The Empire may control systems on paper, but the Star Wars underworld controls what actually moves through them: spice, weapons, stolen intel, forged IDs, slicer access, and the kind of favors that never show up on a datapad. In SWURPG, underworld enemies are more than “bandits with blasters” — they’re organized, territorial, and politically connected. A street crew can be a nuisance; a syndicate cell can destabilize an entire sector.
This section provides ready-to-run enemies for gang wars, heists, cantina ambushes, smuggling runs, prison breaks, protection rackets, black-market auctions, and “you stepped on the wrong person’s toes” storylines. You’ll find everything from disposable muscle to high-tier operators who fight like professionals — and crime bosses who rarely pull the trigger because they don’t need to.
The galaxy’s crime scene isn’t one group — it’s an ecosystem. Some crews are local and opportunistic; others are galaxy-spanning syndicates with fleets, bribed officials, and entire supply chains. Depending on era and location, the same job could be run by street gangs on a backwater moon, or by syndicate professionals on a major trade route.
Common underworld forces you can drop into any campaign:
Imperial troops win by discipline and doctrine. Underworld forces win by ambush, leverage, and control. They don’t need to “hold the line” — they need to take your credits, your cargo, your ship, or your freedom. They’ll hit you where you’re vulnerable: when you’re isolated, outnumbered, distracted, or negotiating in bad faith.
DR tells you how dangerous a single enemy is in combat. Underworld DR often hides an extra threat: planning. Even low-DR enemies can be deadly if they choose the battlefield, control cover, or open with an ambush. This is why syndicate encounters feel different — the fight is usually the last step of a larger setup.
Current roster breakdown: 0.25: 1 | 0.5: 2 | 1-2: 11 | 3-5: 8 | 6+: 2
Browse all available SWURPG underworld enemy stat blocks below. Each page includes a full stat block, equipment, traits, actions, tactics for running the enemy at the table, and adventure hooks you can plug into your story immediately.
| Enemy | DR | Designed For | Tags |
|---|---|---|---|
| Street Thug | 0.25 | 1–2 | underworld, street gang, thug, lookout, disposable muscle |
| Gang Enforcer | 0.5 | 1–3 | underworld, street gang, enforcer, muscle, extortion, gang war |
| Gang Leader | 1.5 | 2–5 | underworld, street gang, leader, command, gang war |
| Mercenary | 1 | 2–4 | underworld, mercenary, hired gun, hired muscle, professional, security |
| Underworld Assassin | 1.5 | 3–6 | underworld, assassin, stealth, contract killer, black ops, hitman |
| Underworld Sniper | 2 | 4–7 | underworld, sniper, assassin, overwatch, long-range, contract killer |
| Underworld Slicer | 1 | 2–4 | underworld, slicer, hacker, tech, support, security breach |
| Elite Mercenary | 3 | 5–9 | underworld, mercenary, elite, professional, security, specialist |
| Crime Boss | 4 | 6–12 | underworld, crime boss, leader, mastermind, campaign villain, syndicate |
| Black Sun Enforcer | 1.5 | 3–6 | underworld, black sun, enforcer, syndicate, muscle, extortion |
| Black Sun Soldier | 2 | 3–7 | underworld, black sun, soldier, syndicate, infantry, security |
| Black Sun Assassin | 2.5 | 4–8 | underworld, black sun, assassin, stealth, contract killer, hitman, black ops |
| Black Sun Subvigo | 3 | 5–9 | underworld, black sun, subvigo, leader, elite, bodyguard, command |
| Black Sun Vigo | 5 | 7–12 | underworld, black sun, vigo, crime boss, leader, mastermind, campaign villain |
| Pyke Foot Soldier | 1 | 2–4 | underworld, pyke syndicate, foot soldier, cartel, infantry, kessel |
| Pyke Heavy Soldier | 2 | 3–6 | underworld, pyke syndicate, heavy soldier, cartel, suppression, kessel |
| Pyke Sentinel (Kessel Guard) | 3 | 4–8 | underworld, pyke syndicate, sentinel, kessel guard, enforcer, prison security, elite infantry |
| Pyke Elite Guard | 4 | 6–10 | underworld, pyke syndicate, elite guard, bodyguard, cartel, boss protection, electrostaff |
| Pyke Capo | 6 | 9–15 | underworld, pyke syndicate, capo, cartel leader, diplomat, crime lord, intimidation, negotiation |
| Hutt Henchman | 0.5 | 1–3 | underworld, hutt cartel, henchman, street muscle, extortion, fodder |
| Hutt Guard | 1 | 2–4 | underworld, hutt cartel, guard, security, palace guard, cartel muscle |
| Hutt Enforcer | 2 | 3–7 | underworld, hutt cartel, enforcer, muscle, collection, palace security, cartel violence |
| Hutt Majordomo | 3 | 5–8 | underworld, hutt cartel, majordomo, administrator, diplomat, crime lieutenant, power broker |
| Hutt Grand Vizier | 5 | 8–12 | underworld, hutt cartel, grand vizier, advisor, power broker, diplomat, crime lord lieutenant |
| Hutt Lord (Kajidii) | 7 | 10–16 | underworld, hutt cartel, kajidii, hutt lord, crime lord, galactic power, campaign apex |
Underworld enemies pair especially well with investigation scenes, faction politics, and missions where violence has consequences. If you want the “full galaxy” feel, mix syndicate forces with Imperials, security droids, and local wildlife — because nothing says Star Wars like getting chased by a rancor right after a deal goes bad.