SWURPG
Guild Enforcer — Humanoid stat-block portrait for the Star Wars Universe RPG, Threat Rating 3

Guild Enforcer

TR 3

Humanoid · Medium·Recommended levels: 4-8

AC
16(Armored Flight Suit (+5 AC, max Dex bonus 3))
HP
45(6d10+12)
Speed
30 ft
Initiative
+5

Abilities

STR
16
+3
DEX
12
+1
CON
15
+2
INT
10
+0
WIS
11
+0
CHA
11
+0

Saves

  • STR +7
  • CON +6

Skills

  • Athletics +7
  • Intimidation +4
  • Perception +4

Languages

  • Basic

Equipment

Armored Flight SuitNet GunStun BatonHeavy Blaster PistolBinder CuffsMedpac II300 Credits

Traits

Collar and Cuff

The Enforcer has Advantage on checks to grapple or bind a creature that is Restrained, Prone, or Incapacitated.

Power Attack

Before a melee attack the Enforcer may take a -2 penalty to the attack roll; on a hit it deals +4 bonus damage.

Toughness

The Enforcer's body is hardened by the trade; it has an additional +2 HP per level (already included above).

Improved Initiative

The Enforcer rolls Initiative with Advantage.

Actions

Multiattack

The Enforcer makes two attacks: one with its Net Gun or Heavy Blaster Pistol, and one with its Stun Baton.

Net GunRanged Weapon Attack
To hit
+5
Range
30 ft
Target
One Large or smaller creature
Hit
2 (1d4) bludgeoning damage, and the target must succeed on a DC 13 Dexterity saving throw or be Restrained (freed with an action + DC 14 Athletics, or 10 slashing damage to the net).
Stun BatonMelee Weapon Attack
To hit
+7
Range
5 ft
Target
One target
Hit
6 (1d6+3) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be Stunned until the end of its next turn.
Heavy Blaster PistolRanged Weapon Attack
To hit
+5
Range
40 ft
Target
One target
Hit
6 (1d12) energy damage.

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

  1. Alive, and strugglingA 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.
  2. The muscle for hireThe 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.