Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Armor Class & Defenses

    Your Armor Class (AC) is your primary defense in SWURPG. It represents how hard it is for enemies to land a solid hit on you with blasters, vibroblades, claws, or Force-empowered strikes during fast-paced Star Wars encounters.

    This page explains how to calculate AC, how armor and shields work, how Defensive Training supports unarmored characters, how cover stacks on top of defenses, and how creature size modifiers impact AC for beasts, droids, and large or tiny targets.

    What Is Armor Class?

    Armor Class is the target number enemies must meet or beat with an attack roll in order to hit you. The higher your AC, the harder it is for enemies to land clean shots in combat.

    AC blends several elements:

    Almost every combat turn in SWURPG interacts with AC in some way, so it is worth understanding exactly how your character’s defenses are built.

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    Calculating Your Armor Class

    Most characters calculate Armor Class using this base formula:

    Standard AC Formula:
    AC = 10 + Dexterity modifier + armor bonus + shield bonus + size modifier + other bonuses

    Size modifier is most commonly used when creating creature and NPC stat blocks (beasts, droids, monsters, unusual aliens, and massive units). Most player characters are Medium and therefore have a +0 size modifier unless their species rules say otherwise.

    Other bonuses can come from species traits, class traits, Defensive Training, Force powers, armor upgrades, or temporary effects. Some armor sets or Force features may replace this formula with a fixed AC or an alternate calculation. In those cases, follow the specific wording of that item or trait.

    Dexterity Modifier

    Your Dexterity modifier reflects how swiftly you dodge, twist, or get behind cover. High-Dex characters tend to favor light armor or unarmored builds to squeeze the most value out of this modifier.

    Armor Bonus

    Your armor bonus comes from the armor you are wearing. Each armor in SWURPG lists an armor type (Light, Medium, Heavy), an AC bonus, and any notes or drawbacks. Unless the armor says otherwise, you simply add its bonus to your AC after Dexterity.

    Heavy armor may have special rules, such as limiting the maximum Dexterity modifier that can apply, imposing Stealth penalties, or requiring a minimum Strength to wear effectively.

    Shield Bonus & Force-Based Defenses

    Some gear, such as energy shields or defensive tech, may provide a shield bonus or a flat AC bonus while active. Some Force powers or traits temporarily increase your AC by improving reflexes, anticipation, or deflection ability.

    Unless a rule specifically says it replaces your AC calculation, treat these as additional bonuses that stack on top of your base formula.

    Basic AC Example:
    Ria is a Human Smuggler with Dexterity 16 (+3) wearing Light armor that grants +2 AC.

    • Base: 10
    • Dexterity modifier: +3
    • Light armor bonus: +2
    • Size modifier (Medium): +0
    Ria’s AC = 10 + 3 + 2 + 0 = 15

    Later, Ria activates a personal shield that grants +1 AC until the end of the encounter. Her AC becomes 16 for the duration.

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    Creature Size & AC Modifiers

    Size matters — not because the galaxy is shallow, but because a Huge rancor is easier to tag than a Tiny rat-lizard sprinting under a table. In SWURPG, many creatures and NPCs apply a size modifier to Armor Class: big targets are easier to hit, small targets are harder to hit.

    Use this modifier when building or scaling creature stat blocks unless a unit entry says otherwise. This is especially useful when you’re making “weaker/tougher versions” of the same creature, or when a creature’s entire threat comes from being small, fast, and annoying (the most realistic kind of evil).

    Size Modifier to AC:
    • Colossal: −10
    • Gargantuan: −5
    • Huge: −2
    • Large: −1
    • Medium: +0
    • Small: +1
    • Tiny: +2
    • Diminutive: +5
    • Fine: +10
    Size Example:
    A Tiny probe-like nuisance has Dexterity 14 (+2), no armor, and is Tiny (+2 size modifier).

    • Base: 10
    • Dexterity modifier: +2
    • Armor bonus: +0
    • Size modifier (Tiny): +2
    Total AC = 10 + 2 + 0 + 2 = 14

    Now flip it: a Huge brute with the same Dexterity would apply −2 instead — easier to hit, even if it hits like a speeder.

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    Armor Types & Choices

    Armor in SWURPG is grouped into three main categories: Light, Medium, and Heavy. Each category is tuned for different playstyles and character roles.

    Light Armor

    Medium Armor

    Heavy Armor

    For the full list of armor, bonuses, and traits, see the Armor & Protective Gear page.

    Heavy Armor Example:
    Krassk, a Trandoshan Vanguard, wears a heavy battleplate that grants +6 AC but limits Dexterity modifier to a maximum of +1.

    Krassk has Dexterity 14 (+2), but due to the armor, only +1 applies.
    • Base: 10
    • Dexterity (capped): +1
    • Battleplate armor bonus: +6
    • Size modifier (Medium): +0
    Krassk’s AC = 10 + 1 + 6 + 0 = 17
    Even though his Dexterity is solid, the armor’s plating and weight focus more on soaking hits than agile dodging.

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    Unarmored Defense & Defensive Training

    Not every hero in the galaxy wears armor. Jedi, Force Warriors, Mystics, and some lightly equipped specialists rely on training, reflexes, and the Force to stay alive.

    Unarmored Characters

    Unless a specific class feature states otherwise, an unarmored character uses the standard formula with no armor bonus:

    Unarmored AC:
    AC = 10 + Dexterity modifier + size modifier + other bonuses (traits, species, Force)

    Some classes and subclasses introduce alternate unarmored calculations, using other abilities (like Wisdom) or replacing the base 10. When such a feature appears, it will explain the new formula clearly.

    Defensive Training

    Several unarmored subclasses in SWURPG gain Defensive Training. This feature provides a scaling AC bonus at certain levels, representing disciplined footwork, practiced deflection, and always-on awareness.

    Defensive Training stacks with your Dexterity modifier, any applicable size modifier, and any species-based AC bonuses, but does not stack with other features that explicitly replace your AC calculation.

    Defensive Training Example:
    Dhron, a Nightbrother Force Warrior, fights unarmored with Dexterity 16 (+3) and a level-based Defensive Training bonus of +2.

    • Base: 10
    • Dexterity modifier: +3
    • Defensive Training: +2
    • Size modifier (Medium): +0
    Dhron’s AC = 10 + 3 + 2 + 0 = 15

    If Dhron later gains a Force power or trait that temporarily grants +2 AC, his AC becomes 17 for that duration.

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    Species Traits & AC Bonuses

    Some species in SWURPG have natural armor, reflexive carapaces, or other traits that increase AC. For example, tough-scaled reptiles, chitin-plated species, or creatures adapted to harsh environments may receive a small AC bonus.

    These bonuses are usually written as a flat increase to AC (such as +1) and are always on, as long as the conditions in the species entry are met. They stack with armor, Defensive Training, size modifiers, and most other AC bonuses.

    Species AC Example:
    A Barabel Vanguard has Dexterity 12 (+1), wears Medium armor that grants +3 AC, and has a species trait that grants +1 natural armor.

    • Base: 10
    • Dexterity modifier: +1
    • Medium armor bonus: +3
    • Species natural armor: +1
    • Size modifier (Medium): +0
    Barabel AC = 10 + 1 + 3 + 1 + 0 = 15

    When building a character, always check your species page for any traits that modify AC or interact with armor choices.

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    Cover, Conditions & Situational Modifiers

    Armor and traits are not the only things between you and a blaster bolt. The battlefield itself can dramatically influence your defenses.

    Cover

    Cover grants a situational bonus to AC and Dexterity saving throws against attacks and effects coming from the opposite side of the cover. These bonuses stack with your normal AC calculation.

    Cover Summary:
    • Standard cover: +2 to +5 AC and Dexterity saves
    • Improved cover: +6 to +10 AC and Dexterity saves
    • Full cover: Blocks direct attacks; area effects may still apply

    For full details on how cover works with line of sight, ranged attacks, and area effects, see the Combat System – Cover & Hiding section.

    Conditions That Affect AC

    Certain conditions also modify your defenses. For example:

    These do not usually change your AC number directly, but they alter how easy it is to hit you by applying Advantage or Disadvantage. See the Conditions section for full details.

    Cover + Condition Example:
    Nala (AC 15) hides behind a crate, gaining +4 standard cover against a Stormtrooper’s blaster shot. Her effective AC against that shot is 19.

    If Nala is also Prone behind the crate, the trooper’s ranged attacks suffer Disadvantage. AC 19 plus Disadvantage makes Nala extremely hard to hit.

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    Example Armor Class Builds

    Here are a few common build patterns to show how different combinations of armor, traits, and cover play out at the table.

    1. Lightly Armored Gunslinger
    - Class: Smuggler
    - Dexterity: 18 (+4)
    - Armor: Light armor (+2 AC)
    - Traits: No Defensive Training, no shield

    • Base: 10
    • Dexterity: +4
    • Light armor: +2
    • Size modifier (Medium): +0
    Total AC: 16
    Behind decent cover (+3), the Smuggler fights with an effective AC of 19 against most ranged attacks.
    2. Heavily Armored Vanguard
    - Class: Vanguard
    - Dexterity: 12 (+1)
    - Armor: Heavy battle armor (+6 AC, Dex max +1)
    - Shield: Personal shield (+1 AC)

    • Base: 10
    • Dexterity (capped): +1
    • Heavy armor: +6
    • Shield: +1
    • Size modifier (Medium): +0
    Total AC: 18
    This Vanguard can stand on the front line and soak fire while more fragile allies maneuver.
    3. Unarmored Force Warrior
    - Class: Force Warrior
    - Dexterity: 16 (+3)
    - Traits: Defensive Training (+2 AC)
    - Armor: None

    • Base: 10
    • Dexterity: +3
    • Defensive Training: +2
    • Size modifier (Medium): +0
    Total AC: 15
    With ongoing Force powers or situational cover, this can easily climb to 17–19 during key moments.

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    Armor Class – Frequently Asked Questions

    How do you calculate Armor Class in SWURPG?

    Most characters start with AC 10, then add their Dexterity modifier, armor bonus, shield bonus, size modifier (when relevant), and any relevant traits or species bonuses. Some armor or class features may set a fixed AC or use a different base formula, which always overrides the default calculation.

    Does Dexterity always apply to AC?

    Dexterity usually applies to AC because it represents dodging and evasive movement. However, some heavy armor may cap or ignore Dexterity, and some Force-based defense features may use other abilities instead. Always check your armor and class traits for specific rules.

    How does creature size affect Armor Class?

    Many creature and NPC stat blocks apply a size modifier to AC: bigger targets are easier to hit (negative modifier), smaller targets are harder to hit (positive modifier). Use the size modifier table on this page when creating or scaling beasts, droids, and unusual NPCs unless a unit entry says otherwise.

    Can Defensive Training stack with armor?

    Defensive Training is designed primarily for unarmored characters. In most cases it does not stack with worn armor that already provides a large armor bonus or a replacement AC formula. Your class description will specify whether Defensive Training functions only while unarmored or has exceptions.

    Does cover change my AC value or sit on top of it?

    Cover grants a temporary bonus on top of your existing AC and Dexterity saving throws. Your character sheet AC does not need to be rewritten each time; simply apply the cover bonus when resolving attacks that come from the far side of the cover.

    How do Force powers interact with AC?

    Some Force powers temporarily increase AC by granting a flat bonus, advantage on certain saves, or other defensive benefits. These bonuses stack with armor and traits unless a power explicitly states that it replaces your normal AC calculation.

    Where can I see all armor options?

    The full list of armor, shields, and upgrades is available on the Armor & Protective Gear page, including AC bonuses, traits, and recommended character roles.

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