Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Combat System

    Combat in SWURPG is fast, cinematic, and tactical. Each round represents six seconds of high-energy action where heroes and villains clash across the galaxy.

    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:

    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:

    ↑ Back to Top

    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:

    ↑ Back to Top

    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.

    ↑ Back to Top

    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:

    The target can use their Action on their turn to try to escape with another contested check.

    ↑ Back to Top

    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:

    The GM determines final bonuses. Describe your cover creatively for cinematic flair!

    ↑ Back to Top

    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.

    ↑ Back to Top

    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).

    ↑ Back to Top

    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.

    ↑ Back to Top

    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.

    ↑ Back to Top

    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

    ↑ Back to Top

    Conditions

    Conditions are lasting effects that change a creature’s capabilities and may be caused by powers, gear, environments, or injuries.

    ↑ Back to Top

    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.