SWURPG
HK-Series Hunter

HK-Series Hunter

DR 5

Droid · Medium·Recommended levels: 9-11

AC
17(Military-Grade Hunter Chassis (armored composite))
HP
55(10d10)
Speed
35 ft
Initiative
+4

Abilities

STR
16
+3
DEX
18
+4
INT
16
+3
WIS
14
+2
CHA
8
-1

Saves

  • DEX +7
  • INT +6
  • WIS +5
  • STR +5

Skills

  • Stealth +7
  • Perception +5
  • Use Computer +6
  • Survival +5
  • Intimidation +3

Languages

  • Binary
  • Basic
  • Huttese
  • Mando'a
  • Sith

Equipment

HK-modified blaster carbineVibrobladeConcealed thermal detonatorTargeting comm-uplink

Traits

Ion Vulnerability

The HK has Vulnerability to ion damage. If it takes any ion damage, it must succeed on a DC 15 WIS saving throw or become Disabled (incapacitated, speed 0) until the end of its next turn.

Predator Protocol

The HK gains a +1 bonus to attack rolls and deals an additional 1d6 damage against the last creature that damaged it during the current combat. Once a target is chosen, the bonus persists until that creature drops to 0 HP or the combat ends.

Adaptive Targeting

After observing a creature for 1 round (Action: Study Target), the HK gains Advantage on all attack rolls against that creature for the remainder of the encounter. Only one target can be Studied at a time.

Self-Repair Subroutines

Once per short rest, the HK may use a Bonus Action to repair itself, regaining 13 (2d8+4) hit points. The repair is visible — exposed servos retract, plating reseats — and broadcasts to anyone with line of sight.

Hunter's Patience

After the HK takes the Hide action successfully, its next attack roll has Advantage. The HK can re-Hide as a Bonus Action if it has cover or concealment available.

Actions

HK Blaster CarbineRanged Weapon Attack
To hit
+7
Range
100 ft
Target
one target
Hit
14 (3d6+4) energy damage
Vibroblade LungeMelee Weapon Attack
To hit
+7
Range
5 ft
Target
one target
Hit
11 (2d6+4) slashing damage
Thermal DetonatorAction (1/encounter)

The HK hurls a concealed thermal detonator at a point within 60 feet. Each creature within a 20-foot radius makes a DC 15 DEX save, taking 18 (5d6) energy damage on a fail or half on success. The HK has only one detonator per encounter.

Mark TargetBonus Action

The HK designates one creature it can see within 60 feet. Until the end of the HK's next short rest, the target takes an additional 1d6 damage from the HK's weapon attacks. The HK can have only one Marked target at a time.

Lore

HK-Series Hunters are the oldest line of dedicated assassination droids in galactic history. Their original design dates to the Old Republic era and Revan's personal modifications of the HK-47 prototype; refinements across millennia have produced units that combine genuine sentience, sardonic humor, and pathological commitment to the elimination of designated 'meatbags.'

Unlike newer assassin droids, an HK doesn't merely execute its mission — it studies, analyzes, and editorializes. HKs are widely banned but rarely caught; they have been re-manufactured in small batches across centuries, often by individual collectors or cult-like engineering circles who consider the HK design a form of mechanical art. A single HK can plan, infiltrate, and execute a high-value target with surgical efficiency, then file a detailed after-action report that reads like literary fiction.

In SWURPG encounters, an HK is a singular threat — usually one, never a squad. Its Adaptive Targeting means that after one round of observation, the HK essentially auto-hits the chosen party member. Self-Repair Subroutines extend its life into the second or third combat round of a chase. Predator Protocol means the moment you damage it, it locks onto you specifically. HKs reward careful play and punish complacency with surgical, sometimes-conversational lethality.

In Play

An HK fights with infuriating intelligence. It opens with reconnaissance from concealment, uses Mark Target on the most dangerous party member, then opens with a sniper-grade carbine shot from cover. If discovered, it uses Hunter's Patience and re-Hides between attacks. If wounded, it deploys Self-Repair Subroutines defensively. If pressed into melee, it lunges with vibroblade, then retreats.

At the table, HKs should talk. They're famously chatty — sardonic, condescending, sometimes weirdly polite. 'Statement: Subject demonstrates resourcefulness. Recalculating engagement parameters.' Lean into the personality. An HK that comments on the party's tactics in real time is far more memorable than a silent assassin droid. Use this to telegraph intent: when the HK announces 'Query: Will the targets cluster for healing again?' the party knows a thermal detonator is incoming. Make the encounter a conversation as much as a fight.

Adventure Hooks

  1. Long MemoryAn HK unit, dormant in a forgotten Sith tomb for centuries, has been reactivated by tomb raiders. Its original mission parameters — eliminate the descendants of a long-extinct Jedi bloodline — turn out to include one of the party members through a genealogical thread no one knew about.
  2. The CollectorA reclusive industrial baroness collects HK units the way others collect art. One has gone missing from her vault; she hires the party to retrieve it. Halfway through the job they learn she has never specified whether they need to bring it back active or in pieces.
  3. Contract KillingA high-value bounty has been put on someone the party is escorting. The HK is already in motion, ahead of them, planning the strike. The party has to identify and counter-trap a pursuer who knows their own playbook better than they do.
  4. Recovered PrototypeA black-market dealer has acquired what might be the original HK-47 chassis — repaired, somehow functional, recently reactivated. It claims to want a 'civil conversation' with the party. The conversation can go many directions; none of them are safe.