SWURPG
Guild Gunslinger — Humanoid stat-block portrait for the Star Wars Universe RPG, Threat Rating 5

Guild Gunslinger

TR 5

Humanoid · Medium·Recommended levels: 8-12

AC
17(Combat Vest (+3 AC, max Dex bonus 4))
HP
82(11d10+22)
Speed
30 ft
Initiative
+9

Abilities

STR
11
+0
DEX
18
+4
CON
14
+2
INT
11
+0
WIS
12
+1
CHA
13
+1

Saves

  • DEX +9
  • CON +7

Skills

  • Acrobatics +9
  • Perception +6
  • Intimidation +6
  • Deception +6

Languages

  • Basic

Equipment

Combat VestTwo Heavy Blaster PistolsFrag GrenadeMedpac II600 Credits

Traits

Dual Wielder I

The Gunslinger's dual-wielding attack penalty is reduced (it fights with a Heavy Blaster Pistol in each hand).

Dual Wielder II

The Gunslinger's dual-wielding penalty is eliminated entirely — both blasters fire at full accuracy.

Point Blank Shot

When the Gunslinger makes a ranged weapon attack against a target within 20 feet, it gains a +1 bonus to the attack roll and +1 to damage on a hit.

Combat Savvy

The Gunslinger has Advantage on saving throws against being Frightened or Shaken.

Assured Attack

When the Gunslinger rolls multiple damage dice on a hit, it may reroll the lowest die and must keep the new result.

Improved Initiative

The Gunslinger rolls Initiative with Advantage.

Actions

Multiattack

The Gunslinger fires both Heavy Blaster Pistols, making two ranged attacks (no dual-wield penalty).

Heavy Blaster Pistol (x2)Ranged Weapon Attack
To hit
+9
Range
40 ft
Target
One target
Hit
6 (1d12) energy damage per pistol (+1 within 20 ft).
Frag GrenadeRanged (thrown)
Range
30 ft
Target
10-ft radius
Hit
13 (3d8) slashing damage; DEX save DC 13 for half.

Lore

The Guild Gunslinger is the crew's answer when a mark decides not to come quietly and the fight goes loud. Twin heavy blasters, a duelist's reflexes, and a flat professional calm make them murder in an open room — they clear a doorway in a heartbeat and put two bolts on two targets before most people finish drawing. Among Guild hunters they are the flashy ones, the reputation the Guild sells, and they know it.

Gunslingers work the kill-or-be-killed edge of the trade, the contracts where the mark has a crew of its own and 'alive' has quietly dropped off the puck. Fast, mobile, and hard to pin, they are less a capture specialist than the hammer a broker sends when finesse has already failed.

In Play

A mobile damage dealer. The Gunslinger splits fire across two targets with its Multiattack, uses Acrobatics to stay out of melee, and opens a grouped party with a frag. It's a glass hammer — high output, only average durability — so play it aggressively and expect it to fall if the party focuses it. As an ally, a hired Gunslinger is raw firepower for a loud job. Counter it by closing to melee (it wants range) and concentrating fire.

Adventure Hooks

  1. When it goes loudThe quiet capture the party walked into has already gone wrong: a Guild Gunslinger is standing over the mark with both blasters out, and the contract that said 'alive' is about to become a body and a smaller payday for everyone. Talk, draw, or dive for cover — fast.
  2. The loud optionThe party has a mark holed up with hired guns and no clean way in. A Guild Gunslinger will kick the door for a cut and thin the crew — but subtlety is not on the menu, and the collateral is the party's problem to answer for.