Street thugs are the underworld’s lowest rung: lookouts, corner muscle, and disposable troublemakers who shake down locals for credits and favors. They’re bold when they outnumber you, loud when they think nobody will push back, and suddenly very fast when the shooting starts.
In SWURPG encounters, Street Thugs aren’t meant to stand toe-to-toe with real professionals. They exist to create noise, block exits, start a crowd panic, and buy time for someone more important to escape. They carry cheap blasters, improvised weapons, and too much confidence — until the first one drops.
Use Street Thugs to establish territory and consequences. They’re the “tax collectors” for a local gang, the angry locals hired to rough up outsiders, or the first ripple of a syndicate presence that’s about to escalate. Even if they’re not lethal individually, they become dangerous when they fight dirty, swarm a target, and use the environment like a weapon.
A Street Thug fight should feel like the beginning of a bigger problem: a warning shot from the underworld that says you’re on someone’s radar now.
Recommended Level Range: 1–2 | Difficulty Rating (DR): 0.25
Difficulty Rating (DR): 0.25
Initiative: +3
Type (Size): Humanoid (Medium)
AC: 12 (Half-Vest (+1 AC, max Dex bonus 6))
HP: 9 (2d8)
Speed: 30 ft.
Attributes:
STR 10 (+0), DEX 12 (+1), CON 10 (+0), INT 8 (-1), WIS 9 (-1), CHA 9 (-1)
Saves: DEX +3
Skills: Perception +2, Intimidation +1, Stealth +3
Languages: Basic
Equipment: Half-Vest, Blaster Pistol, Club, 50 Credits
Traits:
Numbers Game. If the Street Thug has an ally within 5 feet of its target, the Street Thug has a +1 attack bonus against that target.
Actions:
Blaster Pistol
(Ranged Weapon Attack) : +3 to hit, range/reach 60 ft, one target. Hit: 5 (1d10) energy damage
Club
(Melee Weapon Attack) : +2 to hit, range/reach 5 ft, one target. Hit: 2 (1d6) bludgening damage
Street Thugs prefer ambush points: alleys, stairwells, crowded cantinas, and docking bays with lots of cover. They threaten first if they think they have numbers, then fire from behind crates or doorframes.
They focus fire in packs, trying to drop one isolated character quickly. Use Numbers Game to reward them for swarming. If the party hits hard early, thugs should break — Panic Runner represents that sudden survival instinct. One or two will try to flee and warn a lieutenant, turning a tiny street fight into a faction complication.
To keep them cinematic, add environmental chaos: bystanders diving for cover, a speeder starting up, crates toppling, or a door to the back room slamming shut as the real target escapes.
To explore more enemies, return to the Syndicates & Underworld index.