Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Pyke Foot Soldier

    Pyke Foot Soldier enemy for SWURPG Pyke Foot Soldiers are the rank-and-file enforcers of the Pyke Syndicate — disciplined, replaceable, and utterly loyal to cartel hierarchy. They are trained less as individual fighters and more as components in a larger enforcement machine, expected to hold ground, follow orders, and die quietly if necessary.

    In SWURPG encounters, Pyke Foot Soldiers establish control. They block exits, escort prisoners, guard spice shipments, and form the first visible line of Pyke authority. Unlike street gangs, they do not posture or taunt; their presence is cold, procedural, and backed by the promise of escalation.

    Foot Soldiers are rarely deployed alone. They work in pairs or squads, often under the oversight of heavier units or sentinels who ensure compliance. Fear of cartel punishment keeps them steady even when casualties mount.

    Use Pyke Foot Soldiers to show the difference between criminal chaos and cartel order. When they appear, someone has decided that a problem needs to be contained — not negotiated.

    Recommended Level Range: 2–4  |  Difficulty Rating (DR): 1

    Pyke Foot Soldier Stat Block (SWURPG)

    Pyke Foot Soldier

    Difficulty Rating (DR): 1
    Initiative: +3
    Type (Size): Humanoid (Medium)

    AC: 13 (Pyke Combat Vest (+2 AC, max Dex bonus 6))
    HP: 20 (4d8+4)
    Speed: 30 ft.

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

    Saves: DEX +3, CON +3

    Skills: Perception +3, Intimidation +3, Stealth +2

    Languages: Basic

    Equipment: Pyke Combat Vest, CC-420 Blaster Pistol, Shock Baton, 100 Credits

    Traits:
    Pyke Discipline. The Pyke Foot Soldier has Advantage on saving throws against being Frightened or Shaken while it can see an allied Pyke unit within 15 feet.
    Cartel Obedience. If the Pyke Foot Soldier starts its turn within 10 feet of an allied Pyke officer or heavy unit, it gains a +1 bonus to attack rolls until the end of its turn.

    Actions:
    CC-420 Blaster Pistol (Ranged Weapon Attack) : +3 to hit, range/reach 60 ft, One target. Hit: 5 (1d10) energy damage
    Shock Baton (Melee Weapon Attack) : +3 to hit, range/reach 5 ft, One target. Hit: 4 (1d6+1) kinetic damage; target must succeed on a DC 11 Constitution saving throw or be Slowed until the end of its next turn.

    Pyke Foot Soldier in Play

    Pyke Foot Soldiers fight to control space, not to chase kills. They advance methodically from cover, using CC-420 blaster pistols to apply steady pressure while maintaining formation.

    They prioritize blocking movement: guarding corridors, sealing exits, and forcing enemies into predictable lanes. Shock Batons are used defensively to slow advancing targets or punish anyone who pushes too close.

    Pyke Discipline keeps them functional under stress as long as allies are nearby. If a Foot Soldier falls, the others tighten formation rather than breaking.

    If overmatched, Foot Soldiers do not flee. They withdraw only on command, buying time for heavier Pyke units or Sentinels to arrive. Their job is delay and containment — victory is optional.

    Adventure Hooks Featuring Pyke Foot Soldier

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