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.

    This page explains how initiative, turn order, actions, reactions, movement, cover, damage, and conditions work together to create tactical Star Wars combat. Use it as the central reference for running battles on a grid or in pure theater of the mind.

    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 can not act during the first round.

    Initiative Example:
    - A Smuggler with DEX +3 and PB +2 rolls 11 on the d20: Initiative 16.
    - A Stormtrooper with DEX +1 and PB +2 rolls 14: Initiative 17.
    - A Jedi Sentinel with DEX +4 and PB +2 rolls 6: Initiative 12.

    Turn order for the whole fight becomes: Stormtrooper (17), Smuggler (16), Jedi (12), then any other creatures from highest to lowest. This order repeats every round until combat ends.

    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:

    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 is a full list of common 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 (such as a mobility focused feature) that allows otherwise.

    Movement Rules:
    • Move up to your Speed before your Action.
    • Can not 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.
    Movement Example:
    A Smuggler with Speed 30 ft needs to cross a hangar bay. The first 10 ft is clear, but the next 10 ft is scattered with crates and debris counted as difficult terrain.

    - 10 ft normal ground costs 10 ft of movement.
    - 10 ft of difficult terrain costs 20 ft of movement.
    Total: 30 ft of movement used. The Smuggler reaches cover but has no movement left this turn.

    Creature Sizes:

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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 is 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:

    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 to stay alive and control the battlefield.

    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. Encourage players to describe their cover creatively for cinematic flair.

    Example: Using Cover in Combat
    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.

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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.

    No Ammunition or Power Packs
    SWURPG removes ammunition, power packs, and reload tracking entirely. Blasters and similar ranged weapons are assumed to have enough charge for the whole encounter so you can focus on tactics, positioning, and cinematic action instead of counting shots.

    Aim

    Sometimes the best move is not moving at all.

    A character can take the Aim action instead of moving on their turn. By carefully lining up a shot, adjusting stance, or tracking a target’s movement, the character gains a bonus to their next attack.

    Aim Action:
    • You forgo your movement for the turn.
    • You gain +1 to your next attack roll before the end of your turn.
    • The bonus applies to a single attack roll.

    Aim is commonly used by snipers, marksmen, and anyone trying to offset range penalties or secure a critical hit at the right moment. It represents patience, focus, and deliberate targeting rather than speed.

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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) and count as Kinetic damage.

    Melee Example:
    - A Wookiee Vanguard wielding a vibro-axe uses Strength. With STR +4 and PB +2, the attack roll is d20 + 6, and on a hit the damage is weapon damage dice + 4.
    - A nimble Zygerrian Assassin using a vibrodagger with Finesse chooses Dexterity. With DEX +3 and PB +2, the attack roll is d20 + 5, and on a hit the damage is weapon damage dice + 3.

    Unarmed, each of them deals 1 + their chosen modifier in damage, useful when disarmed or grappling.

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    Hiding and Stealth

    You can attempt to Hide when obscured by cover, darkness, crowd confusion, or other concealment. Make a Stealth check opposed by enemy Perception. On a success, you are unseen and may gain Advantage on your next attack or avoid detection entirely.

    Stealth Example:
    A Rodian Marksman breaks line of sight by ducking behind stacked cargo crates and declares a Hide action. The player rolls Stealth vs the troopers’ Perception. On a success, the Marksman becomes hidden, can reposition without being targeted directly, and gains Advantage on the first attack made while still unseen.

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    Damage & Hit Points

    Hit Points (HP) represent your character’s vitality, endurance, and luck — their ability to survive blaster fire, vibroblades, collapsing steel, and other hazards of the galaxy.

    Taking Damage

    Melee Attack Damage

    Ranged Attack Damage

    Area of Effect Shapes

    Some abilities, explosives, and Force powers affect multiple creatures at once. SWURPG uses simple geometric templates to determine which spaces are affected.

    Saving Throws: Most area-of-effect attacks require affected creatures to make a Dexterity saving throw to reduce or avoid damage, unless the ability or effect specifies a different saving throw type.

    Cones

    A cone expands outward from the origin point in a widening triangular shape. The distance listed for the cone (such as 15 ft) represents how far it extends from the user. As the cone extends, it becomes wider:

    This reflects a true cone shape, not a narrow “2-square fan.” Everything within that triangular area is affected.

    Bursts (Radius)

    A burst spreads outward from a central point in all directions. A “10-ft radius” burst affects all spaces within 10 ft (2 squares) of the origin in a circle-like area.

    Lines

    A line extends from the origin in a straight path. The distance listed (such as 30 ft) determines its length, and it normally affects a one-square-wide path unless specified otherwise.

    Squares & Areas

    Some effects specify a square or rectangular area, such as “10 × 10 ft.” These areas cover their exact footprint on the grid with no rounding.

    Weapon Upgrades & Damage Bonuses

    Upgrades can provide explicit damage bonuses to eligible weapons. Energy-based ranged weapons (like blasters) never gain damage from ability modifiers; any damage increase must come from upgrades specified on the weapon or attachment.

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    Damage Types, Resistance, Immunity & Vulnerability

    Not all damage is created equal. Lightsabers, blasters, vibroblades, explosives, and Force powers can all deal different types of damage — and some species, armors, shields, and Force users are better at shrugging off specific types.

    Common Damage Types in SWURPG

    Resistance, Immunity, and Vulnerability

    Some traits, armor, species features, and Force powers grant special defenses against certain types of damage.

    Order of Operations:

    1. Roll damage and apply bonuses, penalties, and any flat reductions or increases from traits, upgrades, or effects.
    2. Apply Resistance, Immunity, or Vulnerability for the relevant damage type.
    3. Subtract the remaining damage from Temporary HP first, then from normal HP.

    Stacking Rules:

    Example: Energy Resistance in a Blaster Fight
    Krassk, a Trandoshan Vanguard, is wearing upgraded armor that grants Resistance to Energy damage.

    A Stormtrooper hits Krassk with a blaster rifle for 15 Energy damage.

    • Rolled damage: 15 Energy
    • Krassk has no flat damage reductions, so we go straight to Resistance.
    • Energy Resistance halves the damage: 15 ÷ 2 = 7 (rounded down).
    Krassk also has 5 Temporary HP from a previous buff.

    • First, subtract from Temporary HP: 5 Temp HP is removed, 2 damage remains.
    • Then apply remaining 2 damage to Krassk’s normal HP.
    Thanks to his armor’s Energy Resistance and a bit of extra buffer, a potentially deadly shot turns into a flesh wound.

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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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    Area Attacks

    Area Attacks affect a defined space rather than a single target. They represent suppressive fire, explosions, sweeping attacks, and overwhelming Force effects.

    Unlike standard attacks, Area Attacks trade precision for impact. They are excellent for controlling space, flushing enemies out of cover, and threatening multiple targets at once — but they also carry risks, especially to allies caught in the blast zone.

    General Rules for Area Attacks:
    • Area Attacks affect all creatures within the defined area.
    • Cover may apply, but full cover usually blocks the effect unless stated otherwise.
    • Most Area Attacks allow a Dexterity saving throw for half damage on a success.
    • Area Attacks do not distinguish between allies and enemies.

    Autofire

    Autofire represents suppressive or sweeping blaster fire. Instead of carefully aiming, you saturate an area with lethal energy.

    Autofire Rules:
    • Choose an area: Target a 2×2-square area (10 ft × 10 ft).
    • Attack roll: Make one ranged attack roll with a −5 penalty.
    • Bracing: If you use your Move to brace instead of moving, the penalty is reduced to −2.
    • Compare to AC: Compare the roll to the AC of every creature in the area.
    • On a hit: Creatures whose AC is met or exceeded must make a Dexterity save:
      • Fail: Full damage.
      • Success: Half damage (rounded down).
    Autofire Example:
    A Commando sweeps Autofire across three stormtroopers packed into a 2×2 area.

    The Commando normally attacks at +7. Autofire applies −5, resulting in +2.
    The roll is 15, for a total of 17.

    All three troopers have AC 16, so all are hit and must make Dex saves.

    Autofire deals 12 Energy damage:
    • Trooper A fails → 12 damage
    • Trooper B succeeds → 6 damage
    • Trooper C fails → 12 damage

    Grenades & Explosives

    Grenades and explosives rely on blast radius rather than accuracy. You don’t roll to hit individual targets — you place the explosion and let physics (and bad luck) do the rest.

    Grenade Rules:
    • Choose a point: Select a visible point within throwing range.
    • Area of effect: Most grenades affect a 10-ft radius (2 squares).
    • No attack roll: Grenades do not require an attack roll.
    • Dexterity save: All creatures in the area make a Dex save:
      • Fail: Full damage.
      • Success: Half damage.
    • Cover: Cover may reduce or negate damage at the GM’s discretion.
    • Throwing Grenades:
      By default, grenades are assumed to land in the chosen space without a skill check. The challenge of grenades comes from positioning, blast radius, and saving throws — not from hitting the ground.

      At the GM’s discretion, a skill check (Athletics or Acrobatics) may be required in extreme conditions such as long throws (over 30 ft), high winds, zero gravity, or tight openings. On a failure, the grenade may scatter.
    Grenade Example:
    A Smuggler lobs a fragmentation grenade into a cluster of enemies behind cargo crates.

    The grenade detonates in a 10-ft radius, catching four targets.
    The grenade deals 18 Kinetic damage.

    Each creature makes a Dex save:
    • Two fail → take 18 damage
    • Two succeed → take 9 damage
    One enemy behind heavy machinery is ruled to have near-full cover and takes no damage.

    Other Area Attacks

    Many abilities outside conventional weapons also use Area Attack rules.

    Unless a power or trait says otherwise, use the same core logic:

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    Conditions

    Conditions represent lasting effects that change what a creature can do in combat. They may come from weapons, gear, Force abilities, environmental hazards, or specialized traits. Unless a condition specifies otherwise, it lasts until the end of the effect that caused it or until the creature takes an Action or saving throw to end it. Different conditions can stack, but the same condition never stacks with itself.

    Prone
    You are lying on the ground or otherwise off balance.
    • −5 to your melee attack rolls.
    • Attackers making melee attacks against you gain +5 to hit.
    • Ranged attacks against you suffer −5 to hit.
    • Standing up costs half your Speed.
    • Crawling costs 2 ft of movement for every 1 ft moved.
    • You automatically fall Prone if you fall Unconscious.
    Grappled
    You are grabbed or restrained by a creature, trap, or effect.
    • Your Speed becomes 0 and can not increase.
    • You have Disadvantage on attacks against creatures other than the grappler.
    • The grappler can move you, but movement costs them 1 extra foot per foot (unless you are Tiny).
    • You may use your Action to escape via Athletics or Acrobatics vs. the grappler’s Athletics or escape DC.
    • If the grappler becomes Incapacitated or is moved out of reach, the grapple ends.
    Surprised
    You were caught off guard at the start of combat.
    • On the first round only, you can not take Actions, Bonus Actions, or Reactions.
    • You still roll Initiative normally.
    • The condition ends at the end of the first round.
    Unconscious
    You are knocked out and unaware.
    • You are Incapacitated and can not move or speak.
    • You drop anything you are holding and fall Prone.
    • You automatically fail Strength and Dexterity saves.
    • Attackers have Advantage against you.
    • Melee attacks from within 5 ft automatically crit.
    • At 0 HP, this condition triggers Death Saving Throws each round.
    Stunned
    Your body or mind is overwhelmed by shock.
    • You can not move and can not take Actions, Bonus Actions, or Reactions.
    • You fail Strength and Dexterity saves automatically.
    • Attackers have Advantage against you.
    • Many Stun effects allow a save at the end of your turn to end the condition.
    Charmed
    Your attitude is influenced, willingly or not.
    • You can not intentionally harm the creature that Charmed you.
    • The charmer has Advantage on social checks against you.
    • If the charmer or their allies harm you, you usually get an immediate save or the condition ends.
    Confused
    Your thoughts are scrambled by toxins, tech, or the Force.
    • You can not take Reactions.
    • At the start of each of your turns, roll a d6:
      • 1–2: You attack the nearest creature.
      • 3–4: You move in a random direction and take no Action.
      • 5–6: You act normally.
    • If applicable, you repeat a saving throw at the end of each turn to end Confusion.
    Poisoned
    Your body is compromised by toxins or chemicals.
    • You have Disadvantage on attack rolls and ability checks.
    • Some poisons inflict ongoing damage or additional effects.
    • Many poisons allow a Constitution save each round to end the condition.
    Burning
    You are on fire or exposed to intense flame.
    • You take fire damage at the start of each of your turns (typically 1d6).
    • You may have Disadvantage on delicate Dexterity checks.
    • You or an adjacent ally can use an Action to extinguish you.
    • Entering water or being fully doused usually ends the condition immediately.
    Freezing
    Extreme cold is impairing your body.
    • Your Speed is halved.
    • You have Disadvantage on Dexterity checks and Dexterity saves.
    • You may take cold damage each round as specified by the effect.
    • Heat sources or specific saves can end the condition.
    Bleeding
    You are suffering from an open wound that continues to worsen. Can happen due to a critical hit or an impaling wound, for example (GM discresion).
    • At the end of each of your turns, you take 4 (1d8) kinetic damage.
    • Bleeding persists until one of the following occurs:
      • You receive healing from a Medpac.
      • You receive healing from a Force power.
      • A creature uses an Action to succeed on a DC 12 Treat Injury (WIS) check on you.
    • Bleeding does not stack with itself. Applying Bleeding again does not increase the damage.
    Blinded
    You can not see.
    • You automatically fail sight-based checks.
    • Attack rolls against you have Advantage.
    • Your attack rolls have Disadvantage unless special senses apply.
    Shaken
    Your nerves are rattled by fear, intimidation, or overwhelming force.
    • You can not take Reactions.
    • You suffer a −1 penalty to attack rolls and saving throws.
    • You have Disadvantage on saving throws against fear or intimidation effects.
    • At the end of your turn, you may repeat the saving throw (if one was allowed) to end Shaken.
    Frightened
    Fear overwhelms you, triggering a powerful urge to escape the source.
    • You have Disadvantage on checks and attacks while the source of your fear is in sight.
    • You can not willingly move closer to the source of your fear.
    • If you start your turn within 20 ft of the source, you must use your movement to move away from it if possible.
    • If moving away would provoke opportunity attacks, you may Disengage as a Bonus Action.
    • You may repeat a Wisdom save at the end of each turn to end the condition.
    Paralyzed
    Your body is locked and unable to act.
    • You are Incapacitated and can not move or speak.
    • You fail Strength and Dexterity saves automatically.
    • Attack rolls against you have Advantage.
    • Melee attacks within 5 ft automatically crit.
    Food, Rations & Hunger
    SWURPG removes food, rations, and hunger from gameplay entirely to eliminate bookkeeping and keep the focus on adventure.

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    Unconsciousness & Death

    At 0 HP, you fall Unconscious. While Unconscious, you are 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.

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    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, which affects who can act in that opening round.

    What actions can I take during my turn?

    On your turn, you can move up to your Speed, take 1 Action (such as Attack, Dash, Dodge, Hide, Use Trait, Use Force Power, Grapple, Push, or Treat Injury), 1 Bonus Action if a feature grants it, and 1 Reaction when a trigger occurs on another turn.

    Can I move after attacking?

    Not by default. In the core SWURPG rules you must complete your movement before your main Action unless a trait or feature, such as a mobility focused ability, specifically allows you to move after attacking.

    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. The GM decides which type of cover applies based on the environment.

    What happens when I drop to 0 HP?

    You fall Unconscious and begin rolling Death Saving Throws at the start of your turns. Three successes stabilize you at 0 HP, three failures result in death, and taking damage while Unconscious can cause additional failed saves.

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