Black Sun Enforcers aren’t street bullies — they’re syndicate professionals. They show up when Black Sun needs a problem handled quickly, quietly, and with the kind of certainty that convinces everyone else to fall in line. They don’t posture for ego. They posture for business.
In SWURPG encounters, a Black Sun Enforcer is the upgrade from a local gang lieutenant: better gear, better discipline, and a stronger instinct for teamwork. They know how to corner targets, control space, and apply pressure without overcommitting. If they’re present, someone higher up expects resistance and paid to remove it.
Enforcers are also a message. They operate in clean patterns: a short warning, a decisive strike, and a fast exit. The violence is intentional, targeted, and meant to ripple outward.
Use Black Sun Enforcers as protection for a Vigo’s courier, as collectors for “owed credits,” or as the visible edge of an operation that’s been running in the shadows for a seeeimingly long time.
Recommended Level Range: 3–6 | Difficulty Rating (DR): 1.5
Difficulty Rating (DR): 1.5
Initiative: +4
Type (Size): Humanoid (Medium)
AC: 14 (Reinforced Half-Vest (+2 AC, max Dex bonus 5))
HP: 26 (4d8+8)
Speed: 30 ft.
Attributes:
STR 12 (+1), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 10 (+0), CHA 12 (+1)
Saves: DEX +4, CON +4
Skills: Intimidation +5, Perception +4, Insight +4, Stealth +4
Languages: Basic
Equipment: Reinforced Half-Vest, Heavy Blaster Pistol, Vibrokdagger, 150 Credits
Traits:
Black Sun Professional. The Black Sun Enforcer has Advantage on saving throws against being Frightened or Shaken.
Coordinated Brutality. If the Black Sun Enforcer has an ally within 5 feet of its target, the Enforcer gains +1 bonus on melee attack rolls against that target.
Make an Example (1/Round). When the Black Sun Enforcer reduces a creature to 0 HP, it may choose one enemy within 15 feet that can see the takedown. That enemy must succeed on a DC 12 Wisdom saving throw or become Frightened until the end of its next turn.
Actions:
Heavy Blaster Pistol
(Ranged Weapon Attack) : +4 to hit, range/reach 60 ft, One target. Hit: 7 (1d12) energy damage
Vibrodagger
(Melee Weapon Attack) : +3 to hit, range/reach 5 ft, One target. Hit: 6 (2d4+1) slashing damage
Black Sun Enforcers fight like coordinated muscle, not a chaotic brawl. They prefer to act from partial cover with pistols first, forcing the party to commit to a lane or expose themselves. Once a target is pressured, the Enforcer closes in with a vibroknife, aiming to fight adjacent to an ally so Coordinated Brutality grants Advantage.
They focus on isolation and momentum: two enforcers will lock down one character while a third blocks the escape route, turning a fair fight into a cornering problem. Black Sun Professional keeps them steady under fear effects, and they don’t break just because someone gets dropped.
Make an Example is best used as a tempo spike. When an ally finishes someone, use it to rattle a key hero at the exact moment the party wants to stabilize—then press the advantage.
If the job turns ugly, enforcers don’t “die for the cause.” They fall back to regroup, call reinforcements, or pull the party into a prepared kill zone where Black Sun controls the angles.
To explore more enemies, return to the Syndicates & Underworld index.