
Dark Trooper (Phase I)
DR 3Droid · Medium·Recommended levels: 5-10
Abilities
Saves
- STR +7
- DEX +3
- CON +6
Skills
- Athletics +7
- Perception +4
Languages
- Understands Basic (cannot speak)
Equipment
Traits
The dark trooper has Vulnerability to ion damage. In addition, ion damage bypasses any remaining shields and is applied directly to hit points.
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.
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.
The dark trooper ignores difficult terrain and cannot be slowed. Its speed cannot be reduced below 20 feet.
Actions
Lore
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 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
- Prototype Containment — A Phase I Dark Trooper is activated as part of an emergency lockdown in a research facility. The heroes must disable or bypass it before the station’s self-destruct sequence completes.
- Hangar Interdiction — As the heroes attempt to escape an Imperial base, a Dark Trooper deploys into the hangar, sealing exits and turning the open space into a killing ground.
- Silent Guardian — An abandoned Imperial outpost appears deserted—until a Phase I Dark Trooper reactivates to defend classified cargo still locked in its vault.