Thug
Thugs are basic bruisers. They are street toughs aspiring to become swoop champions, grunts working for a local crime lord, security guards, or law enforcers prone to breaking heads and taking bribes.
Thug (CL 1)

Saga Edition Core Rulebook, page 284.
Dark Side: 3
Initiative: +6; Senses: Perception +5
Languages: Basic
Defenses: Ref 10 (flat-footed 10), Fort 11, Will 9
Hit Points: 9; Damage Threshold: 11
Speed: 6 squares
Melee: vibro-ax +2 (2d10+2)
Ranged: blaster pistol +1 (3d6)
Base Attack: +1; Grapple: 2
Attack Options: CleaveH
Abilities: Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10
Feats: CleaveH, Toughness, Weapon Proficiency (adv. melee, pistols, simple)
Skills: Initiative +6, Perception +5H
Possessions: blaster pistol, vibro-ax
H Human bonus feat or trained skill
Brute

Brutes are ubiquitous members of galactic society and can be found anywhere, even on the most peaceful of planets. Brutes are typically crude and unsubtle, regardless of whether they work for some crime lord or act independently. Most are motivated by a simple agenda— greed, power, fear of superiors, or even, on occasion, loyalty. They are rarely well armed or armored, making do with whatever they can find, although they constantly look to find something better (or rob someone who has superior equipment). Brutes strive to gain more status and wealth and will do almost anything to get it, up to and including murder. In turn, brutes typically despise authority figures, especially police officers, military figures, and Jedi.
The brute presented here could be a gun-toting gang member or an organized crime soldier. Alternatively, the statistics could also represent a militia member or a raw conscript who has little training (in which case, remove the Dark Side Score).
Brute Encounters
By their very nature, brutes can be found almost anywhere. They serve as nameless antagonists in every situation—from the high streets of Coruscant to the lowly slums of Tatooine. Brutes commonly travel in pairs or larger groups, each group rep resenting a street gang, a crime syndicate hit squad, or a tribe of warriors. By their very nature, brutes typicallly respond to threats or opposition with muscle and violence, but they can be swayed by intimidation, persuasion, or bribes. However, not all brutes are antagonistic—they can also be used as nameless allies and warriors on the side of the heroes. The brute works fine as a generic spearholder, cannon fodder to be used in the background, or an ordinary (if tough) nonplayer character for the GM to use throughout adventures.
Encounters involving brutes typically occur at lower levels, where they are a threat to the heroes. When the heroes have advanced to 6th level or beyond, the number of brutes required to make a credible threat runs over a dozen making them difficult to coordinate in combat. Thus, individual brutes should be scaled up to represent stronger threats, or another archetype should be chosen. Alternatively, a group of brutes could be paired up with much powerful leaders (often with heroic levels) or droids equipped with serious firepower.
Brute (CL 1)
Threats of the Galaxy, page 20.
Medium nonheroic 3 NPC
Dark Side: 4
Initiative: +7; Senses: Perception +0
Languages: Basic
Defenses: Ref 11 (flat-footed 10), Fort 11, Will 9
Hit Points: 9; Damage Threshold: 11
Speed: 6 squares
Melee: unarmed +2 (1d4)
Ranged: blaster carbine +4 (3d6)
Base Attack: +2; Grapple: 3
Attack Options: autofire (blaster carbine)
Abilities: Str 11, Dex 13, Con 12, Int 8, Wis 9, Cha 10
Feats: Toughness, Weapon Focus (rifles), weapon Proficiency (pistols, rifles, simple)
Skills: Initiative +7
Possessions: blaster carbine, tough-looking clothes