Heavy troopers are Imperial infantry specialists equipped to dominate the battlefield through raw firepower and intimidation rather than precision. Wearing standard stormtrooper armor and trained extensively in its use, they are trusted to hold chokepoints, clear corridors, and pin enemy forces in place while other Imperial units maneuver. Their presence signals escalation: what was once a skirmish has become a suppression operation.
In SWURPG encounters, heavy troopers change how players move and think. Their autofire attacks punish clustering, while suppressive fire limits offensive momentum and forces heroes to seek cover or reposition. Though slower and less flexible than standard troopers, heavy troopers thrive in defensive positions, urban environments, and tight corridors where their area attacks can control space. They are not subtle, but they are brutally effective at shaping the flow of combat.
In SWURPG, Heavy Trooper 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: 3-7 | Difficulty Rating (DR): 1.5
Difficulty Rating (DR): 1.5
Type (Size): Humanoid (Medium)
Initiative: +2
AC: 15 (Stormtrooper Armor)
HP: 26 (4d8+8)
Speed: 25 ft.
Attributes:
STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 10 (+0), CHA 9 (-1)
Saves: STR +4, CON +4
Skills: Athletics +4, Perception +2
Languages: Basic
Equipment: Stormtrooper Armor, Light Repeating Blaster, Utility Belt, Medpac I
Traits:
Armor Training. While wearing armor, the heavy trooper gains a +1 bonus to AC. This bonus is already included in the heavy trooper’s Armor Class.
Suppressive Fire. As an action, when using autofire mode, the heavy trooper lays down suppressive fire in a 20-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + proficiency bonus + Dexterity modifier) or suffer Disadvantage on its next attack roll before the heavy trooper’s next turn.
Actions:
Light Repeating Blaster (Autofire)
(Area Weapon Attack)
: +2 to hit,
range/reach 20 ft cone or 2x2 squares,
all creatures in area.
Hit: 9 (2d8) energy damage
Autofire. The heavy trooper targets a 2x2-square area and makes a single attack roll at a −5 penalty, comparing the result to the AC of each creature in the area. If the heavy trooper uses its movement to brace the weapon, the penalty is reduced to −2.
Heavy troopers prefer to anchor an engagement rather than chase targets. They advance slowly, bracing their repeating blasters to maximize accuracy before unleashing autofire into clustered enemies. When defending a position, they focus on chokepoints, corridors, and open approaches where their suppressive fire can limit enemy options.
In mixed-unit encounters, heavy troopers work best behind or alongside stormtroopers and sergeants, who screen them from melee threats and call out priority targets. A smart heavy trooper will use Suppressive Fire early to blunt the party’s offense, then follow up with braced autofire to punish anyone who fails to reposition. If isolated or flanked, they fall back methodically rather than turning to reckless aggression.
To explore more Imperial enemies, return to the Imperial Forces index and expand your roster with additional troopers, specialists, and leaders.