Combat in SWURPG is fast, lethal, and cinematic β but survival depends just as much on how you recover as how you fight. Healing rules cover Medpacs, the Treat Injury skill, Short Rests, Long Rests, and class features like Second Wind and Force-based recovery.
This page is your central guide to Star Wars RPG healing rules in SWURPG: when you regain hit points, how you stabilize dying allies, and how medical gear and trained healers keep the group moving between encounters.
In SWURPG, characters regain hit points in three primary ways:
Class features like Second Wind and certain Force Powers can enhance or supplement these core healing options. Together, they define how quickly a party recovers between firefights, chases, and dangerous missions.
Medpacs are the backbone of technological healing in SWURPG. They represent compact medical kits filled with bacta injectors, auto-suture tools, scanners, and stimulants. Higher-tier Medpacs heal more damage and can help treat toxins and diseases if the GM allows those threats in the campaign.
Using a Medpac:
Treat Injury represents medical training, battlefield triage, and the ability to get the most out of limited supplies. It is a Wisdom-based skill. When you use a Medpac, you typically roll Treat Injury to see how effectively you apply it.
Treat Injury can also be used to stabilize a dying character without a Medpac, or to help treat toxins and diseases when the GM rules they apply in a scene.
A Short Rest in SWURPG is at least 1 uninterrupted hour of relative safety and downtime. Characters can talk, patch armor, review data, or quietly recover from injuries.
Hit Points Regained = Character Level + Constitution Modifier + Proficiency Bonus
This healing represents natural recovery, basic self-care, and minor medical attention without expending valuable Medpacs. You can benefit from up to three Short Rests between each Long Rest, so pacing exploration and encounters around rest opportunities is an important strategic choice.
A Long Rest is at least 6 hours of sleep or deep downtime in reasonably safe conditions. After completing a Long Rest, a character:
Some severe injuries, rare conditions, or story-driven consequences may require multiple Long Rests, advanced medical facilities, or specialized Force Powers to fully remove. The GM has final say on what is recoverable with ordinary rest versus what requires special intervention.
Second Wind is not universal to all characters in SWURPG. It is a class trait gained through level progression by certain classes, and it can also be selected as an Ability Score Improvement (ASI) alternative trait when available. Characters who do not learn Second Wind through their class or ASI choices do not have access to it.
Second Wind represents a sudden surge of resolve, adrenaline, and survival instinct β a moment where a hero digs deep and pushes past pain to stay standing when it matters most.
Regain HP = 1d10 + Character LevelSome classes, traits, or ASI alternatives may improve Second Wind by granting additional uses, increasing the healing amount, or allowing it to trigger under specific conditions. Because it uses a Bonus Action, Second Wind can shift the momentum of a battle without sacrificing a characterβs primary action.
When a character drops to 0 HP, they fall Unconscious and begin making Death Saving Throws each round (see the Combat System page for full details). Healing and Treat Injury interact with this state in important ways:
Some Force Powers in SWURPG allow characters to heal themselves or others, accelerate natural recovery, or grant temporary protection. These powers still follow the normal Force system rules: they require Force Points to activate and are limited by the Force userβs training and resources.
Force-based healing is intended to feel rare and special rather than a limitless cure-all. In many campaigns, Medpacs and Treat Injury remain the primary tools for healing, while Force Powers provide dramatic moments of rescue, protection, or last-second salvation.
See the Force Powers list for details on specific healing and protective abilities available to Jedi and other Force-sensitive characters.
Medpacs are portable medical kits used to restore hit points and treat injuries. Higher tier Medpacs heal more damage and may help cure toxins and diseases, especially when combined with a high Treat Injury roll.
Treat Injury is a Wisdom-based skill that enhances healing with Medpacs and allows battlefield stabilization. The better your Treat Injury check, the more HP your Medpacs restore, and a natural 20 can double the final healing result.
A Short Rest is at least one hour of downtime and restores a fixed amount of HP based on level, Constitution, and Proficiency Bonus. A Long Rest is at least six hours and fully restores HP, resets most features, and clears many conditions at the GM's discretion.
By default, Second Wind can be used once per Long Rest as a Bonus Action to heal 1d10 + your character level in hit points. Certain classes and traits may modify this limit or improve the healing amount.
Yes. Medpacs, Second Wind, some Treat Injury uses, and specific Force Powers can all be used during combat. Healing in the middle of a fight can be the difference between a party wipe and a narrow, cinematic victory.