Initiative, Surprise, and Starting Combat
When combat begins, all participants roll Initiative (d20 + Dexterity modifier + Proficiency Bonus
). The GM determines surprise if one side is unaware of the other. Surprised creatures cannot act during the first round.
Rounds, Turns, and Actions
Combat happens in rounds. Each round, every creature takes a turn in Initiative order. On your turn, you can:
- 🎯 Move (up to your Speed)
- 🎬 Take 1 Action
- ⚡ Take 1 Bonus Action (if available)
- 🔁 Use 1 Reaction (on another turn or event)
Turns happen in a cycle until combat ends.
Combat Turn Flowchart:
Start of Your Turn ↓
Movement — Move up to your Speed
↓
Main Action — Attack, Dash, Use Trait, Force Power, etc.
↓
Bonus Action — If available
↓
Reaction — One per round, triggered by events
↓
End of Your Turn
Notes:
- You may only move before your Action unless a special trait says otherwise.
- Bonus Actions happen after your Action if their conditions are met.
- Reactions occur outside your normal turn, triggered by enemy actions or game events.
Actions in Combat
On your turn, you can choose one Action. Each Action represents a major effort — attacking, moving fast, aiding an ally, using abilities, or interacting with the environment. Here's a full list of available Actions:
- Attack: Make a melee, ranged, or unarmed attack.
Example: A Twi’lek Commando fires her blaster pistol at an Imperial officer.
- Use Trait: Activate a class or species ability that requires an Action.
Example: A Wookiee Vanguard uses Second Wind
to regain lost HP mid-battle.
- Use Force Power: Use a Force Power that costs an Action and spend Force Points to activate it.
Example: A Force Mystic unleashes Force Push
to hurl droids across a hangar bay.
- Dash: Move up to double your speed this turn.
Example: A Jedi Sentinel dashes across a hangar to intercept fleeing bounty hunters.
- Dodge: Focus entirely on defense. Until the start of your next turn, attacks against you have Disadvantage and you gain Advantage on Dexterity saves.
Example: A Mon Calamari Jedi weaves through blaster fire while protecting an injured ally.
- Hide: Make a Stealth check to become hidden (must have cover or concealment).
Example: A Chadra-Fan Scoundrel slips into a vent to disappear from a pursuing droid.
- Help: Grant Advantage to an ally’s next ability check or attack roll against a creature within 5 ft of you.
Example: A Tech Specialist distracts a Sith Marauder, giving the Marksman a clean shot.
- Search: Examine your surroundings for traps, weak points, or hidden threats.
Example: A Cerean Investigator studies a damaged bulkhead for signs of sabotage.
- Grapple: Attempt to grab and restrain a creature. Use Athletics vs. their Athletics or Acrobatics. On a success, they gain the Grappled condition.
Example: A Zabrak Bounty Hunter wrestles a fleeing smuggler to the ground.
- Push: Try to shove a creature away from you or knock them prone. Make an Athletics check opposed by their Athletics or Acrobatics.
Example: A Force Warrior slams a Trandoshan backward into a supply crate.
- Treat Injury: Use a Medpac and the Treat Injury skill to heal a creature.
Example: A Kel Dor Tech Specialist quickly stabilizes a fallen teammate with a Medpac I.
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Movement, Difficult Terrain, and Sizes
Each turn, you may move up to your Speed before taking your Action. You must complete your movement before your main Action unless you have a special trait (like “Mobile Combatant”) that allows otherwise.
Movement Rules:
- Move up to your Speed before your Action.
- Cannot move after acting unless a trait or effect allows it.
- Difficult terrain (rubble, water, snow) costs double movement.
- Standing from prone costs half your movement.
- Crawling while prone costs double movement.
Creature Sizes:
- Tiny: 2.5 ft × 2.5 ft space
- Small/Medium: 5 ft × 5 ft space
- Large: 10 ft × 10 ft space
- Huge: 15 ft × 15 ft space
- Gargantuan: 20+ ft × 20+ ft space
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Dropping Prone
You can drop prone as part of your movement or instead of moving.
Prone Effects:
- −5 to your melee attack rolls.
- Melee attacks against you gain +5 to hit.
- Ranged attacks against you suffer −5 to hit.
- Standing up costs half your movement.
Prone characters are harder to hit with blasters but easier to overwhelm in close quarters. It’s a tactical decision that trades ranged defense for melee risk.
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Grappling
To grapple, use your Attack action and make a contested check:
Grapple Contest:
Your Athletics (Strength) vs. target's Athletics (Strength) or Acrobatics (Dexterity)
If you succeed, the target gains the Grappled condition:
- Speed becomes 0 and cannot increase.
- Disadvantage on attacks against anyone other than the grappler.
- You may move the grappled target, but it costs 1 extra foot of movement per foot (unless they are Tiny or much smaller).
The target can use their Action on their turn to try to escape with another contested check.
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Cover and Hiding
Cover protects from blasters, explosions, and Force attacks. Use it tactically!
Cover Bonuses:
- +2 to +5 AC and Dexterity saves (standard cover)
- +6 to +10 AC and Dexterity saves (improved cover)
- Full cover blocks direct attacks but not area effects
Examples of Cover:
- Low wall: +2
- Engine block: +4
- Sniper slit: +8
- Massive steel door: +10
The GM determines final bonuses. Describe your cover creatively for cinematic flair!
Example: Using Cover in Combat
Let’s say Nala, a Togruta Smuggler, is hiding behind a speeder engine block during a blaster fight. The GM rules the engine block grants
+4 cover. Nala’s base Armor Class (AC) is 15.
- Base AC: 15
- Cover Bonus: +4 (from engine block)
- Total Effective AC: 19
A Stormtrooper fires from 40 ft away (Short Range), incurring a
–2 penalty to hit due to range.
- Stormtrooper’s attack bonus: +5
- Range penalty: –2
- Total modifier: +3
- Attack roll: d20 + 3 vs AC 19
If the trooper rolls a 16 or higher, they hit. Otherwise, the blaster bolt slams harmlessly into the speeder, thanks to Nala’s cover.
This example shows how cover and range penalties can make the difference between surviving a firefight and taking a direct hit. Encourage players to use the environment to their advantage!
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Ranged Attacks and Distance
Ranged weapons in SWURPG follow a unified range system. Accuracy decreases with distance. The farther the shot, the harder the hit.
Ranged Distance Categories:
- Point Blank (0–20 ft): No penalty
- Short Range (21–50 ft): −2 to hit
- Medium Range (51–100 ft): −5 to hit
- Long Range (101–200 ft): −10 to hit
Attacking beyond 200 ft usually requires special gear. Force powers that involve attack rolls follow these same ranges unless stated otherwise.
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Melee & Unarmed Attacks
Melee attacks typically use Strength, or Dexterity if the weapon has the Finesse trait. Unarmed strikes deal 1 + Strength or Dexterity modifier
damage (your choice).
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Hiding and Stealth
You can attempt to Hide when obscured by cover, darkness, or confusion. Make a Stealth check opposed by enemy Perception. Success means you’re unseen and may gain Advantage on your next attack or avoid detection.
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Damage & Hit Points
Hit Points (HP) represent your character’s vitality, endurance, and luck — their ability to survive blaster shots, falling debris, Force attacks, and other dangers of the galaxy.
- Subtract damage from your current HP when hit.
- When HP reaches 0, you fall Unconscious and begin making Death Saving Throws.
- Temporary HP absorbs damage before regular HP.
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Stun Damage
Some weapons — such as blasters set to stun or stun batons — allow you to disable enemies without killing them.
Stun Attack Rules:
- Target must make a Constitution save: DC = 8 + Proficiency Bonus + Intelligence Modifier
- Failure: Target gains the Stunned condition
- Stunned targets repeat the save at the end of each turn to end the effect
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Conditions
Conditions are lasting effects that change a creature’s capabilities and may be caused by powers, gear, environments, or injuries.
- Prone: Melee attackers gain +5 to hit, ranged attackers suffer −5 to hit, −5 to your melee attacks.
- Grappled: Speed 0, cannot increase, disadvantage on attacks except against grappler.
- Surprised: Cannot act or react in the first round.
- Unconscious: Incapacitated, prone, auto-fail Str/Dex saves, vulnerable to melee crits.
- Stunned: Can’t move, fails Str/Dex saves, attackers have Advantage.
- Charmed: Can’t harm charmer; charmer has Advantage on social checks.
- Confused: Can’t react, random actions on your turn.
- Poisoned: Disadvantage on attacks and checks; effects vary.
- Burning: Take fire damage per round until extinguished.
- Freezing: Half movement, Disadvantage on Dex saves, cold damage per round.
- Blinded: Auto-fail sight checks, attackers gain Advantage, your attacks have Disadvantage.
- Frightened: Disadvantage on checks/attacks with source of fear in sight; can’t move closer.
- Paralyzed: Incapacitated, fail Str/Dex saves, melee attacks auto-crit.
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Unconsciousness & Death
At 0 HP, you fall Unconscious. While unconscious, you're at extreme risk unless stabilized.
Death Saving Throws:
- Each turn: roll d20
- 10+ = 1 success, 9− = 1 failure
- 3 successes = stabilized at 0 HP, 3 failures = death
- Taking damage while unconscious = 1 failed save; crit = 2 failed saves
Stabilizing: Allies can stabilize you with a Medpac or DC 25 Treat Injury check. If healed, you regain consciousness.
Frequently Asked Questions
How is initiative calculated in SWURPG?
Initiative is calculated by rolling a d20 and adding your Dexterity modifier and Proficiency Bonus. The GM also determines if anyone is surprised before the first round begins.
What actions can I take during my turn?
On your turn, you can move up to your Speed, take 1 Action (such as attack or dash), 1 Bonus Action (if available), and 1 Reaction triggered by an event on another turn.
Can I move after attacking?
Not by default. You must complete your movement before your main Action unless a trait or feature, such as Mobile Combatant, allows otherwise.
How does cover affect my Armor Class?
Cover adds a bonus to your AC and Dexterity saving throws. Standard cover grants +2 to +5, improved cover grants +6 to +10, and full cover blocks direct attacks.
What happens when I drop to 0 HP?
You fall Unconscious and begin rolling Death Saving Throws each turn. Three successes stabilize you, three failures result in death. Taking damage while unconscious may cause failed saves.