Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Underworld Sniper

    Underworld Sniper enemy for SWURPG Underworld Snipers are long-game killers. They don’t rush targets or improvise violence — they select positions days in advance, study patrol patterns, and wait for the moment when a single shot can change everything.

    In SWURPG encounters, a Sniper turns open spaces into danger zones. Streets, rooftops, walkways, and landing pads become lethal when someone unseen controls the angles. Even one sniper can stall an entire party, forcing movement decisions and breaking formation.

    Snipers are rarely seen. The first sign of their presence is usually a hit — a dropped ally, shattered cover, or a blaster scorch from an impossible angle. If the party identifies the shooter, the sniper immediately becomes a mobile threat rather than a stationary one.

    Use Underworld Snipers to punish complacency, create chase scenes across vertical environments, or add pressure to negotiations that were supposed to be safe.

    Recommended Level Range: 3–7  |  Difficulty Rating (DR): 2

    Underworld Sniper Stat Block (SWURPG)

    Underworld Sniper

    Difficulty Rating (DR): 2
    Initiative: +5
    Type (Size): Humanoid (Medium)

    AC: 16 (Combat Vest and Helmet (+3 AC, max Dex bonus 4))
    HP: 28 (5d8+5)
    Speed: 30 ft.

    Attributes:
    STR 9 (-1), DEX 16 (+3), CON 12 (+1), INT 12 (+1), WIS 10 (+0), CHA 8 (-1)

    Saves: DEX +4, WIS +2

    Skills: Stealth +6, Perception +4, Investigation +5, Survival +4

    Languages: Basic

    Equipment: Combat Vest and Helmet, Blaster Carbine + Scope (+1 attack bonus), Blaster Pistol, Binoculars, 300 Credits, Medpac II

    Traits:
    Marksman’s Patience. Once per turn, if the Sniper does not move and does not use their bonus action, their next ranged weapon attack deals extra +2 damage.
    Relocation Drill. When the Underworld Sniper takes the Dash action, it may immediately attempt to Hide as part of the same action.
    Weapon Discipline. Once per turn when the Sniper makes a weapon attack and rolls a 1 on a weapon damage die, they may reroll the die and must use the new result, even if it is another 1.

    Actions:
    Blaster Carbine + Scope (Ranged Weapon Attack) : +6 to hit, range/reach 150 ft, One target. Hit: 8 (2d8) energy damage
    Blaster Pistol (Ranged Weapon Attack) : +5 to hit, range/reach 60 ft, One target. Hit: 5 (1d10) energy damage

    Underworld Sniper in Play

    Underworld Snipers begin encounters Hidden whenever possible, positioned at long range with clear sightlines and at least one escape route. They prefer to stay still and take clean shots—Marksman’s Patience rewards them for not moving and not spending a bonus action, so the sniper should aim for a high-value target from a stable firing position.

    They open with the Blaster Carbine + Scope to capitalize on accuracy and range, focusing fire on exposed targets or anyone who steps out of cover. Weapon Discipline reinforces that the sniper is consistent and professional—rerolling a 1 on a damage die helps keep their shots reliably threatening.

    After firing once or twice from a position, the Sniper relocates before the party can pin them down. Use Relocation Drill to Dash and immediately attempt to Hide, shifting angles and forcing the party to move instead of turtling.

    If the fight turns against them, the Sniper prioritizes survival. They’ll fall back to the blaster pistol only if forced into closer range, and they’ll use Medpac II when they can break line of sight or when allies screen their retreat. A sniper’s job is control and extraction—not a fair duel.

    Adventure Hooks Featuring Underworld Sniper

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