Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Dark Trooper (Phase I)

    Dark Trooper (Phase I) enemy for SWURPG Dark Troopers (Phase I) represent the Empire’s first successful deployment of fully mechanized shock infantry. Built around a dense combat chassis and encased in Phrik-alloy battle armor, Phase I units are designed to advance under fire, absorb punishment that would annihilate organic soldiers, and bring overwhelming force to bear at close and medium range. They are slow, methodical, and utterly indifferent to morale, pain, or suppression.

    Phase I Dark Troopers are most commonly deployed as internal security enforcers, prototype battlefield assets, or last-resort containment units protecting high-value Imperial installations. Their shields blunt initial assaults, their heavy weapons dominate open spaces, and their reinforced armor offers limited protection even against lightsabers—though not enough to make them invulnerable.

    For Game Masters, Phase I serves as the baseline Dark Trooper model. To represent later iterations, Phase II units typically increase armor protection, shield capacity, and weapon lethality, while Phase III units further enhance durability, add limited shield regeneration or advanced mobility systems, and introduce new battlefield control traits. Rather than subtle refinements, each phase should feel like a clear escalation in Imperial engineering philosophy.

    Each Dark Trooper phase should emphasize inevitability over speed or finesse. Phase II and III units are not meant to outmaneuver heroes, but to outlast them—advancing under fire, denying space, and forcing the party to adapt. Ion weaponry, coordinated tactics, and environmental advantages should feel essential rather than optional when confronting later-phase Dark Troopers.

    In SWURPG, Dark Trooper (Phase I) units should be used in ways that highlight their role in the Imperial war machine. Consider how they enter the scene, what they are protecting, and how they react when the heroes disrupt their orders. They are most effective when placed in appropriate terrain, backed by officers or specialists, and used to create cinematic moments that feel true to the Star Wars universe.

    Recommended Level Range: 5-10  |  Difficulty Rating (DR): 3

    Dark Trooper (Phase I) Stat Block (SWURPG)

    Dark Trooper (Phase I)

    Difficulty Rating (DR): 3
    Type (Size): Droid (Medium)

    Initiative: +3
    AC: 17 (Dark Trooper Plating (Phrik Alloy enhanced))
    HP: 66 (7d12+21)
    Speed: 20 ft.

    Shields: Recharge: none

    Attributes:
    STR 16 (+3), DEX 9 (-1), INT 6 (-2), WIS 10 (+0), CHA 5 (-3)

    Saves: STR +7, DEX +3, CON +6

    Skills: Athletics +7, Perception +4

    Languages: Understands Basic (cannot speak)

    Equipment: Dark Trooper Plating (Phrik Alloy enhanced), DLT-19 Heavy Blaster Rifle, Missile Launcher

    Traits:
    Ion Vulnerability. The dark trooper has Vulnerability to ion damage. In addition, ion damage bypasses any remaining shields and is applied directly to hit points.
    Heavy Combat Frame. The dark trooper has Disadvantage on Dexterity saving throws. In addition, it has Advantage on checks and saving throws made to resist being shoved, knocked prone, or forcibly moved, and it cannot be knocked prone unless the effect explicitly states otherwise.
    Phrik Reinforcement. When the dark trooper takes damage from a lightsaber, reduce the damage by 3 (after shields are depleted). This reduction does not apply to critical hits.
    Relentless Advance. The dark trooper ignores difficult terrain and cannot be slowed. Its speed cannot be reduced below 20 feet.

    Actions:
    DLT-19 Heavy Blaster Rifle (Ranged Weapon Attack) : +3 to hit, range/reach 120 ft, one target. Hit: 9 (2d8) energy damage
    Missile Launcher (Area Weapon Attack) : +3 to hit, range/reach 150 ft, 10 ft radius. Hit: 14 (3d8) energy damage
    Creatures in the area must succeed on a Dexterity saving throw (DC 14) or take full damage, or half damage on a successful save.
    Powered Slam (Melee Weapon Attack) : +7 to hit, range/reach 5 ft, one target. Hit: 9 (1d10+3) kinetic damage

    Dark Trooper (Phase I) in Play

    Dark Troopers advance directly toward objectives, using shields and armor to soak early damage while bringing heavy weapons to bear. They prioritize exposed targets and clustered enemies, using missile fire to break defensive positions before closing distance. They do not retreat unless explicitly ordered and will continue to pursue objectives even when heavily damaged.

    Use Phase I Dark Troopers to anchor encounters and apply pressure rather than overwhelm through numbers. They excel in hangars, corridors, and defensive strongpoints where their durability and firepower force heroes to commit resources, reposition, or exploit weaknesses such as ion weaponry. When shields collapse or armor is breached, describe sparks, scorched plating, and grinding servos to reinforce the sense that the party is slowly dismantling a war machine rather than fighting a living foe.

    Adventure Hooks Featuring Dark Trooper (Phase I)

    To explore more Imperial enemies, return to the Imperial Forces index and expand your roster with additional troopers, specialists, and leaders.