Purge troopers are elite Imperial shock troops trained specifically to hunt and overwhelm Force-sensitive enemies. Equipped with cortosis-woven armor and brutal melee weapons, they are deployed alongside Inquisitors to capture, break, or eliminate Jedi survivors and other Force users. Where Death Troopers operate with precision and coordination, purge troopers are relentless instruments of intimidation and violence.
In SWURPG encounters, purge troopers excel at closing distance, denying mobility, and forcing close-quarters combat. They are designed to pressure Force users directly, resisting control effects and punishing overreliance on powers. A purge trooper encounter should feel oppressive and personal—an enemy that advances without hesitation and refuses to give ground.
In SWURPG, Purge 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: 6-10 | Difficulty Rating (DR): 3.5
Difficulty Rating (DR): 3.5
Type (Size): Humanoid (Medium)
Initiative: +5
AC: 17 (Purge Trooper Armor (+5 AC, +2 max Dex bonus, Resistance to lightsaber damage due to cortosis weave))
HP: 59 (7d12+14)
Speed: 30 ft.
Attributes:
STR 16 (+3), DEX 12 (+1), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 9 (-1)
Saves: STR +6, DEX +4, CON +5, WIS +4
Skills: Athletics +6, Intimidation +4, Perception +4, Knowledge: Tactics +4
Languages: Basic
Equipment: Purge Trooper Armor, Electrostaff, Blaster pistol, Utility Belt, Medpac III, Frag Grenade, Stun Grenade
Alternative Weapon Options:
Ranged: Blaster pistol (standard), Heavy blaster pistol, Blaster carbine
Melee: Electrostaff (standard), Electrobaton, Double-bladed electrostaff, Vibro-axe
Traits:
Force Hunter Conditioning. The purge trooper has Advantage on saving throws against Force powers and other effects that would restrain, paralyze, charm, or frighten it.
Relentless Pursuit. When a creature within 10 feet of the purge trooper uses a movement ability, Force power, or disengages, the purge trooper can immediately move up to half its speed as a reaction.
Intimidating Presence. Enemies within 10 feet of the purge trooper have Disadvantage on the first saving throw they make each round against being frightened.
Extra Melee Attack. The purge trooper can attack twice instead of once when using a melee weapon.
Power Attack. Before making a melee attack, the purge trooper can choose to take a –2 penalty to the attack roll. If the attack hits, it deals +4 bonus damage.
Actions:
Electrostaff
(Melee Weapon Attack)
: +7 to hit,
range/reach 5 ft,
one target.
Hit: 9 (1d10+3) kinetic damage
If the target is a Force user, it must succeed on a DC 12 Constitution saving throw or have Disadvantage on its next Force power attack or save.
Blaster Pistol
(Ranged Weapon Attack)
: +5 to hit,
range/reach 60 ft,
one target.
Hit: 6 (1d10) energy damage
Purge troopers aggressively pursue Force users, using Relentless Pursuit to stay within striking distance and force melee engagements. They favor sustained pressure over clever positioning, trusting their armor and conditioning to carry them through incoming fire. Power Attack is used once the trooper has advantage or when an enemy is pinned or cornered.
In mixed-unit encounters, purge troopers work best alongside stormtroopers or Death Troopers who provide ranged support. They rarely retreat and will fight to the end if defending an Inquisitor, black site, or high-value Imperial objective.
To explore more Imperial enemies, return to the Imperial Forces index and expand your roster with additional troopers, specialists, and leaders.