These rules cover how starship battles and high-speed vehicle chases work in SWURPG. They are designed to feel cinematic while staying tactical and fast to run at the table.
Use this page whenever starfighters dogfight above a battlefield, freighters try to outrun Imperial patrols, or capital ships exchange turbolaser volleys in deep space.
Starships use specialized stats to represent size, maneuverability, structural toughness, and onboard systems.
Starship size affects Armor Class, ease of being hit, handling, and typical hull durability.
Hull Points represent a ship's structural integrity. When a starship is reduced to 0 HP, it becomes disabled or destroyed, depending on its class and the situation (see Outcomes of Combat).
Shields function as temporary hit points. All damage is applied to shields first. Once shields are depleted, damage begins reducing hull HP.
The Handling Bonus reflects a ship's agility and responsiveness. It is added to:
A starship's listed speed is primarily used narratively: it influences whether the GM grants Advantage on attempts to pull away, chase down, or maintain distance. Faster ships are better at increasing or reducing range.
Starship AC represents how difficult a ship is to hit with incoming fire, independent of its shields. Use the following formula:
Starship AC = 10 + Handling Bonus + Size Modifier + Structural Integrity Bonus (SIB)
| Size | AC Modifier | Description |
|---|---|---|
| Tiny | +3 | Escape pods, single-seat speeders; hard to track or hit. |
| Small | +2 | Starfighters, light transports; fast and agile. |
| Medium | +0 | Freighters, patrol ships; balanced profile. |
| Large | −2 | Gunships, assault shuttles; broad target signature. |
| Huge | −4 | Corvettes, heavy freighters; massive, slow targets. |
| Gargantuan | −6 | Capital ships; enormous, easy to hit but resilient. |
| Colossal | −8 | Supercapital ships and dreadnoughts. |
The Structural Integrity Bonus reflects hull design, internal bracing, frame density, and reinforced bulkheads. It is added to AC and helps estimate typical hull durability.
| Ship Model | Class / Type | Size | Base SIB | Typical HP | Notes |
|---|---|---|---|---|---|
| 74-Z Speeder Bike | Speeder | Tiny | 0 | 10 | Lightweight and unarmored; designed purely for speed. |
| Delta-7 Aethersprite | Jedi Starfighter | Small | 1 | 25 | Highly maneuverable, minimal structure, generally unshielded. |
| TIE Fighter (LN) | Starfighter | Small | 0 | 25 | Exposed frame, no shields, weak armor; extremely agile. |
| TIE Interceptor | Starfighter (Elite) | Small | 1 | 30 | Reinforced supports but still fragile. |
| TIE Bomber | Heavy Starfighter | Small | 2 | 45 | Dual-hull pod with heavier armor around the cockpit. |
| TIE Advanced x1 | Prototype Starfighter | Small | 2 | 50 | Reinforced plating and limited shielding. |
| TIE Defender | Elite Starfighter | Small | 2 | 60 | Heavy armor and deflectors; built for survivability. |
| A-Wing | Interceptor | Small | 1 | 25 | Extremely fast but fragile. |
| X-Wing (T-65B) | Multirole Starfighter | Small | 2 | 45 | Durable and balanced; excellent all-rounder. |
| Y-Wing | Heavy Bomber | Small | 2 | 55 | Heavy armor and slow; built for durability. |
| U-Wing (Standard) | Medium Transport / Gunship | Medium | 2 | 80 | Balanced between armor, cargo, and troop transport. |
| Lambda-Class Shuttle | Medium Transport | Medium | 2 | 100 | Durable and stable frame; standard Imperial shuttle. |
| Sentinel-Class Shuttle | Heavy Transport | Medium | 3 | 120 | Military hull with thickened plating. |
| YT-1300 Freighter | Freighter | Medium | 2 | 120 | Compartmentalized cargo hull with solid integrity. |
| YT-2400 Freighter | Heavy Freighter | Medium | 3 | 150 | Thicker plating and sturdier frame than the YT-1300. |
| VCX-100 "Ghost" | Gunship Freighter | Medium | 3 | 150 | Rugged, modular hull; highly resilient. |
| LAAT/i Gunship | Assault Dropship | Large | 3 | 180 | Heavily armored for close-ground support. |
| Havoc Marauder | Tactical Gunship | Large | 3 | 190 | Clone-era dropship with reinforced core structure. |
| Gozanti-Class Cruiser | Light Transport / Escort | Large | 3 | 200 | Durable hauler with military-grade plating. |
| CR90 Corvette | Corvette / Escort Frigate | Huge | 3 | 250 | Multi-deck hull with heavy bracing. |
| Raider-Class Corvette | Imperial Corvette | Huge | 3 | 240 | Slim design but strong durasteel structure. |
| Nebulon-B Frigate | Frigate | Huge | 3 | 280 | Modular hull with redundancies for damage control. |
| Arquitens Light Cruiser | Cruiser | Huge | 4 | 320 | Optimized armor and strong internal bulkheads. |
| Venator-Class Star Destroyer | Destroyer | Gargantuan | 4 | 500 | Dual-hull design with excellent damage tolerance. |
| Victory-Class Star Destroyer | Destroyer | Gargantuan | 4 | 600 | Thicker, denser armor than the Venator. |
| Imperial I-Class Star Destroyer | Capital Ship | Gargantuan | 5 | 800 | Massive armor plating and extreme redundancy. |
| Mon Calamari Star Cruiser (MC80) | Capital Ship | Gargantuan | 5 | 850 | Bioengineered hull with self-repairing structure. |
| Lucrehulk Battleship | Command Ship | Gargantuan+ | 5 | 900 | Incredibly dense frame with near-impervious armor. |
| Executor-Class Dreadnought | Supercapital | Colossal | 6 | 1500 | Multi-core substructure and enormous armor layers. |
| Starship Type | Size | Handling Bonus | Notes |
|---|---|---|---|
| TIE Fighter | Small | +2 | Basic Imperial precision cannons with manual targeting. |
| X-Wing / Republic Starfighter | Small | +2 | Advanced targeting computer and gyro-stabilized fire control. |
| Z-95 Headhunter | Small | +1 | Older systems with less efficient fire calibration. |
| Blaster Shuttle / Civilian Transport | Medium | +0 | Manual turret control and low-end optics. |
| YT-1300 Freighter | Medium | +0 | Military-grade quad turret optics, gyro-linked gunnery. |
| YT-2400 Freighter | Medium | +1 | Refined freighter with an upgraded targeting package. |
| Assault Gunship / LAAT | Large | −1 | Stabilized turrets and assisted targeting systems. |
| CR90 Corvette | Huge | −2 | Dedicated fire control crew with long-range optics. |
| Nebulon-B Frigate | Huge | −3 | Multiple gunners with linked targeting arrays. |
| Imperial Star Destroyer | Gargantuan | −2 | Heavy sensor arrays and an advanced targeting network. |
| Trade Federation Battleship | Gargantuan | −4 | Droid-managed precision targeting with redundant systems. |
| Ship Name | [Name] | Model | [Model] |
|---|---|---|---|
| Class | [Class] | Size | [Size] |
| Crew | [Crew Composition] | Passengers | [Passengers] |
| Length | [Length in meters] | Speed | [Slow / Standard / Fast / Very Fast] |
| Structural Integrity Bonus | Handling Bonus | Size Modifier | Armor Class | Hull Points (HP) |
|---|---|---|---|---|
| [SIB] | [Handling] | [Size Mod] | [AC] | [HP Max] |
| Max Shields | Current Shields | Temporary Shields |
|---|---|---|
| [Max Shields] | [Current] | [Temp] |
| Weapon | Attribute | Range Band | Accuracy Modifier | Damage |
|---|---|---|---|---|
| [Weapon Name] | [DEX / INT] | [Dogfight / Close / Medium / Long] | [Acc Mod] | [Damage Dice] |
| Hyperdrive | [Rating or βNoneβ] |
|---|---|
| Sensors | [Short / Medium / Long] |
| Navigation System | [Basic / Standard / Advanced / Limited] |
| Tractor Beam | [Yes / No] |
| Special Conditions |
|
Players can use this Google Sheet to track and manage starship statistics during gameplay, including hull, shields, weapons, handling, and system conditions. Just copy the sheet to be able to edit it.
Each starship acts once per round. The crew act on the ship's initiative; crew members do not roll their own initiative.
To determine starship initiative, roll:
Starship Initiative = d20 + 20 + Pilot's Initiative Bonus + Handling Bonus
The flat +20 keeps starship combat clearly separated from ground combat on the same initiative track. If you are not mixing the two, you can ignore the +20 and treat this as a normal initiative roll with a Handling bonus.
Type: Pilot Action (Defensive)
Roll: Pilot check + Handling Bonus
Purpose: Avoid incoming fire and stay alive; you are focusing on agility, not changing distance.
Restriction: You cannot change range when taking this action.
| Roll Result | Outcome | Effect | Example |
|---|---|---|---|
| Fail by 5 or more | Botched Maneuver | No AC bonus. One enemy of the GM's choice gains Advantage on their next attack against you. | The freighter over-rolls through debris, exposing its flank to enemy fire. |
| Fail by 1β4 | Partial Failure | You steady the ship but fail to juke incoming shots. No bonuses or penalties. | The pilot banks late, avoiding a collision but staying in the enemy's sights. |
| Success by 0β4 | Standard Evasion | You gain +2 AC until your next turn and impose Disadvantage on one enemy's next attack against you. | A Y-Wing weaves through laser fire, forcing a pursuing fighter to misjudge its next burst. |
| Success by 5β9 | Skilled Evasion | You gain +4 AC and impose Disadvantage on all attacks made against you until your next turn. | The smuggler corkscrews through blaster fire, every shot going wide. |
| Success by 10 or more | Ace Maneuver | You gain +4 AC, impose Disadvantage on all attacks, and force one enemy pilot to make a Pilot check (DC = your roll) or lose 1 range category away from their desired position. | The ace pilot spins through wreckage, shaking one pursuer completely. |
Type: Pilot Action (Positional)
Roll: Pilot check + Handling Bonus
DC: Typically 12β18, depending on clutter, gravity wells, traffic, and similar conditions (set by the GM).
Before rolling, the pilot declares one of the following:
| Roll Result | Outcome | Effect | Example |
|---|---|---|---|
| Fail by 5 or more | Botched Maneuver | You drift the wrong way. The enemy controls range and moves 1 category in their favor. | A freighter pilot tries to break away but clips debris, slipping from Medium to Close range instead. |
| Fail by 1β4 | Partial Failure | No change in distance. Engines strain or the maneuver stalls. | A TIE fighter pushes its thrusters but the freighter jukes; the range holds steady. |
| Success by 0β4 | Standard Maneuver | You shift 1 range category as declared. | A Y-Wing closes from Medium (2β10 km) to Close (500 mβ2 km), bringing its torpedoes into optimal range. |
| Success by 5β9 | Skilled Maneuver | You shift 1 range category and gain +2 AC until the start of your next turn or impose Disadvantage on one foe's next Pilot check (your choice). | A TIE Bomber speeds ahead, shaking a pursuing fighter in ion exhaust as it widens to Medium range. |
| Success by 10 or more | Ace Maneuver | You either shift 2 range categories or shift 1 category and impose Disadvantage on one enemy's next attack and Pilot check. | An A-Wing dives from Long range straight into a Dogfight, forcing the enemy to scramble. |
| Range Category | Approximate Distance | Combat Characteristics | Typical Actions and Effects |
|---|---|---|---|
| Dogfight | 0β500 meters | Close pursuit and extreme maneuvers. Ships are in visual range, often overlapping flight paths. |
Small craft gain Advantage on attacks. Large ships have Disadvantage on attacks due to turret arc limits. Ramming and boarding attempts are possible. Successful break-away maneuvers can move a ship to Close Range. |
| Close Range | 500 meters β 2 kilometers | Standard starfighter and light cannon range. |
Blaster cannons, turrets, and ion cannons operate normally. Proton torpedoes and missiles can fire without penalty. Tractor beams can attempt to lock on (Pilot DC 14 to resist). |
| Medium Range | 2β10 kilometers | Ideal for heavier weapons and slower ships. |
Starfighters typically attack at Disadvantage (beyond their ideal range). Heavy weapons and turbolasers operate normally. Pilots frequently attempt range changes to close or escape. |
| Long Range | 10β50 kilometers | Extreme range where only large ship batteries, longblasters, and missiles are reliable. |
Most starfighters cannot hit effectively (Disadvantage or no target lock, GM discretion). Heavy and capital ship weapons function normally. A ship that maintains Long Range for 3 consecutive rounds can successfully retreat. |
Starship attacks use the following formula:
Starship Attack Roll = d20 + Proficiency Bonus + Ability Modifier (Dexterity or Intelligence) + Weapon Accuracy Modifier
Dexterity is common for live pilots manually firing weapons. Intelligence may apply when using highly automated targeting suites or firing from a command console, at the GM's discretion.
| Starship Type | Size | Weapon Accuracy Modifier | Notes |
|---|---|---|---|
| TIE Fighter | Small | +1 | Basic Imperial precision cannons with manual targeting. |
| X-Wing / Republic Starfighter | Small | +2 | Advanced targeting computer and auto-gyro fire control. |
| Z-95 Headhunter | Small | +1 | Older systems with less efficient fire calibration. |
| Blaster Shuttle / Civilian Transport | Medium | +0 | Manual turret control and low-end optics. |
| YT-1300 Freighter | Medium | +1 | Military-grade quad turret optics and gyro-linked gunnery. |
| YT-2400 Freighter | Medium | +1 | Refined freighter with improved targeting. |
| Assault Gunship / LAAT | Large | +1 | Stabilized turrets and assisted targeting systems. |
| CR90 Corvette | Huge | +2 | Dedicated fire control crew and long-range optics. |
| Nebulon-B Frigate | Huge | +2 | Multiple gunners with linked targeting arrays. |
| Imperial Star Destroyer | Gargantuan | +3 | Heavy sensor arrays and an advanced targeting control network. |
| Trade Federation Battleship | Gargantuan | +3 | Droid-managed precision targeting with redundant systems. |
Type: Engineer Action
Roll: d20 + Mechanics (Intelligence)
The GM sets the DC based on conditions and damage. On a success, choose one:
An engineer rolls a total of 16 on Mechanics against DC 14 while working in a freighter's engineering bay, restoring 5 shield points to bring the ship back into the fight.
Type: Leader / Captain Action
Skills: Persuasion, Intimidation, or Knowledge: Tactics (GM discretion)
A leader or captain who is not already using their action to pilot, gun, or conduct repairs can issue commands.
The commander barks a firing solution to the gunner, using Knowledge: Tactics. On a success, the gunner gains Advantage on their next attack roll.
Starship combat is structured but flexible, allowing you to describe cinematic maneuvers while keeping the round order clear.
Situation: A TIE Interceptor is chasing a YT-1300 freighter at Close Range.
After all ships act, a new round begins and initiative order repeats.
Once a ship's shields reach 0, all further damage is applied directly to hull HP. Shields remain offline until restored by an engineer or other effect.
When a ship is reduced to 0 HP but not immediately destroyed, the crew may attempt emergency repairs:
Example: A freighter reduced to 0 HP is disabled. The engineer rushes to reroute power and stabilize the core. On a successful Mechanics check, the ship limps away from the battlefield with 10 HP, while the crew argues about which system to fix next.
A ship can retreat from combat if it maintains Long Range for 3 consecutive rounds without enemy ships successfully closing the distance. At that point, it is considered to have escaped the immediate encounter.
Speeders, swoops, ground vehicles, and airspeeders use the same core structure as starships.
Many vehicles leave the driver partially exposed. Against such vehicles, attackers may choose to target:
If the driver is incapacitated, the vehicle may crash or coast out of control, depending on speed and environment (GM adjudication).
Starship and vehicle battles often take place in dangerous environments. Use these hazard tables to quickly add tension and consequences.
| d8 | Hazard | Effect |
|---|---|---|
| 1 | Asteroid Field | Pilot DC 16 or the ship takes 2d8 hull damage. On a success, attackers suffer Disadvantage on attacks against that ship until the start of its next turn. |
| 2 | Debris Cloud | Pilot DC 14. On a failure, the ship has Disadvantage on all attacks until its next turn due to dust, scrap, and sensor noise. |
| 3 | Gravity Well | Pilot DC 18 or the ship loses 1 range category toward the gravity source (pulled closer or away, depending on context). |
| 4 | Ion Storm | Engineer DC 15. On a failure, the ship's shields are disabled for 1 round. |
| 5 | Minefield | Perception DC 15 to detect in time. On a failure, the ship triggers a mine and takes 3d10 damage. |
| 6 | Enemy ECM | Target ship suffers Disadvantage on its next Pilot check or Attack roll (GM chooses based on situation). |
| 7 | Solar Flare | All ships in the affected area must succeed on a Constitution saving throw (DC 15) or have sensors and weapons disabled for 1 round. |
| 8 | Boarding Pods | If at Dogfight range, hostile troops attempt to board. The defending pilot can attempt a Pilot check (DC 15) to evade. On a failure, boarding actions begin. |
| d8 | Hazard | Effect |
|---|---|---|
| 1 | Sharp Turn | Pilot DC 15 or the vehicle loses 1 range category and takes 1d6 collision damage from scraping walls, barriers, or other obstacles. |
| 2 | Heavy Traffic | Pilot DC 14. On a failure, the vehicle collides with another vehicle or obstruction for 2d6 damage. |
| 3 | Collapsed Stall / Debris | Dexterity saving throw DC 14. On a failure, the vehicle takes 1d8 damage and its movement halts for 1 round. |
| 4 | Narrow Alley / Tunnel | Pilot DC 16. On a failure, the vehicle crashes and takes 3d6 damage; the GM may also impose conditions such as being stuck or flipped. |
| 5 | Ramp / Gap Jump | Pilot DC 15. On a success, the vehicle clears the hazard. On a failure, the chase ends for that vehicle or it crashes, taking 4d6 damage. |
| 6 | Enemy Trick | An opponent drops smoke, oil, caltrops, or similar interference. The target has Disadvantage on its next Pilot check. |
| 7 | Fuel Spill Fire | Pilot DC 15. On a failure, the vehicle catches fire and takes 1d6 fire damage at the start of each of its turns until the flames are extinguished. |
| 8 | Crowd Panic | Pilot DC 12. On a failure, the vehicle is slowed as bystanders scatter, and it loses 1 range category. |
Use these rules alongside the core Combat System to run cinematic dogfights, tense escapes, and desperate last stands in the void of space or the streets of a crowded city.