SWURPG

Bounty Hunters' Guild

6 stat blocks, ordered by threat rating.

Not every hunter on a mark's trail is a warlord in beskar. Most are professionals: licensed members of the Bounty Hunters' Guild, the loose galaxy-spanning fraternity that posts the contracts, vets the hunters, and takes a cut of every credit. A Guild hunter is a specialist, not a thug — they find people who don't want to be found, take them alive when the puck says alive, and keep a reputation clean enough to keep drawing work. The Guild answers to no government and no syndicate; it answers to the contract.

Because they're guns for hire, not villains, Guild hunters are the rare faction a party can meet from any angle: as the crew hunting them, as a rival racing them to the same mark, or as the professionals they hire to bring in a bounty of their own. Every stat block here is written to run both ways — antagonist one session, uneasy ally the next.

What Counts as a Guild Hunter?

The Guild is a trade, and a hunt is a team sport. These six blocks cover the roles a bounty crew fields, from the one who finds the mark to the one legends are told about:

  • Guild Skiptracer: the tracker who finds the mark — chain codes, docking logs, and a planted homing beacon. Wins the hunt before the first shot.
  • Guild Enforcer: the capture muscle. Net gun, stun baton, binders — trained to take a struggling, dangerous target alive.
  • Guild Marksman: overwatch and the called shot. Dictates the fight from an overlook, and can wound-not-kill on a "capture-alive" contract.
  • Guild Gunslinger: twin heavy blasters and a duelist's reflexes — the loud option, for when a mark decides not to come quietly.
  • Guild Agent: the broker and handler who runs the crew. Posts the job, marks the target, coordinates the ambush, and never fires a shot.
  • Veteran Bounty Hunter: the apex of the trade — the name a broker saves for the mark no one else could bring in. Works alone or leads a crew.

Lore & Star Wars Context

The bounty hunter is one of the oldest professions in the galaxy, and the Guild is how the trade organizes itself between the legends. Across eras it has gone by different names and split into rival houses, but the shape holds: a clearinghouse for contracts, a code that separates a hunter from a murderer, and a reputation economy where your word and your record are worth more than your blaster. The famous names — the ones in beskar and the ones in droid chassis — are the exceptions the Guild is measured against; the hunters in these blocks are the professionals who make up the body of the trade.

A Guild hunter lives and dies by the Code, especially the "no disintegrations" line: a live delivery pays more, a clean record keeps the work coming, and a hunter who leaves a trail of bodies loses their license and often their life. That ethos is what makes them playable as more than enemies — a Guild crew can be reasoned with, out-bid, hired, or turned, because for them it was always, only, business. For the full framework, see The Bounty Hunter's Code and the GM toolkit in Running the Hunt.

How the Guild Fights

Guild hunters fight like professionals running a contract, not soldiers holding a line. The doctrine is capture, not slaughter: find the mark, control the ground, immobilize the target, and collect. A crew works as a team — the skiptracer tags, the marksman pins, the enforcer closes, the gunslinger covers, and the agent orchestrates from the back — and every one of them would rather relocate and try again than die for a payday.

Encounter Themes

  • You Are the Bounty: someone has put a price on the party, and a Guild crew is working the contract — tagging them, tracking them, and taking them alive one at a time on ground of its choosing.
  • The Rival Crew: the party and a Guild crew are after the same mark, and the puck says alive. It's a race with guns, not a fight to the death — whoever cuffs the target first gets paid.
  • Hire the Hunters: the party needs a mark found or taken alive and pays the Guild to do it. The question is whether the crew stays bought when a better offer comes in on the same head.
  • The Broker's Terms: the party needs Guild resources — a chain code, a sealed dossier, access to a locked docket. An Agent will broker it, for credits, a favor, or a name of their own.
  • Capture, Not Kill: the mechanics matter. Nets, whipcords, and carbonite mean the fight is about conditions, not damage — and a hunter holding fire to take someone alive is a very different threat than one shooting to kill.

Threat Rating (TR) in Guild Encounters

A Guild crew scales by role, not just by number. The rank-and-file (skiptracer, enforcer, marksman) fill out a hunt; the gunslinger, agent, and veteran are the ones who turn a contract into a campaign problem. Mix them — a lone Veteran is a boss, but a Veteran with an Agent and a marksman on overwatch is an encounter the party will remember.

TR Bands

  • TR 2 — the Guild Skiptracer: a tracker and scout, dangerous for what it finds, not what it fires.
  • TR 3–4 — the Guild Enforcer and Marksman: the working core of a capture crew.
  • TR 5 — the Guild Gunslinger: a mini-boss when the job goes loud.
  • TR 6 — the Guild Agent: a command-and-control force multiplier; never run it alone.
  • TR 7 — the Veteran Bounty Hunter: an apex solo hunter, or the deadly head of a full Guild crew.

Current roster breakdown: 1-2: 1 | 3-5: 3 | 6+: 2

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