SWURPG
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Black Sun Enforcer

DR 1.5

Humanoid · Medium·Recommended levels: 3-6

AC
14(Reinforced Half-Vest (+2 AC, max Dex bonus 5))
HP
26(4d8+8)
Speed
30 ft
Initiative
+4

Abilities

STR
12
+1
DEX
14
+2
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
12
+1

Saves

  • DEX +4
  • CON +4

Skills

  • Intimidation +5
  • Perception +4
  • Insight +4
  • Stealth +4

Languages

  • Basic

Equipment

Reinforced Half-VestHeavy Blaster PistolVibrokdagger150 Credits

Traits

Black Sun Professional

The Black Sun Enforcer has Advantage on saving throws against being Frightened or Shaken.

Coordinated Brutality

If the Black Sun Enforcer has an ally within 5 feet of its target, the Enforcer gains +1 bonus on melee attack rolls against that target.

Make an Example (1/Round)

When the Black Sun Enforcer reduces a creature to 0 HP, it may choose one enemy within 15 feet that can see the takedown. That enemy must succeed on a DC 12 Wisdom saving throw or become Frightened until the end of its next turn.

Actions

Heavy Blaster PistolRanged Weapon Attack
To hit
+4
Range
60 ft
Target
One target
Hit
7 (1d12) energy damage
VibrodaggerMelee Weapon Attack
To hit
+3
Range
5 ft
Target
One target
Hit
6 (2d4+1) slashing damage

Lore

Black Sun Enforcers aren’t street bullies — they’re syndicate professionals. They show up when Black Sun needs a problem handled quickly, quietly, and with the kind of certainty that convinces everyone else to fall in line. They don’t posture for ego. They posture for business.

In SWURPG encounters, a Black Sun Enforcer is the upgrade from a local gang lieutenant: better gear, better discipline, and a stronger instinct for teamwork. They know how to corner targets, control space, and apply pressure without overcommitting. If they’re present, someone higher up expects resistance and paid to remove it.

Enforcers are also a message. They operate in clean patterns: a short warning, a decisive strike, and a fast exit. The violence is intentional, targeted, and meant to ripple outward.

Use Black Sun Enforcers as protection for a Vigo’s courier, as collectors for “owed credits,” or as the visible edge of an operation that’s been running in the shadows for a seeeimingly long time.

In Play

Black Sun Enforcers fight like coordinated muscle, not a chaotic brawl. They prefer to act from partial cover with pistols first, forcing the party to commit to a lane or expose themselves. Once a target is pressured, the Enforcer closes in with a vibroknife, aiming to fight adjacent to an ally so Coordinated Brutality grants Advantage.

They focus on isolation and momentum: two enforcers will lock down one character while a third blocks the escape route, turning a fair fight into a cornering problem. Black Sun Professional keeps them steady under fear effects, and they don’t break just because someone gets dropped.

Make an Example is best used as a tempo spike. When an ally finishes someone, use it to rattle a key hero at the exact moment the party wants to stabilize—then press the advantage.

If the job turns ugly, enforcers don’t “die for the cause.” They fall back to regroup, call reinforcements, or pull the party into a prepared kill zone where Black Sun controls the angles.

Adventure Hooks

  1. The CollectorA Black Sun Enforcer arrives to collect a debt tied to a party ally. The amount isn’t the point—the message is. Refusing means the next visit won’t be a conversation.
  2. Courier ProtectionThe party targets a courier carrying a datapad case. The handoff is protected by Black Sun Enforcers who fight to delay, not to win—because extraction is already in motion.
  3. Clean Up CrewAfter the heroes disrupt a deal, Black Sun sends enforcers to erase witnesses and retrieve stolen cargo. The enforcers know the party’s faces, names, and last known hangouts.