The professional on your trail
Most of the hunters chasing your party through the galaxy aren't legends in beskar. They're professionals — licensed members of the Bounty Hunters' Guild, the fraternity that posts the contracts, vets the hunters, and takes a cut of every credit. A Guild hunter finds people who don't want to be found, takes them alive when the puck says alive, and keeps a reputation clean enough to keep the work coming. The whole faction is live now — six stat blocks, TR 2 to 7.






Meet the crew
A hunt is a team sport, and the Guild fields a role for every part of it:
- Guild Skiptracer (TR 2) — the tracker. Works chain codes and docking logs, plants a homing beacon, and lets the mark lead the way. Dangerous for what it finds, not what it fires.
- Guild Enforcer (TR 3) — the capture muscle. Net gun, stun baton, binders; trained to put a struggling, dangerous target on the deck without a killing blow.
- Guild Marksman (TR 4) — overwatch. Dictates the fight from a rooftop, calls targets for the crew, and can put a bolt through a runner's leg instead of its spine when the contract says alive.
- Guild Gunslinger (TR 5) — twin heavy blasters and a duelist's nerve. The loud option, for the contract where "alive" has quietly dropped off the puck.
- Guild Agent (TR 6) — the broker. Posts the job, marks the target, buys the leverage, and turns a room of hired hunters into a single coordinated weapon. Never fires a shot; never has to.
- Veteran Bounty Hunter (TR 7) — the apex of the trade. Works alone or leads a crew, carries a carbine for a live mark and a disintegrator for a dead one, and is already a step ahead of wherever your party thinks it's running.
Hunt them, race them, or hire them
Here's what makes the Guild different from a syndicate: they're guns for hire, not villains. Every block is written to run three ways, so one faction covers a lot of table:
- You are the bounty. Someone put a price on the party, and a Guild crew is working the contract — tagging them, tracking them, taking them alive one at a time on ground of its choosing.
- The rival crew. The party and a Guild crew are after the same mark, and the puck says alive. It's a race with guns, not a fight to the death — whoever cuffs the target first gets paid.
- The hired guns. The party needs a mark found or taken alive and can't risk a kill. The Guild will do it, for a cut — the question is whether the crew stays bought when a better offer comes in on the same head.
Built to take you alive
The mechanics lean into the capture-alive half of the trade, so a Guild fight is about conditions, not just damage. The Enforcer's net and the Skiptracer's whipcord Restrain a runner; the Veteran carries a Carbonite Projector to put a beaten mark on ice for delivery. A hunter holding fire to take someone alive is a very different threat than one shooting to kill — and it opens doors a straight firefight doesn't. They're kitted throughout from The Bounty Hunter's Code, and the Running the Hunt toolkit turns any of it into a full arc.
Send them at your party
Browse the full faction — every stat block, tactics, and two-way adventure hooks — on the Bounty Hunters' Guild page. Drop a lone Veteran in as a boss, field a full crew with an Agent orchestrating from the back, or hand your players a Guild puck and let them become the hunters. However you run them, remember the one rule that separates a Guild hunter from a thug: it was always, only, business.
