Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Bounty Hunter

    The Scoundrel Bounty Hunter is the galaxy’s professional threat management system — for a price. When someone skips a debt, betrays a syndicate, defects from an Imperial unit, or simply angers the wrong Hutt, it is often a Bounty Hunter who gets the job of making the problem go away. In SWURPG, this subclass turns the Scoundrel chassis into a hardened contractor who mixes blasters, gadgets, and stubborn persistence to bring targets in dead, alive, or frozen in a block of carbonite.

    At early levels, you look like any other Scoundrel: close-range blaster work, fast reactions, and uncanny luck that keeps you alive one more job. At level 3, you commit to the Bounty Hunter path. From that point on, your abilities emphasize tracking fugitives across hostile worlds, surviving ambushes and double-crosses, and adapting to the fact that every contract goes sideways eventually. You are less fragile than an Assassin and more focused than a Pirate, built to handle a wide variety of dangerous situations without blinking.

    In the Star Wars galaxy, Bounty Hunters can be found in almost every era and region. Some operate under formal guild structures with codes and registration chips; others are independents who bounce between Hutt kajidics, Imperial Intelligence, Rebel cells, and crime lords based on who pays best. You might be a walking arsenal with custom armor and a signature ship, or a more low-profile hunter who relies on disguise, contacts, and local knowledge to drag quarry out of hiding.

    At the table, Scoundrel Bounty Hunters shine when the group embraces missions, contracts, and clear objectives. You are the player who asks: “What’s the bounty? What’s the payout? What’s the extraction route?” You help the crew make sense of risk versus reward, and your toolkit—ranging from tracking skills to solid mid-range firepower—lets you function in close, medium, or even starship-scale operations. When a job goes wrong, you are one of the last characters to panic.

    Examples from Star Wars lore: Boba Fett hunting fugitives from the cockpit of Slave I, Jango Fett accepting contracts tied to galactic-scale conspiracy, Din Djarin juggling Guild obligations and moral decisions, Bossk tracking prey through jungles with raw ferocity, Dengar and Cad Bane working as ruthless professionals — all reflect different takes on the Scoundrel Bounty Hunter archetype.

    Playing a Scoundrel Bounty Hunter

    Playing a Scoundrel Bounty Hunter in SWURPG means embracing the life of a problem-solver with a target list. You are rarely the sneakiest person on the crew or the most heavily armored, but you are often the one with the broadest toolkit. You can fly the ship, read a crime scene, intimidate a witness, and then step into a firefight without falling apart. Your strength lies in flexibility: if you can’t out-sneak an Assassin or out-talk a Smuggler, you can usually do both well enough to survive.

    In combat, you tend to operate at the front or midline, taking advantage of cover, mobility, and practical gear. You might pin fleeing targets, control choke points, or coordinate with your crew so that nobody slips away once the shooting starts. Many Bounty Hunters focus on restraint tools for live captures, such as stuns, entangling gadgets, or disarming tactics. Others lean into overwhelming firepower and accept that sometimes “no disintegrations” is a guideline, not a requirement.

    Outside of combat, you are ideal for mission framing and pursuit scenes. Tracking a fleeing informant through lower levels of Coruscant, following a data trail through Imperial records, or chasing a skip-tracer’s transponder across the Outer Rim all play into your wheelhouse. You know how contracts work, how badly they can go, and how far syndicates, governments, or guilds will push to protect or eliminate valuable assets. This makes you a natural bridge between the crew and the wider factions of the setting.

    When building a Bounty Hunter, start with Dexterity for your blaster and defense, then decide if you want to lean into Charisma (for intimidation and negotiation), Wisdom (for tracking and perception), or Intelligence (for Mechanics, investigation, and tech-savvy hunting). Skills like Perception, Survival, Stealth, Pilot, Intimidation, and Mechanics all reinforce the fantasy of a capable hunter who can survive both the wilderness and the worst parts of Nar Shaddaa.

    Discuss with your GM how formalized bounty hunting is in your campaign. Are you part of a guild with fobs, codes, and shared rules? A deniable asset for a government or corporation? A lone hunter with a personal code and a short list of people you refuse to work for? The answers help shape the consequences of success and failure — and the kind of jobs that keep finding your crew.

    Scoundrel Traits (Levels 1–2)

    Before specializing as a Bounty Hunter at level 3, your character advances through the same Scoundrel stages as any other rogue of the Outer Rim. The traits below are shared with all Scoundrel subclasses. They represent the universal foundations of point-blank blaster work, streetwise instincts, fast draws, and improbable survivals that define Scoundrels throughout the Star Wars galaxy.

    Level 1 – Point Blank Shot

    When you make a ranged weapon attack against a target within 20 feet, you gain a +1 bonus to attack rolls and +1 to damage rolls.

    Level 1 – Street Savvy

    When you make a Deception check, you can choose to gain Advantage on the roll. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

    Level 2 – Quickdraw

    You gain Advantage on your first ranged attack roll made during the first round of combat.

    Level 2 – Lucky Break

    Once per Long Rest, when you fail an attack roll, ability check, or saving throw, you can reroll it and must take the new result.

    Bounty Hunter Path Traits (Level 3+)

    At level 3, your Scoundrel commits fully to the Bounty Hunter path. From this point forward, the traits below are unique to the Bounty Hunter subclass and build on the shared Scoundrel foundation. They expand your ability to track quarry, survive dangerous hunts, control the battlefield, and turn contracts—simple or messy—into completed jobs and paid bounties.

    Level 3 – Fearsome Reputation

    As a bonus action, you can target creatures within 30 feet that can see or hear you. Each target must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your Proficiency Bonus). On a failed save, a target becomes frightened for the listed duration. On a successful save, the target instead has disadvantage on its attack rolls for the same duration.
    You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
    The number of affected targets and duration of the effect increase as your reputation grows:

    • Current Level: You may target one creature. Duration: 1 turn.
    • Level 7: You may target two creatures. Duration: 1 turn.
    • Level 11: You may target three creatures. Duration: 2 turns.
    • Level 17: You may target any number of hostile creatures. Duration: 3 turns.

    Level 5 – Hunter’s Arsenal

    Your combat training expands.
    Gain proficiency with Medium Armor and Medium Ranged Weapons (rifles, carbines, etc.).
    You may also choose one specific weapon you are proficient with to specialize in, gaining +1 attack and +1 damage with it.

    Level 6 – Stun Blast

    Once per Long Rest, when you hit a creature with a ranged attack, you may choose to deal no damage and instead unleash a concussive pulse. The target makes a Constitution saving throw (DC = 8 + DEX + PB). On a fail, it is stunned until the end of its next turn; on a success, it has disadvantage on its next attack. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

    • At Level 15 you may target two creatures within 10 ft of each other with the same attack.

    Level 7 – Armor Training

    Increase the maximum Dexterity bonus you can apply to AC by +1.

    • At level 13, this bonus increases to +2, and you ignore Stealth disadvantage from Medium Armor.

    Level 9 – Mark for Capture

    Once per Long Rest, as a bonus action, you can designate one creature you can see within range as your mark.
    Until the target is captured, killed, or you complete a Long Rest, you gain the following benefits against it:

    • You have Advantage on attack rolls against that target.
    • You have Advantage on Intimidation checks made to influence or threaten that target.

    These benefits can be applied a number of times equal to your Proficiency Bonus during the duration.
    You can have only one marked target at a time.

    Level 10 – Extra Attack

    You can attack twice instead of once when you take the Attack action.

    Level 11 – Weapon Expertise

    Choose one weapon you already have specialization with. You gain expertise with it: +2 attack and +2 damage.
    At level 18, your critical range with all specialized or expert weapons becomes 19–20.

    Level 13 – Far Shot

    Treat the range category of your attacks as one step closer for penalty purposes (Long → Medium → Short → Point Blank).
    The Point Blank Shot bonus does not apply when using Far Shot to treat a longer range as Point Blank.

    Level 14 – No Escape

    When a creature you hit with an opportunity attack attempts to move, its speed becomes 0 until the start of its next turn.

    Level 15 – Adaptive Combat Mastery

    Once per Short Rest, as a bonus action, choose a combat mode for 3 rounds:

    • Precision Mode: +2 attack with ranged weapons.
    • Assault Mode: +2 damage with ranged weapons.
    • Defensive Mode: +2 AC.

    You may switch modes again as a bonus action during the duration.

    Level 17 – Relentless Pursuit

    Once per Long Rest, when a creature you’ve damaged on your last turn moves or teleports, you may use your Reaction to move up to your speed toward it and make one attack.
    If the attack hits, its speed becomes 0, and it cannot benefit from effects that increase movement until the end of its turn.
    You can use this even if the target leaves your line of sight, provided you know its direction.

    Level 18 – Ultimate Arsenal

    Gain specialization or expertise with two additional weapons of your choice (melee or ranged).

    Level 19 – Tactical Reflex

    Once per Short Rest, when initiative is rolled, you may immediately take either the Dash, Hide, or Attack action before the first turn of combat begins. If you choose to attack, you make a single ranged weapon attack with Advantage.

    Level 20 – Legendary Hunter

    Once per Long Rest, as a bonus action, you channel the legacy of the galaxy’s most feared bounty hunters for 3 rounds. Choose one path each time you activate this feature:

    • Boba Fett – You deal +2d8 bonus damage. Once per turn, when a creature within 30 feet attempts to flee, you can use your Reaction to move up to half your speed toward it without provoking opportunity attacks.
    • Cad Bane – You gain +5 to Initiative rolls. Once per round, when a creature within your weapon’s range attacks, moves, or uses an ability, you can use your Reaction to make a ranged attack with Advantage against it.
    • Din Djarin – When an ally within 15 feet takes damage, you can use your Reaction to move adjacent to them and impose Disadvantage on the triggering attack. The first time you take damage during this state, you gain temporary hit points equal to your level + your Constitution modifier.
    • Aurra Sing – When you make a ranged attack while hidden, it deals +2d6 bonus damage and does not reveal your position on a hit. When you reduce a creature to 0 HP, you can immediately Hide as a bonus action.
    • Bossk – You gain Resistance to all damage and deal +5 bonus damage on all melee weapon attacks.