SWURPG
Dark Trooper Phase II

Dark Trooper Phase II

DR 6

Droid · Large·Recommended levels: 11-13

AC
18(Durasteel Beskar-Alloy Plating (heavy combat armor))
HP
78(12d12)
Speed
30 ft
Initiative
+2

Abilities

STR
18
+4
DEX
14
+2
INT
10
+0
WIS
12
+1
CHA
8
-1

Saves

  • STR +8
  • DEX +6
  • WIS +4

Skills

  • Athletics +8
  • Intimidation +3
  • Perception +4

Languages

  • Binary

Equipment

Arm-mounted heavy assault blasterIntegrated jump-packPlasma vibrobayonet

Traits

Ion Vulnerability

The Dark Trooper has Vulnerability to ion damage. If it takes any ion damage, it must succeed on a DC 16 WIS saving throw or become Disabled (incapacitated, speed 0) until the end of its next turn.

Reinforced Plating

The Phase II's beskar-alloy plating grants Resistance to bludgeoning, slashing, and energy damage. It is also Immune to weapon attacks that deal less than 6 damage in a single hit (the strike glances off without effect).

Jetpack Maneuvering

While airborne, the Phase II does not provoke opportunity attacks when moving. It has a flying speed of 60 ft via integrated jump-pack.

Brute Hover-Charge

Once per short rest, the Phase II may use its jet-pack to charge in a straight line up to 60 feet. Every creature in its path must succeed on a DC 16 DEX saving throw or take 26 (6d6+5) bludgeoning damage and be knocked Prone. Creatures who succeed take half damage and are not knocked prone.

Actions

Arm-Mounted Heavy BlasterRanged Weapon Attack
To hit
+9
Range
100 ft
Target
one target
Hit
18 (3d8+5) energy damage
Plasma Bayonet LungeMelee Weapon Attack
To hit
+9
Range
5 ft
Target
one target
Hit
18 (3d8+5) piercing damage plus 3 (1d6) fire damage
Concussive StompAction

The Phase II slams the ground with full chassis weight. Every creature within 5 feet must succeed on a DC 16 STR saving throw or take 14 (2d8+5) bludgeoning damage and be knocked Prone. Creatures who succeed take half damage and are not knocked prone.

Lore

Dark Trooper Phase II represents the Galactic Empire's most ambitious foray into autonomous heavy infantry. Developed in secret by Imperial scientists working from forbidden Sith-era schematics combined with beskar-alloy metallurgy, the Phase II was meant to bridge the gap between disposable stormtroopers and the truly devastating Phase III prototype.

A Phase II is huge, brown-armored, slow-moving on the ground but lethal in jet-pack flight. Its integrated heavy blaster could level a small Rebel outpost in minutes; its plasma vibrobayonet — extended from the weapon arm — is intended for the moments when the target gets too close to shoot at safely. The unit is most famous for its appearance during the operation aboard the supply ship Quasar Fire, where a small squad killed nearly two-dozen Imperial dissidents before standing down.

In SWURPG encounters, Phase IIs are a tier-defining threat. Their Reinforced Plating immunity to attacks below 6 damage means most baseline weapons simply don't work — the party will have to use crits, focused fire, or specialized weapons. They reward parties that have invested in upgrades and punish parties that haven't.

In Play

Phase IIs move with deliberate inevitability. They prefer to engage at range with the arm-mounted blaster, only closing when their target is wounded or pinned. The jet-pack is reserved for repositioning when the situation demands it — flanking a party that has taken cover, or pursuing a fleeing target across open terrain.

At the table, the Phase II should feel oppressive. Its footsteps shake loose dust from ceilings. Its blaster fire leaves scorch marks in walls. When the party finally lands a hit, narrate the armor absorbing most of the strike — 'the bolt sparks off matte-brown plating' — to emphasize the resistance trait. Reward the players who pulled out a crit or a high-damage weapon: their hit *actually* lands and the armor cracks. The tactical lesson is that big damage matters more than many small hits.

Adventure Hooks

  1. Black SiteAn Imperial research facility on a remote moon is testing Phase II prototypes. The party is asked to retrieve research data — or sabotage the program before the Empire produces them in bulk.
  2. Cargo ManifestA freighter heading to a known Imperial weapons depot lists three cargo crates of suspicious mass. The party intercepts at hyperspace exit — and finds those crates contain Phase II units already on standby.
  3. The Lone SurvivorAn old Rebel veteran tells the party of a Phase II Dark Trooper that he escaped from a decade ago. It is still patrolling the abandoned facility where his squad died. He wants it destroyed — and his squad's data recorder retrieved.
  4. Surplus JobA reformist faction within a planetary government is willing to pay handsomely to remove a Phase II that has been 'gifted' to them by an Imperial liaison and is now too tightly attached to the governor's office to remove diplomatically.