Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Gang Enforcer

    Gang Enforcer enemy for SWURPG Gang Enforcers are what happens when a street crew stops pretending it’s just “local trouble” and starts acting like an organization. They’re the ones sent to collect debts, break kneecaps, intimidate witnesses, and make sure everyone remembers who owns the block. Compared to a basic thug, an enforcer is more confident, better conditioned, and used to violence that has rules — the gang’s rules.

    In SWURPG, Gang Enforcers fill the role of reliable low-tier muscle. They’re still disposable in the grand scheme of the underworld, but they’re the kind of disposable that can actually win a fight if the party gets careless. They fight in pairs, use corners and doorways to trap targets, and push hard when they sense weakness.

    Enforcers are a great signal that the party is being noticed. Thugs pick fights for ego or quick credits — enforcers show up because someone higher up wants a result. Drop them into protection rackets, dockside shake-downs, warehouse raids, or as the “front room security” standing between the heroes and a back-office meeting they weren’t invited to.

    When you want the underworld to feel structured, not random, use Gang Enforcers. They’re the connective tissue between street-level chaos and the bigger syndicate machine.

    Recommended Level Range: 1–3  |  Difficulty Rating (DR): 0.5

    Gang Enforcer Stat Block (SWURPG)

    Gang Enforcer

    Difficulty Rating (DR): 0.5
    Initiative: +3
    Type (Size): Humanoid (Medium)

    AC: 12 (Half-Vest (+1 AC, max Dex bonus 6))
    HP: 17 (3d8+3)
    Speed: 30 ft.

    Attributes:
    STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 9 (-1), WIS 9 (-1), CHA 10 (+0)

    Saves: DEX +3, CON +3

    Skills: Intimidation +3, Perception +2, Athletics +4

    Languages: Basic

    Equipment: Half-Vest, Blaster Pistol, Vibrodagger, 100 Credits

    Traits:
    Gang Pressure. If the Gang Enforcer has an ally within 5 feet of its target, the Gang Enforcer gains Advantage on melee attack rolls against that target.
    Street Savvy (2/Short Rest). When you make a Deception check, you can choose to gain Advantage on the roll.

    Actions:
    Blaster Pistol (Ranged Weapon Attack) : +3 to hit, range/reach 60 ft, One target. Hit: 6 (1d10) energy damage
    Vibrodagger (Melee Weapon Attack) : +3 to hit, range/reach 5 ft, One target. Hit: 6 (2d4+1) slashing damage

    Gang Enforcer in Play

    Gang Enforcers are confident bullies who rely on positioning and numbers rather than finesse. They open encounters with intimidation and body language, attempting to corner or isolate a single target near walls, doorways, or narrow passages. Once engaged, they press in close, fighting shoulder-to-shoulder with allies to maintain pressure and control the space.

    Enforcers use blaster pistols to threaten retreating enemies or force targets out of cover, but prefer to finish fights in melee where their physical presence matters. They’re quick to exploit hesitation, surrounding wounded or distracted characters rather than spreading attacks across the battlefield.

    Outside of combat, Gang Enforcers rely on Street Savvy to manipulate conversations, bluff authority, or twist the truth when dealing with locals or witnesses. If a fight turns against them, they disengage pragmatically — backing off to report, regroup, or bring heavier muscle rather than dying for a street corner.

    To keep encounters cinematic, use environmental control: blocking exits, overturning tables for cover, herding civilians out of the way, or forcing the party to choose between pursuit and protecting bystanders.

    Adventure Hooks Featuring Gang Enforcer

    To explore more enemies, return to the Syndicates & Underworld index.