** A stormtrooper has armor + a blaster + a comlink — the party can take all of it after the fight, GM permitting. (And the GM permits it whenever it's not narratively absurd.) - **Custom and crafted gear** uses the **Mechanics** skill — see [Tech Specialist](/classes/tech-specialist) for the build that excels at it. --- # Force powers Every Force power in SWURPG. Force users spend Force Points (FP) to activate powers; Force Points refresh on a Long Rest. Activation types: Action, Bonus Action, Reaction, Free. ## Energy ### Energy Absorption I Cost: 2 FP · Activation: Reaction · Range: Self · Min level: 1 As a Reaction, when you are hit by an attack or effect that deals energy damage (such as blaster fire, plasma, or Force lightning), you can wrap yourself in a protective field of Force. For that instance of damage, you take only half the final damage (rounded down) after all other modifiers are applied. You may use this reaction when a source of energy damage targets you, before you roll any saving throws. ### Energy Absorption II Cost: 3 FP · Activation: Reaction · Range: Self · Prerequisites: LVL 10, Energy Absorption I · Min level: 10 As a Reaction, when you are hit by an attack or effect that deals energy damage, you can fully absorb and nullify that instance of damage. If you negate the damage this way, you also gain resistance to energy damage until the start of your next turn against further attacks from the same source (such as the same turret, weapon, or Force power). ### Force Barrier Cost: 2 FP · Activation: Action · Range: 20 ft · Min level: 1 As an Action, you project a shimmering wall of Force within 20 ft on a point you can see, forming a barrier that fits in a 10 ft by 10 ft area. The barrier lasts until the start of your next turn. • Creatures fully behind the barrier gain +2 AC against ranged attacks that pass through it and have advantage on Dexterity saving throws against area effects that originate on the opposite side. • Any energy damage that passes through the barrier is reduced by half. ### Force Cloak Cost: 2 FP · Activation: Bonus Action · Range: Self · Min level: 1 As a Bonus Action, you bend light and sound around yourself, becoming nearly invisible. Until the start of your next turn, or until you make an attack, use a Force power that targets another creature, or take a hostile action, you are considered Invisible. Creatures have disadvantage on Perception checks to detect you, and you have advantage on Stealth checks made to hide during this time. Outside of combat, a GM may allow you to maintain Force Cloak for up to 1 minute with concentration. ### Force Healing Cost: 2 FP · Activation: Action · Range: Touch or 5 ft · Min level: 1 As an Action, you channel the living Force to mend wounds. Choose a creature you can touch or that is within 5 ft. The target regains hit points equal to 1d8 + your Proficiency Bonus + your Wisdom modifier. ### Vital Transfer I Cost: 1 FP · Activation: Action · Range: Touch · Min level: 1 As an Action, you touch a willing creature within 5 ft and give them a portion of your own life force. Before rolling, choose an amount of hit points to sacrifice, up to a maximum equal to half of your current HP (rounded down). You take that amount as unavoidable Force damage that cannot be reduced and ignores temporary HP. The target regains hit points equal to the sacrificed amount + your Wisdom modifier. This power has no effect on droids or creatures that cannot benefit from biological healing. ### Vital Transfer II Cost: 2 FP · Activation: Action · Range: Touch · Prerequisites: LVL 10, Vital Transfer I · Min level: 10 You may apply this improved version when using Vital Transfer. You choose an amount of HP to sacrifice as normal (up to half your current HP). The target regains hit points equal to the sacrificed amount + your Wisdom modifier. However, you only take half the sacrificed amount as damage (rounded up). If this healing would raise the target above its hit point maximum, any excess becomes temporary hit points up to a maximum equal to your character level + your Wisdom modifier. ### Force Lightning Cost: 4 FP · Activation: Action · Range: 30 ft line or 15 ft cone · Prerequisites: LVL 10 · Min level: 10 As an Action, you unleash a torrent of crackling dark energy in a 30 ft line or a 15 ft cone (your choice) originating from you. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 4d6 electric damage + your Proficiency Bonus + your Wisdom modifier; on a successful save, it takes half as much damage. Creatures that fail the save cannot take Reactions until the start of your next turn. Targets may use reactions that reduce or negate damage before making the saving throw. ### Force Stun Cost: 2 FP · Activation: Action · Range: 30 ft · Min level: 1 As an Action, you bombard a creature you can see within 30 ft with overwhelming Force energy, disrupting its nervous system. The target must succeed on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or be Stunned until the start of your next turn. On a success, the target is not stunned but has disadvantage on its next attack roll before the end of its next turn. ### Force Drain Cost: 3 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 5 · Min level: 5 As an Action, choose a creature you can see within 30 ft. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it takes 2d8 + your Proficiency Bonus + your Wisdom modifier Force damage, and you regain hit points equal to half the total damage dealt (rounded down). On a successful save, the target takes half damage and you do not regain hit points. This power has no effect on droids or creatures without a living life force. ### Force Wound Cost: 3 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 5 · Min level: 5 As an Action, you crush and twist the target's internal energies. Choose a creature you can see within 30 ft; it must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature takes 2d6 Force damage immediately and begins to suffer searing internal pain for up to 3 rounds. At the start of each of its turns, it takes an additional 1d6 Force damage and must repeat the saving throw; on a success, the effect ends early. On the initial successful save, the creature takes only half of the initial 2d6 damage and suffers no ongoing effect. ### Force Projection Cost: 3 FP · Activation: Action · Range: 60 ft · Concentration · Min level: 1 As an Action, you create an illusory projection of yourself in an unoccupied space within 60 ft that you can see. The projection looks and sounds like you, mimics your movements and speech, and can move up to 30 ft on your turn as you direct it (no Action required). It cannot attack, use Force powers, or physically interact with objects. The projection lasts for up to 1 minute while you maintain concentration. You can see and hear from the projection's space as well as your own, but you do not gain any additional actions through it. Creatures that suspect the illusion can use an Action to make an Investigation check (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a success, they recognize it as an illusion. Any attack automatically hits the projection, causing it to vanish instantly. ### Phase Shift Cost: 2 FP · Activation: Bonus Action · Range: Self · Prerequisites: LVL 10 · Min level: 10 As a Bonus Action, you partially shift your body into the energy of the Force. Until the end of your current turn, you can move through creatures and solid, non-energy-based objects as if they were difficult terrain. You must end your movement in an unoccupied space; if you would end inside an object or creature, you are shunted to the nearest unoccupied space and take 1d6 Force damage. While Phase Shift is active, you have resistance to kinetic and energy damage from weapon attacks, but you cannot make opportunity attacks or physically manipulate unattended objects. ### Force Armor Cost: 3 FP · Activation: Bonus Action · Range: Self or Touch · Prerequisites: LVL 5 · Min level: 5 As a Bonus Action, you surround yourself or a willing creature you can touch with a shimmering field of protective Force energy. For 3 rounds, the target gains a +2 bonus to AC and has advantage on saving throws against Force powers and effects that deal energy damage. The effect ends early if you become incapacitated or if you use this power again. ### Pyrokinesis Cost: 2 FP · Activation: Action · Range: 15 ft cone or 10x10 ft square within 30 ft · Min level: 1 As an Action, you superheat the air and ignite it with the Force, unleashing flame in a 15 ft cone originating from you or creating a 10 ft by 10 ft square of fire within 30 ft that you can see. Each creature in the cone or in the chosen square must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature takes 2d6 fire damage and catches fire, taking 1d6 fire damage at the start of each of its turns until it or another creature uses an Action to extinguish the flames. On a successful save, the creature takes half damage and does not ignite. ### Combustion Cost: 2 FP · Activation: Action · Range: 60 ft (10 ft radius) · Prerequisites: LVL 5 · Min level: 5 As an Action, you focus on a point or an unattended object within 60 ft and hyper-excite its molecules, causing a violent explosion. Creatures within a 10 ft radius of that point must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 3d6 fire damage; on a success, it takes half damage. Combustion does not ignite terrain or create ongoing flames. ### Cryokinesis Cost: 2 FP · Activation: Action · Range: 15 ft cone or 10 ft radius within 30 ft · Prerequisites: LVL 5 · Min level: 5 As an Action, you rapidly draw heat out of the environment, freezing air, ground, or surfaces. Choose either a 15 ft cone originating from you or a 10 ft radius patch of ground within 30 ft that you can see. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature takes 2d6 cold damage and its movement speed becomes 0 until the start of its next turn. On a successful save, the creature takes half damage and its movement speed is halved until the start of its next turn. The frozen ground in the affected area counts as difficult terrain until the start of your next turn. ### Rebuke Cost: 2 FP · Activation: Reaction · Range: Self · Prerequisites: LVL 5 · Min level: 5 As a Reaction, when a creature you can see targets you with a Force power that requires a saving throw or an attack roll, you may attempt to turn the Force back on its user. Make a Use the Force check contested by the attacker's Use the Force check or their Force save DC (GM's choice). On a success, you negate the effect of the power on you. If your result exceeds theirs by 5 or more, the originator also takes Force damage equal to your Wisdom modifier (minimum 1). ### Plant Surge Cost: 3 FP · Activation: Action · Range: 30 ft (15 ft radius) · Concentration · Min level: 7 As an Action, you pour the living Force into the plant life of a 15 ft radius area centered on a point within 30 ft, and roots, vines, and branches surge into sudden, grasping growth. The area becomes difficult terrain for the duration. When you cast the power, and again at the start of each of your turns while you concentrate, every creature in the area must succeed on a Strength saving throw against your Force DC or be Restrained by clutching vines (a Restrained creature can use its action to repeat the save and break free). In a barren place with no plant life to call on, the power has no effect. ### Detoxify Cost: 2 FP · Activation: Action · Range: Touch · Min level: 5 As an Action, you touch a creature and flush the toxins from its body with the Force. End the Poisoned condition on the target, neutralize one nonmagical poison or toxin affecting it, and halt the progression of one disease. For the next hour the target has advantage on saving throws against poison. This power cleanses the body's chemistry; it does not restore hit points or mend wounds. ### Force Deflection Cost: 2 FP · Activation: Reaction · Range: Self · Min level: 5 As a Reaction when you are hit by a ranged weapon attack, you catch the incoming bolt or projectile on a cushion of Force. Halve the attack's damage. As you turn it aside, you may make a Use the Force check against the original attack roll; on a success you redirect the shot at another creature within 30 ft, which is hit for the attack's normal (full) damage. Unlike a lightsaber's deflection, this needs no blade in hand — only the Force. ### Force Rage Cost: 2 FP · Activation: Bonus Action · Range: Self · Min level: 5 As a Bonus Action, you give yourself over to the dark tide of your own anger. For the next 3 rounds you gain temporary hit points equal to your level, deal an extra 1d6 damage on melee attacks, and have advantage on Strength checks and Strength saving throws. The fury also clouds you: you have disadvantage on Wisdom and Intelligence checks, and you cannot cast Mind or Sense powers while it lasts. Reaching for rage like this is a step toward the dark side, and the GM will take note. ### Force Scream Cost: 3 FP · Activation: Action · Range: Self (15 ft radius) · Min level: 7 As an Action, you loose a wave of raw dark-side energy in a scream of pain and fury. Each creature of your choice within 15 ft of you takes 3d6 Force damage and must succeed on a Constitution saving throw against your Force DC or be Frightened of you until the end of your next turn. To pour grief and rage into the Force this way marks you, and the GM will take note. ### Force Light Cost: 4 FP · Activation: Action · Range: 30 ft (15 ft radius) · Prerequisites: LVL 10 · Min level: 10 As an Action, you become a vessel for the light side and loose its radiance against the dark. Choose a point within 30 ft. Every dark-side creature within 15 ft of it takes 4d8 Force damage (light-side and unaligned creatures are unharmed), and you may immediately end one active dark-side or Nightsister Magick effect of your choice in the area. Against a being sunk deep in the dark side, the GM may also impose disadvantage on its next attack as the light sears at its connection. ## Kinetic ### Force Blast Cost: 2 FP · Activation: Action · Range: 30 ft · Min level: 1 As an Action, you fire a concentrated bolt of compressed Force energy at a creature within 30 ft. The target makes a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it takes 2d6 + your Proficiency Bonus + your Wisdom modifier bludgeoning damage. On a successful save, it takes half as much damage. ### Force Jump Cost: 2 FP · Activation: Bonus Action · Range: Self · Min level: 1 As a Bonus Action, you enhance your movement with the Force. Until the end of your turn, your jump distance becomes (Proficiency Bonus x 10 ft), up to a maximum vertical or horizontal jump equal to that distance. You do not provoke opportunity attacks from movement made as part of this jump. If you land adjacent to a creature, you have advantage on your next melee attack against that creature before the end of your turn. ### Force Speed Cost: 2 FP · Activation: Bonus Action · Range: Self · Min level: 1 As a Bonus Action, you surge with preternatural quickness. Until the end of your current turn, your movement speed is doubled and you have advantage on Dexterity saving throws. You do not provoke opportunity attacks from movement made during this turn. ### Lightsaber Throw Cost: 1 FP · Activation: Action · Range: 30 ft · Prerequisites: Wielding an ignited lightsaber · Min level: 1 As an Action, you can hurl your ignited lightsaber at a target within 30 ft, making a ranged attack using your Dexterity or Wisdom modifier (your choice). On a hit, it deals its normal lightsaber damage. Whether the attack hits or misses, the lightsaber immediately returns to your hand. ### Improved Lightsaber Throw Cost: 3 FP · Activation: Action · Range: 30 ft cone · Prerequisites: Wielding an ignited lightsaber, LVL 10 · Min level: 10 As an Action, you can hurl your ignited lightsaber in a sweeping 30 ft cone originating from you. Choose any number of creatures within that cone. Make a separate ranged attack against each creature using your Dexterity or Wisdom modifier (your choice). The first attack is made normally; each subsequent attack suffers a cumulative -2 penalty (-2 on the second attack, -4 on the third, -6 on the fourth, and so on). On a hit, a creature takes normal lightsaber damage. Creatures you choose to ignore in the cone are unaffected. After completing its path, the lightsaber immediately returns to your hand. ### Saber Barrage Cost: 4 FP · Activation: Action · Range: Melee reach · Prerequisites: Wielding an ignited lightsaber, LVL 10 · Min level: 10 As an Action, you unleash a rapid sequence of three enhanced lightsaber strikes against one or more creatures within reach. Each attack uses your normal attack bonus and deals normal lightsaber damage plus your Strength or Dexterity modifier and your Proficiency Bonus. You may divide the attacks among different targets within reach. ### Force Wave Cost: 3 FP · Activation: Action · Range: 15 ft radius · Prerequisites: LVL 5 · Min level: 5 As an Action, you slam the Force outward in all directions. Each creature of your choice within 15 ft of you must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 2d6 + your Wisdom modifier bludgeoning damage, is pushed 10 ft directly away from you, and is knocked Prone. On a successful save, it takes half damage and is not pushed or knocked Prone. ### Force Whirlwind Cost: 3 FP · Activation: Action · Range: 30 ft · Concentration · Prerequisites: LVL 5 · Min level: 5 As an Action, you trap a creature you can see within 30 ft in a swirling vortex of telekinetic force. The target must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it is lifted a few feet off the ground, becomes Restrained, and takes 1d6 + your Wisdom modifier bludgeoning damage. While Restrained in the whirlwind, the creature's speed is 0, attack rolls it makes have disadvantage, and attack rolls against it have advantage. At the start of each of its turns while affected, it takes 1d6 bludgeoning damage, and at the end of each of its turns it may repeat the saving throw, ending the effect on a success. On a successful initial save, the creature is not Restrained and takes no damage. The effect lasts for up to 3 rounds while you maintain concentration. ### Force Maelstrom Cost: 4 FP · Activation: Action · Range: 60 ft (10 ft radius) · Prerequisites: LVL 12 · Min level: 12 As an Action, you create a churning storm of telekinetic energy centered on a point you can see within 60 ft. The maelstrom fills a 10 ft radius around that point. Each creature of your choice in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 3d6 + your Wisdom modifier bludgeoning damage, is knocked Prone, and is pulled up to 10 ft toward the center of the area. On a successful save, it takes half damage and is neither knocked Prone nor pulled. The affected area becomes difficult terrain until the start of your next turn as debris and compressed air continue to swirl. ### Force Choke Cost: 3 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 10 · Min level: 10 As an Action, you seize the throat of a creature you can see within 30 ft with an invisible grip of the Force. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature takes 2d8 + your Wisdom modifier Force damage, is lifted slightly off the ground, and becomes Restrained until the effect ends. While Restrained in this way, its speed is 0, it cannot speak or vocalize clearly, and it has disadvantage on Strength and Dexterity checks. At the end of each of its turns, the creature may repeat the saving throw, ending the effect on a success. On a successful initial save, the creature takes half damage and is not Restrained. You must use your Action each round to maintain the choke; if you take no Action to maintain it, become incapacitated, or choose to release the target, the effect ends. ### Force Crush Cost: 5 FP · Activation: Action · Range: 30 ft · Concentration · Prerequisites: LVL 12 · Min level: 12 As an Action, you focus overwhelming telekinetic pressure on a creature you can see within 30 ft. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature takes 4d6 + your Wisdom modifier Force damage, is slammed to the ground, and becomes Restrained until the effect ends. While Restrained by Force Crush, the creature has disadvantage on Strength and Dexterity saving throws and on attack rolls. At the start of each of its turns while affected, it takes 4d6 Force damage. At the end of each of its turns, it may repeat the saving throw; on a success, the effect ends. On a successful initial save, the creature takes half damage and is not Restrained and suffers no ongoing damage. You must maintain concentration on this effect for up to 3 rounds; if your concentration is broken or you choose to end the effect, Force Crush ends immediately. ### Move Object Cost: 1 FP · Activation: Action · Range: (Proficiency Bonus + Wisdom modifier) × 5 ft · Min level: 1 As an Action, you reach out with the Force and seize a creature or object within your telekinetic reach of (Proficiency Bonus + Wisdom modifier) × 5 ft. Choose one mode each time you cast it: • Push — drive the target straight away from you. • Pull — draw it toward you. • Lift & Move — raise and guide the target up to 30 ft in any direction (open a blast door, wrench a lever, hoist a foe off its feet). Sustaining a lift across rounds requires concentration. • Hurl — throw a held object at a creature as a ranged Force attack for bludgeoning damage scaled by the object's size (see the Improvised, Thrown and Falling Objects rule). A creature resists with a Strength saving throw against your Force DC and is affected only if it fails. Moving an unattended object instead calls for a Use the Force check against the DC for its size (see the Telekinesis rule). No character level caps what you can lift — a harder pull on the Force, paid in extra Force Points, heaves heavier loads. The GM has the final say on cases these rules don't cleanly cover: unusual materials, anchored or held loads, and the situation at hand. Force Blast, Wave, Whirlwind, Choke, and Crush are specialized expressions of this same telekinesis. ## Mind ### Mind Trick Cost: 2 FP · Activation: Action · Range: 30 ft · Min level: 1 As an Action, you can influence a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it is either Charmed or Confused (your choice) until the start of your next turn. On a successful save, it is unaffected. Creatures that are immune to being Charmed or that have an Intelligence of 4 or less automatically succeed the saving throw. ### Improved Mind Trick Cost: 3 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 7 · Min level: 7 As an Action, you attempt a deeper and more forceful manipulation of a creature's mind. Choose a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, overwhelming mental suggestion disrupts its thoughts and reflexes, and the creature becomes Stunned until the start of your next turn. On a successful save, it is unaffected and is immune to your Improved Mind Trick for 24 hours. Creatures immune to being Charmed or with an Intelligence of 4 or less automatically succeed the saving throw. ### Dominate Mind Cost: 4 FP · Activation: Action · Range: 30 ft · Concentration · Prerequisites: LVL 12 · Min level: 12 As an Action, you can fully dominate the mind of a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, you control the creature for up to 3 rounds while you maintain concentration. While dominated, the creature follows your commands to the best of its ability. At the end of each of its turns, it repeats the Wisdom saving throw, ending the effect on a success. Creatures that are immune to being Charmed or that have a higher Wisdom score than yours are unaffected and become immune to your Dominate Mind for 24 hours. ### Fear Cost: 3 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 5 · Min level: 5 As an Action, you project a wave of terror into the mind of a creature within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature becomes Frightened of you for 3 rounds. While Frightened in this way, it cannot willingly move closer to you and has disadvantage on attack rolls and ability checks. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success. ### Battle Meditation Cost: 3 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 5 · Min level: 5 As an Action, you extend your awareness and strengthen the resolve of your allies. Choose any number of allied creatures within 30 ft who can see or hear you. Until the end of your next turn, those allies have advantage on attack rolls and gain a bonus to their damage rolls equal to your Wisdom modifier (minimum 1). You must maintain line of sight or telepathic contact with affected allies for the benefit to continue. ### Valor Cost: 2 FP · Activation: Bonus Action · Range: 15 ft radius · Min level: 1 As a Bonus Action, you bolster your allies with courage and clarity. You and allied creatures within 15 ft gain temporary hit points equal to your Wisdom modifier + your Proficiency Bonus, and have advantage on saves against fear effects until the start of your next turn. Temporary hit points from Valor cannot stack; if you already have temporary hit points, you only keep the higher value. ### Slow Cost: 2 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 5 · Min level: 5 As an Action, you cloud the reflexes of a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, its movement speed is halved, it has disadvantage on Dexterity saving throws, and it cannot take Reactions until the end of its next turn. On a successful save, it suffers no effect. ### Force Corruption Cost: 3 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 7 · Min level: 7 As an Action, you assault the mind of a creature within 30 ft with disruptive and disorienting Force energy. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it has disadvantage on all saving throws until the end of its next turn. On a successful save, it suffers no effect. ### Force Suppression Cost: 4 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 10 · Min level: 10 As an Action, you wrench the currents of the Force around a creature you can see within 30 ft, disrupting its ability to channel the Force. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). • On a failed save, the creature cannot use Force powers until the end of its next turn and has disadvantage on Use the Force checks for 3 rounds. • On a successful save, the creature has disadvantage on its next Force power or Use the Force check before the end of its next turn. Creatures that do not use the Force are immune to Force Suppression. ### Harmonize Cost: 2 FP · Activation: Action · Range: 30 ft · Min level: 1 As an Action, you channel the Force to steady an ally's mind and body. Choose a creature you can see within 30 ft. You may end one condition affecting it: Charmed, Frightened, Confused, Restrained by a mental or Force effect, Blinded or Deafened by non-physical causes, or any emotion-based effect at the GM's discretion. Harmonize does not restore hit points or cure physical injuries. ### Tame Beast Cost: 2 FP · Activation: Action · Range: 30 ft · Min level: 1 As an Action, you calm one beast or wild creature within 30 ft that can see or sense you. The creature must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or become non-hostile toward you and your allies. If the creature was already non-hostile, you instead form a temporary Force bond. While bonded, you gain advantage on Perception and Survival checks. If the bonded creature is attacked, it remains by your side for a number of rounds equal to your Proficiency Bonus, after which the bond is severed permanently. ### Telepathy Cost: 1 FP · Activation: Bonus Action · Range: 30 ft · Min level: 1 As a Bonus Action, you project a simple thought, image, or brief phrase into the mind of one creature you can see within 30 ft that shares a language with you. If the creature is willing, it can silently reply in kind until the start of your next turn. If the creature is unwilling or hostile, it may make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) to block the contact. This power does not allow you to read thoughts or memories, only to send and receive intentional messages. ### Improved Telepathy Cost: 2 FP · Activation: Action · Range: 60 ft · Prerequisites: LVL 5 · Min level: 5 As an Action, you open a brief telepathic link between yourself and a small group. Choose up to a number of creatures equal to your Proficiency Bonus that you can see within 60 ft, each of which must share a language with you. For 1 minute, you and the chosen creatures can silently exchange simple thoughts, emotions, and brief phrases with one another as long as they remain within 60 ft of you. Unwilling creatures may make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) to resist being included. This power does not allow you to read thoughts or memories, only to send and receive intentional messages. ### Distant Telepathy Cost: 3 FP · Activation: Action · Range: Same planet · Prerequisites: LVL 12 · Min level: 12 As an Action, you reach out with the Force to communicate mentally with a creature you are familiar with. If the creature is on the same planet, it feels your presence and may send back a brief emotional impression or a single short thought. If the creature is unwilling or hostile to you, it may make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) to block the contact. This power does not allow you to read memories or control the creature's thoughts. ### Mind Shield Cost: 2 FP · Activation: Bonus Action · Range: Self or Touch · Min level: 5 As a Bonus Action, you raise a ward around a mind — your own, or that of a creature you touch. For the next 3 rounds the warded creature has advantage on saving throws against the Charmed and Frightened conditions and against Force powers that target the mind, including Mind Trick, Fear, Drain Knowledge, and Dominate Mind. A creature can be protected by only one Mind Shield at a time. ### Beast Bond Cost: 2 FP · Activation: Action · Range: 30 ft · Prerequisites: Tame Beast · Min level: 5 As an Action, you reach into the mind of a beast or unintelligent creature within 30 ft and forge a bond of trust. For the next hour the target treats you as a friend: it will not attack you or your allies unless threatened, obeys simple commands within its nature (come, stay, carry, guard, follow), and allows you to approach and handle it. You can also share simple images, ideas, and emotions with creatures bonded this way. An intelligent or Force-resistant creature may refuse the bond with a Wisdom saving throw against your Force DC. ### Drain Knowledge Cost: 3 FP · Activation: Action · Range: Touch or 10 ft · Min level: 7 As an Action, you force your way into the mind of a creature you touch or that is within 10 ft and tear loose what it knows. The target must succeed on a Wisdom saving throw against your Force DC or take 2d6 psychic damage and surrender one piece of knowledge you seek — the answer to a single question it knows, a face, a passcode, a location. On a success it takes half damage, gives up nothing, and knows its mind was assaulted. To rip at a mind this way is a dark-side act, and the GM will take note. ### Sever Force Cost: 5 FP · Activation: Action · Range: 30 ft · Concentration · Prerequisites: LVL 12 · Min level: 12 As an Action, you reach out to smother a target's connection to the Force itself. A creature within 30 ft must succeed on a Wisdom saving throw against your Force DC or be cut off from the Force while you concentrate, up to 3 rounds: it cannot cast Force powers, spend Force Points, or use any Force-fueled trait or ability, and any concentration it was holding ends at once. This is a graver, longer severing than Force Suppression's momentary block — and to turn it on another living being is to flirt with the dark side. The GM will take note. ## Sense ### Farsight Cost: 1 FP · Activation: Bonus Action · Range: Self · Min level: 1 As a Bonus Action, you extend your senses into the immediate future. Before the start of your next turn, you may roll one ability check, attack roll, or saving throw with advantage. You must choose to use this benefit before you roll. ### Force Echo Cost: 1 FP · Activation: Action · Range: Touch · Min level: 1 As an Action, you touch an object, surface, or location and sense emotional imprints left behind. You learn one of the following: • the strongest emotion recently tied to the object or place; • whether violence occurred here within the last hour; • or the general identity or emotional state of the most recent creature to interact with it. This effect cannot reveal precise memories or detailed images. ### Deep Force Echo Cost: 2 FP · Activation: Action · Range: Touch · Prerequisites: LVL 7 · Min level: 7 As an Action, you touch an object, surface, or location and draw out a stronger impression of recent events imprinted in the Force. You perceive up to three brief flashes of sensory and emotional impressions chosen by the GM, each tied to a significant event that occurred here within roughly the last 24 hours (or longer at the GM's discretion). These flashes may reveal broad details such as the rough number of creatures present, their emotional state, a strong image, or a distinct sound or phrase. For the next 10 minutes, you have advantage on Investigation checks made to piece together what happened in this area. Using Deep Force Echo on the same object or location again before you finish a Long Rest does not reveal additional information. ### Feel the Force Cost: 1 FP · Activation: Bonus Action · Range: 30 ft · Min level: 1 As a Bonus Action, you heighten your awareness through the Force. Until the end of your next turn, you automatically sense the presence and general location of creatures within 30 ft, even if they are behind cover, hidden, or invisible. This does not allow you to see through objects, remove cover bonuses, or target creatures you cannot physically draw a line of effect to. You simply know where they are within a few feet of accuracy. ### Force Perception Cost: 1 FP · Activation: Action · Range: Self · Min level: 1 As an Action, you focus your senses through the Force. Until the end of your next turn, you may substitute your Use the Force check for any Perception check you make. This does not reveal information that Perception could not normally uncover. ### Force Sight Cost: 1 FP · Activation: Action · Range: 60 ft · Min level: 1 See through walls and detect life forms up to 60 ft away. ### Combat Precognition Cost: 2 FP · Activation: Bonus Action · Range: Self · Min level: 5 As a Bonus Action, you let the Force flow a heartbeat ahead of the moment, sensing strikes before they come. For the next 3 rounds you cannot be Surprised, and the first attack roll made against you each round is rolled with disadvantage as you slip aside from blows you feel coming. If you reach for this power in the instant before a fight begins, the GM may also let you act in the surprise round or grant advantage on your Initiative check. ### Empathy Cost: 1 FP · Activation: Action · Range: 30 ft · Min level: 1 As an Action, you extend your senses into a creature's surface feelings within 30 ft. You learn its current emotional state — calm, afraid, hostile, grieving, or deceptive — and whether its most recent statement was a deliberate lie. A creature that does not wish to be read can resist with a Wisdom saving throw against your Force DC, sensing the brush of your awareness. This reads the emotional truth beneath the words, not the specific thoughts above them. ### Sense Surroundings Cost: 2 FP · Activation: Bonus Action · Range: Self · Min level: 5 As a Bonus Action, you let the Force map the space around you, perceiving without your eyes. For the next 3 rounds you have blindsight out to 30 ft: • you sense the exact position of every creature and object in range, • act with no penalty while Blinded or in darkness or smoke, • and ignore the Invisible condition on creatures within range. Total cover still blocks this sense. ### Farseeing Cost: 3 FP · Activation: Action · Range: Special (a known person or place) · Concentration · Min level: 7 As an Action, you reach across distance toward a person or place you know well. While you concentrate (up to 10 minutes) you perceive their immediate surroundings as though you stood nearby — the sights, sounds, and emotional currents of the moment. You cannot act through the vision, only witness it, and a Force-sensitive subject may feel your attention. The Force shows what it wills, not always what you seek; the clarity of the vision is the GM's to describe. ### Precognition Cost: 3 FP · Activation: Action · Range: Self · Min level: 7 As an Action, you still your mind and open to the flow of possible futures. Name a course of action you are weighing; the GM tells you whether the Force senses its likely outcome over roughly the next hour as safe, risky, or dire. In addition, once before your next long rest you may seize on this glimpsed future to reroll any one d20 you have just rolled, keeping the new result. The future is always in motion — the warning reflects the path only as it stands now. ### Shatterpoint Cost: 3 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 10 · Min level: 10 As an Action, you perceive the hidden lines of fault that run through all things — the single point where the lightest pressure breaks them. Choose a creature or object within 30 ft. Until the end of your turn, the next attack that hits that target is a critical hit. Against an unattended nonmagical object or structure you may instead sever or shatter it outright — a blast door's hinges, a load-bearing strut, a captive's binders — at the GM's discretion. Reading a shatterpoint demands total focus; you can hold only one at a time. ## Lightsaber Form ### Ataru – Flowing Assault Cost: 1 FP · Activation: Free (part of attack) · Range: Self · Prerequisites: Wielding a lightsaber · Min level: 1 When you move at least 10 ft before making a lightsaber attack, you may gain Advantage on that attack. If it hits, you can immediately move 10 ft without provoking opportunity attacks. ### Djem So – Counterstrike Form Cost: 4 FP · Activation: Reaction · Range: Melee · Prerequisites: Wielding a lightsaber, LVL 12 · Min level: 12 When a melee attack hits you, you may make an immediate lightsaber counterattack with Advantage. If it hits, deal +2d8 Force damage, and the attacker is pushed back 10 ft. At level 17+, your counterattack no longer provokes reactions and deals +3d8 instead. ### Jar'Kai – Dual Saber Flurry Cost: 2 FP · Activation: Free (part of attack) · Range: Self · Prerequisites: Wielding dual lightsabers, LVL 7 · Min level: 7 While dual-wielding lightsabers, you double your Dexterity or Strength modifier to your attack's damage. ### Juyo – Ferocity Unleashed Cost: 3 FP · Activation: Free (declared before attack) · Range: Self · Prerequisites: Wielding a lightsaber, LVL 12 · Min level: 12 Before making a lightsaber attack, declare Juyo. On a hit, deal +3d6 Force damage, but take 1d6 damage yourself. If you score a critical hit, add +3d6 more Force damage. The cost of victory is the fury itself. ### Makashi – Dueling Focus Cost: 2 FP · Activation: Bonus Action · Range: 5 ft · Prerequisites: Wielding a lightsaber, LVL 7 · Min level: 7 As a Bonus Action, mark one target within 5 ft. Until the start of your next turn, you gain +2 AC against that target and Advantage on your next attack against them. ### Niman – Harmonized Strike Cost: 1 FP · Activation: Free (part of attack) · Range: Self · Prerequisites: Wielding a lightsaber · Min level: 1 Your next lightsaber attack this turn is made with Advantage and deals an additional 1d4 Force damage. Until the start of your next turn, the first attack made against you is made with Disadvantage. ### Shien – Rebounding Defense Cost: 2 FP · Activation: Reaction · Range: Varies · Prerequisites: Wielding a lightsaber, LVL 10 · Min level: 10 When you successfully Deflect a ranged energy attack, you may enhance the redirection with precise Shien technique as part of the same reaction. Choose one of the following benefits: • (1) Increase the redirected attack's range to 60 ft and ignore half-cover when choosing your target; • (2) Make the redirected attack with Advantage; • (3) After making the redirected attack, you may immediately redirect a second beam toward a different target within 30 ft — this second redirection uses the same attack roll but deals half damage. Shien does not reduce the cumulative penalty to Deflect checks and may only be used once per reaction. ### Shii-Cho – Momentum Flow Cost: 1 FP · Activation: Free (part of attack) · Range: 5 ft radius · Prerequisites: Wielding a lightsaber · Min level: 1 When you hit a target with a melee lightsaber attack, you may immediately make a second attack against a different creature within 5 ft. This second attack is made with Disadvantage. ### Sokan – Tactical Footwork Cost: 2 FP · Activation: Bonus Action · Range: 15 ft · Prerequisites: Wielding a lightsaber, LVL 7 · Min level: 7 As a Bonus Action, Disengage and move up to 15 ft without provoking opportunity attacks. If you end your movement adjacent to an enemy, you gain Advantage on your next attack against them. ### Soresu – Defensive Spiral Cost: 1 FP · Activation: Action · Range: Self · Prerequisites: Wielding a lightsaber · Min level: 1 As an Action, enter a defensive stance until the start of your next turn. You gain +2 AC and Advantage on Dexterity saving throws against area effects such as grenades or explosives. You cannot make attacks this turn. ### Tràkata – Deceptive Strike Cost: 3 FP · Activation: Free (part of attack) · Range: Melee · Prerequisites: Wielding a lightsaber, LVL 12 · Min level: 12 When you make a melee lightsaber attack, you may extinguish and reignite your blade mid-strike. On a hit, deal +2d6 Force damage, and the target has Disadvantage on its next attack. On a critical hit, triple the damage. ### Vaapad – Channel the Storm Cost: 5 FP · Activation: Action · Range: Melee · Prerequisites: Wielding a lightsaber, LVL 12 · Min level: 12 As an Action, make two lightsaber attacks. If both hit the same target, regain 1 Force Point and deal +2d6 Force damage per hit. If either attack is a critical hit, you instead regain 2 Force Points. While using Vaapad, you have Advantage on melee attacks against Dark Side-aligned foes. ## Nightsister Magick ### Ichor Bolt Cost: 2 FP · Activation: Action · Range: 60 ft · Min level: 1 As an Action, you hurl a bolt of crackling green ichor-energy at a creature you can see within 60 ft. Make a ranged Use the Force attack against the target. On a hit, it takes 2d8 energy damage. ### Hex Cost: 2 FP · Activation: Action · Range: 30 ft · Min level: 1 As an Action, you mutter a dark incantation against a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it has disadvantage on its next attack roll and its next ability check before the end of its next turn. On a success, it is unaffected. ### Witch's Veil Cost: 2 FP · Activation: Bonus Action · Range: Self · Min level: 1 As a Bonus Action, you wreathe yourself in a shifting veil of dark-side energy. Until the end of your next turn, attack rolls against you have disadvantage. The veil ends early if you become incapacitated. ### Dark Imbuement Cost: 2 FP · Activation: Bonus Action · Range: Self · Min level: 1 As a Bonus Action, you channel Dathomir's dark ichor into your weapon or fist. The next time you hit with a melee attack this turn, the target takes an extra 1d8 Force damage. ### Spirit's Guidance Cost: 1 FP · Activation: Bonus Action · Range: Touch · Min level: 1 As a Bonus Action, you whisper the counsel of ancestral spirits to a creature you can touch. The next attack roll or saving throw it makes before the end of your next turn gains a +1d4 bonus. The creature must choose to use this bonus before it rolls. ### Shadow Step Cost: 2 FP · Activation: Bonus Action · Range: Self · Prerequisites: LVL 5 · Min level: 5 As a Bonus Action, you step through the spirit-shadows of Dathomir. You teleport up to 30 ft to an unoccupied space you can see that is in dim light or darkness. You cannot teleport into an area of bright light with this power. ### Toxic Ichor Cost: 3 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 5 · Min level: 5 As an Action, you fling a gout of corrosive ichor at a creature within 30 ft. Make a ranged Use the Force attack. On a hit, the target takes 2d6 chem-toxic damage and must succeed on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or become Poisoned for 3 rounds. The Poisoned creature repeats the saving throw at the end of each of its turns, ending the effect early on a success. ### Witch's Alchemy Cost: 0 FP · Activation: Ritual (1/Long Rest) · Range: Touch · Prerequisites: LVL 5 · Min level: 5 Over a few minutes of ritual brewing (once per long rest, no Force Points spent), you craft one alchemical item, which persists until used or until you finish your next long rest. Choose one. • COVEN TOXIN: applied to a weapon as an Action; the weapon's next 3 hits each deal an extra 1d6 chem-toxic damage. • VEIL-SMOKE BOMB: thrown as an Action to a point within 30 ft, creating a 10-ft-radius heavily obscured cloud for 3 rounds. • RESTORATIVE DRAUGHT: a creature can drink it as an Action to regain 2d8 + your Wisdom modifier hit points and end one Poisoned condition affecting it. ### Spirit Ichor Cost: 3 FP · Activation: Action · Range: Touch · Prerequisites: LVL 5 · Min level: 5 As an Action, you anoint a willing creature you can touch with luminous spirit-ichor. It gains 2d8 + your Wisdom modifier temporary hit points, and gains a +1d4 bonus to its attack rolls until the end of its next turn. ### Ancestral Vigor Cost: 3 FP · Activation: Bonus Action · Range: Self or Touch · Prerequisites: LVL 5 · Min level: 5 As a Bonus Action, you call on ancestral spirits to fortify a creature (yourself or one you touch). For 3 rounds, it gains temporary hit points equal to your Wisdom modifier + your Proficiency Bonus and its speed increases by 10 ft. Temporary hit points from Ancestral Vigor do not stack with themselves. ### Shroud of Dathomir Cost: 3 FP · Activation: Action · Range: Self (10 ft aura) · Concentration · Prerequisites: LVL 5 · Min level: 5 As an Action, you draw a shroud of swirling mist and shadow around yourself. For up to 3 rounds while you concentrate, you and allies within 10 ft of you are lightly obscured to your enemies — attack rolls against any of you have disadvantage. The shroud moves with you. ### Wrack Cost: 3 FP · Activation: Action · Range: 30 ft · Prerequisites: LVL 7 · Min level: 7 As an Action, you wrench at a creature's nerves with phantom pain. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it takes 2d6 psychic damage and has disadvantage on attack rolls until the end of its next turn. On a success, it takes half damage and suffers no other effect. ### Coven's Hex Cost: 4 FP · Activation: Action · Range: 15 ft radius · Concentration · Prerequisites: LVL 10 · Min level: 10 As an Action, you unleash a chorus of dark-side dread. Each enemy of your choice within 15 ft of you must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature becomes Frightened of you while you concentrate (up to 3 rounds). A Frightened creature cannot willingly move closer to you and has disadvantage on attack rolls and ability checks. Each affected creature repeats the saving throw at the end of its turns, ending the effect on itself early on a success. ### Ichor Storm Cost: 4 FP · Activation: Action · Range: 60 ft (10 ft radius) · Prerequisites: LVL 10 · Min level: 10 As an Action, you conjure a churning storm of green ichor-energy centered on a point you can see within 60 ft, filling a 10 ft radius. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier), taking 3d8 energy damage on a failed save, or half as much on a success. ### Hex of Decay Cost: 4 FP · Activation: Action · Range: 30 ft · Concentration · Prerequisites: LVL 10 · Min level: 10 As an Action, you curse a creature within 30 ft with rotting decay. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it takes 2d8 chem-toxic damage immediately, becomes Poisoned, and takes 1d8 chem-toxic damage at the start of each of its turns while you concentrate (up to 3 rounds). At the end of each of its turns it repeats the saving throw, ending the effect early on a success. On the initial successful save, it takes half the initial damage and suffers no ongoing effect. ### Spirit Warrior Cost: 4 FP · Activation: Action · Range: 30 ft · Concentration · Prerequisites: LVL 10 · Min level: 10 As an Action, you summon the spectral warrior-spirit of a fallen Nightsister into an unoccupied space you can see within 30 ft. The spirit acts on your initiative, obeys your commands, and fights for up to 3 rounds while you concentrate. Its statistics are set by the GM — a basic spectral warrior, roughly a level-appropriate melee combatant that is resistant to non-Force physical damage. If the spirit drops to 0 hit points or your concentration ends, it dissipates. ### Reanimation Cost: 5 FP · Activation: Action (1/Long Rest) · Range: 10 ft · Prerequisites: LVL 13 · Min level: 13 As an Action (once per long rest), you raise a Medium or smaller fresh corpse within 10 ft as a Nightsister zombie thrall. The thrall acts on your initiative and obeys your commands. Its statistics are set by the GM — a basic undead minion. The thrall remains until it is destroyed or the current scene ends, whichever comes first. You may control only one reanimated thrall at a time. ### Wrath of the Ancestors Cost: 6 FP · Activation: Action · Range: 60 ft (20 ft radius) · Prerequisites: LVL 13 · Min level: 13 As an Action, you call down the fury of the Dathomiri dead on a point you can see within 60 ft, filling a 20 ft radius. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 5d8 energy damage and is knocked Prone. On a successful save, it takes half damage and is not knocked Prone. ### Agony Cost: 5 FP · Activation: Action · Range: 30 ft · Concentration · Prerequisites: LVL 13 · Min level: 13 As an Action, you fill a creature within 30 ft with overwhelming, mind-shattering pain. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it becomes Incapacitated and takes 3d8 psychic damage at the start of each of its turns while you concentrate (up to 3 rounds). At the end of each of its turns it repeats the saving throw, ending the effect early on a success. On the initial successful save, it takes 3d8 psychic damage once and is not Incapacitated. ### Fleshshape Cost: 5 FP · Activation: Action · Range: Touch · Concentration · Prerequisites: LVL 13 · Min level: 13 As an Action, you reshape the flesh of a willing creature you touch with Dathomiri alchemy. For up to 3 rounds while you concentrate, the target grows claws or fangs that count as a natural weapon dealing 1d8 kinetic (slashing) damage on an unarmed strike, gains a climbing speed equal to its walking speed, and gains a +2 bonus to one physical ability score of your choice (Strength, Dexterity, or Constitution). --- # Playable species 106 playable species. Each provides ability score modifiers, traits, languages, and recommended classes. Browse the full catalog at https://swurpg.com/species. ## 2-1B Surgical Droid _Size: Medium · Speed: 30 ft · https://swurpg.com/species/2-1b-surgical-droid_ When Luke Skywalker stumbled into Echo Base half-frozen from a wampa attack, it was a 2-1B surgical droid that lowered him into the bacta tank, and the same model that fitted his… ## Aloxian _Size: Small · Speed: 30 ft · https://swurpg.com/species/aloxian_ Qort, the masked Padawan that Maz Kanata pulled out of trouble and steered toward the Jedi, is the Aloxian most people have actually seen: a small, blue-skinned youth wearing the… ## Amanin _Size: Medium · Speed: 30 ft · https://swurpg.com/species/amanin_ Amanaman, the skull-staffed headhunter who lurked at the edge of Jabba the Hutt's throne room in Return of the Jedi, is the Amanin the galaxy remembers. ## Anzati _Size: Medium · Speed: 30 ft · https://swurpg.com/species/anzati_ Dannik Jerriko, the bounty hunter who sat smoking a pipe at the counter of Chalmun's Cantina the day Luke Skywalker met Han Solo, was an Anzat, one of the galaxy's so-called brain… ## Anzellan _Size: Diminutive · Speed: 10 ft · https://swurpg.com/species/anzellan_ Babu Frik, the wizened little droidsmith who hot-wired C-3PO's forbidden programming aboard a Kijimi safehouse in The Rise of Skywalker, is an Anzellan, and he put the whole speci… ## Aqualish _Size: Medium · Speed: 30 ft · https://swurpg.com/species/aqualish_ Ponda Baba is the Aqualish the galaxy remembers best: the tusked thug who shoved Luke Skywalker in the Mos Eisley Cantina, mouthed off, and left with a stump where his arm used to… ## Arkanian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/arkanian_ Arkanians are a near-Human species of master geneticists from the frozen world of Arkania, infamous across the galaxy for their genetic-engineering breakthroughs, their towering i… ## Arkanian Offshoot _Size: Medium · Speed: 30 ft · https://swurpg.com/species/arkanian-offshoot_ Dagan Gera, the High Republic Jedi who discovered the hidden world of Tanalorr beyond the Koboh Abyss and fell to the dark side over losing it, was an Arkanian Offshoot, a sub-spe… ## Azumel _Size: Medium · Speed: 30 ft · https://swurpg.com/species/azumel_ Argus "Six Eyes" Panox, the Azumel who sat in on Han Solo and Lando Calrissian's first sabacc game in the Lodge on Vandor, is the face of his species for most of the galaxy, and t… ## B1 Battle Droid _Size: Medium · Speed: 30 ft · https://swurpg.com/species/b1-battle-droid_ "Roger, roger." Two words, delivered in a thin nasal drone, became the unofficial epitaph of the Separatist war machine. ## Barabel _Size: Medium · Speed: 30 ft · https://swurpg.com/species/barabel_ Saba Sebatyne, the Barabel Jedi Master who sat on Luke Skywalker's reformed Masters' Council and briefly served as acting Grand Master, is the face most of the galaxy puts to her… ## BD-Series Supporter Droid _Size: Diminutive · Speed: 10 ft · https://swurpg.com/species/bd-series-supporter-droid_ BD-1, the chirping companion who rode on Cal Kestis's back through the early dark of the Empire, is the BD-series unit nearly everyone pictures first. ## Besalisk _Size: Medium · Speed: 30 ft · https://swurpg.com/species/besalisk_ The Besalisks evolved from large flightless avians native to Ojom, a cold ocean world located in the Deep Core. ## Bith _Size: Medium · Speed: 30 ft · https://swurpg.com/species/bith_ The seven musicians playing in the Mos Eisley Cantina when Luke Skywalker first walked in were Bith: Figrin D'an and the Modal Nodes, a jizz band whose swinging instrumentals carr… ## Bothan _Size: Medium · Speed: 30 ft · https://swurpg.com/species/bothan_ "Many Bothans died to bring us this information," Mon Mothma told the Rebel fleet before the assault on the second Death Star, and that single line did more for the species' reput… ## Caamasi _Size: Medium · Speed: 30 ft · https://swurpg.com/species/caamasi_ Caamasis can hand you a memory the way another being hands you a holocron: a memnis, a shared recollection so vivid that whoever receives it lives the moment as if they had stood… ## Caridan _Size: Medium · Speed: 30 ft · https://swurpg.com/species/caridan_ Caridans came from the planet whose Imperial academy trained stormtroopers, and when Kyp Durron drove the Sun Crusher's resonance torpedo into their sun in 11 ABY, most of the spe… ## Cerean _Size: Medium · Speed: 30 ft · https://swurpg.com/species/cerean_ Cereans are a tall, near-human species from the Mid Rim world of Cerea, instantly recognized by an elongated, conical skull that houses a binary brain. ## Chadra-Fan _Size: Small · Speed: 20 ft · https://swurpg.com/species/chadra-fan_ Kabe, the meter-tall rodent who squeaked at Wuher for blue milk in the Mos Eisley cantina, is the face of the Chadra-Fan: a small, bat-faced, fur-covered species from the Outer Ri… ## Chagrian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/chagrian_ Mas Amedda is the Chagrian everyone pictures first: the towering, blue-skinned Vice Chair who stood at Palpatine's shoulder through the fall of the Republic and rose to Grand Vizi… ## Chiss _Size: Medium · Speed: 30 ft · https://swurpg.com/species/chiss_ Grand Admiral Thrawn put the Chiss on the galactic map: a blue-skinned, red-eyed tactician from the Unknown Regions who rose to become the only non-human Grand Admiral in the Gala… ## Clawdite _Size: Medium · Speed: 30 ft · https://swurpg.com/species/clawdite_ When Zam Wesell shifted out of her human disguise on a Coruscant speeder, dropping the face of a brown-haired woman to reveal yellow reptilian eyes and rough green skin, she gave… ## Codru-Ji _Size: Medium · Speed: 30 ft · https://swurpg.com/species/codru-ji_ The Codru-Ji are a four-armed humanoid species from the Outer Rim world of Munto Codru, famous for a startling life cycle in which their children are not humanoid at all but six-l… ## Defel _Size: Small · Speed: 30 ft · https://swurpg.com/species/defel_ Arleil Schous, the aging fortune hunter nursing a drink in Chalmun's Cantina the day Luke Skywalker walked in, was a Defel, and by then he was a frightened one: he was getting old… ## Devaronian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/devaronian_ The horned, red-skinned alien sipping in the corner of the Mos Eisley cantina is a Devaronian, and the most infamous of them, Kardue'sai'Malloc, was hiding in that very booth. ## Dowutin _Size: Large · Speed: 40 ft · https://swurpg.com/species/dowutin_ Grummgar, the horned slab of a big-game hunter lounging in Maz Kanata's castle in The Force Awakens, is the Dowutin most people have laid eyes on, even if they never caught his na… ## Draethos _Size: Medium · Speed: 30 ft · https://swurpg.com/species/draethos_ Odan-Urr, the Jedi Master who built the Great Library on Ossus, was a Draethos, and he is the species' most enduring legacy: a thousand-year-old scholar cut down by Exar Kun durin… ## Dug _Size: Small · Speed: 20 ft · https://swurpg.com/species/dug_ Dugs are a small, aggressive, fiercely proud people from the high-gravity world of Malastare, best known across Star Wars for Sebulba, the cheating Dug podracer who menaced young… ## Duros _Size: Medium · Speed: 30 ft · https://swurpg.com/species/duros_ Cad Bane, the wide-brimmed bounty hunter who became the deadliest gun in the galaxy after Jango Fett died at Geonosis, is a Duros, and his blue skin and sunken red eyes are the fa… ## EV-Series Supervisor Droid _Size: Medium · Speed: 30 ft · https://swurpg.com/species/ev-series-supervisor-droid_ EV-9D9 ran the droid pool in the dungeons beneath Jabba the Hutt's palace, and she enjoyed the work a great deal more than she should have. ## Ewok _Size: Small · Speed: 20 ft · https://swurpg.com/species/ewok_ Ewoks are the small, furred forest dwellers of the moon of Endor whose spears, slings, and falling-log traps helped a Rebel strike team destroy the shield generator protecting the… ## Felucian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/felucian_ Felucians are an amphibious, deeply Force-sensitive people from the fungal jungle world of Felucia, best known to outsiders through the Jedi who hid among them: Shaak Ti sheltered… ## Fosh _Size: Small · Speed: 30 ft · https://swurpg.com/species/fosh_ The Fosh are one of the rarest and most mysterious avian species in Star Wars, a slender, bird-like people so secretive that even the name and location of their homeworld remain u… ## Gamorrean _Size: Medium · Speed: 30 ft · https://swurpg.com/species/gamorrean_ Gamorreans are hulking, green-skinned, pig-like humanoids from the Outer Rim world of Gamorr, best known across Star Wars as the brutish axe-wielding guards who flanked the throne… ## Gen'Dai _Size: Large · Speed: 40 ft · https://swurpg.com/species/gendai_ Rayvis, the towering Gen'Dai who led the Bedlam Raiders on Koboh and cut down Jedi through the High Republic era before swearing a life debt to the man who spared him, is the clea… ## Gilbrogian _Size: Small · Speed: 20 ft · https://swurpg.com/species/gilbrogian_ Maz Kanata is the only Gilbrogian anyone in the galaxy has ever knowingly met: the thousand-year-old "pirate queen" who ran a castle-tavern on Takodana, kept Anakin Skywalker's lo… ## Givin _Size: Medium · Speed: 30 ft · https://swurpg.com/species/givin_ Drusil Bephorin, the Givin cryptographer Luke Skywalker pulled out of Imperial custody in Heir to the Jedi, is the species in miniature: a mind that treats probability analysis an… ## Gloovan _Size: Medium · Speed: 20 ft · https://swurpg.com/species/gloovan_ When Padawan Bell Zettifar blew the Cloudship out from under a Nihil raider at the Cyclor Shipyards, the marauder he killed was Sarn Starbreaker, a Gloovan who had risen to the ra… ## Gotal _Size: Medium · Speed: 30 ft · https://swurpg.com/species/gotal_ When Obi-Wan Kenobi ignited his lightsaber in Chalmun's Cantina, the Gotal tax collector Feltipern Trevagg felt it before he understood it. ## Gran _Size: Medium · Speed: 30 ft · https://swurpg.com/species/gran_ Grans are the three-eyed, goat-snouted herd-dwellers of Kinyen, a species you have almost certainly seen without knowing the name: Ree-Yees, the surly criminal hanging around Jabb… ## Gungan _Size: Medium · Speed: 30 ft · https://swurpg.com/species/gungan_ Gungans are the amphibious native people of Naboo, best known to the wider galaxy through Jar Jar Binks and through Boss Nass, the leader who set aside generations of grievance to… ## Herglic _Size: Medium · Speed: 30 ft · https://swurpg.com/species/herglic_ Herglics are two-meter whale-descended giants with a galaxy-famous weakness: once a Herglic sits down at a game of chance, only the strongest-willed of them can walk away before t… ## HK-Series Assassin Droid _Size: Medium · Speed: 30 ft · https://swurpg.com/species/hk-series-assassin-droid_ HK-47 is the assassin droid who called everyone he met a "meatbag" — a crimson-plated hunter-killer built by Darth Revan around 3960 BBY to murder Jedi, and the prototype every la… ## Houk _Size: Medium · Speed: 30 ft · https://swurpg.com/species/houk_ Houks are the muscle the Hutts reach for when a Wookiee is unavailable: 2.2-meter slabs of violet-skinned brawn who turn up as palace guards, gladiators, and enforcers across the… ## Human _Size: Medium · Speed: 30 ft · https://swurpg.com/species/human_ Luke Skywalker, Leia Organa, Han Solo, and the Emperor Palpatine are all Humans, and so are most of the faces that decide the fate of the galaxy. ## Hutt _Size: Large · Speed: 10 ft · https://swurpg.com/species/hutt_ Hutts are the massive, slug-bodied crime-lord species that rule the underworld of Star Wars, the patient gangster-monarchs who control smuggling, spice, slavery, and gambling from… ## Hysalrian _Size: Large · Speed: 40 ft · https://swurpg.com/species/hysalrian_ The Hysalrian who trained Yoda has a name: N'Kata Del Gormo, a four-armed, serpentine Jedi Master who took in a young, Force-sensitive hermit and his human friend after they crash… ## ID9 Seeker Droid _Size: Tiny · Speed: 30 ft · https://swurpg.com/species/id9-seeker-droid_ The Seventh Sister never went hunting alone. ## IG-RM Enforcer Droid _Size: Medium · Speed: 30 ft · https://swurpg.com/species/ig-rm-enforcer-droid_ When the Lothal crime lord Cikatro Vizago wanted to make a point, he sent a pair of IG-RM enforcer droids to make it for him. ## Ikkrukkian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/ikkrukkian_ Porter Engle, the Blade of Bardotta, was an Ikkrukkian Jedi Master who fought for over three hundred years and was reckoned one of the finest swordsmen of the High Republic era be… ## Iktotchi _Size: Medium · Speed: 30 ft · https://swurpg.com/species/iktotchi_ The Iktotchi are a precognitive, telepathic near-human species from the storm-lashed moon of Iktotch, instantly recognized by the great down-curving horns that sweep back from the… ## Ithorian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/ithorian_ The "Hammerhead" who shares a drink in the Mos Eisley Cantina when Luke and Obi-Wan walk in is an Ithorian named Momaw Nadon, and that curved, two-sided skull has been a fixture o… ## Jawa _Size: Small · Speed: 20 ft · https://swurpg.com/species/jawa_ Jawas are the hooded, glowing-eyed scavengers of Tatooine who crew the giant treaded sandcrawlers, comb the dunes for cast-off scrap and stray droids, and shriek "Utinni!" the mom… ## Kaleesh _Size: Medium · Speed: 30 ft · https://swurpg.com/species/kaleesh_ The Kaleesh are a fierce reptilian warrior species from the Outer Rim world of Kalee — red-skinned, tusked, and almost never seen without the bone war-masks carved from the skulls… ## Kaminoan _Size: Medium · Speed: 30 ft · https://swurpg.com/species/kaminoan_ Kaminoans are tall, pale, long-necked amphibious aliens from the storm-lashed water world of Kamino, and the species behind the most consequential act of genetic engineering in ga… ## Kel Dor _Size: Medium · Speed: 30 ft · https://swurpg.com/species/kel-dor_ The Kel Dor are a tall, orange-skinned humanoid Star Wars species from the planet Dorin, and the most famous Kel Dor in the galaxy is Jedi Master Plo Koon, the masked, goggle-wear… ## Kessurian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/kessurian_ Jedi Master Estala Maru ran the Jedi side of Starlight Beacon during the High Republic era, and he is the Kessurian almost everyone has actually met: a red-skinned, montral-horned… ## Kian'thar _Size: Medium · Speed: 30 ft · https://swurpg.com/species/kianthar_ Kian'thars read the room before anyone says a word. ## Krevaaki _Size: Medium · Speed: 30 ft · https://swurpg.com/species/krevaaki_ Jedi Master Vodo-Siosk Baas, the man who trained Exar Kun and later died at his hand on the Senate floor, was a Krevaaki — a tentacled, shell-backed people who, in the millennia b… ## KX-series Imperial Security Droid _Size: Medium · Speed: 30 ft · https://swurpg.com/species/kx-series-imperial-security-droid_ K-2SO is the reprogrammed KX-series security droid who flew with rebel spy Cassian Andor and died holding a vault door shut on Scarif so the Death Star plans could escape, and he… ## Kyuzo _Size: Medium · Speed: 40 ft · https://swurpg.com/species/kyuzo_ Embo, the silent bounty hunter who threw his saucer-shaped hat like a boomerang and rode it down cliff faces as a shield, is the Kyuzo the galaxy remembers — and he is fairly typi… ## Lasat _Size: Medium · Speed: 30 ft · https://swurpg.com/species/lasat_ Garazeb "Zeb" Orrelios, the towering Honor Guard captain of the Ghost crew in Star Wars Rebels, is the face the galaxy knows for the Lasat: a two-meter wall of purple-grey muscle… ## Latero _Size: Small · Speed: 20 ft · https://swurpg.com/species/latero_ Greez Dritus, the gruff four-armed captain who flew Cal Kestis and Cere Junda aboard the Stinger Mantis in Jedi: Fallen Order and Jedi: Survivor, is the galaxy's best-known Latero… ## MagnaGuard (IG-100) _Size: Medium · Speed: 30 ft · https://swurpg.com/species/magnaguard-ig-100_ When General Grievous strode the bridge of his flagships during the Clone Wars, a pair of cloaked killers shadowed him on either side: IG-100 MagnaGuards, the bodyguard droids he… ## Miraluka _Size: Medium · Speed: 30 ft · https://swurpg.com/species/miraluka_ The Miraluka are a near-Human species born without working eyes who "see" the galaxy entirely through the Force. ## Mirialan _Size: Medium · Speed: 30 ft · https://swurpg.com/species/mirialan_ The Mirialans are a long-lived, near-human people from the cold desert world of Mirial, instantly recognizable by their green-to-yellow skin and the angular, geometric tattoos tha… ## Mon Calamari _Size: Medium · Speed: 30 ft · https://swurpg.com/species/mon-calamari_ "It's a trap!" — the most famous words ever shouted by a Mon Calamari belong to Admiral Gial Ackbar, who rose from the oceans of a single watery world to become the foremost fleet… ## Mrlssi _Size: Small · Speed: 20 ft · https://swurpg.com/species/mrlssi_ Mrlssis are the scholar-scientists of Mrlsst in the Tapani sector, a knee-high avian people who built one of the finest universities outside the Core Worlds by being unreasonably… ## Mustafarian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/mustafarian_ Mustafarians are the insectoid natives of Mustafar, the lava world where Anakin Skywalker was burned and remade as Darth Vader. ## Muun _Size: Medium · Speed: 30 ft · https://swurpg.com/species/muun_ Muuns are a tall, gaunt, hairless near-human species from the world of Muunilinst, and the species behind the InterGalactic Banking Clan that financed half the galaxy. ## Nagai _Size: Medium · Speed: 30 ft · https://swurpg.com/species/nagai_ Nagais are the blade-obsessed warriors who came out of the dark to invade the galaxy alongside the broken remnants of the Empire, fighting with vibro-edged longswords and throwing… ## Nautolan _Size: Medium · Speed: 30 ft · https://swurpg.com/species/nautolan_ Jedi Master Kit Fisto, the grinning green-skinned warrior who fought at Geonosis and died trying to arrest Chancellor Palpatine alongside Mace Windu, is the most famous Nautolan i… ## Neti _Size: Medium · Speed: 30 ft · https://swurpg.com/species/neti_ The Neti are a species of long-lived, Force-sensitive sentient trees from the Star Wars galaxy — shape-shifting plant people who can live for thousands of years and reshape their… ## Nightbrother _Size: Medium · Speed: 30 ft · https://swurpg.com/species/nightbrother_ Maul was born a Nightbrother, and so was the towering Savage Opress who later served as his apprentice. ## Nightsister _Size: Medium · Speed: 30 ft · https://swurpg.com/species/nightsister_ The Nightsisters — the Witches of Dathomir — were an ancient, matriarchal order of magick-wielding women native to Dathomir, a remote planet steeped in dark-side energy. ## Noghri _Size: Small · Speed: 30 ft · https://swurpg.com/species/noghri_ Rukh, the gray-skinned bodyguard who drove a knife into Grand Admiral Thrawn's chest the moment he learned how the Empire had betrayed his people, is the Noghri the wider galaxy r… ## Ortolan _Size: Small · Speed: 20 ft · https://swurpg.com/species/ortolan_ Max Rebo, the squat blue keyboardist who pounded out tunes for Jabba the Hutt's court in Return of the Jedi, is the Ortolan the galaxy remembers. ## Parwan _Size: Medium · Speed: 30 ft · https://swurpg.com/species/parwan_ Derrown, the Clone Wars bounty hunter Count Dooku rated among the best in the galaxy, was a Parwan, and his species' signature shows in the nickname he earned: the Exterminator, f… ## Pau'an _Size: Medium · Speed: 30 ft · https://swurpg.com/species/pauan_ When Obi-Wan Kenobi landed on Utapau hunting General Grievous, it was Port Administrator Tion Medon who leaned in close and whispered the warning that gave away the cyborg general… ## Pit Droid (DUM-series) _Size: Small · Speed: 15 ft · https://swurpg.com/species/pit-droid-dum-series_ During the Boonta Eve Classic of 32 BBY, a single DUM-series pit droid was working under Ody Mandrell's podracer when the still-cycling engine sucked it in and fired it out the fa… ## Quarren _Size: Medium · Speed: 25 ft · https://swurpg.com/species/quarren_ When the Mon Cala monarchy fractured during the Clone Wars, it was the Quarren chieftain Nossor Ri who first sided with the Separatists against Prince Lee-Char, then turned on Rif… ## RA-7 Protocol Droid _Size: Medium · Speed: 30 ft · https://swurpg.com/species/ra-7-protocol-droid_ The grey droid standing silently in the background of the Death Star's command corridors in A New Hope is an RA-7, and that quiet ubiquity is exactly the point: the Empire seeded… ## Republic Clone _Size: Medium · Speed: 30 ft · https://swurpg.com/species/republic-clone_ Captain Rex, CT-7567, who led the 501st Legion under Anakin Skywalker and later tore his own inhibitor chip out rather than gun down Ahsoka Tano, is the face of an entire species:… ## Rodian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/rodian_ Greedo, the green-skinned bounty hunter who pulled a blaster on Han Solo in the Mos Eisley cantina and lost the exchange, is the Rodian most of the galaxy pictures first. ## Sakavian _Size: Diminutive · Speed: 10 ft · https://swurpg.com/species/sakavian_ Skoova Stev, the master fisherman who runs the aquarium at Pyloon's Saloon in Star Wars Jedi: Survivor, is the only Sakavian most of the galaxy will ever meet, and very nearly the… ## Selonian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/selonian_ Dracmus, the silver-furred revolutionary who broke Han Solo out of a Corellian prison and spirited him off-world in a Selonian cone ship, is the face of an entire species: the tun… ## Sluissi _Size: Medium · Speed: 20 ft · https://swurpg.com/species/sluissi_ Sluissis are the snake-bodied master mechanics of the Outer Rim, the species that built and ran the Sluis Van Shipyards and earned a galaxy-wide reputation for coaxing more speed,… ## Sullustan _Size: Small · Speed: 20 ft · https://swurpg.com/species/sullustan_ When Lando Calrissian dove the Millennium Falcon into the second Death Star at the Battle of Endor, the small jowled alien in the co-pilot seat feeding him the launch codes was a… ## Thakwaash _Size: Medium · Speed: 40 ft · https://swurpg.com/species/thakwaash_ Hohass Ekwesh flew as Wraith Six in the New Republic's Wraith Squadron, a three-meter equinoid giant his squadronmates nicknamed "Runt" because, at barely two meters, he was under… ## Togorian _Size: Large · Speed: 40 ft · https://swurpg.com/species/togorian_ Togorians are a towering, feline warrior species from the temperate Mid Rim world of Togoria, instantly recognizable as big cat-like humanoids covered in fur, armed with retractab… ## Togruta _Size: Medium · Speed: 30 ft · https://swurpg.com/species/togruta_ Togruta are the red-and-white humanoids of Shili, marked by the cone-like horns and trailing head-tails that frame the galaxy's most famous example of the species: Ahsoka Tano, th… ## Toydarian _Size: Small · Speed: 20 ft · https://swurpg.com/species/toydarian_ Watto, the wheezing junk dealer who owned a young Anakin Skywalker in Mos Espa, is the Toydarian everyone remembers, and the moment that defined the species came when Qui-Gon Jinn… ## Trandoshan _Size: Medium · Speed: 30 ft · https://swurpg.com/species/trandoshan_ Bossk—the snarling reptilian bounty hunter who stalked the bridge of an Imperial Star Destroyer in The Empire Strikes Back and later hunted Jedi younglings across the moon of Wass… ## Tridactyl _Size: Small · Speed: 20 ft · https://swurpg.com/species/tridactyl_ Yoda, Yaddle, and Grogu are the only members of this species ever named in canon, and "Tridactyl" isn't even their real name. ## Twi'lek _Size: Medium · Speed: 30 ft · https://swurpg.com/species/twilek_ Twi'leks are the lekku-headed people of Ryloth, instantly recognized across the galaxy by the pair of fleshy head-tails that hang from their skulls and by skin that comes in blue,… ## Ugnaught _Size: Small · Speed: 20 ft · https://swurpg.com/species/ugnaught_ Kuiil, the gruff vapor farmer who repaired Din Djarin's Razor Crest and rebuilt the assassin droid IG-11 in The Mandalorian, is the Ugnaught most of the galaxy would recognize, an… ## Verpine _Size: Medium · Speed: 30 ft · https://swurpg.com/species/verpine_ Verpines built the B-wing starfighter, and that single fact tells you most of what you need to know about them: when the Rebel Alliance wanted a fighter that no human engineering… ## Vurk _Size: Medium · Speed: 30 ft · https://swurpg.com/species/vurk_ Jedi Master Coleman Trebor, the tall green-skinned figure who leapt from the Geonosis arena stands to confront Count Dooku in Attack of the Clones, was a Vurk, and he is the reaso… ## Vuvrian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/vuvrian_ The Vuvrian who haggled Luke Skywalker out of his landspeeder in Mos Eisley was Wioslea, a female terrestrial-vehicle dealer with an oblong, twelve-eyed insect head and two long a… ## Weequay _Size: Medium · Speed: 30 ft · https://swurpg.com/species/weequay_ Hondo Ohnaka, the silver-tongued pirate captain who robbed Jedi, Sith, and Separatists alike from his base on Florrum, is the galaxy's most recognizable Weequay, but most people m… ## Wookiee _Size: Medium · Speed: 30 ft · https://swurpg.com/species/wookiee_ Chewbacca, who tore through Imperial garrisons at Han Solo's side for decades, is the galaxy's most famous Wookiee, and he is a fair introduction to the species: towering, fur-cov… ## Yam'rii _Size: Medium · Speed: 30 ft · https://swurpg.com/species/yamrii_ The mantis-faced alien hunched at the bar in the Mos Eisley cantina, the one the crew nicknamed "Praying Mantis" during filming of A New Hope, was a Yam'rii named Kitik Keed'kak. ## Yarkora _Size: Medium · Speed: 30 ft · https://swurpg.com/species/yarkora_ Saelt-Marae, the whiskered, broad-snouted alien lurking in the corners of Jabba the Hutt's palace in Return of the Jedi, is the only Yarkora most of the galaxy has ever knowingly… ## Yuzzem _Size: Large · Speed: 30 ft · https://swurpg.com/species/yuzzem_ Hin and Kee, the two drunken Yuzzem who shared a cell with Luke Skywalker and Princess Leia in the Imperial mining colony on Mimban, are the reason most of the galaxy knows the sp… ## Zabrak _Size: Medium · Speed: 30 ft · https://swurpg.com/species/zabrak_ Darth Maul, the horned, red-and-black Sith who cut down Qui-Gon Jinn on Naboo, was a Zabrak, and there is no faster way to picture the species than to picture him: a crown of shor… ## Zygerrian _Size: Medium · Speed: 30 ft · https://swurpg.com/species/zygerrian_ Zygerrians are a feline-featured humanoid species from the Outer Rim world of Zygerria, infamous across the galaxy as the architects of the Zygerrian Slave Empire — the most notor… --- # Classes 21 character classes (6 base + 15 advanced subclasses). Each provides hit die, primary ability, proficiencies, level-by-level features, and starting gear. Browse the full catalog at https://swurpg.com/classes. ## Base classes (start here at level 1) ### Force Adept _Hit die: d8 · Primary ability: Wisdom · https://swurpg.com/classes/force-adept_ You gain 1 + your Wisdom modifier Force Powers of your choice from the Force Powers list. ### Jedi Padawan _Hit die: d8 · Primary ability: Wisdom and Dexterity · https://swurpg.com/classes/jedi-padawan_ While wielding an ignited lightsaber, you gain a +1 bonus to AC. ### Leader _Hit die: d8 · Primary ability: Charisma and Intelligence · https://swurpg.com/classes/leader_ Once per Short Rest, when you fail a Charisma-based skill check or saving throw, you can reroll it. ### Scoundrel _Hit die: d8 · Primary ability: Dexterity and Charisma · https://swurpg.com/classes/scoundrel_ When you make a ranged weapon attack against a target within 20 feet, you gain a +1 bonus to attack rolls and +1 to damage rolls. ### Soldier _Hit die: d10 · Primary ability: Strength or Dexterity · https://swurpg.com/classes/soldier_ You gain +1 to Initiative rolls. ### Tech Specialist _Hit die: d6 · Primary ability: Intelligence · https://swurpg.com/classes/tech-specialist_ Once per Short Rest, gain Advantage on Mechanics and Use Computer checks. ## Advanced classes (level 3+ specializations) ### Assassin _Hit die: d6 · Primary ability: Dexterity and Intelligence · Advanced from: Scoundrel · https://swurpg.com/classes/assassin_ Dexterity and Intelligence class. Hit Die d6. ### Bounty Hunter _Hit die: d8 · Primary ability: Dexterity and Charisma · Advanced from: Scoundrel · https://swurpg.com/classes/bounty-hunter_ Dexterity and Charisma class. Hit Die d8. ### Commando _Hit die: d10 · Primary ability: Dexterity · Advanced from: Soldier · https://swurpg.com/classes/commando_ Dexterity class. Hit Die d10. ### Diplomat _Hit die: d6 · Primary ability: Charisma and Intelligence · Advanced from: Leader · https://swurpg.com/classes/diplomat_ Charisma and Intelligence class. Hit Die d6. ### Force Mystic _Hit die: d6 · Primary ability: Wisdom · Advanced from: Force Adept · https://swurpg.com/classes/force-mystic_ Wisdom class. Hit Die d6. ### Force Warrior _Hit die: d8 · Primary ability: Wisdom and Constitution · Advanced from: Force Adept · https://swurpg.com/classes/force-warrior_ Wisdom and Constitution class. Hit Die d8. ### Jedi Consular _Hit die: d6 · Primary ability: Wisdom and Charisma · Advanced from: Jedi Padawan · https://swurpg.com/classes/jedi-consular_ Wisdom and Charisma class. Hit Die d6. ### Jedi Guardian _Hit die: d10 · Primary ability: Strength or Dexterity · Advanced from: Jedi Padawan · https://swurpg.com/classes/jedi-guardian_ Strength or Dexterity class. Hit Die d10. ### Jedi Pathfinder _Hit die: d8 · Primary ability: Wisdom and Dexterity · Advanced from: Jedi Padawan · https://swurpg.com/classes/jedi-pathfinder_ Wisdom and Dexterity class. Hit Die d8. ### Jedi Sentinel _Hit die: d8 · Primary ability: Dexterity and Intelligence · Advanced from: Jedi Padawan · https://swurpg.com/classes/jedi-sentinel_ Dexterity and Intelligence class. Hit Die d8. ### Marksman _Hit die: d8 · Primary ability: Dexterity · Advanced from: Soldier · https://swurpg.com/classes/marksman_ Dexterity class. Hit Die d8. ### Officer _Hit die: d8 · Primary ability: Charisma and Intelligence · Advanced from: Leader · https://swurpg.com/classes/officer_ Charisma and Intelligence class. Hit Die d8. ### Pirate _Hit die: d8 · Primary ability: Dexterity and Charisma · Advanced from: Scoundrel · https://swurpg.com/classes/pirate_ Dexterity and Charisma class. Hit Die d8. ### Smuggler _Hit die: d6 · Primary ability: Dexterity and Charisma · Advanced from: Scoundrel · https://swurpg.com/classes/smuggler_ Dexterity and Charisma class. Hit Die d6. ### Vanguard _Hit die: d12 · Primary ability: Strength and Constitution · Advanced from: Soldier · https://swurpg.com/classes/vanguard_ Strength and Constitution class. Hit Die d12. --- # Starships 48 total chassis: 28 player-friendly platforms players build on, and 20 GM-side enemy stat blocks for ship-combat encounters. Players customize playable ships through upgrades (constructive: better shields, more weapons, stronger hyperdrive) and traits (narrative: Jury-Rigged, Hot-Shot, Salvaged). Enemy ships are GM-only and never appear in the Starship Builder. Prices are reference only — there is no credit-pool tracking. Browse the full catalog at https://swurpg.com/starships; combat rules at https://swurpg.com/rules/starship-combat. ## Playable chassis ### Scimitar _Sith Infiltrator · Small · Republic Sienar Systems · canon: Darth Maul (The Phantom Menace) · https://swurpg.com/starships/scimitar_ Darth Maul's experimental Sith infiltrator — a cloak-equipped, heavily armed Star Courier built for hunting in the dark. **Stats:** HP 100 · Shields 25 · Handling +2 · SIB +3 · Size Mod +2 · **AC 17** · Speed Very Fast · Length 26.5 m · Hyperdrive Class 2.0 · Sensors Advanced (hyperspace signature tracking) · Navigation Advanced. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 6 passengers · ~20 metric tons (+ Bloodfin speeder bay, probe-droid racks). **Hardpoints:** 2 fixed · 0 turret · 1 missile bay. **Default loadout:** - Six Concealed Laser Cannons (fixed, DEX, Close range, +2 acc): 3d10 energy - Proton Torpedo Launcher (missile bay, INT, Long range, +1 acc): 4d10 explosive **Era:** Rise of the Empire, Clone Wars, Galactic Civil War. **Reference price:** 250,000 credits. ### EML-850 Light Freighter _Light Freighter · Small · Barsha Corporation · canon: Trailblazer (Kay Vess) · https://swurpg.com/starships/eml-850-light-freighter_ A rare, durasteel-armored Corellian light freighter — built tough enough for the underworld, and priced accordingly. **Stats:** HP 110 · Shields 35 · Handling +1 · SIB +3 · Size Mod +2 · **AC 16** · Speed Fast · Length 32 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Standard. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 4 passengers · ~75 metric tons. **Hardpoints:** 1 fixed · 1 turret · 0 missile bay. **Default loadout:** - Dorsal Dual Laser Turret (turret, DEX, Close range, +1 acc): 3d10 energy - Forward Laser Cannons (fixed, DEX, Close range, +1 acc): 2d10 energy **Era:** Rise of the Empire, Galactic Civil War. **Reference price:** 180,000 credits. ### GX1 Short Hauler _Diplomatic Shuttle · Medium · Lantillian ShipWrights · canon: Phoenix & Valorous (Republic diplomatic vessels) · https://swurpg.com/starships/gx1-short-hauler_ A Lantillian diplomatic shuttle with room for ten, a month of supplies, and a built-in escape pod for when talks break down. **Stats:** HP 110 · Shields 50 · Handling -1 · SIB +2 · Size Mod +0 · **AC 11** · Speed Average · Length 37.28 m · Hyperdrive Class 2.0 · Sensors Long-Range Communications Array · Navigation Standard. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 10 passengers · ~15 metric tons (passenger-focused). **Hardpoints:** 0 fixed · 1 turret · 0 missile bay. **Default loadout:** - Turret-Mounted Double Laser Cannons (turret, INT, Close range, +1 acc): 2d10 energy **Era:** Clone Wars, Rise of the Empire, Galactic Civil War, New Republic Era. **Reference price:** 85,000 credits. ### YT-2000 Light Freighter _Light Freighter · Medium · Corellian Engineering Corporation · canon: Stellar Sun (Rikarda) · https://swurpg.com/starships/yt-2000-light-freighter_ Corellian Engineering's up-gunned, up-armored take on the YT-1300 — two laser turrets, heavier shields, and a cockpit that doubles as a lifeboat. **Stats:** HP 125 · Shields 50 · Handling +1 · SIB +2 · Size Mod +0 · **AC 13** · Speed Average · Length 29.4 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Navicomputer. **Crew & cargo:** 3 crew stations (Pilot 1, Gunner 2, Engineer 0, Commander 0) · 7 passengers · ~115 metric tons. **Hardpoints:** 0 fixed · 2 turret · 0 missile bay. **Default loadout:** - Dorsal Dual Laser Turret (turret, DEX, Close range, +2 acc): 3d10 energy - Ventral Dual Laser Turret (turret, INT, Close range, +1 acc): 2d10 energy **Era:** Galactic Civil War, New Republic Era. **Reference price:** 150,000 credits. ### 578-R Space Transport _Space Transport · Medium · Amalgamated Hyperdyne · canon: The Last Resort (Camper) · https://swurpg.com/starships/578-r-space-transport_ A cheap, unreliable Old Republic junk hauler beloved by outlaw techs — a project ship that's all potential. **Stats:** HP 95 · Shields 25 · Handling -1 · SIB +1 · Size Mod +0 · **AC 10** · Speed Average · Length 31.5 m · Hyperdrive Class 3.0 · Sensors Standard · Navigation Standard. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 10 passengers · ~40 metric tons. **Hardpoints:** 1 fixed · 1 turret · 0 missile bay. **Default loadout:** - Medium Laser Cannon (fixed, DEX, Close range, +1 acc): 2d10 energy **Era:** Old Republic Era. **Reference price:** 75,000 credits. ### Kazellis-class Light Freighter _Light Freighter · Medium · Kazellis Corporation · canon: The Claw · https://swurpg.com/starships/kazellis-class-light-freighter_ A rare, sleek flying-wing freighter — fast, well-shielded, and smuggler-ready straight off the lot. **Stats:** HP 110 · Shields 45 · Handling +1 · SIB +2 · Size Mod +0 · **AC 13** · Speed Fast · Length 28 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Navicomputer. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 3 passengers · ~100 metric tons. **Hardpoints:** 1 fixed · 1 turret · 0 missile bay. **Default loadout:** - Quad Laser Cannon (turret, DEX, Close range, +2 acc): 3d10 energy **Era:** Rise of the Empire, Galactic Civil War. **Reference price:** 50,000 credits. ### Barloz-class Medium Freighter _Medium Freighter · Medium · Corellian Engineering Corporation · https://swurpg.com/starships/barloz-class-medium-freighter_ An old, wedge-shaped Corellian workhorse — roomy, reliable, and lightly armed; the independent merchant's bread and butter. **Stats:** HP 120 · Shields 30 · Handling -1 · SIB +2 · Size Mod +0 · **AC 11** · Speed Average · Length 35 m · Hyperdrive Class 2.0 · Sensors Short-Range · Navigation Standard. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 4 passengers · ~130 metric tons. **Hardpoints:** 1 fixed · 1 turret · 0 missile bay. **Default loadout:** - Light Laser Cannon (fixed, DEX, Close range, +1 acc): 2d8 energy **Era:** Galactic Civil War, New Republic Era. **Reference price:** 70,000 credits. ### YT-1300 Light Freighter _Light Freighter · Medium · Corellian Engineering Corporation · canon: Millennium Falcon · https://swurpg.com/starships/yt-1300-light-freighter_ Iconic Corellian light freighter. Famous for its legendary modification ceiling — many YT-1300s have been so heavily customized that two are rarely alike. **Stats:** HP 120 · Shields 40 · Handling +0 · SIB +2 · Size Mod +0 · **AC 12** · Speed Average · Length 34.75 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Standard Astrogation. **Crew & cargo:** 2 crew stations (Pilot 1, Gunner 1, Engineer 0, Commander 0) · 6 passengers · ~100 metric tons. **Hardpoints:** 0 fixed · 1 turret · 0 missile bay. **Default loadout:** - Quad Laser Turret (turret, DEX, Close range, +2 acc): 3d10 energy **Era:** Rise of the Empire, Galactic Civil War, New Republic Era, Resistance Era. **Reference price:** 100,000 credits. ### YT-2400 Light Freighter _Light Freighter · Medium · Corellian Engineering Corporation · canon: Outrider · https://swurpg.com/starships/yt-2400-light-freighter_ Sleeker and quicker than the YT-1300, with extra hardpoint capacity favored by mercenaries and bounty hunters. **Stats:** HP 130 · Shields 45 · Handling +1 · SIB +2 · Size Mod +0 · **AC 13** · Speed Fast · Length 21 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Standard Astrogation. **Crew & cargo:** 2 crew stations (Pilot 1, Gunner 1, Engineer 0, Commander 0) · 6 passengers · ~150 metric tons. **Hardpoints:** 1 fixed · 2 turret · 0 missile bay. **Default loadout:** - Dual Laser Cannons (turret, DEX, Close range, +1 acc): 2d10 energy **Era:** Rise of the Empire, Galactic Civil War, New Republic Era. **Reference price:** 130,000 credits. ### VCX-100 Light Freighter _Light Freighter · Medium · Corellian Engineering Corporation · canon: Ghost · https://swurpg.com/starships/vcx-100-light-freighter_ Workhorse Corellian freighter built with twin turrets and detachable auxiliary craft mounts. Popular with rebel cells and family-crew traders alike. **Stats:** HP 140 · Shields 50 · Handling +0 · SIB +3 · Size Mod +0 · **AC 13** · Speed Average · Length 43.9 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Standard Astrogation. **Crew & cargo:** 3 crew stations (Pilot 1, Gunner 2, Engineer 0, Commander 0) · 6 passengers · ~150 metric tons. **Hardpoints:** 0 fixed · 2 turret · 0 missile bay. **Default loadout:** - Dorsal Laser Turret (turret, DEX, Close range, +1 acc): 3d10 energy - Ventral Laser Turret (turret, DEX, Close range, +1 acc): 3d10 energy **Era:** Rise of the Empire, Galactic Civil War. **Reference price:** 145,000 credits. ### HWK-290 Light Freighter _Light Freighter · Small · Corellian Engineering Corporation · canon: Moldy Crow · https://swurpg.com/starships/hwk-290-light-freighter_ Lean, fast solo-crew light freighter. Long-range sensors and a Class 1.0 hyperdrive make it ideal for couriers, scouts, and lone operators. **Stats:** HP 90 · Shields 30 · Handling +2 · SIB +2 · Size Mod +2 · **AC 16** · Speed Fast · Length 31 m · Hyperdrive Class 1.0 · Sensors Long-Range · Navigation Standard Astrogation. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 2 passengers · ~75 metric tons. **Hardpoints:** 1 fixed · 0 turret · 0 missile bay. **Default loadout:** - Forward Laser Cannons (fixed, DEX, Close range, +1 acc): 3d8 energy **Era:** Old Republic Era, Rise of the Empire, Galactic Civil War. **Reference price:** 90,000 credits. ### Ghtroc 720 Light Freighter _Light Freighter · Medium · Ghtroc Industries · canon: Common civilian hauler · https://swurpg.com/starships/ghtroc-720-light-freighter_ Cheap, common civilian freighter. Slow, lightly armed, but trusted by smugglers and traders for the price-to-cargo ratio. **Stats:** HP 100 · Shields 30 · Handling -1 · SIB +1 · Size Mod +0 · **AC 10** · Speed Slow · Length 35 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Basic Astrogation. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 10 passengers · ~135 metric tons. **Hardpoints:** 0 fixed · 1 turret · 0 missile bay. **Default loadout:** - Light Laser Turret (turret, DEX, Close range, +1 acc): 2d10 energy **Era:** Rise of the Empire, Galactic Civil War, New Republic Era. **Reference price:** 55,000 credits. ### G9 Rigger Light Freighter _Light Freighter · Small · Corellian Engineering Corporation · canon: Punishing One, The Twilight (Anakin Skywalker) · https://swurpg.com/starships/g9-rigger-light-freighter_ Combat-modified CEC freighter favored by bounty hunters. Trades cargo for guns and speed; the concealed turret comes as standard equipment. **Stats:** HP 95 · Shields 35 · Handling +1 · SIB +2 · Size Mod +2 · **AC 15** · Speed Fast · Length 24 m · Hyperdrive Class 1.5 · Sensors Standard · Navigation Standard Astrogation. **Crew & cargo:** 2 crew stations (Pilot 1, Gunner 1, Engineer 0, Commander 0) · 4 passengers · ~60 metric tons. **Hardpoints:** 1 fixed · 1 turret · 0 missile bay. **Default loadout:** - Concealed Laser Turret (turret, DEX, Close range, +1 acc): 2d10 energy **Era:** Galactic Civil War, New Republic Era. **Reference price:** 95,000 credits. ### YV-666 Light Freighter _Light Freighter · Medium · Corellian Engineering Corporation · canon: Hound's Tooth · https://swurpg.com/starships/yv-666-light-freighter_ Heavy, slab-sided Corellian light freighter equipped from the factory with reinforced cell blocks and a tractor projector. The choice of bounty hunters who plan to bring targets back alive. **Stats:** HP 160 · Shields 60 · Handling -1 · SIB +3 · Size Mod +0 · **AC 12** · Speed Average · Length 50 m · Hyperdrive Class 2.0 · Tractor beam · Sensors Standard · Navigation Standard Astrogation. **Crew & cargo:** 2 crew stations (Pilot 1, Gunner 1, Engineer 0, Commander 0) · 8 passengers · ~100 metric tons. **Hardpoints:** 1 fixed · 1 turret · 1 missile bay. **Default loadout:** - Forward Laser Cannons (fixed, DEX, Close range, +1 acc): 3d10 energy - Tractor Beam Projector (turret, INT, Close range, +2 acc): — **Era:** Rise of the Empire, Galactic Civil War. **Reference price:** 150,000 credits. ### Firespray-31 Patrol & Attack Craft _Patrol Craft / Light Freighter · Small · Kuat Systems Engineering · canon: Slave I · https://swurpg.com/starships/firespray-31-patrol-craft_ Originally an Imperial prison-transport prototype. Sub-light agile, prototype-grade armor, and three hardpoints waiting to be filled — a single-pilot platform built for whatever loadout the bounty calls for. **Stats:** HP 110 · Shields 45 · Handling +1 · SIB +3 · Size Mod +2 · **AC 16** · Speed Fast · Length 21.5 m · Hyperdrive Class 1.0 · Sensors Long-Range · Navigation Standard Astrogation. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 6 passengers · ~70 metric tons. **Hardpoints:** 2 fixed · 0 turret · 1 missile bay. **Default loadout:** - Light Laser Cannons (fixed, DEX, Close range, +1 acc): 2d8 energy **Era:** Rise of the Empire, Galactic Civil War, New Republic Era. **Reference price:** 120,000 credits. ### Lambda-class T-4a Shuttle _Transport Shuttle · Medium · Sienar Fleet Systems · canon: Imperial command shuttle · https://swurpg.com/starships/lambda-class-t-4a-shuttle_ Imperial command shuttle with folding tri-wing design. Heavy shields, large troop bay, and an unmistakable silhouette — captured Lambdas are a recurring rebel motif. Stock loadout is a single forward twin; the wing-mounted and rear hardpoints leave room for player retrofits. **Stats:** HP 130 · Shields 70 · Handling -1 · SIB +3 · Size Mod +0 · **AC 12** · Speed Average · Length 20 m · Hyperdrive Class 1.0 · Sensors Standard · Navigation Imperial Astrogation. **Crew & cargo:** 3 crew stations (Pilot 1, Gunner 2, Engineer 0, Commander 0) · 20 passengers · ~80 metric tons. **Hardpoints:** 2 fixed · 1 turret · 0 missile bay. **Default loadout:** - Forward Twin Laser Cannons (fixed, DEX, Close range, +1 acc): 2d10 energy **Era:** Galactic Civil War, New Republic Era. **Reference price:** 240,000 credits. ### Wayfarer-class Medium Transport _Medium Freighter · Large · Corellian Engineering Corporation · canon: Cargo / smuggling hauler · https://swurpg.com/starships/wayfarer-class-medium-transport_ Workhorse heavy hauler with a detachable cargo pod and an oversized cargo bay. Cheap, slow, but the most cargo-per-credit of the catalog. **Stats:** HP 200 · Shields 80 · Handling -2 · SIB +4 · Size Mod -2 · **AC 10** · Speed Slow · Length 67 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Standard Astrogation. **Crew & cargo:** 2 crew stations (Pilot 1, Gunner 1, Engineer 0, Commander 0) · 6 passengers · ~500 metric tons. **Hardpoints:** 0 fixed · 2 turret · 0 missile bay. **Default loadout:** - Forward Twin Laser Turret (turret, DEX, Close range, +1 acc): 3d10 energy **Era:** Rise of the Empire, Galactic Civil War. **Reference price:** 95,000 credits. ### U-Wing UT-60D Combat Transport _Combat Transport · Medium · Incom Corporation · canon: Rebel Alliance U-wings (Rogue One, Andor) · https://swurpg.com/starships/u-wing-ut-60d_ Rebel Alliance combat transport. Retractable wing configuration, integrated troop bay, twin forward lasers — built for hot insertions. **Stats:** HP 130 · Shields 45 · Handling +1 · SIB +3 · Size Mod +0 · **AC 14** · Speed Fast · Length 24.34 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Rebel Astrogation. **Crew & cargo:** 2 crew stations (Pilot 1, Gunner 1, Engineer 0, Commander 0) · 8 passengers · ~50 metric tons. **Hardpoints:** 2 fixed · 0 turret · 0 missile bay. **Default loadout:** - Twin Laser Cannons (fixed, DEX, Close range, +1 acc): 3d8 energy **Era:** Galactic Civil War. **Reference price:** 110,000 credits. ### U-Wing UT-60S Scout Transport _Scout Transport · Small · Incom Corporation · canon: Pathfinder / scout-team U-wings (SWURPG-original variant) · https://swurpg.com/starships/u-wing-ut-60s_ Scout variant of the UT-60D. Smaller hull, +1 Handling, half passenger capacity. Same Incom DNA, different mission — insertion and recon, not full-squad deployment. Pilot fires the fixed-mount lasers directly (no dedicated gunner). **Stats:** HP 95 · Shields 30 · Handling +2 · SIB +3 · Size Mod +2 · **AC 17** · Speed Fast · Length 18 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Rebel Astrogation. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 4 passengers · ~25 metric tons. **Hardpoints:** 2 fixed · 0 turret · 0 missile bay. **Default loadout:** - Twin Laser Cannons (fixed, DEX, Close range, +1 acc): 3d8 energy **Era:** Galactic Civil War. **Reference price:** 80,000 credits. ### ST-70 Assault Ship _Gunship · Small · Corellian Engineering Corporation · canon: Razor Crest M-111 (Din Djarin, The Mandalorian) · https://swurpg.com/starships/st-70-assault-ship_ Pre-Imperial Corellian military patrol gunship. Modular cargo bay (often carbonite-fitted by bounty hunter owners), durable hull, simple two-cannon loadout. Pilot fires the fixed heavy lasers directly — no dedicated gunner station. Best-known example: the Razor Crest, Din Djarin's ship in The Mandalorian. **Stats:** HP 105 · Shields 35 · Handling +2 · SIB +3 · Size Mod +2 · **AC 17** · Speed Fast · Length 14 m · Hyperdrive Class 3.0 · Sensors Standard · Navigation Standard. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 4 passengers · ~35 metric tons. **Hardpoints:** 2 fixed · 0 turret · 1 missile bay. **Default loadout:** - Twin Heavy Laser Cannons (Mk 3e/W) (fixed, DEX, Close range, +2 acc): 3d10 energy **Era:** Rise of the Empire, Galactic Civil War, New Republic. **Reference price:** 90,000 credits. ### Naboo Royal Starship (J-type 327 Nubian) _Royal Starship / Diplomatic Yacht · Medium · Theed Palace Space Vessel Engineering Corps & Nubian Design Collective · canon: Queen Amidala's Royal Starship · https://swurpg.com/starships/naboo-j-type-327_ Chrome-finished Naboo royal yacht. Unarmed factory configuration but exceptionally fast and heavily shielded — designed to evacuate dignitaries under fire. **Stats:** HP 110 · Shields 60 · Handling +1 · SIB +2 · Size Mod +0 · **AC 13** · Speed Very Fast · Length 76 m · Hyperdrive Class 1.8 · Sensors Long-Range · Navigation Royal Naboo Astrogation. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 8 passengers · Minimal (luxury accommodations). **Hardpoints:** 0 fixed · 1 turret · 0 missile bay. **Era:** Rise of the Empire. **Reference price:** 250,000 credits. ### Sheathipede-class Transport Shuttle _Transport Shuttle · Small · Haor Chall Engineering · canon: AP-5's shuttle (Rebels), Trade Federation diplomatic shuttles · https://swurpg.com/starships/sheathipede-class-shuttle_ Small civilian shuttle. Cheap, ubiquitous, easily acquired through aboveboard channels — the rental car of galactic transport. **Stats:** HP 75 · Shields 25 · Handling +0 · SIB +1 · Size Mod +2 · **AC 13** · Speed Average · Length 16 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Standard Astrogation. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 6 passengers · ~30 metric tons. **Hardpoints:** 1 fixed · 0 turret · 0 missile bay. **Default loadout:** - Light Laser Cannons (fixed, DEX, Close range, +1 acc): 2d8 energy **Era:** Rise of the Empire, Galactic Civil War. **Reference price:** 65,000 credits. ### Quadrijet Transfer Spacetug ("Quadjumper") _Spacetug / Light Courier · Small · Subpro Corporation · canon: Rey's original ship before commandeering the Falcon (The Force Awakens) · https://swurpg.com/starships/quadjumper-spacetug_ Four-engine spacetug for short-distance hauling. Tiny, fast, almost no cargo or shielding — but small enough to land where bigger ships can't. **Stats:** HP 60 · Shields 20 · Handling +3 · SIB +1 · Size Mod +2 · **AC 16** · Speed Very Fast · Length 7.4 m · Hyperdrive Class 2.0 · Sensors Standard · Navigation Basic Astrogation. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 1 passengers · ~5 metric tons. **Hardpoints:** 1 fixed · 0 turret · 0 missile bay. **Default loadout:** - Light Laser Cannon (fixed, DEX, Close range, +0 acc): 2d6 energy **Era:** New Republic Era, Resistance Era. **Reference price:** 35,000 credits. ### Sentinel-class Landing Craft _Assault Landing Craft · Medium · Sienar Fleet Systems & Cygnus Spaceworks · canon: Imperial assault troop transports (Endor, Naboo Occupation) · https://swurpg.com/starships/sentinel-class-landing-craft_ Imperial assault landing craft — heavily armored Lambda variant. Drops a platoon under fire and survives the return trip. **Stats:** HP 150 · Shields 80 · Handling -1 · SIB +3 · Size Mod +0 · **AC 12** · Speed Average · Length 38 m · Hyperdrive Class 1.0 · Sensors Standard · Navigation Imperial Astrogation. **Crew & cargo:** 3 crew stations (Pilot 1, Gunner 2, Engineer 0, Commander 0) · 54 passengers · ~150 metric tons. **Hardpoints:** 2 fixed · 2 turret · 1 missile bay. **Default loadout:** - Forward Twin Laser Cannons (fixed, DEX, Close range, +1 acc): 3d10 energy - Side Laser Cannon (turret, DEX, Close range, +1 acc): 2d10 energy **Era:** Galactic Civil War, New Republic Era. **Reference price:** 350,000 credits. ### Baudo-class Star Yacht _Luxury Star Yacht · Medium · Baudo Industries · canon: "Cynnoria" (Bria Tharen), various pleasure yachts · https://swurpg.com/starships/baudo-class-star-yacht_ Luxury star yacht. Fast and well-shielded but unarmed from the factory. Signature ship of fringe nobility, smugglers with old money, and Old Republic diplomats. **Stats:** HP 105 · Shields 55 · Handling +2 · SIB +2 · Size Mod +0 · **AC 14** · Speed Fast · Length 32 m · Hyperdrive Class 1.5 · Sensors Standard · Navigation Standard Astrogation. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 8 passengers · ~50 metric tons. **Hardpoints:** 0 fixed · 1 turret · 0 missile bay. **Era:** Rise of the Empire, Galactic Civil War. **Reference price:** 280,000 credits. ### Eta-class Shuttle _Transport Shuttle · Medium · Cygnus Spaceworks · canon: Anakin Skywalker's heavily-modified Twilight, Republic Jedi shuttles · https://swurpg.com/starships/eta-class-shuttle_ Republic-era utility shuttle. Used by Jedi diplomats and military command staff during the Clone Wars. Anakin Skywalker's Twilight was a heavily modified Eta variant. **Stats:** HP 100 · Shields 40 · Handling +0 · SIB +2 · Size Mod +0 · **AC 12** · Speed Average · Length 24 m · Hyperdrive Class 1.0 · Sensors Standard · Navigation Republic Astrogation. **Crew & cargo:** 2 crew stations (Pilot 1, Gunner 1, Engineer 0, Commander 0) · 12 passengers · ~80 metric tons. **Hardpoints:** 1 fixed · 1 turret · 0 missile bay. **Default loadout:** - Forward Twin Laser Cannons (fixed, DEX, Close range, +1 acc): 2d10 energy **Era:** Old Republic Era, Rise of the Empire. **Reference price:** 95,000 credits. ### T-1 Shuttle (Jedi Order) _Jedi Order Shuttle · Small · Slayn & Korpil · canon: Jedi shuttles in The High Republic (2021) #1, Into the Dark, Light of the Jedi — used by Avar Kriss, Sskeer, Keeve Trennis, Orla Jareni, Cohmac Vitus · https://swurpg.com/starships/t-1-jedi-shuttle_ High Republic-era Jedi Order shuttle. Unarmed by canon. Famously sturdy hull — "remains mostly intact in the event of a crash." **Stats:** HP 80 · Shields 30 · Handling +1 · SIB +3 · Size Mod +2 · **AC 16** · Speed Fast · Length 15 m · Hyperdrive Class 1.0 · Sensors Long-Range · Navigation Jedi Order Astrogation. **Crew & cargo:** 1 crew stations (Pilot 1, Gunner 0, Engineer 0, Commander 0) · 4 passengers · Minimal. **Hardpoints:** 0 fixed · 0 turret · 0 missile bay. **Era:** High Republic Era. **Reference price:** 110,000 credits. ### Nihil Stormship (Marauder-class Raider) _Nihil Pirate Raider / Light Combat Freighter · Small · Various scavenged / Nihil-modified · canon: Nihil raider vessels from Light of the Jedi, The Rising Storm, The Fallen Star (designer-balanced from lore; specific Stormships in canon vary widely per Tempest Runner) · https://swurpg.com/starships/nihil-stormship_ High Republic-era Nihil pirate raider. Modular, scavenged, heavily armed for its size. Equipped with an illegal Path Engine — vanishes into Nihil-coded hyperspace shortcuts when cornered. **Stats:** HP 90 · Shields 30 · Handling +2 · SIB +2 · Size Mod +2 · **AC 16** · Speed Fast · Length 30 m · Hyperdrive Class 1.5 (Path Engine) · Tractor beam · Sensors Standard · Navigation Nihil Path Tables. **Crew & cargo:** 3 crew stations (Pilot 1, Gunner 1, Engineer 1, Commander 0) · 6 passengers · ~40 metric tons. **Hardpoints:** 2 fixed · 1 turret · 1 missile bay. **Default loadout:** - Forward Twin Cannons (fixed, DEX, Close range, +1 acc): 3d8 energy - Tractor / Grav-Net Projector (turret, INT, Close range, +2 acc): — **Era:** High Republic Era. **Reference price:** 85,000 credits. ## Enemy / GM stat blocks ### TIE/ln Starfighter _Imperial Space Superiority Fighter · Tiny · Sienar Fleet Systems · canon: Imperial Navy TIE squadrons (Death Star, Death Squadron, every Star Destroyer hangar) · Threat Rating 2 · https://swurpg.com/starships/tie-ln-starfighter_ Iconic Imperial fighter — fast, agile, and fragile. The Empire trades pilot lives for swarm tactics. **Stats:** HP 18 · Shields 0 · Handling +3 · SIB +0 · Size Mod +3 · **AC 16** · Speed Fast · Length 6.4 m · Hardpoints 2/0/0 (fixed/turret/missile). **Weapons:** - Twin Laser Cannons (linked) (fixed, Close range, +1 acc): 2d10 energy **GM tactical notes:** Fly TIE/ln in groups of 4-12; never alone. Use focus-fire to compensate for low individual damage — three TIEs concentrating on one target output more damage than a heavy fighter. Always position the swarm so multiple TIEs share arcs of fire on the player ship. When down to 1-2 remaining, the survivors typically retreat to the carrier rather than press the attack — Imperial pilots are loyal but not suicidal. **Adventure hooks:** - Players intercepted while smuggling: 4 TIEs launched from a passing Customs Cutter. Escape via hyperspace or fight through. - A defecting Imperial pilot needs extraction — their TIE is the only one in atmosphere that won't shoot at the player ship. Three loyalist TIEs are in pursuit. - Rebel base under attack: 12 TIEs launched from an off-screen ISD. Players must hold the line until the base evacuation completes. **Era:** Galactic Civil War. ### TIE Interceptor _Imperial Elite Fighter · Tiny · Sienar Fleet Systems · canon: 181st Imperial Fighter Wing (Soontir Fel's squadron), Battle of Endor · Threat Rating 4 · https://swurpg.com/starships/tie-interceptor_ Elite Imperial fighter variant — faster, deadlier, flown by veteran squadrons. The fighter that hunts X-wings. **Stats:** HP 22 · Shields 0 · Handling +4 · SIB +0 · Size Mod +3 · **AC 17** · Speed Very Fast · Length 9.6 m · Hardpoints 4/0/0 (fixed/turret/missile). **Weapons:** - Quad Laser Cannons (linked) (fixed, Close range, +1 acc): 3d10 energy **GM tactical notes:** Fly the Interceptor as the alpha threat in a TIE engagement — let the TIE/ln swarm absorb player fire while the Interceptor lines up clean shots from beyond the brawl. Use its speed advantage to stay at Close range where the quad-laser linked-fire crushes shields. Veteran Interceptor pilots will often peel off and re-engage from a fresh vector rather than dogfight directly. Two Interceptors plus a TIE/ln screen of 6 is a classic elite-Imperial encounter. **Adventure hooks:** - Players spotted by an 181st Interceptor on patrol — Soontir Fel's wingman calls in coordinates before engaging. They have one round before backup arrives. - An Imperial Moff's personal Interceptor escort intercepts the players' diplomatic shuttle. Surrender peacefully or fight three Interceptors led by a Moff's veteran ace. - During the Battle of Endor: players are Rebel pilots facing waves of Interceptors. Stay alive long enough for the second Death Star's shields to drop. **Era:** Galactic Civil War. ### Vulture-class Droid Fighter _Separatist Droid Starfighter · Tiny · Haor Chall Engineering / Baktoid Armor Workshop · canon: Trade Federation droid swarms (Battle of Naboo, Battle of Coruscant, every CIS engagement) · Threat Rating 2 · https://swurpg.com/starships/vulture-droid-fighter_ Droid fighter — no pilot to bargain with. Trade Federation swarm-attacks rely on overwhelming numbers. **Stats:** HP 16 · Shields 0 · Handling +2 · SIB +0 · Size Mod +3 · **AC 15** · Speed Fast · Length 6.96 m · Hardpoints 2/0/1 (fixed/turret/missile). **Weapons:** - Twin Blaster Cannons (fixed, Close range, +1 acc): 2d8 energy - Energy Torpedo Tubes (missile bay, Medium range, +0 acc): 2d10 explosive **GM tactical notes:** Vultures swarm. Always deploy in groups of 6+, ideally with a Hyena Bomber or two for missile threat. Players who try to scare off Vultures are wasting actions — they're droids. The right tactical move for players is to find and kill the command carrier (a Munificent frigate or Lucrehulk in canon) and watch the swarm degrade. GMs should telegraph this option: a distant command ship visible on sensors, jamming opportunities, etc. **Adventure hooks:** - Players' freighter exits hyperspace into a CIS blockade. 8 Vultures peel off from a Munificent picket to investigate; killing the Munificent breaks the swarm. - A captured Republic shuttle is being escorted by 4 Vultures to a Separatist interrogation facility. Players intercept mid-flight. - A Clone Wars-era anti-droid relic is on the table: an EMP that disables Vultures within a range band for 1 round. Players have one charge and must time it during a 12-Vulture ambush. **Era:** Rise of the Empire, Clone Wars. ### Z-95 Headhunter _Light Multirole Starfighter · Tiny · Incom Corporation / Subpro Corporation · canon: Republic Clone Wars squadrons, Rebel partisan groups, mercenary and pirate cohorts (every era) · Threat Rating 3 · https://swurpg.com/starships/z-95-headhunter_ Pre-X-Wing Incom fighter. The ubiquitous cheap option for pirates, mercenaries, and irregular forces. **Stats:** HP 30 · Shields 10 · Handling +2 · SIB +1 · Size Mod +3 · **AC 16** · Speed Average · Length 11.8 m · Hardpoints 2/0/1 (fixed/turret/missile). **Weapons:** - Triple Blaster Cannons (linked) (fixed, Close range, +1 acc): 2d10 energy - Concussion Missile Rack (missile bay, Medium range, +0 acc): 3d10 explosive **GM tactical notes:** Z-95s have shields and hyperdrive — they can run if losing. Pirate Z-95 pilots typically engage in pairs or trios; mercenary outfits sometimes field squadrons of 6. Concussion missiles are the threat — at Medium range a Z-95 alpha-strike can crack a player ship's shields with one volley. Up close they're manageable. Players who damage a Z-95 should expect it to break off and jump to hyperspace rather than fight to the death. **Adventure hooks:** - A Hutt Cartel debt-collector force of 4 Z-95s intercepts the players' ship at the edge of Hutt Space. They want a hostage, not a kill — but they'll start shooting if negotiations fail. - A retired Rebel partisan flies a worn-out Z-95; the players need their help against an Imperial holdout cell. Will they fly one more mission? - The players find a pristine Z-95 in a smuggler's hidden hangar. It's salvage-legal, but the original owner — a notorious bounty hunter — may want it back. **Era:** Rise of the Empire, Clone Wars, Galactic Civil War, New Republic Era. ### Nihil Strikeship _High Republic Pirate Fighter · Tiny · Various (scavenged-build, Nihil-coded) · canon: Nihil marauder swarms (Light of the Jedi, The Rising Storm) · Threat Rating 3 · https://swurpg.com/starships/nihil-strikeship_ High Republic pirate fighter companion to the Nihil Stormship. Fast, deadly, vanishes on the Path. **Stats:** HP 20 · Shields 0 · Handling +3 · SIB +0 · Size Mod +3 · **AC 16** · Speed Very Fast · Length 7.5 m · Hardpoints 2/0/0 (fixed/turret/missile). **Weapons:** - Scavenged Blaster Pair (fixed, Close range, +1 acc): 2d8 energy **GM tactical notes:** Use Strikeships in groups of 3-4 around a Stormship. They're fast and dangerous but flimsy; the trick is the Path Engine — let damaged Strikeships escape to hyperspace rather than fight to destruction. Players who let one escape have created a story hook (the surviving pilot reports them to the Nihil chain of command). Players who EMP the Path Engine before it can fire have done real damage to Nihil tactical doctrine. **Adventure hooks:** - A solo Nihil Strikeship is shadowing the players' ship through hyperspace transit points. It's reporting their route — but to whom? - Players ambush a Nihil Stormship and four Strikeships above a frontier colony. Killing the Stormship without losing all four Strikeships to Path Engine escapes is the moral test. - A wrecked Strikeship in the asteroid field still has an intact Path Engine. Recovering it would let the players read the Path codes — but Nihil pursuers are inbound to recover their own tech first. **Era:** High Republic Era. ### TIE/sa Bomber _Imperial Strike Bomber · Small · Sienar Fleet Systems · canon: Imperial strike wings (Hoth asteroid field pursuit, anti-ship strikes) · Threat Rating 4 · https://swurpg.com/starships/tie-sa-bomber_ Imperial bomber — TIE-family fragile, but a proton bomb run can crack capital-ship hulls. Anti-ship strike specialist. **Stats:** HP 40 · Shields 0 · Handling +0 · SIB +1 · Size Mod +2 · **AC 13** · Speed Average · Length 7.8 m · Hardpoints 2/0/2 (fixed/turret/missile). **Weapons:** - Twin Laser Cannons (fixed, Close range, +1 acc): 2d10 energy - Concussion Missile Tubes (missile bay, Medium range, +0 acc): 4d10 explosive - Proton Bomb Bay (missile bay, Close range, +0 acc): 5d10 explosive **GM tactical notes:** Bombers never deploy alone. Standard Imperial doctrine: 2-4 TIE/sas with a TIE/ln escort of 4-8. The bombers ignore enemy fighters entirely and burn straight for the largest player target; the TIE/lns engage the player screen. Concussion missiles are accurate and high-damage; proton bombs are short-range and require the bomber to commit to an attack run. Players who can kill bombers before they release ordnance dramatically de-escalate the threat. **Adventure hooks:** - A Rebel transport convoy is under attack: 3 TIE/sas escorted by 6 TIE/lns are inbound. Players have one combat round to position before the bombers reach release range. - Imperial bombers are pursuing a defecting officer's shuttle through an asteroid field. The terrain limits TIE/sa tracking, but a wrong move puts the player ship in the open. - A stranded Imperial bomber pilot survived a crash. He has intel on his squadron's next strike target — but can the players trust an Imperial? **Era:** Galactic Civil War. ### Hyena-class Bomber _Separatist Droid Bomber · Small · Baktoid Armor Workshop · canon: CIS strike wings (Battle of Ryloth, Battle of Sullust, Clone Wars campaign) · Threat Rating 5 · https://swurpg.com/starships/hyena-bomber_ CIS counterpart to the TIE Bomber. Larger Vulture-derived design with a proton bomb bay. **Stats:** HP 38 · Shields 0 · Handling +1 · SIB +1 · Size Mod +2 · **AC 14** · Speed Average · Length 12.5 m · Hardpoints 2/0/2 (fixed/turret/missile). **Weapons:** - Twin Laser Cannons (fixed, Close range, +1 acc): 2d10 energy - Proton Bomb Bay (missile bay, Close range, +0 acc): 5d10 explosive - Energy Torpedoes (missile bay, Medium range, +1 acc): 4d10 explosive **GM tactical notes:** Hyenas pair with Vultures. Standard CIS strike: 4 Hyenas + 6-8 Vultures launched from a Munificent or Lucrehulk. Hyenas ignore enemy fighters — they burn for the player capital ship or the ground target. Energy torpedoes at Medium range are the alpha threat; proton bombs require the Hyena to commit to a Close-range attack run. Kill the carrier to degrade the bombers along with the Vulture swarm. **Adventure hooks:** - A Republic relief convoy to a besieged colony is under attack — 4 Hyenas inbound with proton bomb payload, 8 Vultures screening. The players are the only escort. - A Jedi General has asked the players to slip past a Hyena patrol and reach a downed clone trooper unit. Stealth is the right answer; firing back triggers the swarm. - A Hyena that crashed without exploding has an intact central-command relay receiver. Decoding it would give the Republic an EMP weakness — but a CIS recovery droid is also inbound. **Era:** Clone Wars. ### Skipray Blastboat _Imperial Patrol Gunship · Small · Sienar Fleet Systems · canon: Imperial Customs patrols, Outer Rim picket lines, paramilitary contractor units · Threat Rating 7 · https://swurpg.com/starships/skipray-blastboat_ Imperial patrol gunship — bigger, meaner, more dangerous than a TIE. Shields + hyperdrive + ion cannons. **Stats:** HP 60 · Shields 30 · Handling +1 · SIB +1 · Size Mod +2 · **AC 14** · Speed Fast · Length 25 m · Hardpoints 2/1/1 (fixed/turret/missile). **Weapons:** - Twin Ion Cannons (fixed, Medium range, +1 acc): 2d10 ion - Twin Laser Cannons (fixed, Close range, +1 acc): 2d10 energy - Concussion Missile Launcher (missile bay, Medium range, +1 acc): 3d10 explosive - Targeting Laser (turret) (turret, Long range, +1 acc): 1d10 energy **GM tactical notes:** A Skipray is a serious threat — players should not engage one solo with a freighter unless they have surprise or terrain. Ion cannons are the first move: disable the player's hyperdrive or shields, then close to laser range for the kill. Skipray crews are veteran (Imperial Customs or paramilitary contractors), not conscripts. A patrol pack of 2 Skiprays + 4 TIE/lns is a high-tier Imperial intercept. **Adventure hooks:** - A Skipray Blastboat is patrolling the only hyperspace exit point near a backwater colony. Players carrying contraband must get past it. - Players hired to escort a Black Sun shipment through Imperial patrol space — the contract failed to mention the Skipray patrolling the route. - A retired Imperial Customs officer offers to sell their old Skipray (cheap, off the books). The catch: it's still on Imperial registry as "lost in action." **Era:** Galactic Civil War, New Republic Era. ### Mandalorian Fang Fighter _Mandalorian Light Fighter · Small · MandalMotors · canon: Mandalorian Protectors (Clone Wars), Nite Owls (Imperial Era), Death Watch · Threat Rating 6 · https://swurpg.com/starships/fang-fighter_ Mandalorian fighter — fast, well-armed, and flown by warrior pilots who don't miss. **Stats:** HP 50 · Shields 20 · Handling +3 · SIB +1 · Size Mod +2 · **AC 16** · Speed Very Fast · Length 14.5 m · Hardpoints 2/0/1 (fixed/turret/missile). **Weapons:** - Twin Laser Cannons (linked) (fixed, Close range, +1 acc): 3d10 energy - Proton Torpedo Launcher (missile bay, Medium range, +1 acc): 4d10 explosive **GM tactical notes:** Fly Fang Fighters individually or in pairs, not swarms. The pilot is the threat as much as the chassis — Mandalorians take Advantage on evasive Pilot checks and on first-shot Initiative. Mandalorian doctrine doesn't favor suicide runs; if a Fang is taking heavy damage, expect the pilot to disengage, signal for backup, or retreat to recover honor. Players who treat a Mandalorian engagement like a TIE swarm will lose; this is a duel, not a bug-stomp. **Adventure hooks:** - A Mandalorian bounty hunter in a Fang Fighter is shadowing the player ship. They want to talk before they fight; players who insult their honor will fight a Mandalorian ace. - A Death Watch splinter cell has stolen a Republic shuttle. Players are hired to recover it — but a flight of three Fang Fighters is escorting the shuttle to Concordia. - A Mandalorian clan offers to back the players in a planetary conflict. The price: piloting Fang Fighters in the clan's next raid. (Players who accept become honorary clan members.) **Era:** Clone Wars, Galactic Civil War, New Republic Era. ### TIE/sf Special Forces Fighter _First Order Elite Two-Seater · Small · Sienar-Jaemus Army Systems · canon: First Order Special Forces (The Force Awakens, Star Wars Resistance) · Threat Rating 5 · https://swurpg.com/starships/tie-sf-special-forces_ First Order elite TIE variant — two-seater with shields, hyperdrive, and a real rear gunner. **Stats:** HP 32 · Shields 15 · Handling +3 · SIB +1 · Size Mod +2 · **AC 16** · Speed Very Fast · Length 6.69 m · Hardpoints 2/1/1 (fixed/turret/missile). **Weapons:** - Twin Laser Cannons (linked) (fixed, Close range, +1 acc): 3d10 energy - Heavy Laser Turret (rear) (turret, Close range, +2 acc): 2d10 energy - Magnetic Pulse Warhead Launcher (missile bay, Medium range, +1 acc): 3d10 ion **GM tactical notes:** Two-seat configuration means the TIE/sf can engage in two arcs simultaneously — players who maneuver behind it still face the turret gunner. Magnetic pulse warheads are an ion threat at Medium range; expect First Order doctrine to disable player hyperdrive first. Unlike Imperial TIEs, TIE/sfs can pursue through hyperspace — players who jump out of one engagement may face the same TIE/sfs at their destination. Fly them in pairs as elite support to a TIE/fo swarm. **Adventure hooks:** - A First Order TIE/sf has been tracking the players across three star systems via hyperspace pursuit. They want intelligence, not a kill — but they'll start shooting if the players close to weapons range. - Two TIE/sfs are escorting a First Order prisoner transport. The prisoner is a Resistance pilot the players need to extract. - A defecting First Order TIE/sf pilot/gunner team approaches the players with their ship. Are they a real defection or an intelligence operation? **Era:** Resistance Era. ### IR-3F-class Customs Cutter _Imperial Customs Patrol Cruiser · Medium · Sienar Fleet Systems · canon: Imperial Customs Authority patrols (Outer Rim, Hutt Space border) · Threat Rating 9 · https://swurpg.com/starships/imperial-customs-cutter_ Imperial Customs patrol craft — tractor beam first, board with stormtroopers second, destroy only if necessary. **Stats:** HP 180 · Shields 80 · Handling +0 · SIB +3 · Size Mod +0 · **AC 13** · Speed Average · Length 60 m · Hardpoints 0/4/1 (fixed/turret/missile). **Weapons:** - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Heavy Tractor Beam (turret, Medium range, +2 acc): — - Ion Cannon Turret (turret, Medium range, +1 acc): 3d10 ion - Concussion Missile Launcher (missile bay, Long range, +1 acc): 4d10 explosive **GM tactical notes:** Customs Cutters open with tractor-lock attempts, not weapons. The pilot tries to get within Medium range and engage the tractor beam; players who fail the resist roll are dragged toward the Cutter for boarding. Ion cannon is the disable weapon — the Cutter wants the player ship intact for contraband seizure. Laser turrets are last resort. If players damage the Cutter past 50% HP, the commander typically calls for backup (another Cutter, a Skipray, or TIE escort) rather than fighting to the death. **Adventure hooks:** - A Customs Cutter intercepts the player ship carrying Rebel contraband. Manifest is fake but won't survive scrutiny — bribe, fight, or burn for hyperspace? - The players are hired to extract a Rebel sympathizer from an Imperial Customs Cutter that's already boarded their personal yacht. Boarding action with stormtroopers on the deck. - A retired Imperial Customs captain offers intelligence on patrol patterns — for a price the players may not want to pay. **Era:** Galactic Civil War. ### Kom'rk-class Transport _Mandalorian Dropship / Gunship · Medium · MandalMotors · canon: Death Watch (Clone Wars), Nite Owls (Imperial / New Republic Era), Bo-Katan Kryze's Gauntlet · Threat Rating 10 · https://swurpg.com/starships/komrk-class-transport_ Mandalorian dropship — fast, well-armed, carries a full strike team in beskar plate. **Stats:** HP 200 · Shields 80 · Handling +1 · SIB +3 · Size Mod +0 · **AC 14** · Speed Fast · Length 36 m · Hardpoints 2/2/1 (fixed/turret/missile). **Weapons:** - Twin Forward Laser Cannons (fixed, Medium range, +1 acc): 3d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Concussion Missile Launcher (missile bay, Medium range, +1 acc): 4d10 explosive **GM tactical notes:** A Kom'rk's real threat is the strike team. Players who treat the engagement as a pure ship-to-ship fight may win the firefight but lose the boarding action. Pilot the Kom'rk to close to Close range and deploy the strike team; the team rides jetpacks across the gap to the player ship. Mandalorian strike teams are Threat Rating 6+ in personal combat per commando — three commandos boarding a player freighter is a major encounter on its own. Mandalorian pilots prize honor and won't fight to certain destruction; expect retreat at heavy damage. **Adventure hooks:** - A Death Watch Kom'rk has crashed on a frontier moon with its strike team alive but separated from the wreck. Players hired to recover the bodies (Republic intel) or extract the survivors (Mandalorian clan honor) — whichever side they take, the other side shows up too. - A Mandalorian clan offers passage on a Kom'rk to a war zone the players need to reach. The price is fighting alongside the clan on arrival. - A Kom'rk is shadowing the player ship through hyperspace. Bo-Katan herself wants to talk; the strike team is just the polite introduction. **Era:** Clone Wars, Galactic Civil War, New Republic Era. ### Gozanti-class Cruiser (Assault Variant) _Imperial Light Cruiser / Carrier · Medium · Gallofree Yards (chassis) / Imperial Refit · canon: Imperial TIE-carrier patrols (Star Wars Rebels, Outer Rim picket lines) · Threat Rating 10 · https://swurpg.com/starships/gozanti-assault-carrier_ Imperial light carrier — Gozanti freighter chassis with external TIE docking clamps. The mobile TIE hangar of the Outer Rim. **Stats:** HP 280 · Shields 100 · Handling -1 · SIB +4 · Size Mod +0 · **AC 13** · Speed Slow · Length 63.8 m · Hardpoints 0/4/1 (fixed/turret/missile). **Weapons:** - Twin Laser Turret (turret, Long range, +1 acc): 4d10 energy - Twin Laser Turret (turret, Long range, +1 acc): 4d10 energy - Twin Laser Turret (turret, Long range, +1 acc): 4d10 energy - Heavy Tractor Beam (turret, Medium range, +2 acc): — - Concussion Missile Battery (missile bay, Long range, +1 acc): 5d10 explosive **GM tactical notes:** Gozanti opens with TIE launch — 1-round action releases 4 TIE/lns from docking clamps. After launch, the TIEs do the dogfighting while the Gozanti fires turrets from range. Killing the Gozanti before TIE launch is a 3-action window the players must exploit; after launch, focus on the TIE wing first since the Gozanti is slow and won't catch a fleeing player ship. The tractor beam is a secondary threat — Gozantis tractor-lock damaged player ships and call in additional TIEs from a nearby Star Destroyer. **Adventure hooks:** - A Gozanti is patrolling near a Rebel safe-house moon. The players need to either slip past it or trick it into launching its TIEs at a decoy. - A Gozanti has been hijacked by pirates who killed the Imperial crew. The Empire is offering a bounty for its recovery — but the pirates are now using its TIE wing for raids. - A salvage yard has a half-stripped Gozanti for sale, papers clean. The catch: it still has 2 inoperable TIE clamps that could be refurbished into player-side TIE storage. **Era:** Galactic Civil War. ### Black Sun Marauder Cruiser _Syndicate Enforcement Patrol Cruiser · Medium · Various (Black Sun retrofit shipyards) · canon: Prince Xizor's enforcement fleet (Shadows of the Empire), Black Sun Vigo patrol squadrons · Threat Rating 11 · https://swurpg.com/starships/black-sun-marauder_ Black Sun syndicate enforcer cruiser. Bounty hunters, debt collection, and contract assassinations — at scale. **Stats:** HP 240 · Shields 110 · Handling +0 · SIB +3 · Size Mod +0 · **AC 13** · Speed Average · Length 65 m · Hardpoints 2/3/2 (fixed/turret/missile). **Weapons:** - Forward Heavy Laser Cannons (fixed, Long range, +2 acc): 4d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Heavy Ion Cannon (turret, Medium range, +2 acc): 4d10 ion - Concussion Missile Launcher (missile bay, Long range, +1 acc): 4d10 explosive - Proton Torpedo Battery (missile bay, Long range, +1 acc): 5d10 explosive **GM tactical notes:** Marauders open with ion cannon to disable, then tractor-lock for boarding. Like Customs Cutters but with better weapons and a larger enforcement detachment. Black Sun pilots are veteran (syndicate enforcement, not conscripts) and willing to take losses to complete the contract. Players who try to negotiate may get a better deal than fighting — the syndicate often values returning a target alive over destroying them. A Marauder that loses 50% HP typically retreats and calls in a second cruiser rather than fight to the death. **Adventure hooks:** - The players have crossed a Black Sun Vigo. A Marauder intercepts their ship — they want either the debt paid in full or the players alive and unharmed for "negotiation" with the Vigo. - A Black Sun Marauder is hunting a Rebel sympathizer the players are protecting. The syndicate doesn't care about politics; they care about the contract. - A retired Black Sun captain offers to sell the players intelligence on a Marauder patrol pattern — but their information is six months old and the syndicate has shifted operations. **Era:** Galactic Civil War, New Republic Era. ### Hutt Cartel Patrol Cruiser _Hutt Enforcement Cruiser · Medium · Various (Hutt-acquired hulls) · canon: Hutt Cartel enforcement patrols (Outer Rim, Hutt Space, Smuggler's Run) · Threat Rating 9 · https://swurpg.com/starships/hutt-cartel-patrol-cruiser_ Hutt Cartel enforcement cruiser. Slower and less elegant than Black Sun, but every bit as deadly to a smuggler who skipped on debt. **Stats:** HP 260 · Shields 90 · Handling -1 · SIB +3 · Size Mod +0 · **AC 12** · Speed Average · Length 70 m · Hardpoints 1/3/1 (fixed/turret/missile). **Weapons:** - Forward Heavy Laser (fixed, Medium range, +1 acc): 4d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Heavy Tractor Beam (turret, Medium range, +2 acc): — - Proton Torpedo Launcher (missile bay, Long range, +1 acc): 5d10 explosive **GM tactical notes:** Hutt cruisers prefer tractor-lock + boarding. Heavy tractor beam at Medium range; once locked, deploy the 20-enforcer boarding party. Crew is mercenary mix (Gamorrean, Nikto, Rodian) of uneven discipline — pressure them and they may break before destroying the ship. Hutt cruiser captains will accept bribery negotiations more readily than Imperial Customs or Black Sun (the Hutts respect credits over honor). A heavily-damaged Hutt cruiser typically retreats to Nal Hutta to recover rather than fight to the death; the Cartel will hunt the players again later. **Adventure hooks:** - The players owe Jabba (or a similar Hutt) 25,000 credits and 60 standard days have passed. A Hutt patrol cruiser intercepts their ship — collect, fight, or flee? - A Hutt patrol cruiser is hunting a runaway slave the players are smuggling to freedom. The slave is a witness against a Hutt; the Cartel wants her back. - Players are hired to escort a Hutt cargo ship through Black Sun territory. A Hutt patrol cruiser is the lead escort — players are the supporting freighter pretending to be just another civilian. **Era:** Rise of the Empire, Clone Wars, Galactic Civil War, New Republic Era. ### CR-90 Corellian Corvette _Corellian Light Corvette · Large · Corellian Engineering Corporation · canon: Tantive IV (Princess Leia's blockade runner), Rebel Alliance corvette fleet, pirate cruisers · Threat Rating 13 · https://swurpg.com/starships/cr-90-corvette_ The "blockade runner." Corellian corvette serving every era and every faction. Tantive IV is the canonical example. **Stats:** HP 600 · Shields 220 · Handling +1 · SIB +5 · Size Mod -2 · **AC 14** · Speed Fast · Length 150 m · Hardpoints 0/6/2 (fixed/turret/missile). **Weapons:** - Twin Turbolaser Turret (turret, Long range, +1 acc): 6d10 energy - Twin Turbolaser Turret (turret, Long range, +1 acc): 6d10 energy - Twin Turbolaser Turret (turret, Long range, +1 acc): 6d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Heavy Tractor Beam (turret, Long range, +2 acc): — - Concussion Missile Battery (missile bay, Long range, +1 acc): 5d10 explosive - Proton Torpedo Battery (missile bay, Long range, +1 acc): 6d10 explosive **GM tactical notes:** A CR-90 outclasses player freighters significantly. Long-range turbolaser broadsides are the threat; the corvette's speed lets it dictate range bands. Players engaging a CR-90 directly need a fighter screen and capital-grade weapons, or they need an angle: damage a specific weapon mount, board the bridge, target the hyperdrive. The CR-90's diplomatic-charter special condition is the famous narrative-side wrinkle: an Imperial CR-90 intercept can be defused by claiming diplomatic immunity (which forces an authorization check Imperial commanders are reluctant to risk). **Adventure hooks:** - A Rebel CR-90 needs an escape escort through Imperial space. The players are hired as the smaller, less-conspicuous freighter that scouts hyperspace exit points. - A pirate-captured CR-90 is operating out of an asteroid base, raiding cargo convoys. Players hired by an insurance consortium to either disable it or destroy it. - A diplomatic CR-90 carrying a Senator is being shadowed by an Imperial Star Destroyer. The players (private courier) are asked to deliver intelligence to the corvette without triggering an Imperial intercept. **Era:** Rise of the Empire, Clone Wars, Galactic Civil War, New Republic Era. ### Munificent-class Star Frigate _Separatist Star Frigate · Large · Hoersch-Kessel Drive / Free Dac Volunteers Engineering · canon: CIS naval mainstay (Battle of Christophsis, Battle of Coruscant, all Clone Wars fleet engagements) · Threat Rating 15 · https://swurpg.com/starships/munificent-frigate_ CIS naval mainstay. Star frigate with anti-capital turbolasers and ion batteries — the warship that fought every Clone Wars engagement. **Stats:** HP 800 · Shields 300 · Handling -1 · SIB +6 · Size Mod -2 · **AC 13** · Speed Slow · Length 825 m · Hardpoints 2/6/2 (fixed/turret/missile). **Weapons:** - Heavy Forward Turbolaser Batteries (fixed, Long range, +2 acc): 8d10 energy - Twin Turbolaser Turret (turret, Long range, +1 acc): 6d10 energy - Twin Turbolaser Turret (turret, Long range, +1 acc): 6d10 energy - Heavy Ion Cannon Battery (turret, Long range, +2 acc): 5d10 ion - Heavy Ion Cannon Battery (turret, Long range, +2 acc): 5d10 ion - Anti-Fighter Laser Turret (turret, Medium range, +2 acc): 2d10 energy - Anti-Fighter Laser Turret (turret, Medium range, +2 acc): 2d10 energy - Concussion Missile Battery (missile bay, Long range, +1 acc): 6d10 explosive - Proton Torpedo Battery (missile bay, Long range, +1 acc): 7d10 explosive **GM tactical notes:** Munificent is the carrier-flagship — fly it with 16-24 Vultures and Hyenas. The Munificent itself stays at Long range and fires turbolaser broadsides; the droid swarm handles closer threats. Anti-capital turbolasers and ion cannons make it a serious threat to any Republic capital ship in equivalent weight class. Heavy ion battery is the disable threat for player capital allies; destroying the Munificent collapses the linked droid fighters' coordination. **Adventure hooks:** - A Republic intelligence asset is aboard a captured Munificent. Players hired (or volunteering) to slip aboard and extract them before the Munificent jumps to a CIS-controlled sector. - A Munificent is blockading a neutral colony that has provisional Republic sympathies. Players need to break the blockade — directly impossible, but the Munificent has weaknesses (failed shield section, undertrained gunnery crew, sabotaged droid command relay) the players can exploit. - A defecting CIS naval officer offers schematics of the Munificent's ion cannon vulnerability. The price: extraction from CIS space before the officer is executed. **Era:** Rise of the Empire, Clone Wars. ### Nebulon-B Frigate _Picket Frigate (Imperial / Rebel) · Large · Kuat Drive Yards · canon: Medical Frigate Redemption (Rebel, Empire Strikes Back), Imperial picket frigates, Rebel escort frigates · Threat Rating 14 · https://swurpg.com/starships/nebulon-b-frigate_ Imperial picket frigate that became a Rebel mainstay. Iconic for the Medical Frigate scene at the end of Empire Strikes Back. **Stats:** HP 720 · Shields 260 · Handling +0 · SIB +5 · Size Mod -2 · **AC 13** · Speed Average · Length 300 m · Hardpoints 0/8/2 (fixed/turret/missile). **Weapons:** - Heavy Turbolaser Battery (turret, Long range, +2 acc): 6d10 energy - Heavy Turbolaser Battery (turret, Long range, +2 acc): 6d10 energy - Heavy Turbolaser Battery (turret, Long range, +2 acc): 6d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Twin Laser Turret (turret, Medium range, +1 acc): 3d10 energy - Heavy Tractor Beam (turret, Long range, +2 acc): — - Heavy Tractor Beam (turret, Long range, +2 acc): — - Concussion Missile Battery (missile bay, Long range, +1 acc): 5d10 explosive - Proton Torpedo Battery (missile bay, Long range, +1 acc): 6d10 explosive **GM tactical notes:** Nebulon-B is the "real frigate" tier — significantly tougher than a CR-90, lighter than a Star Destroyer. Long-range heavy turbolasers are the primary threat; the dual tractor beams let it lock-and-board capital-class prey. Players engaging a Nebulon-B should expect to need fighter screens, capital-grade ordnance, or a clever angle. As a player ally, a Nebulon-B is a reliable capital escort (the Rebellion's default Nebulon-B role) — fold one into the encounter as a friendly capital that the players coordinate with. **Adventure hooks:** - An Imperial Nebulon-B intercepts the players' freighter carrying Rebel intelligence. The Imperial commander is willing to negotiate a manifest check, but the intel is illegal even off-paper. - A defecting Imperial Nebulon-B commander wants to bring his frigate over to the Rebellion. Players are the smuggler intermediaries — Imperial intelligence is hunting the defector. - A pirate-captured Nebulon-B is raiding shipping near a New Republic colony. Players hired to retake the ship; it has 75 surviving original crew held hostage in the medical bay. **Era:** Galactic Civil War, New Republic Era. ### Imperial-class Star Destroyer _Imperial Capital Warship · Huge · Kuat Drive Yards · canon: Devastator (Vader's flagship, A New Hope), Executor-class (Vader's personal Super Star Destroyer), every Imperial fleet engagement · Threat Rating 20 · https://swurpg.com/starships/imperial-class-star-destroyer_ The Imperial flagship. 1,600 meters of turbolaser-bristling capital warship. The campaign-defining encounter. **Stats:** HP 3000 · Shields 1200 · Handling -4 · SIB +10 · Size Mod -4 · **AC 12** · Speed Slow · Length 1600 m · Hardpoints 4/12/4 (fixed/turret/missile). **Weapons:** - Heavy Forward Turbolaser Batteries (fixed, Long range, +2 acc): 10d10 energy - Octuple Turbolaser Cannon Battery (turret, Long range, +2 acc): 8d10 energy - Octuple Turbolaser Cannon Battery (turret, Long range, +2 acc): 8d10 energy - Quad Turbolaser Battery (turret, Long range, +2 acc): 8d10 energy - Quad Turbolaser Battery (turret, Long range, +2 acc): 8d10 energy - Heavy Ion Cannon Battery (turret, Long range, +2 acc): 6d10 ion - Heavy Ion Cannon Battery (turret, Long range, +2 acc): 6d10 ion - Tractor Beam Projector (turret, Long range, +2 acc): — - Tractor Beam Projector (turret, Long range, +2 acc): — - Concussion Missile Battery (missile bay, Long range, +1 acc): 6d10 explosive - Proton Torpedo Battery (missile bay, Long range, +1 acc): 8d10 explosive **GM tactical notes:** Don't fight an ISD directly. The ship is a campaign-scale obstacle, not an encounter ship. Use the ISD's capabilities to drive narrative pressure: tractor beam locks player ships, TIE wings deploy in waves of 6-12, turbolaser broadsides cripple capital allies, ion cannons disable hyperdrive. Player victories against ISDs in canon (Death Star Battle, Battle of Endor, Death of the Executor at Endor) involve massive Rebel fleet engagements with multiple capital ships supporting fighter strikes. Treat an ISD as the immovable threat that drives players to find creative non-direct solutions. **Adventure hooks:** - A Star Destroyer is blockading the players' home planet. They need to break out — not by fighting the ISD, but by slipping past its sensors during a planned distraction. - A defecting Imperial fleet officer is aboard a Star Destroyer with critical intelligence. Players smuggled into the ship's lower decks via cargo manifest must extract the officer before the ISD jumps to Coruscant. - A pirate group claims to have salvaged a derelict Imperial Star Destroyer in the Inner Rim. Players hired to verify the claim — the wreck is real, partly intact, and Imperial salvage teams are inbound. **Era:** Galactic Civil War. ### Lucrehulk-class Battleship _Trade Federation Capital Warship · Huge · Hoersch-Kessel Drive / Free Dac Volunteers Engineering · canon: Trade Federation blockade fleet (Battle of Naboo, Phantom Menace), CIS heavy carrier (Clone Wars) · Threat Rating 20 · https://swurpg.com/starships/lucrehulk-battleship_ Trade Federation flagship — 3-kilometer donut-ring carrier with a vulnerable central reactor. The Phantom Menace blockade flagship. **Stats:** HP 3600 · Shields 1400 · Handling -5 · SIB +11 · Size Mod -4 · **AC 12** · Speed Slow · Length 3170 m · Hardpoints 0/14/4 (fixed/turret/missile). **Weapons:** - Quad Turbolaser Battery (Forward Ring) (turret, Long range, +2 acc): 8d10 energy - Quad Turbolaser Battery (Forward Ring) (turret, Long range, +2 acc): 8d10 energy - Quad Turbolaser Battery (Side Ring) (turret, Long range, +2 acc): 8d10 energy - Quad Turbolaser Battery (Side Ring) (turret, Long range, +2 acc): 8d10 energy - Quad Turbolaser Battery (Side Ring) (turret, Long range, +2 acc): 8d10 energy - Quad Turbolaser Battery (Side Ring) (turret, Long range, +2 acc): 8d10 energy - Heavy Ion Cannon (Forward Ring) (turret, Long range, +2 acc): 7d10 ion - Heavy Ion Cannon (Side Ring) (turret, Long range, +2 acc): 7d10 ion - Anti-Fighter Laser Battery (turret, Medium range, +2 acc): 3d10 energy - Anti-Fighter Laser Battery (turret, Medium range, +2 acc): 3d10 energy - Massive Tractor Beam (turret, Long range, +2 acc): — - Massive Tractor Beam (turret, Long range, +2 acc): — - Concussion Missile Battery (missile bay, Long range, +1 acc): 7d10 explosive - Proton Torpedo Battery (missile bay, Long range, +1 acc): 9d10 explosive **GM tactical notes:** Don't fight a Lucrehulk directly with capital broadsides — the ship has more turbolasers than most player capital allies. Use the canon reactor vulnerability: a fighter-scale strike through the central blast door reaches a position where starfighter ordnance can destroy the central reactor and chain-react the ship. Pilot DC 22 to thread the gap, Gunner DC 18 to hit the reactor; failure means the fighter is destroyed by anti-fighter batteries on the way in. Killing a Lucrehulk collapses the linked droid swarm — this is the Battle of Naboo template scaled to player level. **Adventure hooks:** - A Trade Federation Lucrehulk is blockading a neutral colony during the Clone Wars. The players must either break the blockade themselves (the Battle of Naboo template — fighter penetration of the central reactor) or coordinate with a Republic fleet relief. - A wrecked Lucrehulk drifts in the Outer Rim. The players are hired to salvage the central reactor (intact, recoverable, worth a fortune) before a Mining Guild reclaimer arrives. - A Separatist holdout cell operates a partially-functional Lucrehulk in the New Republic era — they're using it for raids and propaganda. The central reactor is still vulnerable to a fighter strike. **Era:** Rise of the Empire, Clone Wars. --- # Equipment 235 weapons, 77 armors, 61 pieces of gear, 5 medpac tiers, and 211 upgrades. Browse the full catalog at https://swurpg.com/equipment. ## Weapons 235 total weapons across 8 categories: Lightsabers, Melee (Simple), Melee (Advanced), Melee (Exotic), Ranged (Light), Ranged (Medium), Ranged (Heavy), Ranged (Exotic). Each entry has damage dice, damage type(s), range, weight, properties (two-handed, finesse, light, stun, etc.), and any special tags. Browse at https://swurpg.com/equipment/weapons. ## Armor 77 armor sets across 3 categories: Light, Medium, Heavy. Each entry has AC bonus, max DEX modifier, speed limits, and strength requirements. Browse at https://swurpg.com/equipment/armor. ## Gear 61 pieces of gear across 9 categories: Communications, Computing, Detection, Survival, Medical, Security, Tools, Demolitions, Personal. Includes tools, kits, comlinks, datapads, restraints, survival gear, and consumables. Browse at https://swurpg.com/equipment/gear. ## Medpacs 5-tier medpac progression from basic field-aid to military-grade trauma kits. Each tier improves the Treat Injury DC and healing dice. Browse at https://swurpg.com/equipment/medpacs. ## Upgrades 82 weapon upgrades (across lightsaber crystals, emitters, grips, and ranged-weapon mods), 34 armor upgrades (overlays + underlays), 61 droid chassis upgrades (plating, armament, utility), and 34 bio-implants (cybernetics, prosthetics, and biomods for non-droid characters across Sensory, Neural, and Physical categories). Upgrades install into category-compatible slots and modify attack, damage, AC, speed, or grant new properties. Browse at https://swurpg.com/equipment/upgrades. ## Bio-Implants 34 cybernetics, prosthetics, and biomods for non-droid characters. Sensory (replacement eyes, ears, voices, comms — including the Operative's Lv 10 Optical Targeting Array). Neural (reflex boosters, memory chips, neural-interface jacks, the AJ^6 Cyborg Construct, and the Operative's Neural Accelerator + Adrenal Surge Regulator). Physical (prosthetic limbs, subdermal armor, replacement organs, the Operative's Muscle Fiber Reinforcement, and high-tier kit like Phrik-reinforced skeletons). Several pairs are mutually exclusive (Subdermal Heavy supersedes Light; Neural Accelerator supersedes Reaction Time Booster; Hydraulic vs. Servo-Powered leg augments). The Character Builder enforces exclusions and a per-ability ±2 cap on implant-sourced ability bonuses. Heavy cybernetics are canonically held to diminish Force connection (Vader, Grievous, Maul) — narrative only, no mechanical penalty. Browse at https://swurpg.com/equipment/upgrades/bio-implants. --- # Adventure modules 2 ready-to-run adventure modules. Each ships with a player-safe landing page and a downloadable GM PDF. Browse at https://swurpg.com/adventures. ## The Foundling Contract _Level 3 · Party of 2-6 (default 4) · 5 sessions · Last updated: 2026-05-18 · https://swurpg.com/adventures/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. Themes: bounty hunt, moral choice, factional intrigue, starship combat ## The Signal from Tellan-7 _Level 1 · Party of 2-6 (default 4) · 5 sessions · Last updated: 2026-05-08 · https://swurpg.com/adventures/signal-from-tellan_ A coded distress signal from a long-abandoned frontier moon brings four working professionals into a fight that wasn't supposed to be theirs. Themes: mystery, moral choice, frontier --- # Blog 14 blog posts covering Star Wars news + game tie-ins. Browse the hub at https://swurpg.com/blog. ## What If? Order 66 Failed _Published 2026-06-26 · 7 min read · https://swurpg.com/blog/what-if-order-66-failed_ Order 66 ended the Jedi in a single afternoon. But what if it failed — the chips misfired, the warning got through, the Order survived the night? The cruel twist: surviving the trap makes Palpatine's lie come true. A What If? campaign setting. ## What If? Welcome back to **What If?** — the series where we take a Star Wars hinge-point the films swung one way and lean on it until it swings the other. We've already [reopened Mace Windu's window](/blog/what-if-mace-windu-survived), [let Yoda win the Senate duel](/blog/what-if-yoda-beat-palpatine), and [walked Grogu down the Jedi path](/blog/grogu-jedi-path). This week, the order that ended an age in a single sentence: **What if Order 66 had failed?** ## The order we actually got You know how it really went. *"Execute Order 66."* Four words on a comlink, whispered to clone commanders from one end of the galaxy to the other, and in the same hour the Grand Army turned its blasters on the generals it had bled beside for three years. Ki-Adi-Mundi cut down mid-stride on Mygeeto. Aayla Secura shot in the back on Felucia. Plo Koon's fighter swatted out of the sky over Cato Neimoidia. The Jedi never saw it coming, because the knife came from the one direction they'd stopped watching — the loyal soldiers at their shoulder, every one of them carrying a control chip seeded in his skull on Kamino before he could walk. The Order didn't fall to an enemy. It fell to its own army, in an afternoon, and the handful who lived crawled into hiding while Palpatine stood up in the Senate and called *them* the traitors. Now pull the other thread. ## What if it failed? Give the galaxy one break it never got. Fives — the clone who *found* the chips, who tore his own open trying to warn anyone who'd listen and died raving on a Coruscant warehouse floor — gets his evidence to the right Jedi this time. The Council moves quietly. Generals flag the chips as a "parasite screening." A few hundred troopers get pulled for medical the week the war ends. And when *"Execute Order 66"* finally goes out across the HoloNet, it lands on a galaxy that is, here and there, already braced. Not everywhere. Not even most places. But enough. Enough Jedi throw up a saber a half-second early. Enough clones hesitate, or get dragged off the line, or fight the order rising in their own heads and *win.* The trap springs — and in too many places it springs on empty air. The Order survives the night. Cue the relief. The Jedi live, Palpatine's masterstroke misses, the galaxy is saved. Right? Wrong. And that's the whole post. ## The twist: surviving the trap springs a worse one Here's the cruelty the daydream skips. Surviving Order 66 doesn't *beat* Palpatine — it **corners** him, and a cornered Sith with a galaxy in his fist is far more dangerous than a triumphant one. Because look at what's still true the morning after: - **Palpatine is still Chancellor.** Four years of emergency powers, a Senate that adores him, the entire legal machinery of the Republic in his hands. Nothing about the failed order touches the office. - **The army still mostly obeys him.** The chips that misfired were the exception. For every clone who couldn't pull the trigger, ten could and did. The Grand Army of the Republic — the largest military ever assembled — answers to Coruscant, not to the Temple. - **And the story is already written.** This is the knife. In the real timeline, every Jedi who could have contradicted Palpatine's version *died*, so his lie became history unopposed: the Jedi tried to assassinate the Chancellor and seize control of the Republic. In *this* timeline they're alive to argue — but to actually *stop* him, they have to do the one thing that makes the lie true. They have to march on Coruscant and remove a sitting, lawfully elected Chancellor by force. So the Sith's frame doesn't collapse when the Jedi survive. It **comes true.** They know Palpatine is a Sith Lord. They cannot prove it to a single soul who matters. And every move they make to stop him — every clone they disarm, every cruiser they seize, every step toward the Chancellor's office — looks, to a frightened galaxy watching on the HoloNet, *exactly* like the coup he warned everyone was coming. That's not a rescue. That's a galaxy where the people who are right look identical to the people the law says are traitors — and the one man who can tell the difference is the villain. It's the best Clone Wars campaign the films never ran. ## The galaxy the morning after Four forces wake up the next day, and none of them agree on what just happened. ### The Cornered Chancellor Palpatine doesn't panic — he pivots, faster than anyone alive. By dawn the story is locked: *the Jedi defied a lawful military order and turned their armies on the Republic.* He has the Senate, the HoloNet, the courts, and most of the clone army, and he doesn't need to win a battle. He needs the galaxy to believe the Jedi started one. He is the best liar who ever drew breath, he has been building this exact narrative for thirteen years, and now he gets to play the wounded defender of democracy against an Order that really *is* coming for his chair. Give him a month and "Jedi" is a curse word on a thousand worlds. ### The Exposed Order The Jedi lived, and survival splinters them. One faction — call them Mace's heirs — looks at a Sith holding the Republic and says the Council already failed once by hesitating in that office; hesitate again and the galaxy is lost. Depose him. Now. Whatever it costs. The other half can't stomach it: seize the Republic by force and you have *proven him right,* become the very tyrants the Order swore its life to guard against. Both factions are correct. Neither can act without becoming what the other fears. And while they argue, they're hunting a Sith who is also the head of state, with no evidence a terrified galaxy will accept and a clock running on their own legitimacy. ### The Fractured Army The clones are the tragedy at the center of all of it. The order went out; some chips fired, some didn't, some men fought the command screaming up out of their own skulls and *won* — and now the Grand Army cracks straight down the middle. Brother against brother. Units that stood with their Jedi generals against units that did their duty as written. And every single trooper who almost pulled that trigger has to keep living in the body that nearly murdered a friend, never quite sure the voice won't come back. Whoever they choose to follow now, they choose it awake — which is the first real decision most of them have ever been allowed to make. ### The War That Never Ended The Clone Wars don't get their tidy finish, either. With the Republic suddenly turned inward and shooting at itself, the Separatist holdouts and the still-armed droid legions get a second wind — and somewhere out in the Outer Rim, a Separatist envoy starts drafting the galaxy's most uncomfortable offer. *We told you the Republic was rotten at the top,* it goes. *We were the only ones saying it. Help us prove it.* The enemy the Jedi spent three years fighting may be the only power left willing to call Palpatine what he is — and that is a deal with a price tag the Order may not survive paying. ## Running it at your table This is where the daydream becomes a campaign, and "Order 66 failed" hands a GM something rare: a galaxy where the truth is known, powerless, and radioactive. Every faction is right about something and damned by it. Every player choice actually moves the needle, because the whole thing is balanced on what people *believe.* A few seeds to pull on: - **The Evidence.** The party has the truth and not one shred of proof. The entire campaign is the hunt for something — a recording, a witness, a Kaminoan chip schematic, a Sith artifact that can't be faked — that will make the Senate believe what the Jedi already know, before Palpatine's version hardens into history. A galaxy-spanning investigation thriller with a ticking clock made of public opinion. - **The Chip.** Play a clone whose chip half-fired. The voice in your head gave you an order in that first hour. The man beside you is still your general. You have one second, and a lifetime of conditioning, and exactly one chance to decide who you actually are. - **The Schism.** A Jedi game about the argument *inside* the Order — the one the films never let them have. Do you cross the line to stop a Sith, or hold it and maybe lose everything? There's no clean answer, which is the point. - **The Enemy of My Enemy.** A Separatist diplomat lays an alliance against Palpatine on the table. Take the deal and you might expose him. Take the deal and you've also handed the galaxy proof that the Jedi were conspiring with the enemy all along. What does winning *that* way cost the Order? And the galaxy you'd run it in is already built. The clones at the heart of it — loyalists, defectors, or chip-haunted survivors — are statted and ready in the [**Galactic Republic**](/resources/monsters/galactic-republic) bestiary, from rank-and-file troopers up to ARC troopers, commanders, and Jedi Generals to stand in for the Knights still standing. The leaderless droid legions, with the [**CIS warships**](/starships) they crewed, are waiting in the [**droid bestiary**](/resources/monsters/droid-enemies) for the war that never quite ended. And the beating heart of the setting — a hunted Order trying to decide what the Jedi are even *for* — runs on the [**Force rules**](/rules/force-system) and the [**Jedi classes**](/classes), with the Council itself as your cast of anchor NPCs: alive, vindicated, and one terrible decision away from proving the Sith right. Want to drop yourself into it? The [**Character Builder**](/character-builder) is free and needs no signup — build the surviving Knight, the chip-haunted clone, the senator who starts, against every instinct, to believe them. Order 66 was supposed to end the Jedi in an afternoon. The cruel joke of surviving it is that the war for the galaxy's soul was only ever going to be fought one way — in the open, in the light, on the floor of the Senate, where the Sith always held the better hand. What's *your* what if? ## Character of the Week: DUM-11, the Pit Droid That Learned to Stop Things _Published 2026-06-23 · 7 min read · https://swurpg.com/blog/character-of-the-week-dum-11_ Meet DUM-11 ('Dumii') — a level 4 Pit Droid Scoundrel on the Assassin track, built in the free SWURPG Character Builder. A fold-up podracing maintenance droid everyone mistakes for a tool, right up until it reaches the one part that matters. ## Character of the Week This week's **Character of the Week** was built to fix things. It got very good at the opposite. Meet **DUM-11** — "Dumii" — a level 4 [Pit Droid](/species/pit-droid-dum-series) [Scoundrel](/classes/scoundrel) on the [Assassin](/classes/assassin) track, built in the free [Character Builder](/character-builder): a fold-up podracing maintenance droid that everyone in the room reads as a tool, right up until it reaches the one part that matters. ## The build | | | |---|---| | **Species · Class** | Pit Droid (DUM-series) · Scoundrel (Assassin), Level 4 | | **AC · HP · Speed** | 16 · 34 · 25 ft | | **Best save** | DEX **+5** (proficient) | | **Up close** | Short Sword — **+5** to hit, **1d6+1** Slashing/Piercing, **+1d6** Stealth Attack | | **Concealed** | Wrist Blaster Mk I — **+5**, **1d8** Energy, 50 ft — chassis-mounted, with a Stun setting | | **Signature trick** | **Folding Frame** — fold into a 1-ft cube: Advantage on Stealth, hide where a Medium creature can't | | **Standout skills** | Stealth **+7** & Acrobatics **+7** (Expertise) · Mechanics +6 | | **Chassis** | Reinforced Plating Mk II (+10 HP, +2 AC) · Wrist Blaster Mk I · Infrared (darkvision 60 ft) | 📄 **[See the full sheet + grab a printable PDF](/resources/premade-characters/dum-11)** — or **[load it straight into the builder](/character-builder?preset=dum-11)** to tinker, level it up, or print your own. ## How it plays Dumii is the Assassin's promise at level 4: the first hit, from the one direction nobody was watching. The disguise *is* the weapon — enemies hand it orders, turn their backs, and forget to count it among the guards, which is exactly the surprise a Scoundrel turns into damage. Caught hidden — which a maintenance droid almost always is — every strike carries a **Stealth Attack** (+1d6, and it's one level from that doubling), and a finesse blade lets it pour its lethal **DEX +3** into the hit instead of its modest Strength. Its favorite opener leans on **Quickdraw**: round one, the first shot from the chassis-mounted **Wrist Blaster** comes with Advantage — from a unit no one even clocked as armed — and **Point Blank Shot** adds another +1 inside 20 feet. When it needs to vanish rather than fight, the **Folding Frame** collapses it into a one-foot cube with Advantage on Stealth, small enough to wait in a space a person can't reach. *Three seconds, no struggle, no alarm.* It can't talk its way through anything (CHA −2, non-verbal — it answers in binary chirps), so problems get solved structurally, not diplomatically. But it's quick on the trigger and quicker than it looks — **Long Strider** pushes a normally plodding pit droid to a respectable **25 ft**, and **DEX +5** saves keep it out of the blast. It's tougher than its size suggests, too: Reinforced Plating puts it at **AC 16 / 34 HP**, and like every droid it shrugs off poison, disease, and fear outright and braces its Constitution saves with raw chassis Strength. And it's a genuine slicer — **Mechanics +6** and a computer spike mean a locked door is rarely the thing that stops it. ## Its story > A maintenance droid is built to make broken things work again. The first time DUM-11 made a *working* thing stop, its diagnostic core logged no error — and that blank where the fault code should have been is the exact moment the assassin was born. A maintenance droid is built to make broken things work again. DUM-11 — "Dumii" to crews who never learned its designation — spent twenty years doing exactly that. It rolled off a Baktoid line as a DUM-series pit droid: collapse the legs on a chirp, scramble beneath a screaming engine cowling, torque a thrust nozzle back into tolerance while the heat blistered its plating. On the podracing circuits of Malastare and the back-lot tracks of Mos Espa it was invisible the way a wrench is invisible — picked up, used, set down, forgotten. A podracer's engine is a contained catastrophe, and the DUM-series survived it by being faster than the danger and smaller than the gap. The droid learned, in its actuators long before its thoughts, that fearlessness is only accurate timing: a screaming machine has a rhythm, and inside it there is always a half-second window where the lethal part is elsewhere and the soft part is exposed. A pit crew calls that window a service interval. The droid would later call it something else. Its Besalisk crew chief turned his back a hundred times a day and never wondered whether the small droid was watching. It was always watching — guard rotations, cargo manifests, the watermark on a Black Sun courier's credit chip, the tremor in a mechanic's hands when the Hutts' enforcers walked the row. A pit droid notices everything; no one thought to ask what it might do with the noticing. It passed hand to hand as a debt-asset, each owner cheaper and crueler than the last, until a Duros information broker in the Nar Shaddaa underlevels looked at it long enough to see past the dents. He understood — the way only a man who trades in overlooked things can — that the droid's real gift was not its hands but its attention. He stopped giving it engines and started giving it corners to stand in, crates to count, a guard whose drinking shift to learn. Then one night a man he wanted gone stood alone in a maintenance corridor, and the broker sent the little fix-it unit in ahead of the muscle — half a test, half a joke — because who counts a pit droid among the threats in a room? The man did not run. He saw the low, folded silhouette in the doorway and waved it off the way you wave a service unit out from underfoot — then turned back to his console, exposing the soft seam under the moving guard. There was no decision, only the old reflex: dart beneath the moving part, find the seam, reach the thing that matters first. A sentient, it turned out, is only another machine with one part you can reach if you are small enough to be ignored. The blade went where a torque wrench would have gone; the droid knew the body's seams the way it knew an engine's. It made him stop the way it had spent twenty years making things start. Three seconds. No struggle. No alarm. Then it did what it always did after a repair — it ran the diagnostic. And the diagnostic returned clean. No error. No fault flag. Every other time it reached inside a broken thing, the core hummed with the small satisfaction of a fault cleared; this time it had made a working thing stop, and the core reported the same flawless completion it gave any finished repair. That silence where the fault code should have been told it exactly what it was for now. It folded the blade away. It felt no guilt — only the much colder thing of a tool discovering its truest function. The work suits it down to the wiring. It is small and weak and slow to charm, and it has stopped trying to be otherwise: let them read the harmless maintenance unit, give it orders, turn their backs, forget to count it among the guards. The underestimation is not an obstacle — it is the weapon. It works low and close, because it was built low and close — a blade drawn from a fold in its frame, a Wrist Blaster Mk I concealed where no pat-down expects it on a unit that cannot even speak, reinforced plating to absorb the one mistake, leg servos tuned to cross a room before a guard can turn his head, infrared so that being unseen runs both directions. The broker overreached within the year, owed the wrong syndicate too much, and vanished on a vector the droid had likely already plotted — and DUM-11 came out debt-free for the first time in four decades, and kept the contracts. It does not mourn him; mourning is not in its instruction set. But it has never deleted his voice sample from core memory, and before every job, in the dark, it plays the flat recording back to itself once — the way another killer might check the edge of a knife. It is the only inheritance it kept; the only loyalty a machine can spend. ## Build your own DUM-11 took about fifteen minutes in the [Character Builder](/character-builder) — and you can **[open its exact build](/character-builder?preset=dum-11)** right now to make it your own. A pit-droid assassin, a clone trooper, a Jedi, a Nightsister, anyone — it's free, no signup to start. Build someone you love; they might just be a future Character of the Week. ## What If? Yoda Beat Palpatine _Published 2026-06-19 · 7 min read · https://swurpg.com/blog/what-if-yoda-beat-palpatine_ Yoda dueled Sidious in the Senate and lost — exile on Dagobah, the Empire rising. But what if he'd won? The twist: winning comes too late, and the galaxy is left with no Emperor, no Order, and no one in charge. A What If? campaign setting. ## What If? Welcome back to **What If?** — the series where we grab a Star Wars hinge-point the films swung one way and shove it the other. We've already reopened [Mace Windu's window](/blog/what-if-mace-windu-survived) and walked [Grogu down the Jedi path](/blog/grogu-jedi-path). This week, the duel you've replayed in your head a hundred times: **What if Yoda had beaten Palpatine?** ## The duel we actually got You know the scene. *Revenge of the Sith*, the Senate rotunda. Order 66 has already torn through the Jedi, and Yoda — one of the last standing — goes straight for the head of the snake: Darth Sidious, sitting in the Chancellor's chair with the whole Republic in his lap. They fight. Sidious hurls *entire senate pods* at a nine-hundred-year-old Grand Master. And in the end… Yoda **loses.** Not killed — but overpowered, out of options, dropped into the bowels of Coruscant with nothing left to do but run. *"Failed, I have,"* he tells Bail Organa, and exiles himself to a swamp to wait out the dark. Now pull the other thread. ## What if he won? Same chamber, same storm of lightning — but this time the little green blade gets *inside* it. Yoda lands the strike. **Darth Sidious dies on the floor of the Senate he spent a lifetime poisoning.** Cue the music, roll the credits, the galaxy is saved. Right? Wrong. And that's the whole post. ## The twist: a victory that comes too late Here's the cruel arithmetic the daydream skips. By the time Yoda and Sidious cross blades, the galaxy is *already* on fire: - **Order 66 has already fired.** The Jedi are already dead — temples burning, Padawans cut down at their posts. Killing Sidious doesn't bring back a single one of them. Yoda wins the duel and is still, very nearly, *the last Jedi.* - **Anakin is already burning on Mustafar.** He's turned, marched on the Temple, slaughtered the Separatist Council, and lost everything to Obi-Wan on a lava bank. And here's what the daydream forgets: in the canon timeline, the *only* reason he survives those burns is that Sidious senses his apprentice dying, flies to Mustafar, and seals what's left of him into the suit. Kill Sidious in the Senate, and **that rescue never comes.** - **The Separatist leadership is already gone** — leaderless droid armies still scattered across half the Outer Rim, with no Council left to surrender them. And so the cruelest cut of the whole night isn't on the Senate floor at all — it's on that lava bank on Mustafar, where the Chosen One the entire Order staked its future on dies alone in the ash, with no master left to come for him. The Sith *are* destroyed: master and apprentice, dead inside the same hour — the prophecy fulfilled in the bleakest reading anyone ever gave it. But the galaxy doesn't get a savior, or balance, or Luke's father. It gets two corpses and a hole where the future was supposed to be. *(Did anyone reach the body first? Not that anyone living knows — but it's a big, dark galaxy, and that's the GM's to decide.)* So Yoda's victory doesn't *restore* anything. It **decapitates every power in the galaxy in the same instant.** No Emperor. No Jedi Order. No Separatist Council. A clone army mid-atrocity whose commander-in-chief just died on the Senate floor. The single most powerful man in the galaxy is gone — and there is *nothing and no one* ready to step into the hole he leaves. That's not a happy ending. That's a **power vacuum the size of a galaxy.** And it's the best campaign setting the prequels never gave us. ## The galaxy the morning after Four forces wake up the next day, each convinced the galaxy is theirs to inherit. ### The Fractured Senate The government still technically exists — it just has no head. Mas Amedda's bureaucracy claims continuity. The Loyalist bloc — Bail Organa, Mon Mothma, the senators who smelled the tyranny coming — push to build a *real* Republic out of the wreckage. The war profiteers and the security hawks want a strong hand to "restore order." It's a cold civil war fought in committee rooms, and nobody can even agree who the legitimate government *is.* ### The Hunted Remnant Yoda survived. A scattered handful of Jedi survived Order 66. But here's the knife: Palpatine's final act of propaganda branded the **Jedi as the traitors** who tried to murder the Chancellor — and now the Chancellor really *is* dead, with a Jedi standing over the body. They saved the galaxy, and they're wanted for it. Rebuilding the Order means doing it in the dark, one rescued Force-sensitive child at a time. ### The Warlords The Grand Army of the Republic doesn't just evaporate. Tarkin-class officers and chip-loyal clone commanders look at a leaderless galaxy and see *opportunity.* Each carves out a sector, a fleet, a fief — the proto-Empire, shattered into a dozen would-be Emperors with no Palpatine to unite them. The galaxy's deadliest military, suddenly up for grabs. ### The Leaderless Machine The Separatist war never actually *ends.* With both the Sith and the Separatist Council dead in the same hour, the shutdown command that switched off the droid armies in our timeline is **never sent.** Millions of battle droids across the Outer Rim keep grinding through their last standing orders — besieging worlds with no one left to surrender to, holding factories whose owners are dead, prosecuting a war whose every general is gone. A galaxy-spanning automated army with no one at the wheel and no off switch — and whoever cracks the central command codes inherits the single largest military force left in the galaxy. ## Running it at your table This is where the daydream becomes a campaign. The beauty of the "Yoda won" timeline is that it hands a GM a galaxy that's *open* — every faction weakened, every throne empty, every player choice actually able to move the needle. A few seeds to pull on: - **The Whisper Network.** The party are the underground that smuggles Force-sensitive children off-world before the warlords' hunters find them first. - **The Chip.** Play a clone squad in the hours after the order-giver's death. The chip in your skull says one thing; the man you've fought beside for three years says another. What do you do? - **The Off Switch.** Buried in a dead Separatist's vault are the codes that can shut down — or seize — the leaderless droid armies. Every warlord, senator, and syndicate in the galaxy wants them. So does the party. - **A Republic Worth the Name.** A senator's-agents intrigue: out-maneuver the warlords *and* the bureaucrats to midwife a government that doesn't just become the Empire by another name. And the galaxy you'd run it in is already built. The clones at the center of it all — loyalists, warlords, or chip-haunted soldiers — are statted and ready in the [**Galactic Republic**](/resources/monsters/galactic-republic) bestiary, from rank-and-file troopers up to ARC troopers, commanders, and a Jedi General to stand in for one of Yoda's surviving knights. The warlord remnants pull straight from the [**Imperial Forces**](/resources/monsters/imperial-forces), and the leaderless droid legions — with the [**CIS warships**](/starships) they once crewed — are waiting in the [**droid bestiary**](/resources/monsters/droid-enemies). And the heart of the setting — a hunted Order trying to relearn what the Jedi are even *for* — runs on the [**Force rules**](/rules/force-system) and the [**Jedi classes**](/classes), with Yoda himself as your anchor NPC: ancient, victorious, and quietly horrified at the cost. Want to drop yourself into it? The [**Character Builder**](/character-builder) is free and needs no signup — build the surviving Knight, the defecting clone, the senator's enforcer, whoever this broken galaxy puts in your head. Yoda swung his blade and won the fight of his life. The tragedy is that *winning* was never going to be enough — and that's exactly what makes it a galaxy worth playing in. What's *your* what if? ## Character of the Week: Vaela, the Nightsister Who Walked Away _Published 2026-06-18 · 5 min read · https://swurpg.com/blog/character-of-the-week-vaela_ Meet Vaela — a level 5 Nightsister Force Adept (Force Warrior) built in the free SWURPG Character Builder. A witch who left the clan to chase a bigger question, fighting with an ichor blade in one hand and a Force she was never taught in the other. ## Character of the Week This week's **Character of the Week** is a witch who quit the clan. Meet **Vaela**, a level 5 [Nightsister](/species/nightsister) [Force Adept](/classes/force-adept) on the [Force Warrior](/classes/force-warrior) track — built in the free [Character Builder](/character-builder), and a perfect showcase of what the new [Dathomir Magick](/blog/nightsisters-dathomir-magick) set looks like in the hands of someone who's no longer sure she should be using it. ## The build | | | |---|---| | **Species · Class** | Nightsister · Force Adept (Force Warrior), Level 5 | | **AC · HP** | 13 · 40 | | **WIS · Force save DC** | 17 · **14** | | **Signature weapon** | Ichor Blade — **+5** to hit, **1d8+1** Slashing **and** Energy, +**1d8 Force** on a Force Strike | | **Sidearm** | Energy Bow — +5, 1d8 Energy, 100 ft | | **Magick** | [Ichor Bolt](/rules/force-powers/ichor-bolt) · [Hex](/rules/force-powers/hex) · [Dark Imbuement](/rules/force-powers/dark-imbuement) · [Shadow Step](/rules/force-powers/shadow-step) | | **The Force she taught herself** | [Move Object](/rules/force-powers/force-push) · [Force Stun](/rules/force-powers/force-stun) · [Force Jump](/rules/force-powers/force-jump) · [Energy Absorption I](/rules/force-powers/energy-absorption-i) | | **Standout skills** | Use the Force **+10** and Acrobatics **+8** (both Expertise) | 📄 **[Download Vaela's character sheet (PDF)](/blog/vaela-character-sheet.pdf)** — or **[load her straight into the builder](/character-builder?preset=vaela)** to tinker, level her up, or print your own sheet. Vaela is a study in a half-abandoned tradition. Her hands still know the clan's work — the **Ichor Blade**, a single edge wreathed in ichor that counts as *both* Slashing and Energy damage, so it bites through whichever resistance a foe lacks; **[Hex](/rules/force-powers/hex)** to curse the dangerous one; **[Shadow Step](/rules/force-powers/shadow-step)** and **[Dark Imbuement](/rules/force-powers/dark-imbuement)** to flit and harden as the sisters taught her. But layered over it is a Force she was never trained in: a plain, honest **[Move Object](/rules/force-powers/force-push)**, a **[Force Stun](/rules/force-powers/force-stun)**, the **[Energy Absorption](/rules/force-powers/energy-absorption-i)** she worked out herself on a dozen lawless moons. As a Force Warrior she channels it *through* her strikes — **Force Strike** dumps an extra **1d8 Force** down the ichor blade once a short rest. She's not a tank (AC 13, no armor — Force Warriors wear none), but with **Use the Force at +10** and **Acrobatics at +8**, she reads a room before it turns and is rarely where the blaster bolt expected her to be. ## Her story Vaela was born beneath the crimson moons of Dathomir, into the Windsinger Clan — a smaller sisterhood that claimed the jagged highlands north of the Singing Mountain territory. From childhood she showed an uncommon attunement to the world around her, sensing the pulse of living things through the Force before she had words to name what she felt. Her elders called it a gift, shaped her hands around the Ichor, and taught her to draw the green-glowing magick from Dathomir's soil as all Nightsisters did. For a time, Vaela accepted this. It was a chance encounter that cracked her certainty open. A wounded traveler — a Miraluka scholar fleeing a collapsed Republic survey expedition — stumbled into the highlands, and against custom, Vaela hid him. Over the weeks she nursed him, he spoke of the Jedi, of academies on distant Ossus, of a Force that was not drawn from swamps and blood-rites but from something vast and impersonal and everywhere at once. The idea settled into her like a splinter she could not remove. She did not leave in anger; she left in silence — taking only her **Ichor Blade**, the one piece of her heritage she could not abandon, and her energy bow. Nightsisters who depart are simply unmade from memory. The years since have been solitary and hard, walking the Outer Rim while the Republic's reach was thin and its Jedi stretched between the Sith Empire's wars and brushfire conflicts along contested hyperlanes. She found no teacher; she studied herself, watching Force powers rise from instinct rather than Ichor. By thirty-one she carries no lightsaber and claims no order — only questions, a glowing blade of distilled Dathomir magick she understands better than she once admitted, and the slow, accumulating certainty that the Force is larger than any single people's claim upon it. ## Build your own Vaela took about fifteen minutes in the [Character Builder](/character-builder) — and you can **[open her exact build](/character-builder?preset=vaela)** right now to make her your own. Want a witch, a Jedi, a bounty hunter, a clone trooper, anyone? It's free, no signup to start. Build someone you love — they might just be a future Character of the Week. ## The Witches of Dathomir — Nightsisters & Dathomir Magick Come to SWURPG _Published 2026-06-17 · 6 min read · https://swurpg.com/blog/nightsisters-dathomir-magick_ The Nightsisters join SWURPG — a new playable species plus Dathomir Magick, a 20-power dark-side discipline of ichor, hexes, alchemy, spirit-summoning and reanimation. Jedi can't grab it from the open bank: you're either born to the coven or you take the Dathomir Witchcraft trait. Build your own witch free in the Character Builder. ## A whole new kind of dark side Most Force users in the galaxy fall into two camps: the disciplined light of the Jedi, or the hungry rage of the Sith. The **Witches of Dathomir** never asked permission from either. They draw their power from the **ichor** — the dark magick that runs through their swamp-world — and they bend it through incantation, ritual, and will. Talzin, Asajj Ventress, Old Daka, Merrin, Morgan Elsbeth: a coven of survivors who treat the dark side as a *tool*, not a master. Now they're yours to play. SWURPG's newest update adds the **[Nightsister](/species/nightsister)** species **and** an entire **Dathomir Magick** discipline — 20 new Force powers built around everything the witches are famous for. ## The species: a witch built to be feared The [Nightsister](/species/nightsister) is a **WIS-focused dark-side mystic** — wise, willful, physically slight (WIS +2, CHA +1, STR −2, CON −1), proficient in **Survival**, and a woman of the coven (Nightsisters are a women-only order; the men of Dathomir walk the separate Nightbrother path). She comes with five traits: - **Daughters of Dathomir** — +1 to Use the Force if you're a Force-using class. - **Witch's Brews** — once per long rest, brew a healing elixir out in the wild. - **Marked by the Dark** — feared and distrusted wherever your nature is known. - **Witch's Veil** — if you're a Force user, you wreathe yourself from sight innately. - **Magick of the Coven** — the reason you're here: the Nightsister Magick powers are open to you. ## Dathomir Magick: 20 powers of ichor and incantation This is the heart of the update. **Dathomir Magick** is a brand-new category in the [Force Powers catalog](/rules/force-powers) — 20 powers spanning the full witch toolkit, scaling from level 1 all the way to capstones at level 13: - **Ichor & ruin** — hurl bolts of crackling green **Ichor**, call down an **Ichor Storm**, or unleash the **Wrath of the Ancestors** on a whole battlefield. - **Hexes & curses** — cripple a foe with a **Hex**, terrify a crowd with the **Coven's Hex**, or wrack a single victim with mind-shattering **Agony**. - **Alchemy & poison** — spit corrosive **Toxic Ichor**, rot a target with a **Hex of Decay**, brew weapon- poisons and potions with **Witch's Alchemy**, or reshape an ally's very flesh with **Fleshshape**. - **Spirits & the dead** — conjure a spectral **Spirit Warrior**, empower an ally with **Spirit Ichor**, and — at the height of your power — **Reanimate** a fallen body as a zombie thrall under your command. - **Veils & shadows** — slip 30 feet through the dark with **Shadow Step**, or cloak your whole coven in a **Shroud of Dathomir**. Every power is FP-costed, save-gated, and written to run cleanly at the table — and they're all there to read on the [Force Powers page](/rules/force-powers). ## The catch: you can't just pick this up Here's what makes Dathomir Magick different from every other power in the game. **It's gated.** A Jedi browsing the Force Powers list won't even see it — because in the galaxy, dark magick isn't something you stumble into. There are exactly two ways in: 1. **Be born to it.** A Force-using **[Nightsister](/species/nightsister)** can choose Magick powers as part of her normal Force-power selection, right alongside the standard ones. It's her birthright. 2. **Choose the dark path.** *Anyone* with a Force-using class — yes, **even a Jedi** — can learn the magick by taking the new **Dathomir Witchcraft** trait (an Alt Trait, picked in place of an ability-score bump). It grants a dedicated pool of Nightsister Magick picks, and you can take it again as you level for more. That second option is the fun one. A Jedi spending hard-won growth to study Dathomiri witchcraft isn't a casual menu pick — it's a *deliberate step toward the dark*, the kind of choice that should make a table lean in. Ventress was a fallen Jedi's apprentice; Merrin fought beside one. The line has always been thinner than the Order liked to admit. ## Build your own witch The whole thing is live right now in the free [Character Builder](/character-builder) — pick the Nightsister (or any Force class plus the Dathomir Witchcraft trait), assign your powers, and export a printable sheet. No signup to start. Build a Talzin. Build a Ventress mid-fall. Build a Jedi who went looking for power in the swamps of Dathomir and came back changed. The coven's waiting. ## What If? Mace Windu Survived _Published 2026-06-12 · 7 min read · https://swurpg.com/blog/what-if-mace-windu-survived_ Mace Windu fell from Palpatine's window — lightning-scarred and one hand short — but Star Wars never showed a body. The first in our What If? series: the real case that he survived (and what Samuel L. Jackson and George Lucas have said about it), where the scarred Jedi Master could be now, and how you'd bring a survivor like him to your table. ## What If? Welcome to **What If?** — a new series where we take a Star Wars mystery the films left dangling and run with it. (We did a version of this with [Grogu](/blog/grogu-jedi-path); now it's a weekly thing.) First up, the one that's bugged fans for twenty years: **What actually happened to Mace Windu?** We all watched it. He had Palpatine beaten — blade at the Sith Lord's throat — and then Anakin took his sword hand, Sidious loosed a storm of Force lightning, and Mace went out the window of the Chancellor's office into the Coruscant traffic far, far below. Dead. Right? Here's the thing. *We never saw a body.* ## What canon actually says Officially, Mace Windu is **presumed dead** — and that's the exact word that matters: *presumed.* No film, no series, no novel has ever shown his corpse, confirmed his death on the page, or closed the door. The most recent canon story to star him, the 2024 novel *Mace Windu: The Glass Abyss*, is set decades earlier, right after *The Phantom Menace* — it doesn't touch his fate at all. And the people who'd know keep leaving the light on. **Samuel L. Jackson** has said for years that Mace survived — that Jedi fall from impossible heights and walk away, that losing a hand is practically a rite of passage in this galaxy. He even took it to the top: by his account, **George Lucas told him, "I'm okay with that. You can be alive."** When the creator of Star Wars and the man who played him both think he made it, "presumed dead" starts to feel like an invitation. ## The case that he survived Stack up what the galaxy has already shown us and the survival isn't even far-fetched: - **The fall is the easy part.** Jedi Force-cushion drops that would pulp anyone else. A Master of Mace's power slowing his descent — or catching a ledge just below that window — is the *least* impossible thing here. - **A severed hand never killed anyone.** Luke, Anakin, Vader, Ventress's victims — the galaxy hands out prosthetics like spare parts. One hand short is a Tuesday. - **Force lightning scars; it doesn't always kill.** Luke took a sustained barrage of it from Sidious in *Return of the Jedi* and lived. Mace caught a shorter blast — enough to burn and disfigure, not necessarily to end him. - **"No body" means "not dead" in this galaxy.** Maul got cut in half and came back. Sidious came back from a reactor shaft. Mace falling out a window is, by Star Wars standards, barely an inconvenience. ## So where is he now? Here's our **What If?**: he lived. Force-broke the fall, hit the underlevels of Coruscant a ruin of a man, and crawled away into the dark while Order 66 turned the galaxy inside out. The lightning left his face **scarred**. The stump where Anakin took his hand got a **cybernetic replacement** — cold metal where a Jedi Master's sword grip used to be. And the Republic he'd given his whole life to was simply *gone.* A man like that doesn't go to war. He **chooses exile** — the same call Yoda made, slipping away to wait and watch from the shadows rather than throw his life at a fight he couldn't win yet. Picture Mace decades on: deep in some forgotten place, scarred and metal-handed, sitting in candlelit silence with the stones drifting in the air around him — still in the Force, still listening, maybe still waiting for a galaxy that might need a blade like his one more time. (That's the image at the top of this post, and honestly, it says it better than we can.) ## Why would he come back? A man who *chose* exile needs a reason big enough to break it — and Mace has a specific one. His signature gift was sensing **shatterpoints** *(a Legends-rooted ability)*: the single fracture in events where one act changes everything. He doesn't stir for a war. He stirs for the *one moment* the whole galaxy turns on — and across his long life, none was bigger than the night a resurrected Palpatine made his final play at Exegol. And here's where the daydream brushes up against the screen. When Rey stood against the Emperor and heard the **voices of all the Jedi** urging her on, one of them was Mace Windu — Samuel L. Jackson, right there on the soundtrack, telling her *"You're not alone, Rey."* Everyone assumes that chorus is the dead reaching out from the Force. But what if Mace's voice *wasn't* a ghost? What if a living Master — by then a hermit well past a hundred — felt the greatest shatterpoint in a generation and reached across the stars to lend a frightened stranger his strength… then, when it was done, slipped back into his silence? Not a spirit. A survivor, answering the one call he could never ignore: the Sith, one last time. The beauty of it is that it breaks **nothing.** The only hard rule is Yoda's "*the last of the Jedi will you be*," and our premise already covers it — Mace buried himself in exile so completely that even Yoda believed him dead. Never seen across forty years of saga, heard exactly once, easily mistaken for a ghost. So here's the question to chew on: Palpatine is finally, truly gone — but if Mace was alive to whisper to Rey at Exegol, then **he's still out there now**, an ancient blade in the dark, waiting to see what kind of Order rises next. (How old? Born around 72 BBY, he'd have been roughly **107** the night he spoke to her — ancient, but this is a galaxy where Yoda lived to 900.) ## Bringing a survivor like him to your table This is where a "what if" stops being a daydream and becomes a character. If you wanted to put a Mace-like survivor on a sheet, he's almost certainly a [**Jedi Guardian**](/classes/jedi-guardian) — the Order's deadliest blade, built for raw combat power, the kind of duelist who had a *Sith Lord* dead to rights. Give him the **Vaapad** lightsaber form he literally invented and a **purple blade**, and you've got the most dangerous Jedi in the room. And the survivor's scars aren't just flavor — they're buildable. SWURPG's [**bio-implants**](/equipment/upgrades/bio-implants) include a **Cybernetic Arm (Prosthetic)**, so the hand Anakin took can go right onto the character sheet. A scarred, one-armed Jedi Master who walked away from his own death is a *fantastic* table presence — the grizzled survivor, the reluctant mentor, the ghost of the old Order. But here's the real point: **you don't have to build Mace.** Build *your* Jedi. The scarred exile, the hot-headed Padawan, the gray wanderer who never picked a side — whoever's been living in your head. The [**Character Builder**](/character-builder) is free and there's no signup to start; the survivor above is just one idea of what's possible. He fell out a window twenty years ago and we still don't know where he landed. Until someone shows us the body, Mace Windu is out there. What's *your* what if? ## Character of the Week: Yennasha, the Gamorrean Vanguard _Published 2026-06-11 · 5 min read · https://swurpg.com/blog/character-of-the-week-yennasha_ Meet Yennasha — a level 4 Gamorrean Vanguard built in the free SWURPG Character Builder. A clan-born axe-fighter who guards stranded crews for credits and swings a looted arg'garok at +7. The first in our Character of the Week series. ## Character of the Week Welcome to the first **Character of the Week** — where we show off a character somebody built in the free [Character Builder](/character-builder), stat block and story and all. First up: **Yennasha**, a level 4 [Gamorrean](/species/gamorrean) [Soldier](/classes/soldier) on the [Vanguard](/classes/vanguard) track — and living proof that the galaxy's most underestimated species makes a phenomenal frontline bruiser. ## The build | | | |---|---| | **Species · Class** | Gamorrean · Soldier (Vanguard), Level 4 | | **AC · HP** | 16 · 60 | | **STR · CON** | 18 · 18 | | **Signature weapon** | Arg'garok — **+7** to hit, **2d6+4** slashing | | **Standout skills** | Athletics **+8** and Endurance **+8** (both Expertise) | | **Sidearm** | Blaster Pistol | 📄 **[Download Yennasha's character sheet (PDF)](/blog/yennasha-character-sheet.pdf)** — the same printable 3-page sheet the [Character Builder](/character-builder) exports for any character. Gamorreans are built to be underestimated — strong, hardy, slow to anger, and forever dismissed as dumb muscle. Yennasha leans all the way in. STR and CON both sit at 18, she has **Expertise** in Athletics and Endurance (she'll out-grapple and outlast anything her size), and at level 4 she's a 60-HP wall in [Light Battle Armor](/equipment) that hits back hard. Her signature is the **arg'garok** — the traditional Gamorrean battle-axe she's proficient with as a species trait — landing at **+7 to hit for 2d6+4**. The Vanguard subclass makes her exactly what a frontline soldier should be: the one who steps between the party and whatever's trying to kill them. ## Her story Born to Clan Muush in the frozen highland passes of Gamorr's northern territories, Yennasha was raised the way Gamorrean daughters are — for battle. She broke a boar's wrist at fourteen. At sixteen she survived a three-day winter ambush with a shattered rib and nothing but an arg'garok looted from her attacker's cooling body — the same axe she carries today, worn smooth along the haft from years of her grip, more trusted than any sentient she's met. Her life turned on a stranded Republic survey corvette that set down near Clan Muush territory with a dead reactor. Her clanmother struck a deal: Yennasha would guard the disabled ship from rival clans. Eleven days, two dead boars, and one very impressed Duros security officer later — Vel Shadrak, who noticed she read the terrain before he did and dressed her own wounds without being told how — she had a way off Gamorr. She took it. Now she works independently across the Outer Rim, carrying her arg'garok and a reputation among freight captains as the kind of protection that doesn't need much conversation to be worth every credit. ## How she plays at the table Yennasha is the answer to "who stands in the doorway?" As a Vanguard she wants to be the closest body to the threat, and her sheet is built to survive there: 60 HP at level 4, an 18 in both STR and CON, and Light Battle Armor for a steady AC 16. The arg'garok does the talking at **+7 to hit for 2d6+4** — but what turns her from a damage stick into a *control* piece is the **Expertise**. Athletics +8 wins grapples and shoves against almost anything her size, so she can pin the dangerous target while the party finishes it; Endurance +8 means she's still on her feet three rounds after a softer fighter would have folded. Want to roll your own Gamorrean bruiser? The recipe is simple: dump your highest scores into STR and CON, take the [Soldier](/classes/soldier) class and the [Vanguard](/classes/vanguard) track at level 3, lean on the free arg'garok proficiency every [Gamorrean](/species/gamorrean) gets, and put your Expertise into the two skills that keep a frontliner alive — Athletics and Endurance. The [Character Builder](/character-builder) does the math; you just decide who she is. ## Build your own Yennasha took about ten minutes in the [Character Builder](/character-builder) — species, class, abilities, skills, gear, a portrait, and a full backstory. Want your own Gamorrean bruiser (or a slicer, a Jedi, a bounty hunter, anything)? It's free, no signup to start. Build someone you love, and they might just be a future Character of the Week. ## Seven New Starships Just Landed in SWURPG _Published 2026-06-09 · 5 min read · https://swurpg.com/blog/seven-new-starships_ Seven new Star Wars starships just joined the SWURPG catalog — Darth Maul's cloaked Scimitar, Kay Vess's durasteel Trailblazer, the up-gunned YT-2000, a sleek Kazellis flying-wing, a KOTOR-era junker, and more. All free to build and fly in the Starship Builder. ## The hangar just got bigger We've been busy in the shipyard. **Seven new starships** just joined the SWURPG catalog — bringing it to 48 ships, 28 of them player-flyable — and every one is free to build, customize, and print in the [**Starship Builder**](/starship-builder). From a Sith Lord's personal hunter to a Corellian hauler that CEC itself calls "tired," here's the new fleet. ## The infamous one: Darth Maul's Scimitar You've seen it come out of nowhere, cloaked. The [**Scimitar**](/starships/scimitar) — Maul's experimental Sith Infiltrator — is the catalog's first true assassin's ship: very fast, agile, and armed far beyond its size, with a once-per-encounter stygium cloak that drops the instant it fires. It's a glass cannon by design — strike from the dark, then vanish before the return fire lands. Thin shields are the price of all that speed and stealth, so fly it like Maul did: win the first exchange, or don't start the fight. ## Smuggler's choice: the Trailblazer & the Kazellis Two ships for crews who want to be hard to kill and harder to catch. The [**EML-850 Light Freighter**](/starships/eml-850-light-freighter) is Kay Vess's *Trailblazer* from *Outlaws* — wrapped in durasteel plating that makes it, in its builder's own words, "inconspicuous, virtually indestructible." It's a small, nimble hull that shrugs off punishment most light freighters can't. Beside it, the [**Kazellis-class Light Freighter**](/starships/kazellis-class-light-freighter) is a rare, sleek flying-wing that's fast and well-shielded straight off the lot, with a quad laser cannon and a self-sufficient interior — machine shop, med bay, armory — for a crew that lives aboard. Only a few hundred were ever built before the Empire shut the company down, which makes it a little legendary. ## Honest haulers: the YT-2000 & the Barloz Love the Falcon but want more teeth? The [**YT-2000 Light Freighter**](/starships/yt-2000-light-freighter) is Corellian Engineering's up-gunned cousin of the YT-1300 — two laser turrets, heavier shields, more cargo, and a cockpit that breaks away as an emergency lifeboat. At the other end of the spectrum, the [**Barloz-class Medium Freighter**](/starships/barloz-class-medium-freighter) is the dependable old workhorse — a big, wedge-shaped Corellian hauler that's cheap, roomy, and built for honest trade. CEC may call the design "tired," but a tired reputation never grounded a good freighter, and the Barloz is the perfect blank canvas for a merchant crew or a planetary militia. ## Off the beaten path: the GX1 & the 578-R For the players who never pick the obvious ship. The [**GX1 Short Hauler**](/starships/gx1-short-hauler) is a Lantillian diplomatic shuttle — ten passengers, a month of supplies, and a detachable escape pod for when talks break down. (The Republic flew two famous ones, the *Phoenix* and the *Valorous*.) And our first **Legends** entry: the [**578-R Space Transport**](/starships/578-r-space-transport), the gloriously unreliable KOTOR-era junk hauler beloved by outlaw techs. It's cheap, barely armed, and notorious for malfunctioning at the worst possible moment — but it's endlessly customizable, a project ship that's all potential for a crew of gearheads. ## Which one's your next ship? Not sure where to start? Match the ship to how you like to fly: - **You want to win the first exchange and vanish.** The [Scimitar](/starships/scimitar) — strike from the cloak, then be somewhere else when the return fire arrives. - **You want to be impossible to kill.** The durasteel [Trailblazer](/starships/eml-850-light-freighter) or the well-shielded [Kazellis](/starships/kazellis-class-light-freighter) — hulls that shrug off what drops lighter freighters. - **You love the Falcon but want more teeth.** The [YT-2000](/starships/yt-2000-light-freighter) — same silhouette, two laser turrets, and a cockpit that breaks away as a lifeboat. - **You want a blank canvas for honest work.** The roomy [Barloz](/starships/barloz-class-medium-freighter) for a merchant crew, or the [GX1](/starships/gx1-short-hauler) for a diplomatic run that keeps an exit plan. - **You want a project.** The gloriously unreliable [578-R](/starships/578-r-space-transport) — cheap, barely armed, and all potential for a crew of gearheads who'd rather fix a ship than buy a good one. ## Pick one and fly Every one of these is playable right now. Pick a chassis, name your ship, bolt on upgrades and traits, and print a clean ship sheet — all free, no signup to start, in the [**Starship Builder**](/starship-builder). Whether you want Maul's cloaked killer or a beat-up junker with room to grow, your next ship is one click away. ## What If Grogu Chose the Jedi Path? _Published 2026-06-08 · 7 min read · https://swurpg.com/blog/grogu-jedi-path_ Grogu chose Din's armor over Yoda's lightsaber — but what if he hadn't? A fan's 'what if': the story of Grogu as a Jedi Knight, the lonely quest that would explain why we never see him again, the chance he returns someday — plus the species and Force powers to build him, or a Tridactyl Jedi of your own. ## Grogu took the armor. But the lightsaber was right there. One of the quietest, heaviest moments in recent Star Wars: at the end of *The Book of Boba Fett*, Luke Skywalker lays the choice in front of Grogu. Train as a Jedi, and take Yoda's lightsaber. Or go back to Din Djarin, and wear the beskar mail Din forged for him. He can't have both — attachment is the Jedi's oldest trap, and Luke, of all people, knows it. Grogu reached for the armor. He chose his dad. It's the right call, and honestly the one most of us wanted. But the saber was *right there* — and the most interesting question a Star Wars fan can ask is always *what if?* So let me tell you the other story. None of it is canon; it's just a daydream I can't shake. What if Grogu had picked up Yoda's lightsaber instead? ## The student Picture him in Luke's fledgling academy — the handful of students, the unfinished temple, an order being rebuilt from almost nothing. And Grogu, of all of them, is the natural. Not because he tries harder. Because of *what he is.* He's of Yoda's species. Canon has never named it in forty-plus years — the mystery is the point — and across the whole saga there are only three anyone's ever met: Yoda, Yaddle, and Grogu. No homeworld, no word for themselves, just "those little green ones you sometimes see near a Jedi temple." Whatever they are, the Force runs through them like through no one else. ([SWURPG calls them the **Tridactyl**](/species/tridactyl) — a people built, from the inside out, around the Force: preternaturally wise, hard to bend with the dark, calm where others break.) So the apprentice learns fast. He was always going to. ## The Jedi he'd become And what kind of Jedi would he be? Any kind he wanted. It's tempting to assume the little green one settles into a quiet sage who never leaves the meditation mat — but Yoda put that lie to rest the instant he drew his blade on Count Dooku and became a green blur of saber and motion. Size means nothing to these people; the Force is the great equalizer. Grogu could grow into a serene seer, a whirling duelist, a battlefield general — SWURPG has a [whole spread of Jedi paths](/classes), and he'd be at home on any of them. Don't pin him down. The one thing we *can* be sure of isn't his fighting style — it's his power. And we already know his gifts, because we've *seen* them. The telekinesis that lifted a charging mudhorn clean off the ground to save Din — [that lift](/rules/force-powers/force-pull) is the most Grogu thing in the galaxy, and it only grows. The healing hands that mended Greef Karga's blaster wound — an instinct, even untrained, to [*fix* rather than harm](/rules/force-powers/force-healing). The shield he'd throw over the people he loves. The [calm that steadies](/rules/force-powers/battle-meditation) everyone around him. He doesn't win by being dangerous. He wins by making everyone else braver. There's a shadow in him too, and an honest story has to keep it. Remember him reaching out and *choking* Cara Dune during that "arm-wrestle"? Untrained, half by accident, he touched the dark — and the Jedi he becomes is the one who spends a lifetime [refusing to touch it again](/rules/force-powers/force-choke). That's not a flaw to fix in act one. It's the quiet weight he carries the whole way. ## Knighthood Years pass — slowly, the way they do for his people; he's fifty already and still a child by their reckoning — and one day the apprentice is a **Jedi Knight.** Green, robed, a saber lit in a three-fingered hand. I'm not the first to picture it. Artist **Jason Pastrana** painted a gorgeous set of older-Grogu designs — helmeted and unmasked, a Knight in full — and it's exactly the character in my head: ## The quest Luke gives him Now Luke has a problem only Grogu can solve. He's rebuilding the Order, and he's desperate for one thing above all: students. Force-sensitive children to train before the galaxy forgets the Jedi entirely. And standing in front of him is a living member of the most Force-saturated species ever recorded — a people who produce gifted children at a rate nothing else in the galaxy comes close to. An entire lost well of the Force, somewhere out there. So Luke sends him home. The cruelty of it: *no one knows where home is.* The little green ones have spent millennia not being found — their world hidden, or simply forgotten, scrubbed from every chart. And Knight Grogu's charge is to find it anyway. To go out past the edge of the maps, follow a trail of ruins and temple fragments and rumors, reach a people who have hidden for ten thousand years, and ask them — gently, as one of their own — to trust a new Order run by humans they've never met, and send their children to it. It's the loneliest errand in the galaxy: the last student of a dead master, going to find the first students of a new one. ## Where Grogu went And here's the part that turns the daydream into something better — because it quietly answers a question the real timeline never does. If Grogu had walked this path, *this is why we'd never see him again.* He isn't at Luke's side when the temple burns. He isn't in any of the chapters that come after. Not because he was written out — because he was already **gone**, years and then decades deep into a search at the far edge of the galaxy, measured in a lifespan that counts centuries the way we count years. To him, a thirty-year journey is an apprenticeship. To the rest of the saga, he's simply… not there. A green silhouette beyond the last star on the map. Which means the door never actually closes. A Jedi like that doesn't vanish — he's *out there*, still looking, still walking the long road home. And a story that sends Grogu away is also a story that can, someday, bring him back: older, quieter, a Master now, leading a handful of small green younglings out of the dark and into the light. We just haven't gotten to that chapter yet. ## Make him real If any of this got under your skin, you don't have to leave it a daydream. Yoda's species is in SWURPG as the [**Tridactyl**](/species/tridactyl) — so you can build *this exact Grogu* (the mudhorn lift, the healer's hands, the shadow he refuses to use, in whatever Jedi path you'd give him), or roll up a Tridactyl all your own: a different green wanderer, your own seer at the edge of the maps, a Jedi nobody's met yet. Either way it's about ninety seconds in the free [**Character Builder**](/character-builder) — no signup to start. Grogu chose his dad. We don't blame him for a second. But the lightsaber's still on the table — and the story of whoever picks it up is yours to tell. ## Build Your Own Razor Crest _Published 2026-06-05 · 5 min read · https://swurpg.com/blog/build-your-own-razor-crest_ Build a custom Star Wars starship free in the SWURPG Starship Builder — pick a chassis like the ST-70 Assault Ship (the Razor Crest) or the YT-1300, arm it, upgrade it, and get a printable ship sheet. No signup to start. ## The Razor Crest is back — and you can fly your own *Mandalorian & Grogu* put Din Djarin's gunship back on the big screen, and it reminded everyone why the Razor Crest is one of the most beloved ships in Star Wars: a beat-up, pre-Imperial patrol craft that's all function — a flying home with a carbonite rack in the hold. In SWURPG, that ship is the **[ST-70 Assault Ship](/starships/st-70-assault-ship)** (we dug into the canon in our **[Mandalorian & Grogu breakdown](/blog/mandalorian-grogu)**). And here's the fun part: you don't just read its stat block — you can **build and fly your own** in the free **[Starship Builder](/starship-builder)**. ## Meet "Last Chance" So I built one. **[Last Chance](https://swurpg.com/starships/shared/0sr8y6707v9g)** is a custom ST-70 — callsign *Gambit*, registry CEC-ST70-614583, painted black with red stripes. Salvaged from an Ord Mantell scrapyard and rebuilt piece by piece, it's served smugglers, bounty hunters, and mercenaries, and its registry dates clear back to the Republic era. On paper: **HP 95, Shields 35, AC 18, Fast, SIB +4, Class 3.0 hyperdrive** — two forward hardpoints and a missile bay, wrapped in two traits that tell its story: **Smuggler's Special** (it's got a hidden hold) and **Battle-Scarred** (patched more than once; the repairs hold). A scrappy survivor — exactly the Razor Crest energy. Open it to see the full sheet, then read on for how to make your own. ## How the Starship Builder works Same idea as building a character, but for ships: 1. **Pick a chassis.** Start from the ST-70 like I did, or grab a **[YT-1300 Light Freighter](/starships/yt-1300-light-freighter)** (yes, the Falcon's hull), an interceptor, a bulk hauler — a roster of canonical frames, each with its own base stats and hardpoints. 2. **Arm it.** Fill the fixed, turret, and missile hardpoints with weapons. The builder won't let you over-mount — it tracks used vs. total slots for you. 3. **Upgrade it.** Bolt on shield generators, plating, sensor suites, smuggling compartments, and more — each shows its cost and effect. 4. **Give it character.** Add traits, a name, callsign, registry, paint scheme, a pilot, even a portrait and captain's notes. 5. **Save, share, print.** A free account saves it to the cloud and gives you a shareable link (like *Last Chance* above) plus a clean, printable ship sheet for the table. A built-in validator keeps the whole build legal as you go, so you can experiment without breaking the math. ## Make it feel like the Crest The Razor Crest never won fights with firepower — it was a *home* that happened to fly: lightly armed, endlessly patched, with a hidden hold for the cargo you don't declare and a carbonite rack in the back. If that's the energy you're after, build toward it. Keep the weapons modest, spend your upgrades on what keeps a crew alive and off the sensors — plating, a backup shield generator, a smuggling compartment — and let the **traits** carry the story. *Battle-Scarred* and *Smuggler's Special* did more for *Last Chance*'s character than any cannon would have. Three ST-70s worth building: - **The runner.** Maxed for speed with a hidden hold, barely armed — a smuggler's ship that wins by never being where the Imperials are looking. - **The hunter.** Two forward guns, a carbonite rack in the hold, and just enough shielding to finish what it starts. Din Djarin's loadout, more or less. - **The home.** Heavier plating, more cargo, a med bay's worth of upgrades — the beat-up family hauler a whole crew lives aboard between jobs. None of those is the "right" one, and the validator keeps all three legal — that's the whole point. ## Free, and yours No subscription, no install. Anchored in SWURPG, but the stat blocks drop into any Star Wars tabletop game. Love the Razor Crest? Start from the ST-70 and make it yours. Falcon fan? Build the YT-1300. Or design something nobody's flown before. - **[Open the Starship Builder](/starship-builder)** - **[See "Last Chance"](https://swurpg.com/starships/shared/0sr8y6707v9g)** - **[Browse the starship catalog](/starships)** for every chassis Pick a hull, make it yours, and go fly it. ## A Free, Printable Battle Map Maker for Any Tabletop RPG _Published 2026-06-05 · 6 min read · https://swurpg.com/blog/free-battle-map-maker_ The SWURPG Map Builder is a free, no-signup battle map maker that runs in your browser and prints to real tabletop scale — 5-ft squares at 1 inch per cell. Built for SWURPG, it works for D&D, Pathfinder, or any grid-based RPG. ## Every GM needs maps. Most map tools make you pay, sign up, or stay on a screen. Run a tactical fight without a map and somebody always asks "wait — am I in range?" A grid answers it in a glance. But the tools to *make* that grid are a mess: the good desktop apps cost money and take a weekend to learn, the slick web ones paywall the export the second you try to actually use your map, and the VTTs assume you're playing online — when half of us are sitting around a real table with dice and minis. So I built the one I wanted: the **[SWURPG Map Builder](/map-builder)** — a free, browser-based **battle map maker** with **no signup to start**, no paywall, and the part nobody else nails: it **prints**. ## The difference: it prints to the actual table Every cell is **5 ft in the fiction and 1 inch on paper** — the same ~24 mm footprint as a LEGO minifig or a standard miniature base. Build your map, hit print, and you get a **tiled PDF** that spreads across as many letter-size pages as the map needs. Tape them together and you've got a full-size battle map your players drop real minis onto. That's the wedge. Free map tools exist. Free tools that print to true miniature scale basically don't. ## Here's one I built Meet **[Kessuria Ravine — Crash Site Ambush](https://swurpg.com/maps/shared/4r8e6fz8dlyp)**: a crashed freighter in a jungle river ravine that's become an ambush site — a rope bridge over rushing water, an enemy ridge bristling with auto-turrets and boulders, a ruined shrine, a downed escape pod, spilled cargo, and a firefight already in progress. It's a big, dense map, and it took minutes, not hours. Open it to see what the tool actually outputs — every piece of terrain, every object, and a clean auto-generated legend. Signed in, you can **fork it** straight into your own builder and start editing. ## What you can put on a map - **Terrain — 28+ kinds**, grouped and one click each: water and deep water, forest and jungle, rocks, lava, swamp, quicksand, craters, ruins, crates and containers and barrels for cover, doors, hazards, light sources, and more. Cover tiers and save DCs come baked into the legend. - **Objects** — multi-cell pieces with real silhouettes: furniture for interiors (beds, consoles, holotables), structural pieces (platforms, stairs, chasms), and themed props (freighters, turrets, comm arrays, escape pods, gonk droids, bacta tanks). - **Tokens** — drop labelled discs for the PCs and the enemies, colour-coded, with name tags. - **Zones** — shade and label whole areas ("Ambush Ridge," "Landing Zone") so the table reads at a glance. - **Multi-floor maps** — add panels for separate floors or rooms and link them with stairs, ladders, and doors. - **An auto-legend** that documents everything on the map as you build — no manual key-making. ## Built for SWURPG. Works for any RPG. The grid is plain 5-ft squares and the art is half generic terrain, half *Star Wars* flavour — so nothing stops you using it for **D&D, Pathfinder, Daggerheart, or any grid-based system**. A "crashed freighter" is a wrecked airship; a "comm array" is a wizard's tower; a turret is a ballista. Reskin freely. The map doesn't care what rules you roll. ## How it works (about two minutes) 1. Set your grid size and a background (jungle, sand, snow, concrete, ship steel…). 2. Paint terrain straight onto the grid. 3. Drop objects, tokens, and zones; nudge, resize, recolour. 4. **Print the tiled PDF** for the table, or run it from a screen. 5. Want to keep it? A **free account** saves your maps to the cloud and lets you **share a link** (or post it to the community gallery). ## Make your next map — free No subscription, no install, no "export locked" wall. Just open it and build. - **[Open the Map Builder](/map-builder)** - **[Browse community-shared maps](/community)** for inspiration (or post your own) - Want ready-to-run maps instead? Grab one from the **[battle map gallery](/battle-maps)**. Build the map, print it, put minis on it. That's the whole idea. ## I Built a SWURPG GM Screen — Every Table You Need, One Free Download _Published 2026-06-04 · 6 min read · https://swurpg.com/blog/gm-screen_ A free, printable SWURPG GM Screen: a 3-panel double-sided landscape quick-reference with combat, conditions, area templates, skills, the Force, and encounter-building tables — art facing your players, rules facing you. ## The rulebook flip is a momentum killer You know the moment. The party's deep in a firefight, a stormtrooper sprays autofire across the loading bay, and someone asks "wait — do I add my Dexterity to that damage?" And now you're flipping pages while four players stare at you and the tension you spent twenty minutes building leaks out of the room. Every GM screen ever made exists to fix that one problem: keep the numbers you reach for *constantly* within a glance, so the game never stops moving. SWURPG didn't have one. Now it does — and it's a **free download**, ready to print. Grab it from the **[Resources hub](/resources)** or straight off this link: **[SWURPG GM Screen (PDF)](/swurpg-gm-screen.pdf)**. ## What it is Three landscape panels, **double-sided**, in the SWURPG house style — dark panels, gold headers, the kind of thing that looks at home on a table next to your dice. Every table on it is **SWURPG-original**, hand-built from the live rules, so the numbers match what's actually on the site today. The whole thing is organized around the three things you look up most: ### Panel 1 — Combat The busiest page, and the one that earns its keep. Your turn's action economy, the full **common-actions list with a one-line reminder of what each does** (including the easy-to-forget ones like switching weapons), and the attack math laid out so nobody has to ask twice: - **Ranged:** roll DEX + PB to hit — **damage is weapon dice only, no ability mod.** - **Melee:** **always add STR to damage**, even with a finesse weapon (finesse only changes the *attack* roll). Those two lines settle 90% of the table arguments by themselves. Around them: the **Armor Class** build, the **size-to-AC** table, **cover** bonuses, **range bands**, and — because they come up every session — the **medpac** tiers and a quick **encounter-building** guide by Threat Rating. Want the full rules behind any of it? It's all on the **[Combat page](/rules/combat)**. ### Panel 2 — Damage & Conditions All **13 damage types**, resistance/vulnerability/immunity at a glance, the **stun** save ladder, and the **complete conditions list** — every one, with its effect in a single line, so "what does Frightened actually do again?" is a half-second look instead of a search. Then the two things most screens leave out: - **Area damage** — how autofire and grenades actually resolve (who saves, against what, and what a success buys you). - **Area templates** — a clean **cone / burst / line** reference with an original diagram showing how a cone widens across the grid (1 square at 5 ft, 3 at 10 ft, 5 at 15 ft). No more freehand-drawing blast zones and hoping nobody measures. ### Panel 3 — Skills, the Force & GM Tools The **19 skills** with their governing abilities, the **DC ladder**, proficiency bonus by level, and a standing reminder that **SWURPG has no passive skills** — every check is an active roll. Then the GM toolkit: **rests**, **death saves**, **Force Points** and the **Force DC** formula, **[Heroic Surge](/rules/heroic-surge)**, and a compact **basic Force powers** table — Push, Pull, Stun, Mind Trick, and Lightning — with how to evaluate each one at the table. The deeper dive lives on **[The Force](/rules/the-force)** and **[Rests & Medpacs](/rules/rests-and-medpacs)**. ## The double-sided trick Each panel is printed on both sides: **rules face you, art faces your players.** Print it double-sided, stand it up between you and the table, and your side is a wall of quick-reference while their side is a strip of cinematic Star Wars art to set the mood. ## How to print it It's a standard **Letter landscape** PDF, six pages — three art, three rules, interleaved. - **Best:** print **double-sided**, and set the binding to **flip on the long edge**. That lands each art page on the back of its matching rules page, so a stand-up screen shows art outward and rules inward. - **No duplex printer?** Print single-sided and just keep the three rules pages — they work fine flat on the table or in a landscape sheet protector. - Cardstock holds up better than paper if you're going to use it every session. ## Bring it to the table That's it — no signup, no paywall, just a tool to keep your sessions moving. Print it, fold it, run a game behind it. - **[Download the GM Screen (PDF)](/swurpg-gm-screen.pdf)** - Building the campaign behind it? Start in the **[Character Builder](/character-builder)** and the **[Starship Builder](/starship-builder)**. - Stocking the encounters? Raid the **[bestiary](/resources/monsters)** for stat blocks across every faction. If you run with it and something's missing — a table you reach for that didn't make the cut — tell me. This is version one, and the screen's only as good as the lookups it saves you. ## The KOTOR Remake Is Still "In Development" — So I Built Its Best Ideas Into SWURPG _Published 2026-06-01 · 7 min read · https://swurpg.com/blog/kotor-remake-swurpg_ The KOTOR Remake is still in development and Fate of the Old Republic is coming from the original KOTOR director — and meanwhile, SWURPG already borrows KOTOR's best systems: lightsaber crystals, upgrade slots, and weapon mods you can build today. ## I replayed both KOTORs, and they're still untouchable I just went back through *Knights of the Old Republic* and *KOTOR II: The Sith Lords* end to end, and I'll say it plainly: these are still in my top five Star Wars video games ever made. Two decades on. The writing, the party banter, HK-47, the Ebon Hawk, the twist in the first one, the bleak philosophy of the second — nothing in the Star Wars game catalog has really topped them. I finished both and immediately wanted *more* Old Republic. The good news is there's more coming. Eventually. Maybe. Let's talk about where things actually stand. ## The remake: still alive, still a mystery The **KOTOR Remake** was revealed back in September 2021 with a slick little teaser, and then… it got complicated. Development moved from Aspyr to **Saber Interactive**, a vertical slice reportedly didn't land with Lucasfilm Games and Sony, and the project quietly went dark for years. Every so often an "is it cancelled?" rumor flares up. The latest word is encouraging, if thin. In **March 2026**, Saber's Chief Creative Officer **Tim Willits** told IGN: *"Yes, it is still in development. That's all I can say."* That's it. No gameplay, no screenshots, no release window — but it's alive, and insiders have hinted a real reveal might not be far off if things keep moving. Five years in, I'll take "still in development" over the alternative. ## The plot twist: Fate of the Old Republic Then, at **The Game Awards 2025**, came the announcement nobody saw coming: **Star Wars: Fate of the Old Republic** — a brand-new RPG from a new studio, **Arcanaut Studios**, with Lucasfilm Games. And here's the part that made me sit up: it's directed by **Casey Hudson** — the man who directed the *original* KOTOR and the entire Mass Effect trilogy. It's not a remake or a direct sequel. It's billed as a **spiritual successor** — new characters, a new story, set at the end of the Old Republic with the galaxy "on the edge of rebirth." There's no release date (Hudson's targeting sometime **before 2030**), and notably he's said **no generative AI** will be used to build it. The original KOTOR's director getting the band of Mass Effect veterans back together for a new Old Republic RPG? That's the most excited I've been about a Star Wars game in years. ## So… I didn't wait I love these games enough that I didn't want to just sit around refreshing news pages. So a lot of what makes KOTOR's *systems* great went straight into SWURPG. If you've played KOTOR, the upgrade screens in the Character Builder are going to feel like coming home. **Lightsaber upgrades.** This is the big one. KOTOR's lightsaber tinkering — slotting a color crystal, an emitter, a lens, a power cell — is one of the most satisfying loops in any Star Wars game, and SWURPG rebuilds it almost beat for beat. The slots are the same: **Crystal, Emitter, Lens, Power Cell, Grip.** And the crystals are pulled straight from the source — **Adegan, Bondar, Firkrann, Opila, Rubat,** the legendary **Kaiburr** and **Qixoni**, and yes, the light-side-only **Solari Crystal** that KOTOR fans will remember instantly. Build your blade in the [weapon & lightsaber upgrades catalog](/equipment/upgrades/weapons) and install it in the [Character Builder](/character-builder). **Weapon upgrades.** Same philosophy for blasters and melee. KOTOR's energy cells, edges, scopes, and targeting systems all have SWURPG equivalents — drop an **Ion Cell** to shred droids, a **Beam Splitter Chamber** for piercing rounds, a **Crippling Scope** to lock an enemy down. It's the same "make your gun *yours*" itch, scratched on the tabletop. Browse them all in the [upgrades hub](/equipment/upgrades). **Implants and droid mods.** KOTOR's implants and the upgrade slots on HK-47 and T3-M4 live on too — SWURPG has [bio-implants](/equipment/upgrades/bio-implants) for organics and a full [droid upgrade](/equipment/upgrades/droid) line for chassis-based characters. There's a real lineage here, not just vibes. KOTOR was built on the **d20 Star Wars Roleplaying Game** — the same rules line that later evolved into **Saga Edition**. And Saga Edition is *half of SWURPG's DNA* (we blend its depth with D&D 5e's friendlier action economy). So when you play SWURPG, you're not just playing something KOTOR-*flavored* — you're playing the closest living tabletop cousin to the rules that powered the game in the first place. ## While we wait The remake will land when it lands. Fate of the Old Republic is years out. But the Old Republic itself — the lightsaber you tune crystal by crystal, the blaster you kit out for one specific job, the party of misfits on a beat-up freighter — you can build all of that today. Start a character in the [Character Builder](/character-builder), forge a blade in the [upgrades catalog](/equipment/upgrades), and go make your own Old Republic story while the galaxy waits on the next big release. May the Force serve you well. ## The Mandalorian & Grogu Review: A Lasat, a Hutt, and a Dragonsnake Walk Into Your Campaign _Published 2026-05-30 · 9 min read · https://swurpg.com/blog/mandalorian-grogu_ A spoiler-tagged review of The Mandalorian & Grogu, plus the species, ships, factions, and creatures you can drop straight into your SWURPG campaign — from live-action Zeb to the Nal Hutta dragonsnake. ## I took the kids, and honestly? We had a blast It's the first Star Wars *movie* in years, it was clearly made on a modest budget, and we walked out grinning. My kids loved it. I loved it. It plays like a very long episode of *The Mandalorian* — which, if you remember how good that show was at its best, is a compliment, not a knock. Here's the funny part: a lot of critics gave it a rough ride. But the proof is in the pudding — it's sitting up around a 90% audience score on Rotten Tomatoes. Take that, critics. This is a popcorn-and- soda movie in the best sense: you sit down with your family, you don't go hunting for deep meaning or slow-burn character studies, and you have a great time. It's not Scorsese (double entendre), and it was never trying to be. Sometimes you just want to watch a fun movie with the people you love. So this isn't a takedown and it isn't a thesis. It's a fan who had fun — and a GM who spent the whole back half of the film mentally filing away encounters for the next session. Because *The Mandalorian & Grogu* is absolutely stuffed with deep cuts, and almost every one of them maps onto something you can drop straight into your SWURPG campaign. Let's get into it. > **⚠️ Spoilers ahead.** From here on I'm talking about specific scenes, creatures, and the ending. > If you haven't seen it yet, bookmark this and come back. ## The Easter eggs, deep cuts, and how to steal them ### Live-action Zeb steals every scene he's in A big delight for me was seeing **Zeb Orrelios** as a prominent, live-action character. After years of *Rebels*, watching a Lasat move and fight in the flesh — the sheer physical prowess of the species, the reach, the way he throws people around — and seeing the **bo-rifle** in action on the big screen was a genuine thrill. If your table wants that energy, the Lasat is right there waiting. They hit hard, they grapple and shove like a freight train, and the bo-rifle is baked into the species' identity. Want one in your party? **[Play a Lasat](/species/lasat)** and **[build the character](/character-builder)** — lean STR and CON, take Athletics, and let the bruiser do bruiser things. ### A Hutt speaking Basic — and we're finally on Nal Hutta Two firsts in one scene. We get a **Hutt speaking Basic** — something we've genuinely never had in a film before; it always makes sense lore-wise, but seeing it land on screen is something else. And we get **Nal Hutta**, the Hutt homeworld, in live action on the big screen for the first time. There's a bonus deep-cut here for *Clone Wars* fans: **Rotta the Hutt** shows up all grown up and absolutely ripped. The last time most of us saw Rotta, he was the squealing baby "Stinky" that Anakin and Ahsoka hauled across a battlefield to rescue. Time flies. If you want a Hutt power-broker — patron, quest-giver, or the slug behind the curtain — the **[Hutt species](/species/hutt)** has the stats and the silver tongue for it. ### The dragonsnake in the palace pits That massive, pale reptile making waves beneath the palace is a **Nal Hutta dragonsnake**, and it's one of the best deep cuts in the whole film. We first got a detailed, canon look at this smoother, hornless subspecies in *The Clone Wars* Season 3 episode "Hunt for Ziro," where it ambushed Obi-Wan Kenobi in the murky waters of the Hutt homeworld. Decades later, a different variant of the same apex predator — sporting sharper dorsal fins and larger ears — famously swallowed and spat out R2-D2 in the swamps of Dagobah in *The Empire Strikes Back*. By dropping this creature into the water-filled pits beneath the Hutt palace to battle Din and Grogu, the film honors decades of established lore while delivering a thrilling nod to Star Wars' classic swamp-monster tradition. There's no canon stat block for a dragonsnake yet — but you don't need one. Reskin a large aquatic ambusher from the **[Creatures & Wildlife bestiary](/resources/monsters/creatures-and-wildlife)**, give it a grab-and-drag, and run the palace-pit fight at your own table. ### The Dejarik arena is a love letter to 1977 The gladiator-arena battle is a direct tribute to the 1977 *A New Hope* holochess scene — the original Dejarik monsters, brought to life as living pieces in a pit. If you've ever wanted to actually *run* that board, all eight classic holochess creatures live in the bestiary: the Ghhhk, K'lor'slug, Houjix, Monnok, Kintan Strider, Molator, Ng'ok, and the Mantellian Savrip. Line them up as an escalating arena gauntlet — TR climbs as the crowd roars — and you've got a session. Grab the stat blocks from **[Creatures & Wildlife](/resources/monsters/creatures-and-wildlife)**. ### Embo and his anooba, Marrok **Embo** is back, and still one of the coldest, most capable bounty hunters in the galaxy — exactly the ruthless professional he was in *The Clone Wars*, right down to his pet anooba, **Marrok**, padding along at his side. He's the perfect template for a player who wants to run a hunter: quiet, lethal, and always one step ahead of the bounty. Want to build that character? **[Start a bounty hunter in the Character Builder](/character-builder)** — a hunter-flavored build with a loyal beast companion writes itself. ### The Anzellans are pure joy The **Anzellans** are a gem. They've got names — Minch, Bai, Keeto, and Clang — and they're charming and genuinely funny, the kind of little scene-stealers that make a cantina feel alive. They're also a great reminder that not every PC has to be a six-foot warrior. Tiny, brilliant, and impossible to ignore. If somebody at your table wants to play against type, **[start an Anzellan character](/species/anzellan)** — diminutive, mechanically gifted, and easy to underestimate right up until they've rewired your droid. ### Droid Gotra: a faction worth fighting If the film's underworld machinery got you thinking about droid antagonists, the **[Droid Gotra](/resources/monsters/droid-gotra)** is the faction to reach for — a collective-AI criminal syndicate with six stat blocks spanning TR 0.5 to 6, from disposable Mob Runners up to a network-coordinating Overlord. They fight smart and they fight together: link them up and the whole mob gets sharper. Drop a cell of them into a Nar Shaddaa job and let your party feel outnumbered for once. ### The Razor Crest, by another name I forgot the model name in the theater, so for the record: the **Razor Crest** is an **ST-70 Assault Ship** — a pre-Imperial Corellian military patrol gunship, modular cargo bay and all. It's in the catalog as the **[ST-70 Assault Ship](/starships/st-70-assault-ship)**, and yes, you can build your own in the **[Starship Builder](/starship-builder)**. Single pilot, fixed heavy lasers, room for a carbonite quarry in the hold — the definitive bounty-hunter ride. ### Blink-and-you-miss-it: the fun stuff A few things I caught (and a couple I had to be told about): - **An astromech that looks an awful lot like R2-D2.** Fans are speculating it's actually Artoo — and by extension, that Luke Skywalker's X-wing is parked at Adelphi base. There's no confirmation either way, but honestly? It's not unreasonable that Luke would turn up there. I love that the movie leaves it dangling. - **"Weathers Apollo."** During the chaos after the gladiator battle, an Aurebesh sign reads "Weathers Apollo" — a tribute to **Carl Weathers**, who played Greef Karga across *The Mandalorian* (and, of course, Apollo Creed in the *Rocky* films). Weathers passed away in 2024 at age 76. I completely missed it in the theater and loved it once I knew. - **A true space cowboy.** I watched an interview with **Brendan Wayne**, who does a lot of the in-mask body acting for Din Djarin — and he consciously channels his grandfather **John Wayne's** signature cowboy walk. Realizing how much performance goes into a character voiced and played by *three* different actors, all building one space cowboy, made me appreciate Mando all over again. - **Grogu takes charge.** The emotional payoff of the film: when Din goes down, Grogu steps up. Watching the kid take the lead when his dad is hurt is the whole heart of the movie in one beat. ## Bring it to your table Here's your next session, pre-assembled from the movie: - A **[Lasat](/species/lasat)** bruiser with a bo-rifle, or an **[Anzellan](/species/anzellan)** slicer who's smarter than everyone in the room. - A Hutt patron on **Nal Hutta** sending the party into the palace pits — where a reskinned dragonsnake is waiting in the water. - A **[Dejarik arena gauntlet](/resources/monsters/creatures-and-wildlife)** as the set-piece, with a **[Droid Gotra](/resources/monsters/droid-gotra)** cell running the book. - And to get there, an **[ST-70 Assault Ship](/starship-builder)** of your party's own design. Start with the **[Character Builder](/character-builder)** and the **[Starship Builder](/starship-builder)**, and you can run the spirit of *The Mandalorian & Grogu* by next weekend. It's not Scorsese — it's better, because your kids are at the table. --- # Tactical battle maps 7 print-ready tactical battle maps grouped by adventure. Each map is drawn at LEGO scale (1 inch per grid cell = 5 ft in-fiction, matching the 3×3-stud LEGO minifigure footprint). Maps render inline at their corresponding combat scene in the adventure GM document and have standalone detail pages at /battle-maps/ with downloadable tile PDFs at /battle-maps/.pdf. Browse the hub at https://swurpg.com/battle-maps. ## The Foundling Contract ### Docking Bay 7 — Crimson Spurs Accost _Scene 1.3 — The Crimson Spurs · 18×13 cells (90 ft × 65 ft) · https://swurpg.com/battle-maps/foundling-1-3-crimson-spurs · Printable tiles: https://swurpg.com/battle-maps/foundling-1-3-crimson-spurs.pdf_ 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. ### Derelict Hangar — Crovath's Patch _Scene 2.2 — The Derelict Hangar · 20×14 cells (100 ft × 70 ft) · https://swurpg.com/battle-maps/foundling-2-2-derelict-hangar · Printable tiles: https://swurpg.com/battle-maps/foundling-2-2-derelict-hangar.pdf_ 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. ### Landing Zone — Waystation Entrance _Scene 4.2 — The Landing Zone Fight · 20×15 cells (100 ft × 75 ft) · https://swurpg.com/battle-maps/foundling-4-2-landing-zone · Printable tiles: https://swurpg.com/battle-maps/foundling-4-2-landing-zone.pdf_ 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. Tokens on map: Dr. Mira Vance, Tira ### The Refuge — Yorra Duel _Branch A — The Refuge / Yorra Duel · 18×14 cells (90 ft × 70 ft) · https://swurpg.com/battle-maps/foundling-5a-yorra-duel · Printable tiles: https://swurpg.com/battle-maps/foundling-5a-yorra-duel.pdf_ 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. Tokens on map: Contact (Rebel safehouse-network operator), Dr. Mira Vance, Tira ## The Signal from Tellan-7 ### The Landing Zone — Tellan-7 _Scene 1.3 — The Landing Zone · 16×12 cells (80 ft × 60 ft) · https://swurpg.com/battle-maps/signal-1-3-landing-zone · Printable tiles: https://swurpg.com/battle-maps/signal-1-3-landing-zone.pdf_ 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. ### Outer Compound + Crew Quarters _Scenes 2.1 + 2.2 — The Outer Compound · 24×18 cells (120 ft × 90 ft) · https://swurpg.com/battle-maps/signal-2-outer-compound · Printable tiles: https://swurpg.com/battle-maps/signal-2-outer-compound.pdf_ 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. ### The Stand — Wraith Hand Strike Team _Scene 3.2A — The Stand · 2 panels, 241 cells total · https://swurpg.com/battle-maps/signal-3-2a-the-stand · Printable tiles: https://swurpg.com/battle-maps/signal-3-2a-the-stand.pdf_ 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. Tokens on map: Sevren Doh --- # Bestiary 120 enemy stat blocks for game masters. Browse at https://swurpg.com/resources/monsters. ## Imperial Forces - Imperial Scientist (TR 0.25) — https://swurpg.com/resources/monsters/imperial-forces/imperial-scientist - Imperial Technician (TR 0.25) — https://swurpg.com/resources/monsters/imperial-forces/imperial-technician - Scout Trooper (TR 0.5) — https://swurpg.com/resources/monsters/imperial-forces/scout-trooper - Stormtrooper (TR 0.5) — https://swurpg.com/resources/monsters/imperial-forces/stormtrooper - Stormtrooper Sergeant (TR 1) — https://swurpg.com/resources/monsters/imperial-forces/stormtrooper-sergeant - Heavy Trooper (TR 1.5) — https://swurpg.com/resources/monsters/imperial-forces/heavy-trooper - Imperial Officer (Lieutenant–Commander) (TR 2) — https://swurpg.com/resources/monsters/imperial-forces/imperial-officer - ISB Agent (TR 2) — https://swurpg.com/resources/monsters/imperial-forces/isb-agent - Stormtrooper Captain (TR 2) — https://swurpg.com/resources/monsters/imperial-forces/storm-captain - Dark Trooper (Phase I) (TR 3) — https://swurpg.com/resources/monsters/imperial-forces/dark-trooper-phase-i - Storm Commando (TR 3) — https://swurpg.com/resources/monsters/imperial-forces/storm-commando - Purge Trooper (TR 3.5) — https://swurpg.com/resources/monsters/imperial-forces/purge-trooper - Death Trooper (TR 4) — https://swurpg.com/resources/monsters/imperial-forces/death-trooper - Imperial General (TR 5) — https://swurpg.com/resources/monsters/imperial-forces/imperial-general - Inquisitor (TR 6) — https://swurpg.com/resources/monsters/imperial-forces/inquisitor - Imperial Fleet Admiral (TR 7) — https://swurpg.com/resources/monsters/imperial-forces/imperial-admiral - Imperial Grand Admiral (TR 9) — https://swurpg.com/resources/monsters/imperial-forces/imperial-grand-admiral ## Galactic Republic - Clone Trooper (TR 1) — https://swurpg.com/resources/monsters/galactic-republic/clone-trooper - ARF Trooper (TR 2) — https://swurpg.com/resources/monsters/galactic-republic/arf-trooper - Clone Medic (TR 2) — https://swurpg.com/resources/monsters/galactic-republic/clone-medic - Clone Pilot (TR 2) — https://swurpg.com/resources/monsters/galactic-republic/clone-pilot - Clone Heavy Trooper (TR 3) — https://swurpg.com/resources/monsters/galactic-republic/clone-heavy-trooper - Clone Sharpshooter (TR 3) — https://swurpg.com/resources/monsters/galactic-republic/clone-sharpshooter - Coruscant Shock Trooper (TR 3) — https://swurpg.com/resources/monsters/galactic-republic/coruscant-shock-trooper - Clone Commando (TR 4) — https://swurpg.com/resources/monsters/galactic-republic/clone-commando - ARC Trooper (TR 5) — https://swurpg.com/resources/monsters/galactic-republic/arc-trooper - Clone Commander (TR 6) — https://swurpg.com/resources/monsters/galactic-republic/clone-commander - Jedi General (TR 8) — https://swurpg.com/resources/monsters/galactic-republic/jedi-general ## Black Sun - Black Sun Enforcer (TR 1.5) — https://swurpg.com/resources/monsters/black-sun/black-sun-enforcer - Black Sun Soldier (TR 2) — https://swurpg.com/resources/monsters/black-sun/black-sun-soldier - Black Sun Assassin (TR 2.5) — https://swurpg.com/resources/monsters/black-sun/black-sun-assassin - Black Sun Vigo (TR 5) — https://swurpg.com/resources/monsters/black-sun/black-sun-vigo ## Pyke Syndicate - Pyke Foot Soldier (TR 1) — https://swurpg.com/resources/monsters/pyke-syndicate/pyke-foot-soldier - Pyke Heavy Soldier (TR 2) — https://swurpg.com/resources/monsters/pyke-syndicate/pyke-heavy-soldier - Pyke Sentinel (Kessel Guard) (TR 3) — https://swurpg.com/resources/monsters/pyke-syndicate/pyke-sentinel - Pyke Elite Guard (TR 4) — https://swurpg.com/resources/monsters/pyke-syndicate/pyke-elite-guard - Pyke Capo (TR 6) — https://swurpg.com/resources/monsters/pyke-syndicate/pyke-capo ## Hutt Cartel - Hutt Henchman (TR 0.5) — https://swurpg.com/resources/monsters/hutt-cartel/hutt-henchman - Hutt Guard (TR 1) — https://swurpg.com/resources/monsters/hutt-cartel/hutt-guard - Hutt Enforcer (TR 2) — https://swurpg.com/resources/monsters/hutt-cartel/hutt-enforcer - Hutt Majordomo (TR 3) — https://swurpg.com/resources/monsters/hutt-cartel/hutt-majordomo - Hutt Grand Vizier (TR 5) — https://swurpg.com/resources/monsters/hutt-cartel/hutt-grand-vizier - Hutt Lord (Kajidii) (TR 7) — https://swurpg.com/resources/monsters/hutt-cartel/hutt-lord-kajidii ## Droid Gotra - Gotra Mob Runner (TR 0.5) — https://swurpg.com/resources/monsters/droid-gotra/gotra-mob-runner - Gotra Wrecking Crew (TR 2) — https://swurpg.com/resources/monsters/droid-gotra/gotra-wrecking-crew - Gotra Tactical Coordinator (TR 3) — https://swurpg.com/resources/monsters/droid-gotra/gotra-tactical-coordinator - Gotra Knee-Breaker (TR 3.5) — https://swurpg.com/resources/monsters/droid-gotra/gotra-knee-breaker - Gotra IG-86 Enforcer (TR 4) — https://swurpg.com/resources/monsters/droid-gotra/gotra-ig-86-enforcer - Gotra Overlord (TR 5) — https://swurpg.com/resources/monsters/droid-gotra/gotra-overlord ## Underworld - Street Thug (TR 0.25) — https://swurpg.com/resources/monsters/underworld/street-thug - Gang Enforcer (TR 0.5) — https://swurpg.com/resources/monsters/underworld/gang-enforcer - Mercenary (TR 1) — https://swurpg.com/resources/monsters/underworld/mercenary - Underworld Slicer (TR 1) — https://swurpg.com/resources/monsters/underworld/underworld-slicer - Gang Leader (TR 1.5) — https://swurpg.com/resources/monsters/underworld/gang-leader - Underworld Assassin (TR 1.5) — https://swurpg.com/resources/monsters/underworld/underworld-assassin - Underworld Sniper (TR 2) — https://swurpg.com/resources/monsters/underworld/underworld-sniper - Elite Mercenary (TR 3) — https://swurpg.com/resources/monsters/underworld/elite-mercenary - Crime Boss (TR 4) — https://swurpg.com/resources/monsters/underworld/crime-boss ## Droid Enemies - Mouse Droid (MSE-6) (TR 0.25) — https://swurpg.com/resources/monsters/droid-enemies/mouse-droid-mse-6 - Protocol Droid (Standard) (TR 0.25) — https://swurpg.com/resources/monsters/droid-enemies/protocol-droid-standard - R2-Series Astromech Droid (TR 0.25) — https://swurpg.com/resources/monsters/droid-enemies/r2-series-astromech - B1 Battle Droid (TR 0.5) — https://swurpg.com/resources/monsters/droid-enemies/b1-battle-droid - ID9 Seeker Droid (Parrot Droid) (TR 0.5) — https://swurpg.com/resources/monsters/droid-enemies/id9-seeker-droid - Viper-Series Probe Droid (TR 1) — https://swurpg.com/resources/monsters/droid-enemies/viper-series-probe-droid - B2 Super Battle Droid (TR 1.5) — https://swurpg.com/resources/monsters/droid-enemies/b2-super-battle-droid - BX Commando Droid (TR 2.5) — https://swurpg.com/resources/monsters/droid-enemies/bx-commando-droid - KX-Series Security Droid (TR 3) — https://swurpg.com/resources/monsters/droid-enemies/kx-security-droid - IG-Series Assassin Droid (TR 3.5) — https://swurpg.com/resources/monsters/droid-enemies/ig-assassin-droid - Droideka (TR 4.5) — https://swurpg.com/resources/monsters/droid-enemies/droideka - IG-100 MagnaGuard (TR 4.5) — https://swurpg.com/resources/monsters/droid-enemies/ig-100-magnaguard - HK-Series Hunter (TR 5) — https://swurpg.com/resources/monsters/droid-enemies/hk-hunter - Dark Trooper Phase II (TR 6) — https://swurpg.com/resources/monsters/droid-enemies/dark-trooper-phase-ii - Dark Trooper Phase III (TR 8) — https://swurpg.com/resources/monsters/droid-enemies/dark-trooper-phase-iii ## Nihil Forces - Nihil Strike – Skirmisher (TR 0.25) — https://swurpg.com/resources/monsters/nihil-forces/nihil-strike-skirmisher - Nihil Strike – Cutthroat (TR 0.5) — https://swurpg.com/resources/monsters/nihil-forces/nihil-strike-cutthroat - Nihil Cloud – Suppressor (TR 1) — https://swurpg.com/resources/monsters/nihil-forces/nihil-cloud-suppressor - Nihil Cloud – Hunter (TR 1.5) — https://swurpg.com/resources/monsters/nihil-forces/nihil-cloud-hunter - Nihil Cloud – Saboteur (TR 2) — https://swurpg.com/resources/monsters/nihil-forces/nihil-cloud-saboteur - Nihil Storm – Enforcer (TR 3) — https://swurpg.com/resources/monsters/nihil-forces/nihil-storm-enforcer - Nihil Storm – Commando (TR 4) — https://swurpg.com/resources/monsters/nihil-forces/nihil-storm-commando - Nihil Storm – Reaper (TR 4) — https://swurpg.com/resources/monsters/nihil-forces/nihil-storm-reaper - Nihil Tempest – Dread Herald (TR 7) — https://swurpg.com/resources/monsters/nihil-forces/nihil-tempest-dread-herald - Nihil Tempest – Path Leader (TR 7) — https://swurpg.com/resources/monsters/nihil-forces/nihil-tempest-path-leader - Nihil Tempest – Stormlord (TR 7) — https://swurpg.com/resources/monsters/nihil-forces/nihil-tempest-stormlord ## Nightsisters - Nightsister Zombie (TR 0.5) — https://swurpg.com/resources/monsters/nightsisters/nightsister-zombie - Nightsister Acolyte (TR 1) — https://swurpg.com/resources/monsters/nightsisters/nightsister-acolyte - Nightsister Hunter (TR 2) — https://swurpg.com/resources/monsters/nightsisters/nightsister-hunter - Nightsister Warrior (TR 3) — https://swurpg.com/resources/monsters/nightsisters/nightsister-warrior - Shadow Killer (TR 4) — https://swurpg.com/resources/monsters/nightsisters/shadow-killer - Spell Weaver (TR 4) — https://swurpg.com/resources/monsters/nightsisters/spell-weaver - Beastwarden (TR 5) — https://swurpg.com/resources/monsters/nightsisters/beastwarden - Clan Mother (TR 5) — https://swurpg.com/resources/monsters/nightsisters/clan-mother - Great Mother (TR 7) — https://swurpg.com/resources/monsters/nightsisters/great-mother ## Creatures & Wildlife - Flame Beetle (TR 0.25) — https://swurpg.com/resources/monsters/creatures-and-wildlife/flame-beetle - Skungus (TR 0.25) — https://swurpg.com/resources/monsters/creatures-and-wildlife/skungus - Ghhhk (TR 0.5) — https://swurpg.com/resources/monsters/creatures-and-wildlife/ghhhk - Slyyyg (TR 0.5) — https://swurpg.com/resources/monsters/creatures-and-wildlife/slyyyg - K'lor'slug (TR 1) — https://swurpg.com/resources/monsters/creatures-and-wildlife/klor-slug - Kath Hound (TR 1) — https://swurpg.com/resources/monsters/creatures-and-wildlife/kath-hound - Massiff (TR 1) — https://swurpg.com/resources/monsters/creatures-and-wildlife/massiff - Houjix (TR 1.5) — https://swurpg.com/resources/monsters/creatures-and-wildlife/houjix - Nexu (TR 1.5) — https://swurpg.com/resources/monsters/creatures-and-wildlife/nexu - Shyrack (TR 1.5) — https://swurpg.com/resources/monsters/creatures-and-wildlife/shyrack - Boma (TR 2) — https://swurpg.com/resources/monsters/creatures-and-wildlife/boma - Kinrath (TR 2) — https://swurpg.com/resources/monsters/creatures-and-wildlife/kinrath - Monnok (TR 2) — https://swurpg.com/resources/monsters/creatures-and-wildlife/monnok - Kintan Strider (TR 3) — https://swurpg.com/resources/monsters/creatures-and-wildlife/kintan-strider - Loth-Wolf (TR 3) — https://swurpg.com/resources/monsters/creatures-and-wildlife/loth-wolf - Vornskr Beast (TR 3) — https://swurpg.com/resources/monsters/creatures-and-wildlife/vornskr - Wampa (TR 3) — https://swurpg.com/resources/monsters/creatures-and-wildlife/wampa - Reek (TR 3.5) — https://swurpg.com/resources/monsters/creatures-and-wildlife/reek - Alpha Loth-Wolf (TR 4) — https://swurpg.com/resources/monsters/creatures-and-wildlife/alpha-loth-wolf - Gundark (TR 4) — https://swurpg.com/resources/monsters/creatures-and-wildlife/gundark - Molator (TR 4) — https://swurpg.com/resources/monsters/creatures-and-wildlife/molator - Ng'ok (TR 4) — https://swurpg.com/resources/monsters/creatures-and-wildlife/ngok - Acklay (TR 4.5) — https://swurpg.com/resources/monsters/creatures-and-wildlife/acklay - Mantellian Savrip (TR 5) — https://swurpg.com/resources/monsters/creatures-and-wildlife/mantellian-savrip - Rancor (TR 5) — https://swurpg.com/resources/monsters/creatures-and-wildlife/rancor - Terentatek (TR 6) — https://swurpg.com/resources/monsters/creatures-and-wildlife/terentatek - Krayt Dragon (TR 8) — https://swurpg.com/resources/monsters/creatures-and-wildlife/krayt-dragon --- # Tools ## Character Builder Browser-based character creation tool at https://swurpg.com/character-builder. Pick species, class (level 1-20), ability scores, skills, gear, Force powers, and ASI choices. Auto-computes HP, AC, attack bonuses, skill modifiers, carry weight, and proficiency bonus. Exports to a printable PDF character sheet. ## Starship Builder Browser-based starship customization at https://swurpg.com/starship-builder. Pick from 21 canonical chassis (YT-1300 light freighter, U-Wing UT-60D, Lambda T-4a shuttle, Firespray-31, Razor Crest analogue, etc.), install upgrades + traits, configure weapon loadouts, and export a printable starship sheet. Backed by the four root starship catalogs (chassis, weapons, upgrades, traits). ## Map Builder Browser-based tactical battle-map editor at https://swurpg.com/map-builder. Set grid dimensions (locked to 5 ft per cell in-fiction, 1 inch per cell printed = LEGO minifigure footprint), paint terrain (33+ kinds: walls, doors, cover, lava, deep-water, swamp, quicksand, scrapyard, frozen, urban, jungle, crystallized, acidic, cave, ruins, pit, trapdoor, ladder, rope, light, plus the standard cover/crate/container/barrel/boulder/difficult/hazard/water/forest/rocks set), place tokens for PCs/NPCs/enemies, draw labeled zones, drop multi-cell objects (starships, platforms, stairs, chasms, plus 12 Star Wars-lore shapes including bacta-tank, carbonite-slab, moisture-vaporator, shield-generator, comm-array, escape-pod, gonk-droid, trash-compactor, landspeeder, speeder-bike, turret, fuel-cell). Multi-panel maps for multi-floor buildings; cross-panel connections (door / stairs-up / stairs-down / ladder / rope / lift / opening). Save to your Supabase account, share via public link, download printable tiles at LEGO scale. Pinch-zoom on touch. No subscription, no install — runs entirely in the browser. First browser-based tactical map authoring tool for any Star Wars RPG. ## Pre-made character bank Six ready-to-play L1 character builds at https://swurpg.com/resources/premade-characters — one per starter class (3 female, 3 male). Each loads directly into the Character Builder via a `?preset=` URL parameter, or downloads as a printable PDF in one click. Use these to skip ability rolling when a new player joins or a session is about to start. --- # Community sharing ## Universal share links Every cloud-saved character / starship / battle map can be flipped public by its owner via the Share button in the relevant builder header. Public items get a stable URL anyone can open without an account: characters at `https://swurpg.com/characters/shared/`, starships at `https://swurpg.com/starships/shared/`, battle maps at `https://swurpg.com/maps/shared/`. The shared pages render the full read-only sheet (abilities + saves + skills + weapons + force powers + inventory for characters; chassis + AC/HP/shields/hardpoints + weapon loadout + installed upgrades for ships; full SVG render for maps), include a Print / Save-as-PDF button, and link back to the relevant builder via a 'Build your own' CTA. ## Community Hub Browseable index of every public-shared character / starship / battle map at https://swurpg.com/community. Sorted by recency. Each card shows the title, key metadata (species + class + level for characters; chassis for ships), and the author's @username (linked to their profile). All listings are gated by a publish-time content scan; auto-approve on pass, so the hub stays fresh. ## Player profiles Per-user profile pages at `https://swurpg.com/players/` aggregate that user's public characters / starships / maps in one place. Discoverable from every Community Hub card (the 'by @username' line) and every shared-item's owner badge. The user's own profile shows Manage links to their /characters/mine, /starships/mine, /maps/mine personal pages. ## Fork / remix Any public-shared character / starship / map can be Forked into the signed-in viewer's account. The clone preserves attribution via `forked_from_id` / `forked_from_owner_id` / `forked_from_slug` columns, and the shared page renders 'Forked from @originalUser's original' under the owner badge. Forks start private + un-approved; the viewer can edit and re-share their remix under their own name. ## Tile PDF export Every public-shared battle map has a Print Tile PDF button that opens a print-ready view in a new tab and triggers the browser's print dialog. Output matches the bundled adventure-map tile PDFs: cover page + N Letter-portrait tile pages at 1 inch per cell, with registration crosses at the corners for cut-and-tape assembly. Print at 100% / Actual Size to keep the LEGO scale. --- # Integrations & data (for developers) SWURPG publishes its full catalog as static JSON files for third-party integrations: VTT extensions (Owlbear Rodeo, Roll20, Foundry), companion apps, character-builder mods, AI assistants, dice rollers, encounter generators, and anything else that helps people play SWURPG. **Endpoints:** all catalogs live under stable URLs at `https://swurpg.com/data/.json`. CORS-open, no API key, no rate limit, no auth flow — served as static files from Vercel's CDN. Files regenerate on every site deploy from the canonical catalogs. **Available files:** species.json, classes.json, force-powers.json, weapons.json, armor.json, gear.json, medpacs.json, weapon-upgrades.json, armor-upgrades.json, droid-upgrades.json, bio-implants.json, enemies.json (monsters/NPCs), starships.json, starship-weapons.json, starship-upgrades.json, starship-traits.json, asi-alternatives.json, languages.json. **License:** Original SWURPG content (rules, mechanics, stat blocks, descriptive text, data structures) is published under Creative Commons Attribution 4.0 International (CC BY 4.0). Free to copy, redistribute, remix, and build on for non-commercial fan tools and commercial-friendly tooling, as long as SWURPG (swurpg.com) is credited visibly. Star Wars trademarks, character names, location names, ship names, and franchise IP belong to Lucasfilm Ltd. / The Walt Disney Company and are NOT covered by the SWURPG license — using SWURPG content in derivative works is at the integrator's own risk under Disney's fan-content policies. **Versioning:** Schemas evolve additively (new fields, new entries). Breaking changes (renaming/dropping a field, changing a type) are rare and announced in the Changelog with advance notice. Integrators are encouraged to ignore unknown keys for forward compatibility. **Full integration guide + live catalog index:** https://swurpg.com/integrations --- # About this project SWURPG is a free, fan-made TTRPG. There is no paywall, no ads, and no third-party tracking. The full design philosophy and FAQ are at https://swurpg.com/about. Star Wars and all related characters, names, and locations are trademarks of Lucasfilm Ltd. / The Walt Disney Company; SWURPG is unaffiliated, non-commercial, and uses these trademarks under fair-use principles.