As in most Total Conversions, Troopers introduces both brand-new and modified gaming scenarios — referred to as “gametypes” — to supplement its new weaponry and battlefields. These gametypes provide for as rich a gaming experience as possible, while simultaneously incorporating variety and atmosphere into the equation. As Troopers is very much a team-oriented modification, its three gametypes are designed for team play. In all in-game encounters, the Imperial Forces will always be battling against the Rebel Alliance. The former will always play with cobalt banners, while the latter will fight behind crimson colors. It is important to remember that visual delineation between Imperial and Rebel players is based solely upon model and general look; clothing color does not reflect a player’s team orientation. That stated, all friendly players will appear with color-coded brackets on the HUD (should the option be selected), and all enemies will appear with blue target brackets.

Objective Match (OBJ)

Based on the fundamentally basic concept of attack and defense, Objective Match is a broad category of gameplay with unique possibilities that vary from map to map. While the mechanics of the gametype are relatively simple, their individual complexities within the game are left up to the mapmaker to design. In its most basic form, and Objective Match would consist of either team attacking one objective while defending another; a typical map, however, could have an unlimited number of multi-tiered objectives per team. While the objective of one team may be the prevention of that of the other, this is not always the case. The Imperial team could have a completely separate objective set from the Alliance; interaction between the two forces would then come in acts of prevention of enemy victory.

There are two primary types of goals in Objective Match: "use" objectives and "destroy" objectives. The first, "use" objectives, involve approaching the target, standing completely still, and pressing the "use" key. Once the key is pressed, the player must wait for a timer to elapse while the specified task is being completed — tasks such as stealing information or hacking a door lock. During this period of time, the player may not move, look around, or fire, and must therefore rely upon the protection of teammates for survival and completion of the objective. The other objective type is the "destroy" objective, which involves the destruction of objects ranging from computer terminals to starfighters. In almost all cases, the objects to be destroyed are able to sustain a high amount of damage, and so will not be susceptible to stray shots. Only concentrated, sustained attacks on these objectives may yield the desired results.

Some objectives are multi-tiered, and so may take several steps to complete. For instance, One task may involve the stealing of plans from a source and their subsequent downloading into a destination system; only once both tasks are completed in their proper order would the objective be marked as complete. Some objectives can be retaken by the enemy once the player's team has captured them, and are marked as such by their green Objective ID's. Objectives that must still be taken are marked as light blue, and those that have been successfully completed and are not in danger of being recaptured are marked as grey. To see the current status of all map objectives, the player can, at any time, enter into the Escape menu and click the Objectives button for a full readout.

Objective Match introduces a new combat element into Troopers: the Weariness Factor. Designed to negate the benefits of rush-style gameplay, Weariness comes into play when a member of a team either dies or kills an enemy player, lowering or raising his team's Weariness level. Displayed as a brightening or fading of a team's logo on the score HUD panel, Weariness affects the speed and ease with which objectives can be taken. A weary team, represented to all players with a faded team logo, will lose much of its defensive capabilities. It is therefore recommended to the player to remember the importance of survival; the better one is at staying alive and slaying others, the more beneficial he or she is to the team as a whole.

Scoring in Objective Match is based on point depletion; both teams start out with a pre-defined number of points per map, and, depending on the map and the objectives, both the passage of time and the loss of objectives can cause a team to lose those points incrementally. The first team to reach a score of 0 loses the match.

Individual scoring in Objective Match is similar to that of TDM, with two added benefits: first, the player receives extra points for killing an enemy close that is close to an objective. Second, when the player has a direct influence on a loss of enemy points (i.e. the player captures or destroys an objective), he or she receives one-tenth of the total point loss back in personal scoring.

Capture the Flag (CTF)

Aside from the method of weaponry selection that is used in both Capture the Flag and Team Deathmatch — details of which can be found in the Weaponry section — there is one primary difference between the rulesets of Troopers CTF and Unreal Tournament 2004 CTF: the lack of translocators in Troopers. Replacing the ability to drop the flag by translocating away from it and allowing another team member to pick it up, a keybind has been added to the Troopers controls listing for the purpose of flag passing. Flag passing can be used to great advantage in certain maps if done correctly; the flag can be tossed over barriers or from upper to lower levels with far greater speed than if the carrier were to run down to the same position. A skilled flag passer could cross gaps with throwing that could shave second after second off of capture times.

Team Deathmatch (TDM)

Troopers Team Deathmatch is identical to UT2004 TDM, with three exceptions. The first is team setup: the Imperial Forces will always be battling the Rebel Alliance. The second is spawn logic: when respawning, a player will always spawn as close as possible to a group of friendly teammates, unless there are too many enemies nearby. Finally, there are no pickups in a Troopers Team Deathmatch game. Players have to make due with the weaponry that they select upon spawning and with what they can salvage from fallen friends and foes.

There is no FFA/Deathmatch gametype in Troopers.

A Note on Teamkilling

There are two methods used in Troopers: Dawn of Destiny to discourage team killing. The first is an option to mirror inflicted friendly-fire damage. This option reduces the health of the shooter by a percentage of the damage done to teammates, diminishing the shooter’s health at a rate proportional to that of the friendly target. The percentage can be set by the server, up to 200% of the total damage inflicted. The second option for discouraging team killing is the option “Kill Team Killers.” While active, killing a teammate results in the killer dying instantaneously. No matter how much health the killer has when he or she disposes of a teammate, the killer will die. The result is a punishment of team killers who shoot teammates when their health is low; should Mirror Damage be enabled, the teammate’s death may not necessarily result in the death of the shooter. “Kill Team Killer” allows for such contingencies.