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.
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.
Most characters calculate Armor Class using this base 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.
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.
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.
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.
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).
Armor in SWURPG is grouped into three main categories: Light, Medium, and Heavy. Each category is tuned for different playstyles and character roles.
For the full list of armor, bonuses, and traits, see the Armor & Protective Gear page.
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.
Unless a specific class feature states otherwise, an unarmored character uses the standard formula with no armor bonus:
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.
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.
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.
When building a character, always check your species page for any traits that modify AC or interact with armor choices.
Armor and traits are not the only things between you and a blaster bolt. The battlefield itself can dramatically influence your defenses.
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.
For full details on how cover works with line of sight, ranged attacks, and area effects, see the Combat System – Cover & Hiding section.
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.
Here are a few common build patterns to show how different combinations of armor, traits, and cover play out at the table.
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.
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.
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.
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.
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.
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.
The full list of armor, shields, and upgrades is available on the Armor & Protective Gear page, including AC bonuses, traits, and recommended character roles.