SWURPG

Starship Combat

Starship combat in SWURPG runs on a parallel initiative track — separate from ground combat — and assigns each player a crew role (Pilot, Gunner, Engineer, or Commander). The system is designed for the cinematic dogfight: tight-quarters chases through asteroid fields, capital-ship runs, escape attempts under pursuit. Don't reach for it for mundane in-system travel; reserve it for the moments your party is actually flying for their lives.

Starship Initiative

Starship Initiative = d20 + 20 + Pilot's Initiative Bonus + Ship Handling Bonus

The +20 offset keeps starship combat on a separate tier of the initiative order from ground combat when both are happening simultaneously (e.g. a boarding action where the boarders are dueling on deck while the pilots dogfight outside). Ships go first; ground combat resolves below.

Starship Armor Class

Starship AC = 10 + Handling Bonus + Size Modifier + Structural Integrity Bonus (SIB)

Size modifiers (starships)

SizeModifier
Tiny+3
Small+2
Medium+0
Large-2
Huge-4
Gargantuan-6
Colossal-8

Smaller craft are harder to hit (positive modifier); capital ships are easy targets but make up for it in HP and shielding.

Example starships

ShipSizeSIBHPHandling
X-Wing (T-65B)Small+245+2
YT-1300 FreighterMedium+2120+0
Imperial Star DestroyerGargantuan+5800-2

Starship Range Categories

Starship combat uses range bands instead of feet. Most actions modify the band relative to the target.

RangeDistanceNotes
Dogfight0–500 mSmall craft gain Advantage; large ships suffer Disadvantage. Ramming is possible at this range.
Close500 m – 2 kmStandard blaster and torpedo range. Tractor beam locks possible.
Medium2–10 kmStarfighters fire at Disadvantage; heavy weapons fire normally.
Long10–50 kmOnly capital-scale weapons are reliable. Maintain Long Range for 3 rounds without pursuit = escape.

The "escape" rule at Long Range is the chase climax — once the fleeing ship reaches Long for 3 rounds, the encounter ends.

Actions per round

Each crew role gets one action per round, simultaneously.

Pilot actions (choose one)

ActionMechanic
Evasive ManeuversPilot check + Handling vs. enemy AC; outcome scales by margin.
Increase / Reduce RangePilot check + Handling, DC 12–18 depending on situation.
Hold RangeMaintain current position relative to target.

Evasive maneuver results

MarginOutcome
Fail by 5+Botched — enemy gains Advantage on next attack.
Fail by 1–4Partial — no effect.
Success 0–4Standard — +2 AC or 1 range band shift.
Success 5–9Skilled — +4 AC or 1 range shift + enemy at Disadvantage.
Success 10+Ace — +4 AC, all attacks at Disadvantage, enemy must make a Pilot check.

Crew actions (simultaneous with the Pilot)

RoleAction
Gunnerd20 + Proficiency + Ability Modifier + Weapon Accuracy vs. target's Starship AC.
Engineerd20 + Mechanics; success restores 1d6 + Intelligence modifier HP or Shields.
CommanderGrants Advantage to one ally's action this round.

A 4-player party fits these roles cleanly: one Pilot, one Gunner (or two if the ship has multiple turret stations), one Engineer (Tech Specialist territory), one Commander (Leader territory). Other classes can take any role with a successful skill check.

Shield and Hull System

Damage applies to Shields first. When Shields reach 0, all remaining damage reduces Hull HP directly.

At 0 Hull HP

ResultOutcome
DisabledShip drifts without power. Emergency repairs require Mechanics DC 20; success restores 10 HP.
DestroyedCatastrophic damage. The GM determines the level of destruction (cinematic explosion vs. survivable wreck).

GMs typically rule "Disabled" first when the party is in the ship — destruction without warning rarely makes for good stories. Save "Destroyed" for enemy ships and the rare narrative gut-punch.

Space environmental hazards

Roll 1d8 when the GM introduces a space hazard mid-combat:

RollHazardEffect
1Asteroid FieldDC 16 Pilot or 2d8 damage; success grants Disadvantage to enemies.
2Debris CloudDC 14 or Disadvantage on attacks next turn.
3Gravity WellDC 18 or lose 1 range category.
4Ion StormDC 15 Engineer check or shields disabled for 1 round.
5MinefieldDC 15 Perception or 3d10 damage.
6Enemy ECMDisadvantage on Pilot and Attack rolls next action.
7Solar FlareDC 15 Constitution save or sensors and weapons disabled for 1 round.
8Boarding PodsDC 15 Pilot at Dogfight range or boarding commences.

Don't roll a hazard every round — once or twice per dogfight is plenty. Hazards exist to spice up an encounter that's settled into a damage-trade rhythm.

Vehicle Combat

Ground vehicles (speeders, walkers, landspeeders) use the same core mechanics as starship combat — same Pilot/Gunner/Engineer/Commander roles, same evasive-maneuver math — with narratively adjusted range categories (street blocks instead of kilometers, canyons instead of debris fields).

Vehicle drivers can be individually targeted with cover bonuses: +2 AC (half cover) or +5 AC (three-quarters cover) depending on the vehicle's design. An open speeder driver is exposed; a turret gunner inside an AT-AT is mostly covered.

Vehicle hazard table (1d8)

RollHazardEffect
1Sharp TurnDC 15 or 1d6 collision damage, lose 1 range.
2Heavy TrafficDC 14 or 2d6 collision damage.
3Collapsed StallDC 14 Dexterity or 1d8 damage, halted for 1 round.
4Narrow PassageDC 16 or 3d6 crash damage.
5Jump / GapDC 15 success clears; failure = 4d6 damage.
6Enemy InterferenceDisadvantage on next Pilot check.
7FireDC 15 or 1d6 fire damage per turn until extinguished.
8Crowd PanicDC 12 or lose 1 range category.

Running a starship encounter

A few practical tips for GMs:

  • Set the stakes upfront. Why does this fight matter? Escape from Imperials? Protect a convoy? Boarding action? The objective shapes how aggressively players play.
  • Use the Long Range escape rule. Letting the players flee successfully is fine — escape is a valid resolution, not a loss.
  • Don't roll hazards until the fight has rhythm. Rolling a hazard on round 1 buries the players before they understand the encounter.
  • Lean on Disabled, not Destroyed. Disabled is a story turn; Destroyed is a TPK. Most starship encounters should end with Disabled and an opportunity for narrative cleanup.

For ship-specific stat blocks beyond the three example ships, build them off the same shape: Size + SIB + HP + Handling. Most published ship roles fit cleanly into the table above.