SWURPG
Stormtrooper Captain

Stormtrooper Captain

DR 2

Humanoid · Medium·Recommended levels: 4-8

AC
15(Stormtrooper Armor)
HP
35(5d8+10)
Speed
30 ft
Initiative
+5

Abilities

STR
12
+1
DEX
14
+2
CON
14
+2
INT
12
+1
WIS
11
+0
CHA
13
+1

Saves

  • DEX +4
  • WIS +2
  • CHA +3

Skills

  • Athletics +4
  • Intimidation +5
  • Persuasion +4
  • Perception +3
  • Knowledge: Tactics +4

Languages

  • Basic

Equipment

Stormtrooper ArmorBlaster RifleUtility BeltMedpac IIFrag Grenade

Traits

Squads Commander

Allied stormtroopers and other Imperial trooper units within 30 feet of the captain that can see and hear it gain a +1 bonus to attack rolls with ranged weapons. This bonus stacks with the Squad Leader trait of a nearby stormtrooper sergeant.

Coordinated Volley

Twice per Short Rest, the captain can use a bonus action to command coordinated fire. Up to two allied troopers within 30 feet that can see and hear the captain may each immediately make one ranged weapon attack against a target the captain can see.

Commanding Presence

Allied Imperial troopers within 30 feet of the captain have Advantage on saving throws against being frightened.

Actions

Blaster RifleRanged Weapon Attack
To hit
+5
Range
80 ft
Target
one target
Hit
8 (2d6) energy damage
Rifle ButtMelee Weapon Attack
To hit
+4
Range
5 ft
Target
one target
Hit
4 (1d4+1) kinetic damage

Lore

Stormtrooper captains are hardened field commanders who lead multiple squads of Imperial infantry in high-priority operations, planetary crackdowns, and critical garrison defenses. Unlike rank-and-file stormtroopers, captains combine front-line combat experience with tactical training, making them dangerous both behind a blaster rifle and from the center of a battle line. Their armor is reinforced and marked with distinct officer insignia, and their calm under fire keeps lesser troopers from breaking when the fighting turns against the Empire.

In SWURPG campaigns, a stormtrooper captain serves as a natural mid-tier boss for ground engagements—more durable than a sergeant, more hands-on than a distant admiral. They are the ones barking orders in the hangar as alarms blare, coordinating overlapping fields of fire in a city crackdown, or personally overseeing the transfer of a high-value prisoner. Facing a captain should feel like the moment when a simple skirmish escalates into a full Imperial operation, with reinforcements, strategic positioning, and disciplined tactics all coming into play.

In Play

A stormtrooper captain rarely fights alone. They operate at the center or rear of a formation, using their Squads Commander and Coordinated Volley traits to turn ordinary stormtroopers into a focused, efficient firing line. In open areas, they direct troopers to spread out, use cover, and concentrate fire on the most dangerous hero. In tight corridors, they anchor choke points, falling back in good order rather than allowing the line to collapse. When a sergeant is also present, the captain coordinates with them, using the sergeant to manage a single squad while the captain thinks about the larger battlefield.

In play, use the captain to make Imperial forces feel intelligent and reactive. Have them call for reinforcements, reposition to safer ground when flanked, or order a fighting retreat if the battle clearly turns against them. They may attempt to capture rather than kill valuable targets, especially Force-sensitive heroes or known rebel leaders. A captain who survives an encounter can become a recurring rival, returning later with better intel, more troops, and a personal grudge.

Adventure Hooks

  1. Sector CrackdownA stormtrooper captain is put in charge of suppressing a rebellious district on an occupied world. The heroes must disrupt patrols, rescue targeted civilians, and eventually confront the captain at a fortified command post before the crackdown turns into a massacre.
  2. Codes of CommandThe captain carries encrypted command codes granting access to secure landing pads and shield generators. The heroes are tasked with ambushing the captain’s convoy, stealing the codes, and escaping before Imperial reinforcements can lock down the district.
  3. Last Stand at Dock SevenAs the heroes race to evacuate allies from an Imperial-controlled starport, a stormtrooper captain leads squads to cut off their escape at Dock Seven. The resulting showdown becomes a cinematic set-piece battle with catwalks, cargo crates, and shuttles lifting off under blaster fire.