The Galactic Empire doesn’t “keep the peace” — it enforces compliance. Imperial forces are the visible edge of that machine: stormtrooper patrols on occupied streets, scanners at starports, garrisons on “pacified” worlds, and rapid-response teams that arrive the moment someone gets brave. In SWURPG, Imperial enemies aren’t just targets — they’re the pressure of an entire regime bearing down on the party.
Imperial units shine when you want encounters to feel disciplined, coordinated, and relentless. Even basic troopers fight like they’ve trained together: they hold angles, cover each other, and push the heroes into bad decisions. Officers and specialists amplify this with command authority, suppression tactics, and mission-first brutality. If underworld enemies win with ambush and leverage, Imperials win with doctrine, structure, and escalation.
“Imperial forces” is an umbrella: stormtrooper corps, Army troopers, scouts, security bureaus, and specialized detachments attached to sector fleets. Depending on era and sector, you might see clean parade-ground armor on a Core World — or battered troopers with improvised plating on the Outer Rim. The mission is always the same: control movement, control information, control fear.
Common Imperial forces you can drop into any campaign:
Imperial forces are at their deadliest when they act like a system. They don’t charge — they advance. They don’t guess — they scan. They don’t “lose” — they fall back and return with more troops. Play them like professionals and your table will feel the Empire instantly.
DR tells you how dangerous a single enemy is in combat — but with Imperials, coordination is the hidden multiplier. A few low-DR troopers can become nasty if they hold a chokepoint, focus fire, and fight under an officer’s command aura. Use DR to set the baseline threat, then use positioning and reinforcement pressure to make the Empire feel like the Empire.
Current roster breakdown: 0.25: 2 | 0.5: 2 | 1-2: 5 | 3-5: 5 | 6+: 3
Browse all available SWURPG Imperial enemy stat blocks below. Each page includes a full stat block, equipment, traits, actions, tactics for running the unit at the table, and adventure hooks you can plug into your story immediately.
| Enemy | DR | Designed For | Tags |
|---|---|---|---|
| Imperial Scientist | 0.25 | 1-4 | imperial, support, non-combatant, scientist |
| Imperial Technician | 0.25 | 1-4 | imperial, support, non-combatant, technician |
| Scout Trooper | 0.5 | 2-5 | imperial, trooper, scout, ranged, stealth |
| Stormtrooper | 0.5 | 1-4 | imperial, trooper, standard, ranged |
| Stormtrooper Sergeant | 1 | 3-6 | imperial, trooper, leader |
| Heavy Trooper | 1.5 | 3-7 | imperial, trooper, heavy, autofire, suppression |
| ISB Agent | 2 | 4-8 | imperial, elite, intelligence, isb, investigator |
| Imperial Officer (Lieutenant–Commander) | 2 | 4-8 | imperial, leader, officer, commander |
| Stormtrooper Captain | 2 | 4-8 | imperial, trooper, leader, officer |
| Dark Trooper (Phase I) | 3 | 5-10 | imperial, droid, elite, dark-trooper, heavy-infantry, shock-unit |
| Storm Commando | 3 | 5-9 | imperial, trooper, commando, elite, stealth, infiltration |
| Purge Trooper | 3.5 | 6-10 | imperial, elite, purge, anti-force, melee |
| Death Trooper | 4 | 6-10 | imperial, trooper, elite, death-trooper, black-ops, grenadier |
| Imperial General | 5 | 8-16 | imperial, leader, commander, elite, non-force |
| Inquisitor | 6 | 8-16 | imperial, elite, force-user, inquisitor, lightsaber |
| Imperial Fleet Admiral | 7 | 10–18 | imperial, leader, admiral, fleet admiral, commander, boss, campaign villain |
| Imperial Grand Admiral | 9 | 13–20 | imperial, leader, grand admiral, commander, boss, campaign villain |
Imperial encounters pair perfectly with infiltration missions, prison breaks, extraction runs, and “we have five minutes before the whole base knows.” Mix Imperials with local security, droids, and underworld factions to make the galaxy feel alive — and to remind the party that the Empire doesn’t operate alone.