Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Tech Specialist

    Tech Specialists are the problem-solvers of the galaxy — slicers, engineers, tinkerers, and battlefield technicians who turn information and hardware into victory. When a blast door will not open, a droid goes rogue, or a reactor starts to overload, everyone looks to the Tech Specialist. You are the one with the toolkit, the datapad, and the plan.

    In SWURPG, the Tech Specialist class represents characters who understand how the galaxy actually works under the panels: power couplings, sensor arrays, droid heuristics, and ancient systems that should not still be online but somehow are. You translate that understanding into solutions — bypassing Imperial firewalls, rewiring junk into viable upgrades, and keeping starships flying long past the point where any sane mechanic would have given up.

    In combat, Tech Specialists rarely hold the front line. Instead, they control the flow of the fight with clever positioning, traps, explosives, and battlefield gadgets. They disable enemy systems, sabotage vehicles, patch up damaged equipment, and feed critical intel to their allies from behind cover. A well-played Tech Specialist can turn a desperate stand into an engineered ambush, or transform a simple blaster fight into a puzzle the enemy is not prepared to solve.

    Outside of combat, a Tech Specialist shines whenever there is something to fix, crack, analyze, or upgrade. Starship refits, droid repair, slicing into restricted databases, tracking signals through HoloNet traffic, or rebuilding scavenged tech into something actually useful — these are all part of your daily routine. In many campaigns, the Tech Specialist becomes the beating heart of the crew’s ship and gear, ensuring that the party always has one more trick ready when things go sideways.

    Examples from Star Wars lore: Rebel slicers, Clone Wars combat engineers, Jawa and Ugnaught tinkerers, independent technicians working on the fringes, and underpaid mechanics who keep aging freighters and droids running long past their intended service life.

    Playing a Tech Specialist in SWURPG

    A Tech Specialist plays best when you think like an engineer and a saboteur instead of a straight damage dealer. You look for the weak links in enemy plans: unsecured systems, exposed conduits, poorly shielded consoles, and overconfident droids. Your actions might not always be the flashiest, but they often decide whether the mission succeeds or fails.

    In a typical encounter, you might start by scanning the environment, identifying control panels, fuel lines, or turrets. You can set charges to collapse a route behind your team, remotely lock down doors to isolate enemies, or overload lights and alarms to create distractions. As fights progress, you shore up armor, patch damaged equipment, or provide real-time sensor updates that give your allies advantage when it matters.

    When building a Tech Specialist, prioritize Intelligence first, then consider Dexterity and Constitution for survivability and ranged combat competence. Feats and traits that boost Mechanics, Use Computer, or gadget deployment pay off quickly. Work with your GM to define a signature toolkit — maybe you are a demolitions expert, a droid whisperer, a shipwright, or a deep-system slicer. All are valid expressions of the Tech Specialist fantasy, and SWURPG’s skill list makes room for multiple specializations.

    Tech Specialists feel especially rewarding in campaigns where technology is front and center: heists in heavily secured spaceports, Rebel raids on Imperial listening posts, treasure hunts in derelict battlefields, or long-term stories centered on a single ship or station that you are constantly upgrading. The more your GM leans into environmental and technical challenges, the more your Tech Specialist will feel like the party’s indispensable genius.

    Tech Specialist Class Traits by Level

    Unlike Jedi or Leaders, Tech Specialists do not branch into subclasses — all Tech Specialist characters follow a single trait progression from level 1 onward. The features below represent your growth as a combat engineer, slicer, saboteur, and field technician over the course of your SWURPG campaign.

    Level 1 – Tech Savant

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

    Level 1 – Analytical Mind

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

    Level 2 – Field Medic

    You gain Advantage on Treat Injury checks and can stabilize a creature as a Bonus Action instead of an Action.
    Your medical proficiency improves as your expertise grows:

    • Level 5 – When you use Treat Injury, add your Proficiency Bonus to the hit points restored, in addition to the usual result of the roll.
    • Level 10 – When you use Treat Injury on an ally within 30 feet of an enemy, both you and that ally gain +2 AC until the start of your next turn.
    • Level 15 – You can use Treat Injury as a Bonus Action once per turn.

    Level 2 – Combat Engineer

    As a Bonus Action, you can perform a quick equipment repair or recalibration on a creature, droid, or device within 5 feet of you.
    Choose one of the following effects, which lasts until the start of your next turn:

    • Weapon Tune-Up: The target’s next weapon attack gains +1 to hit.
    • Armor Adjustment: The target’s AC increases by +1.

    You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

    Level 3 – Grenadier

    Your skill with explosives and battlefield ordnance turns every grenade into a precision tool of destruction.
    You gain proficiency with grenades if you don’t already have it. When using grenades, apply the following benefits, which improve as you level up:

    • Current Level – You gain +1 attack and +1 damage when using grenades.
    • Level 7 – Add your Intelligence modifier to grenade damage rolls.
    • Level 13 – Allies within a grenade’s area of effect take half damage, and no damage on a successful saving throw.
    • Level 17 – Increase each grenade’s damage by one additional die of its normal type.

    Level 5 – Droid Command Protocol

    Your deep understanding of droid programming and mechanical intuition allows you to empower, manipulate, or even seize control of synthetic beings. Your mastery of droid control improves with experience:

    • Level 5 – Once per Short Rest, as a Bonus Action, you may overcharge a friendly droid or construct within 30 feet.
    For 1 round, the target gains Advantage on attack rolls, +2 to AC, and +10 feet of movement speed.
    • Level 10 – You can now empower up to two droids simultaneously when you use this feature. Additionally, once per Long Rest, you may override an enemy droid within 30 feet. It must succeed on a Wisdom saving throw (DC = 8 + PB + INT) or obey one command of your choice on its next turn (no self-destructive orders).
    • Level 15 – Your connection with machines becomes instinctive. When you overcharge or override a droid, you can issue one bonus command to all friendly droids within 30 feet (move, attack, or defend). Overclocked droids also gain +2 to saving throws and temporary HP equal to your INT modifier.
    • Level 19 – Once per Long Rest, you may fully seize control of one droid within 30 feet for 3 rounds. The target must make a Wisdom saving throw (DC = 8 + PB + INT) or come under your complete control during that time, acting on your commands as if it were your ally. Afterward, the droid becomes immune to further overrides from you for 24 hours.

    Level 6 – Lucky Hacker

    When you successfully use the Use Computer skill to access or retrieve data, there’s a chance you uncover additional hidden information. Roll a d20 — on a result equal to or less than your Intelligence modifier + proficiency bonus, you discover a bonus detail, system vulnerability, or file the system wasn't meant to share.

    Level 7 – Tactical Uplink

    Once per Short Rest, as an Action, initiate a battlefield uplink for 3 rounds. Choose one mode:

    Offensive Protocols: Allies of your choice within 30 ft gain +1 attack rolls.
    Defensive Protocols: Allies of your choice within 30 ft gain +1 AC and +1 saving throws.

    The effect ends if you’re incapacitated or lose line of sight to them.

    • At level 15, all bonuses increase by +1.

    Level 9 – EMP Surge

    Once per Long Rest, emit an electromagnetic pulse (30 ft radius).
    Droids, shields, and active electronic systems must make a CON save (DC = 8 + PB + INT).
    On a fail: disabled 1 round (no actions or reactions).
    On a success: unaffected.
    Organic creatures are not harmed.

    • At Level 17 – EMP Surge now lasts 2 rounds, and affected targets have Disadvantage on saving throws against it.

    Level 10 – Bio-Implant

    Choose one of the following:

    • Neural Accelerator – Gain +2 to Initiative rolls. Once per Short Rest, you may add your Intelligence modifier to a Dexterity saving throw or attack roll.
    • Muscle Fiber Reinforcement – Gain +2 on Melee Attacks. Once per Short Rest, you may add your Constitution modifier to a weapon damage roll.
    • Adrenal Surge Regulator – Once 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 Array – Gain +2 to attack rolls with ranged weapons. Gain Advantage on Perception checks involving sight.

    • At Level 17, You can choose an additional implant that wasn't implanted before.

    Level 11 – Extra Tech Action

    Once per Short Rest, when you take the Attack or Action, you may also perform one additional tech action this turn:

    • Deploy or trigger a trap, charge, or turret.
    • Repair or stabilize a droid, vehicle, or device.
    • Remotely activate or disable a system using Mechanics or Use Computer.

    Level 13 – Digital Ghost

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

    Level 14 – System Hijack

    Once per Short Rest, as an Action, you may target one electronic device, droid, vehicle, or turret within 60 feet that you can see. The target must succeed on a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Intelligence modifier) or become hijacked for 1 round.
    While hijacked:

    • Droids and turrets act as if they were your allies.
    • Vehicles or automated systems (e.g., doors, shields, cannons) can be commanded to perform one simple function of your choice (open, close, fire, power down, etc.).
    • Organic creatures wearing powered armor or using an energy-based weapon must make a Dexterity saving throw or suffer Disadvantage on attack rolls until the end of their next turn, as their systems glitch and spark.

    Level 15 – Logical Mind

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

    Level 17 – Modular Mind

    Once per Long Rest, as a Bonus Action, you may instantly refresh one limited-use Tech Specialist trait.

    Level 18 – Critical Technologist

    Mechanics and Use Computer rolls critical range is 19–20.

    Level 19 – Hyper-Processor

    Once per Long Rest, you can take one additional Bonus Action on each of your turns.
    This Bonus Action can only be used to:

    • Activate a Tech Specialist feature that normally requires a Bonus Action (such as Combat Engineer, Droid Command Protocol, or Field Medic),
    • Perform a Use Computer or Mechanics check.

    You can use this enhanced processing for a number of rounds equal to your Intelligence modifier (minimum 1).

    Level 20 – Predictive Combat Engine

    Once per Long Rest, choose one prediction for 3 rounds:

    • Predict Movement: Enemies can’t gain Advantage against you and provoke opportunity attacks even when Disengaging.
    • Predict Damage: As a Reaction once per turn, reduce damage to an ally within 30 ft by (INT modifier + PB).
    • Predict Impact: Once per turn, reroll one failed attack, save, or skill check.
    • Predict Timing: Act at any point in the initiative order this round.