
Guild Enforcer
TR 3Humanoid · Medium·Recommended levels: 4-8
Abilities
Saves
- STR +7
- CON +6
Skills
- Athletics +7
- Intimidation +4
- Perception +4
Languages
- Basic
Equipment
Traits
The Enforcer has Advantage on checks to grapple or bind a creature that is Restrained, Prone, or Incapacitated.
Before a melee attack the Enforcer may take a -2 penalty to the attack roll; on a hit it deals +4 bonus damage.
The Enforcer's body is hardened by the trade; it has an additional +2 HP per level (already included above).
The Enforcer rolls Initiative with Advantage.
Actions
The Enforcer makes two attacks: one with its Net Gun or Heavy Blaster Pistol, and one with its Stun Baton.
Lore
The Guild Enforcer is the hand that closes on a mark. Where the skiptracer finds and the marksman threatens from afar, the enforcer walks in, weathers the first exchange, and puts the quarry on the deck in binders. They are built and trained for the capture-alive half of the trade — the net gun, the stun baton, the cuffs — because a live delivery is worth more and a Guild hunter who leaves a trail of bodies does not keep a license long.
Enforcers are the muscle a broker hires by the pair when a contract says 'alive.' They favor heavy protection over speed, close ground behind cover, and specialize in taking a struggling, dangerous target without killing it — a harder skill than simply shooting, and one the Guild pays well for.
In Play
The Enforcer is the closer. It advances under the marksman's covering fire, nets or stuns a priority target, and grapples it prone for the cuffs. It soaks damage the rest of the crew can't. Run it patiently — it wants ONE target down and bound, not a spread of wounds. As an ally, a hired Enforcer is how the party brings in a live bounty without a killing blow. Counter it by staying mobile (it's slow to chase) and by focusing it before it lands the net.
Adventure Hooks
- Alive, and struggling — A pair of Guild Enforcers hits the same cantina the party came to for the same mark — and the contract everyone's holding says 'no disintegrations, alive only.' Whoever cuffs the target first gets paid; a firefight risks killing the payday for both crews.
- The muscle for hire — The party needs a dangerous quarry taken alive and can't risk a kill. A Guild Enforcer will do the wet-work capture for a cut — but it answers to the Guild first, and if a better offer comes in on the same head, loyalty is a negotiable term.