SWURPG

Tech Specialist

Base Class
Hit Die
d6
Primary Ability
Intelligence
Saves
Intelligence, Dexterity
Expertise Pts
4
Starting Credits
2d4x100
Skill Profs
Mechanics, Use Computer, Perception, Treat Injury, Knowledge: Sciences, Investigation

Tech Specialists are the galaxy's problem-solvers: slicers, engineers, and battlefield technicians who turn technical knowledge into victory. When a blast door won't open, a droid goes rogue, or a reactor starts to overload, everyone looks to the Tech Specialist.

Quick read: The crew's brain. Pick this if you want to solve problems with knowledge and gadgets — the kind of character who slices the security door open while everyone else hides behind cover.

What you do at the table

Tech Specialists control encounters through positioning, traps, gadgets, and sabotage rather than holding the front line. You disable enemy systems, patch ally equipment, deploy battlefield tech (mines, drones, sensor arrays, decoys), and feed intelligence to the rest of the team from a defensive position. Your damage is usually setup-driven — you don't burst, you set the table so the Soldier and Jedi can finish.

Out of combat, Tech Specialists are indispensable: starship refits, droid repair, slicing databases, signal tracking, scavenging. Many campaigns end up centering the Tech Specialist as the beating heart of the crew's ship and gear. Your downtime activities can swing the next session.

Ability score priority

  1. Intelligence — primary. Drives Mechanics, Use Computer, Investigation, and your gadget DCs. Start at 15 or 16.
  2. Dexterity — secondary. AC + ranged attacks + Sleight of Hand for trap-laying. Aim for 14.
  3. Constitution — tertiary. d6 hit die makes you the most fragile non-Force class — pump CON to 13–14 minimum.

CHA, WIS, and STR can be low. Save your stat points for INT.

  • Anzellan — small, +2 INT, intuitive with droids.
  • Ugnaught — natural tinkerer trait + INT bonus.
  • Bothan — DEX/INT hybrid, danger sense for survival in fights.
  • BD-Series Droid — the on-brand Tech Specialist; pump INT and you're nearly unstoppable at slicing.

Specialization preview

Tech Specialist is unique in SWURPG: it has no subclass branching. Instead of splitting at level 3 like other classes, it accumulates traits across all 20 levels in a single track. The trade-off is access to a broader toolkit — your level-13 Tech Specialist has demolitions, slicing, droid command, and gadget crafting on one sheet.

Players often pick a signature focus through their roleplay (demolitions expert, slicer, droid handler, shipwright) without it being a mechanical commitment.

Common pitfalls for new players

  • You're not a damage dealer. A Tech Specialist who tries to out-shoot the Soldier will feel useless. Lean into your role: the obstacle-remover, the buff-provider, the trap-setter.
  • Don't forget Mechanics in combat. Mid-fight repairs, hot-wired droid takeovers, and disabling enemy gear are real options. New Tech Specs forget that "use a skill check as your action" is a legal turn.
  • Stay in cover. d6 hit die means you go down fast in the open. The Soldier soaks the front; you win the fight from the back row.

Class Features by Level

Level 12 features

Tech Savant

once per short rest

Once per Short Rest, gain Advantage on Mechanics and Use Computer checks. Your intellect makes you deadly efficient with tech.

Analytical Mind

You can use your Intelligence modifier instead of Wisdom for Perception and Treat Injury checks.

Level 22 features

Field Medic

You gain Advantage on Treat Injury checks and can stabilize a creature as a Bonus Action instead of an Action. Improves at levels 5, 10, and 15.

Scales: Lv 5 · Lv 10 · Lv 15

Combat Engineer

bonus action · proficiency bonus per long rest

As a Bonus Action, perform a quick equipment repair or recalibration on a creature, droid, or device within 5 feet. Choose Weapon Tune-Up (+1 to hit on target's next attack) or Armor Adjustment (+1 AC), lasting until the start of your next turn. Usable a number of times equal to your Proficiency Bonus per Long Rest.

Options
  • Weapon Tune-UpThe target's next weapon attack roll gains +1 to hit until the start of your next turn.
  • Armor AdjustmentThe target's AC increases by +1 until the start of your next turn.
Level 31 feature

Grenadier

You gain proficiency with grenades. +1 attack and +1 damage when using grenades. Improves at levels 7, 13, and 17.

Scales: Lv 7 · Lv 13 · Lv 17
Level 41 feature

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each. Maximum 20.

Level 51 feature

Droid Command Protocol

bonus action · once per short rest

Once per Short Rest (Bonus Action): overcharge a friendly droid or construct within 30 ft for 1 round — it gains Advantage on attack rolls, +2 AC, and +10 ft of movement speed. Improves at levels 10, 15, and 19.

Scales: Lv 10 · Lv 15 · Lv 19
Level 61 feature

Lucky Hacker

When you successfully use Use Computer to access or retrieve data, roll a d20. On a result equal to or less than your Intelligence modifier + Proficiency Bonus, you discover a bonus detail, system vulnerability, or hidden file the system wasn't meant to share.

Level 71 feature

Tactical Uplink

action · once per short rest

Once per Short Rest (Action): initiate a battlefield uplink for 3 rounds. Choose Offensive Protocols (+1 attack to allies within 30 ft) or Defensive Protocols (+1 AC and +1 saving throws to allies within 30 ft). Ends if incapacitated or line of sight is lost. At level 15, all bonuses increase by +1.

Options
  • Offensive ProtocolsAllies of your choice within 30 ft gain +1 to attack rolls for 3 rounds.
  • Defensive ProtocolsAllies of your choice within 30 ft gain +1 AC and +1 to saving throws for 3 rounds.
Scales: Lv 15
Level 81 feature

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each. Maximum 20.

Level 91 feature

EMP Surge

once per long rest

Once per Long Rest: emit an electromagnetic pulse in a 30 ft radius. Droids, shields, and active electronic systems must make a CON save (DC 8+PB+INT) or be disabled for 1 round (no actions or reactions). Organic creatures are not harmed. At level 17, lasts 2 rounds and affected targets have Disadvantage on saving throws against it.

Scales: Lv 17
Level 101 feature

Bio-Implant

Choose 1 (creation)

Choose one bio-implant from the options below. At level 17, choose one additional implant you haven't already selected.

Options
  • Neural AcceleratorGain +2 to Initiative rolls. Once per Short Rest, add your Intelligence modifier to a Dexterity saving throw or attack roll.
  • Muscle Fiber ReinforcementGain +2 to Melee attack rolls. Once per Short Rest, add your Constitution modifier to a weapon damage roll.
  • Adrenal Surge RegulatorOnce per Short Rest, the first time you drop below half HP in an encounter, gain temporary HP equal to your Intelligence modifier + your level.
  • Optical Targeting ArrayGain +2 to attack rolls with ranged weapons. Gain Advantage on Perception checks involving sight.
Scales: Lv 17
Level 111 feature

Extra Tech Action

once per short rest

Once per Short Rest, when you take the Attack action or another Action, you may also perform one additional tech action this turn: deploy or trigger a trap/charge/turret; repair or stabilize a droid/vehicle/device; or remotely activate or disable a system using Mechanics or Use Computer.

Level 121 feature

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each. Maximum 20.

Level 131 feature

Digital Ghost

You gain Advantage on Stealth checks while near active technology, terminals, or electronic noise.

Level 141 feature

System Hijack

action · once per short rest

Once per Short Rest (Action): target one electronic device, droid, vehicle, or turret within 60 ft (WIS save DC 8+PB+INT or hijacked for 1 round). Droids/turrets act as allies; vehicles/automated systems obey one simple command; organic creatures in powered armor or using energy weapons make a DEX save or have Disadvantage on attacks until end of their next turn.

Level 151 feature

Logical Mind

once per long rest

Once per Long Rest, enter a state of analytical mode for 3 rounds. You cannot be surprised or intimidated, and you add your Wisdom modifier to Intelligence rolls.

Level 161 feature

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each. Maximum 20.

Level 171 feature

Modular Mind

bonus action · once per long rest

Once per Long Rest (Bonus Action): instantly refresh one limited-use Tech Specialist trait.

Level 181 feature

Critical Technologist

Your Mechanics and Use Computer rolls have a critical success range of 19–20.

Level 191 feature

Hyper-Processor

once per long rest

Once per Long Rest: for a number of rounds equal to your Intelligence modifier (minimum 1), you may take one additional Bonus Action on each of your turns. This extra Bonus Action can only be used to activate a Tech Specialist feature that requires a Bonus Action, or to perform a Use Computer or Mechanics check.

Level 201 feature

Predictive Combat Engine

once per long rest

Once per Long Rest, choose one prediction active for 3 rounds.

Options
  • Predict MovementFor 3 rounds, enemies cannot gain Advantage against you and provoke opportunity attacks even when Disengaging.
  • Predict DamageFor 3 rounds, as a Reaction once per turn, reduce damage to an ally within 30 ft by your Intelligence modifier + Proficiency Bonus.
  • Predict ImpactFor 3 rounds, once per turn you may reroll one failed attack roll, saving throw, or skill check.
  • Predict TimingFor 3 rounds, you may act at any point in the initiative order each round.