SWURPG
Elite Mercenary

Elite Mercenary

DR 3

Humanoid · Medium·Recommended levels: 4-8

AC
16(Combat Vest and Helmet (+4 AC, max Dex bonus 5))
HP
48(7d8+14)
Speed
30 ft
Initiative
+5

Abilities

STR
14
+2
DEX
14
+2
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
9
-1

Saves

  • DEX +5
  • CON +5

Skills

  • Perception +5
  • Athletics +6
  • Intimidation +3
  • Stealth +4

Languages

  • Basic

Equipment

Combat Vest and HelmetModified Heavy Blaster Pistol (+1 attack+1 damage)VibroswordMedpac II300 Credits

Traits

Veteran Discipline

Once per turn when the Elite Mercenary makes a weapon attack and rolls a 1 or 2 on a weapon damage die, they may reroll the die and must use the new result.

Improved Initiative

The Mercenary may choose to reroll any Initiative check, but the result of the reroll must be accepted, even if it is worse.

Combat Savvy

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

Rapid Attack

When using a melee or ranged weapon, the Elite Mercenary may make a single attack roll with a –2 penalty. If the attack hits, they deal +1 die of damage of the weapon’s normal type.

Actions

Modified Heavy Blaster PistolRanged Weapon Attack
To hit
+6
Range
60 ft
Target
One target
Hit
8 (1d12+1) energy damage
VibroswordMelee Weapon Attack
To hit
+5
Range
5 ft
Target
One target
Hit
9 (1d12+2) slashing damage

Lore

Elite Mercenaries are veterans who’ve outlived the average hired gun and learned how to fight smart, not loud. They command higher fees, demand clearer contracts, and are trusted with jobs that can’t afford mistakes. When an Elite Mercenary is on site, someone expects trouble — and paid extra to make sure it ends decisively.

In SWURPG encounters, Elite Mercenaries represent disciplined, mobile threats. They don’t overextend, they don’t panic, and they don’t waste actions. They use positioning, cover, and timing to pressure the party while remaining hard to pin down.

Elite Mercenaries are often hired as personal security for high-value targets, rapid-response units during raids, or independent troubleshooters sent to stabilize situations that have already gone sideways. They are not loyal to causes, but they are loyal to professionalism.

When Elite Mercenaries appear, the message is clear: this fight is no longer street-level.

In Play

Elite Mercenaries fight with precision, confidence, and tempo control. They aim to act early using Improved Initiative, taking strong positions behind cover or cutting off movement lanes before the party can settle into an optimal formation.

At range, Elite Mercenaries use modified heavy blaster pistols to apply steady, accurate pressure. When an opening presents itself, Rapid Attack allows them to trade accuracy for burst damage, especially against exposed or already-pressured targets. They coordinate fire to punish isolation rather than spreading attacks.

If enemies close distance, the Elite Mercenary transitions smoothly into melee, drawing a vibrosword and committing decisively. Rapid Attack makes them especially dangerous in close quarters, where a single clean hit can swing momentum. They fight aggressively but never recklessly, disengaging if holding position no longer favors them.

Elite Mercenaries are difficult to rattle. Combat Savvy keeps them steady under fear effects or battlefield chaos, and they maintain discipline even when allies fall. They retreat only when the contract is no longer viable, withdrawing in an organized manner that prioritizes survival, denial of pursuit, and clean extraction.

Adventure Hooks

  1. Premium SecurityA Crime Boss hires Elite Mercenaries to guard a high-stakes negotiation, turning what should be a tense meeting into a potential kill zone.
  2. The Best in the BusinessA rival faction brings in elite mercenary talent to counter the party specifically, studying their tactics and adapting between encounters.
  3. Contract ConflictThe party and an Elite Mercenary unit are hired by opposing sides of the same operation — and only one contract will be fulfilled.