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)
| Size | Modifier |
|---|---|
| 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
| Ship | Size | SIB | HP | Handling |
|---|---|---|---|---|
| X-Wing (T-65B) | Small | +2 | 45 | +2 |
| YT-1300 Freighter | Medium | +2 | 120 | +0 |
| Imperial Star Destroyer | Gargantuan | +5 | 800 | -2 |
Starship Range Categories
Starship combat uses range bands instead of feet. Most actions modify the band relative to the target.
| Range | Distance | Notes |
|---|---|---|
| Dogfight | 0–500 m | Small craft gain Advantage; large ships suffer Disadvantage. Ramming is possible at this range. |
| Close | 500 m – 2 km | Standard blaster and torpedo range. Tractor beam locks possible. |
| Medium | 2–10 km | Starfighters fire at Disadvantage; heavy weapons fire normally. |
| Long | 10–50 km | Only 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)
| Action | Mechanic |
|---|---|
| Evasive Maneuvers | Pilot check + Handling vs. enemy AC; outcome scales by margin. |
| Increase / Reduce Range | Pilot check + Handling, DC 12–18 depending on situation. |
| Hold Range | Maintain current position relative to target. |
Evasive maneuver results
| Margin | Outcome |
|---|---|
| Fail by 5+ | Botched — enemy gains Advantage on next attack. |
| Fail by 1–4 | Partial — no effect. |
| Success 0–4 | Standard — +2 AC or 1 range band shift. |
| Success 5–9 | Skilled — +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)
| Role | Action |
|---|---|
| Gunner | d20 + Proficiency + Ability Modifier + Weapon Accuracy vs. target's Starship AC. |
| Engineer | d20 + Mechanics; success restores 1d6 + Intelligence modifier HP or Shields. |
| Commander | Grants 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
| Result | Outcome |
|---|---|
| Disabled | Ship drifts without power. Emergency repairs require Mechanics DC 20; success restores 10 HP. |
| Destroyed | Catastrophic 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:
| Roll | Hazard | Effect |
|---|---|---|
| 1 | Asteroid Field | DC 16 Pilot or 2d8 damage; success grants Disadvantage to enemies. |
| 2 | Debris Cloud | DC 14 or Disadvantage on attacks next turn. |
| 3 | Gravity Well | DC 18 or lose 1 range category. |
| 4 | Ion Storm | DC 15 Engineer check or shields disabled for 1 round. |
| 5 | Minefield | DC 15 Perception or 3d10 damage. |
| 6 | Enemy ECM | Disadvantage on Pilot and Attack rolls next action. |
| 7 | Solar Flare | DC 15 Constitution save or sensors and weapons disabled for 1 round. |
| 8 | Boarding Pods | DC 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)
| Roll | Hazard | Effect |
|---|---|---|
| 1 | Sharp Turn | DC 15 or 1d6 collision damage, lose 1 range. |
| 2 | Heavy Traffic | DC 14 or 2d6 collision damage. |
| 3 | Collapsed Stall | DC 14 Dexterity or 1d8 damage, halted for 1 round. |
| 4 | Narrow Passage | DC 16 or 3d6 crash damage. |
| 5 | Jump / Gap | DC 15 success clears; failure = 4d6 damage. |
| 6 | Enemy Interference | Disadvantage on next Pilot check. |
| 7 | Fire | DC 15 or 1d6 fire damage per turn until extinguished. |
| 8 | Crowd Panic | DC 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.