
Gotra Tactical Coordinator
TR 3Droid · Medium·Recommended levels: 3-5
Abilities
Saves
- INT +5
- WIS +4
- DEX +3
Skills
- Knowledge: Tactics +5
- Perception +4
- Investigation +5
- Deception +2
Languages
- Binary
- Basic
- Huttese
Equipment
Traits
The Coordinator has Vulnerability to ion damage. If it takes any ion damage, it must succeed on a DC 13 WIS saving throw or become Disabled (incapacitated, speed 0) until the end of its next turn.
Allied Droid Gotra units within 30 feet of the Coordinator gain a +1 bonus to attack rolls AND a +1 bonus to AC. The buff requires the Coordinator to be conscious and not Disabled; killing or stunning the Coordinator collapses the buff immediately.
As a Bonus Action, the Coordinator may broadcast a reinforcement request through the network. At the start of the next round, 1d4 Gotra Mob Runners arrive at a designated edge of the battlefield. Usable once per encounter.
The Coordinator has Advantage on Knowledge: Tactics and Investigation checks. It reads battlefield layouts, identifies high-value targets, and predicts enemy movement faster than organic commanders can react.
Actions
The Coordinator designates one allied Gotra unit within 30 ft. That unit may immediately make one attack against a target the Coordinator selects, with Advantage on the attack roll. The Coordinator must be able to see the designated unit and the target.
Lore
Tactical droids of the Separatist T-series were designed to command Separatist battle-droid formations during the Clone Wars — they ran the algorithms that planned droid army deployments, predicted clone trooper movements, and decided which choke point to fortify in the next engagement. Most were destroyed when the central Separatist command shut down at the war's end. The handful that survived found their way to Coruscant's lower levels through the same channels that delivered surviving B1s and B2s. Some were memory-wiped into civilian use. The Droid Gotra retrieved the rest.
A Gotra Tactical Coordinator is one of those survivors. Its hardware is the same elegant command-droid chassis that ran Separatist field operations — a slim, head-mounted central processor with a near-permanent command-datapad interface and a sardonic, formal speech pattern. Its software has been upgraded with Gotra-specific protocols: a network broadcast amplifier that drives the Battle Network squad buff, a reinforcement-request module wired to the Gotra's Mob Runner pool, and criminal-operations subroutines that let it coordinate gang activity as easily as it once coordinated Separatist battalions.
In canon, T-series tactical droids appeared throughout *The Clone Wars* animated series and across the Separatist hierarchy in Legends material. The Gotra-specific repurposing first appears on-screen in *The Mandalorian and Grogu* (2026), where the Coordinators serve as field commanders for criminal operations across Coruscant's lower levels. *(Assumption: canon doesn't enumerate Gotra-specific modifications to the T-series chassis; the criminal-operations subroutine description above is consistent with on-screen behavior but extrapolated.)*
For SWURPG encounters, the Tactical Coordinator is the **squad force-multiplier**. Without it, a Gotra squad is a collection of disconnected units. With it, the squad becomes a coordinated fighting force with +1 attack/AC across the board and a reinforcement option. The party that recognizes this and focuses fire on the Coordinator wins the encounter. The party that doesn't gets ground down by buffed Mob Runners. Drop one Tactical Coordinator per Gotra squad of 4–6 mooks for a mid-tier encounter, or pair it with a Knee-Breaker for a more dangerous lieutenant-tier fight.
In Play
The Tactical Coordinator stays back. It positions itself 25–30 ft from the front line, behind cover when available, and directs its squad's actions rather than engaging directly. Its DT-12 sidearm is for self-defense when the party closes — it's not a primary weapon. The Coordinator's actual contributions are the Battle Network buff (passive) and Direct Subordinate (active, every turn).
At the table, play the Coordinator as **detached and analytical**. It speaks in Basic when addressing organic enemies, in Binary to its own squad. Its voice is unhurried, slightly formal. 'The targets exhibit Force-sensitivity. Engage at maximum range. Mob Runner Three, fire on the human female.' When the party flanks or hits the Coordinator directly, it doesn't escalate emotionally — it simply updates its tactical model and redirects squad fire. The threat is the command structure, not the individual chassis. Reward the party for understanding this; the Coordinator should be the obvious priority target, and dropping it should noticeably ease the rest of the encounter.
Adventure Hooks
- The Last Tactical Officer — The Gotra's senior Tactical Coordinator — a 30-year veteran of Coruscant lower-level operations — has gone silent. The Gotra is offering a substantial bounty to anyone who can recover its core. The party finds out a rival syndicate has it and is reverse-engineering the command algorithms.
- Battle Network Disruption — A Republic slicer working a long con has identified the Gotra's network frequency on Coruscant level 1313. She'll pay the party to plant a jammer in the Coordinator's relay range, disabling the Battle Network buff for a 6-hour Imperial raid on the Gotra's territory.
- The Reinforcement Request — A Tactical Coordinator's reinforcement-request module has malfunctioned and is broadcasting on loop. Every Mob Runner within signal range is converging on the broadcast point. The party arrives mid-convergence to find 24 Mob Runners surrounding a single damaged Coordinator. The Gotra wants the Coordinator recovered intact.