SWURPG
Cover image for The Bounty Hunters' Guild: Six Guns for Hire

The Bounty Hunters' Guild: Six Guns for Hire

· 5 min read

The Bounty Hunters' Guild joins the SWURPG bestiary — six ally-capable stat blocks from a TR-2 Skiptracer to a TR-7 Veteran Bounty Hunter, professionals you can fight, race, or pay.

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.

Veteran Bounty Hunter (TR 7) — the one legends are told aboutGuild Gunslinger (TR 5) — for when it goes loudGuild Marksman (TR 4) — the one you never seeGuild Agent (TR 6) — running the crew from a back roomGuild Enforcer (TR 3) — the one who cuffs youGuild Skiptracer (TR 2) — the one who finds you
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Veteran Bounty Hunter (TR 7) — the one legends are told about

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.

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