Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Imperial Scientist

    Imperial Scientist enemy for SWURPG Imperial scientists are the architects of some of the darkest projects in the galaxy, working in hidden laboratories, remote research stations, and restricted wings of Imperial facilities. They design experimental weapons, augment troopers with cybernetics, test chemical agents, and study alien biology to weaponize it for Imperial dominance. Many are true believers in order through control and fear; others are pragmatic opportunists using the Empire’s resources to pursue their research without moral oversight.

    In SWURPG campaigns, Imperial scientists are story drivers more than frontline combatants. They can be the masterminds behind a new bioweapon, the lead researcher on a terrifying droid prototype, or the custodian of forbidden knowledge the heroes desperately need. Their laboratories make excellent set pieces: containment tanks, unstable power cores, specimen cages, security droids, and shelves of ominous devices waiting to be knocked over during a firefight. While physically weak, their importance to the Imperial war machine makes them high-priority targets, valuable prisoners, or uneasy informants.

    In SWURPG, Imperial Scientist units should be used in ways that highlight their role in the Imperial war machine. Consider how they enter the scene, what they are protecting, and how they react when the heroes disrupt their orders. They are most effective when placed in appropriate terrain, backed by officers or specialists, and used to create cinematic moments that feel true to the Star Wars universe.

    Recommended Level Range: 1-4  |  Difficulty Rating (DR): 0.25

    Imperial Scientist Stat Block (SWURPG)

    Imperial Scientist

    Difficulty Rating (DR): 0.25
    Type (Size): Humanoid (Medium)

    Initiative: +3
    AC: 11 (Lab Coat)
    HP: 7 (2d8-1)
    Speed: 30 ft.

    Attributes:
    STR 8 (-1), DEX 12 (+1), CON 9 (-1), INT 15 (+2), WIS 12 (+1), CHA 10 (+0)

    Saves: INT +4, WIS +3

    Skills: Knowledge: Sciences +5, Investigation +4, Use Computer +4, Treat Injury +3

    Languages: Basic

    Equipment: Lab Coat, Blaster Pistol, Datapad (Advanced)

    Traits:
    Clinical Expertise. The scientist has Advantage on Knowledge: Sciences checks related to biology, chemistry, physics, cybernetics, and exotic materials, as well as on Treat Injury checks made to stabilize or evaluate a creature.
    Data-Driven Mind. When the scientist has at least 1 round to observe a creature, device, or phenomenon, it gains Advantage on its next Investigation or Use Computer check directly related to what it observed.

    Actions:
    Blaster Pistol (Ranged Weapon Attack) : +3 to hit, range/reach 60 ft, one target. Hit: 6 (1d10) energy damage

    Imperial Scientist in Play

    Imperial scientists do not seek out combat and rarely stand their ground once the blaster bolts start flying. If surprised, they duck behind consoles, cry for nearby guards, and fire a few panicked shots with a blaster pistol before looking for an exit route. In encounters, they should be positioned behind layers of protection—locked doors, security fields, or loyal stormtroopers—and their presence should heighten the stakes: a scientist might be seconds away from purging data, activating a failsafe, or releasing something terrifying from containment.

    When captured or cornered, a scientist may bargain with information, access codes, or specialized medical knowledge in exchange for their life. Some will remain defiant, convinced the Empire will eventually reclaim them, while others may crack under pressure, revealing project details that drive future adventures. Use Imperial scientists to expose the moral cost of the Empire’s technological power, forcing the heroes to decide what to do with the people who built its worst weapons.

    Adventure Hooks Featuring Imperial Scientist

    To explore more Imperial enemies, return to the Imperial Forces index and expand your roster with additional troopers, specialists, and leaders.