Nihil Storm Enforcers are the storm given weight — towering figures in reinforced spiked armor who exist to stop momentum cold. Where Clouds manipulate the battlefield and Hunters isolate prey, Enforcers advance openly, daring enemies to stand their ground or break beneath them.
Their presence is deliberate and oppressive. Enforcers don’t chase fleeing targets; they deny escape entirely. Once one plants itself in the middle of a fight, retreat becomes pain, hesitation becomes fatal, and resistance turns into a test of endurance the Nihil are happy to win.
In SWURPG, Nihil Storm – Enforcer units should feel like fast violence with a plan: ambush angles, intimidation, and ruthless target selection. They’re strongest when they can reposition, isolate a victim, and disengage before the heroes can stabilize. Use terrain, smoke, and flanking routes to make the encounter feel like a raid — not a stand-up fight.
Recommended Level Range: 6–10 | Difficulty Rating (DR): 3
Difficulty Rating (DR): 3
Type (Size): Humanoid (Nihil) (Medium)
Initiative: +4
AC: 17 (Reinforced Spiked Armor + Helmet (+4 AC))
HP: 60 (8d8+24)
Speed: 30 ft.
Attributes:
STR 16 (+3), DEX 10 (+0), CON 16 (+3), INT 9 (-1), WIS 12 (+1), CHA 9 (-1)
Saves: STR +7, CON +7
Skills: Intimidation +7, Athletics +7, Perception +5
Languages: Basic
Equipment: Vibro-Axe, Heavy Blaster Pistol, Reinforced Spiked Armor + Helmet, Nihil mask with reinforced filters, Medpac IV, 300 credits
Traits:
Reinforced Spiked Armor. When a creature attempts to grapple the Nihil or is grappled by it, the creature takes 1d4 piercing damage from the armor’s spikes. In addition, the Nihil has Advantage on checks made to resist being shoved or knocked prone.
Storm Discipline. The Nihil has Advantage on saving throws against being Frightened while it can see an allied Nihil within 30 ft.
Gas Mask Filters. The Nihil has Advantage on saving throws against poison effects and is immune to its own War Cloud Gas.
Breaker Presence. The Nihil may use Strength instead of Charisma for Intimidation checks. Creatures within 10 ft of the Nihil have Disadvantage on saving throws against being Frightened.
Punish Retreat. When a creature within 5 ft of the Nihil moves away or disengages, the Nihil may use its Reaction to make a melee attack against that creature.
Power Attack. When the Nihil makes a melee weapon attack, it may take a –2 penalty to the attack roll. If the attack hits, it deals +6 damage.
Taunt. As a Bonus Action, the Nihil targets one creature within 30 ft that can see or hear it. The target must succeed on a DC 15 WIS saving throw or be Taunted until the start of the Nihil’s next turn. A taunted creature has Disadvantage on attack rolls against any target other than the Nihil Enforcer.
Actions:
Vibro-Axe
(Melee)
: +7 to hit,
range/reach 5 ft,
One target.
Hit: 9 (1d12+3) kinetic damage
Heavy Blaster Pistol
(Ranged)
: +4 to hit,
range/reach 40 ft,
One target.
Hit: 6 (1d12) energy damage
Storm Enforcers push directly into enemy lines, positioning themselves to block movement and anchor the fight. They prioritize targets attempting to disengage, withdraw, or reposition, punishing retreat with brutal melee strikes.
Enforcers rely on intimidation and physical dominance rather than speed. They allow Clouds and Hunters to shape the battlefield, then step forward to lock it in place. Once engaged, an Enforcer rarely retreats — its job is to hold, break, and make an example.
To explore more Nihil enemies, return to the Nihil Forces index and expand your roster with additional raiders, specialists, and strike leaders.