Deluge Facility Technician
NPC Text
Deluge Facility Technician Encounters
Engineer

Threats of the Galaxy, page 38.
Behind every technological wonder in the galaxy is an engineer who had the vision and expertise needed to make the impossible possible. Engineers are skilled technicians who specialize in the construction, maintenance, and modification of machines. These individuals know the ins and outs of starship design, droids, and weaponry.
In addition to the technology specialist described here, combat engineers fill an important role in the military organizations of the galaxy. These individuals apply their technical expertise to the business of warfare. Most of them see to the assembly of powerful artillery to pound enemy forces, but others might attend to constructing bridges for foot soldiers or building breastworks, landing platforms, and barracks. Whatever a military unit needs, it’s the engineer's responsibility to make it happen.
Engineer Encounters
Engineers are ubiquitous. The demand for new technology keeps engineers busy manufacturing new droids, weapons, starships, and all manner of other technological wonders. One is likely to find engineers in t he company of a wide assortment of characters, from squads of soldiers to teams of technicians arguing about how to fix the hyperdrive computer in a dilapidated frigate.
Many technology specialists work in small teams consisting of a few peers and twice as many technicians to deal with the mundane aspects of their jobs. Droids are also common companions for these engineers, ith construction droids and power droids being the most likely. In addition, nearly every engineer employs an astromech droid to run diagnostics and communicate with the machine’s onboard computer.
As for combat engineers, one or two can be found attached to a company of soldiers, though entire units of combat engineers do exist as well, such as the Combat Engineers Battalion of the Grand Army of the Republic. These engineers are better armed and armored, and have the additioal support of military personnel to give them covering fire while they work out the logistics of a problem.
Generally, though, an engineer is not a combatant and is not likely to join a firefight. Engineers leave such engagements to the professionals. Instead they modify gear, improve armor, and optimize vehicles. while working to keep support equipment in top working order.
Engineer (CL 2)
Threats of the Galaxy, page 38.
Medium nonheroic 3 / scoundrel 1 NPC
Force: 2
Initiative: +3; Senses: Perception +2
Languages: Basic, Binary, 4 others
Defenses: Ref 16 (flat-footed 15), Fort 12, Will 12
Hit Points: 12; Damage Threshold: 12
Speed: 6 squares
Melee: stun baton +2 (2d6 stun)
Base Attack: +2; Grapple: +3
Abilities: Str 10, Dex 12, Con 10, Int 14, Wis 11, Cha 10
Talents: Gimmick
Feats: Armor Proficiency (light), Linguist, Skill Focus (Mechanics, Use Computer), Tech Specialist, Weapon Proficiency (simple)
Skills: Knowledge [technology] +9, Mechanics +14, Use Computer +14
Possessions: stun baton, padded flight suit (+3 armor), comlink, code cylinder, blank datacards, datapad, fusion lantern, mesh tape, portable computer, tool kit, utility belt
Zabrak Engineer

Saga Edition Web Enhancement 1, page 5.
An engineer is more of an academic designer than a jury-rigging mechanic. He considers the outlaw tech’s work to be a sloppy imitation of real ingenuity and can use his knowledge to create more solid and reliable designs. An engineer is much more of a team player, and many heroes find that an engineer helps them get out of scrapes by encouraging them to work together. Because he’s familiar with coordinating teams, an engineer has the knowledge and resources to create all-new (and significantly improved) pieces of technology that function reliably under all conditions.
Zabrak Engineer (CL 7)
Saga Edition Web Enhancement 1, page 5.
Medium Zabrak noble 6 / scoundrel 1 NPC
Force: 5
Initiative: +3; Senses: Perception +10
Languages: Basic, Binary (understand only), Bocce, High Galactic, Huttese, Mon Calamarian, Shyriiwook (understand only), Sullustese, Zabrak
Defenses: Ref 21 (flat-footed 20), Fort 18, Will 22
Hit Points: 37; Damage Threshold: 18
Speed: 6 squares
Melee: unarmed +3 (1d4+2)[1]
Ranged: hold-out blaster +7 (3d4+3)
Base Attack: +4; Grapple: +3
Abilities: Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 13
Talents: Coordinate, Inspire Haste, Trace, Wealth
Feats: Linguist, Skill Focus (Knowledge [technology], Mechanics, Use Computer), Skill Training (Mechanics), Tech Specialist, Weapon Focus (pistols), Weapon Proficiency (pistols, simple)
Skills: Initiative +9, Knowledge [galactic lore] +11, Knowledge [physical sciences] +11, Knowledge [technology] +16, Mechanics +16, Perception +10 (may reroll any Perception check, must keep the second roll)[2], Persuasion +9, Pilot +9, Use Computer +16 (+17 when using masterwork datapad or masterwork portable computer)
Possessions: hold-out blaster (improved accuracy), comlink, masterwork datapad, masterwork portable computer, personal holoprojector, various personal belongings
Joruba Consortium Technician
NPC Text
Joruba Consortium Technician Encounters
Outlaw Tech

Threats of the Galaxy, page 62.
The outlaw tech combines technological know-how with criminal tendencies. He is an expert at breaking and entering, and is as comfortable hijacking a starship as he is hotwiring a speeder. His tools are some of his most valued possessions, and they range from high-end datapads to specialized security kits. He prides himself on getting the job done quickly, and approaches each new assignment with childlike zeal. He is an opportunist, but he’s also willing to plan ahead when time allows him the luxury of doing so.
Because he is both charismatic and intelligent, an outlaw tech is just as capable at gaining a mark’s confidence as he is at hacking a code cylinder. This versatility allows the outlaw tech to be more flexible in the field, and to approach each new situation differently depending on the circumstances. He knows how to do his homework, because he has friends on the street who can feed him the information he needs. An outlaw tech also keeps up on the latest technology, even if he can’t afford it, because he might someday come up against it in the course of his job.
Outlaw Tech Encounters
Outlaw techs are everywhere, plying their trade throughout the galaxy with varying degrees of success. They work on the wrong side of the law, and are often pitted against the authorities whether or not they succeed on their current job. Particularly gifted outlaw techs might find steady employment with criminal syndicates or less than savory corporate interests, but most work on a freelance basis. Some even work as legitimate technician, using the information they gather during their normal work hours to develop new plans and schemes.
Though capable in a fight, outlaw techs are not frontline combatants. They prefer to fight from a distance, using cover and concealment as they snap off well-aimed shots from a blaster pistol. They’re not above shooting someone in the back, especially if doing so will bring a quick end to a potentially messy firefight. Utilizing their skills to seal a blast door between themselves and their enemies is also perfectly acceptable. Hand-to-hand combat is never something that outlaw techs seek to engage in; the prefer to leave such activity to the soldiers and thugs who do it best.
Outlaw Tech (CL 4)
Threats of the Galaxy, page 62.
Medium scoundrel 2 / scout 2 NPC
Force: 4
Initiative: +9; Senses: Perception +3
Languages: Basic, Binary, Durese, Sullustese
Defenses: Ref 19 (flat-footed 17), Fort 16, Will 17
Hit Points: 30; Damage Threshold: 16
Speed: 6 squares
Melee: unarmed +1 (1d4+1)
Ranged: blaster pistol +4 (3d6+2)
Base Attack: +2; Grapple: +4
Attack Options: Hyperdriven, Point Blank Shot
Special Actions: Jury-Rigger
Abilities: Str 8, Dex 14, Con 10, Int 16, Wis 12, Cha 14
Talents: Hyperdriven, Jury‑Rigger
Feats: Improved Defenses, Point Blank Shot, Skill Focus (Knowledge [technology], Mechanics, Use Computer), Weapon Proficiency (pistols, rifles, simple)
Skills: Deception +9, Gather Information +9, Initiative +9, Knowledge [technology] +15, Mechanics +15, Persuasion +9, Use Computer +15
Possessions: blaster pistol, concealed holster, credit chip, datapad, hacked code cylinderr, security kit, comlink, tool kit, utility belt, 500 credits
Mon Calamari Outlaw Tech
Saga Edition Web Enhancement 1, page 4.
An outlaw tech is a master of making machines do what she wants them to do. Operating far outside the bounds of manufacturer intentions (and sometimes outside the law), she is able to hotwire starships and amp up weapons to the point where her after-market modifications can be considered illegal.
An outlaw tech works well on her own without the need of other classes for support. She can run-and-gun just as well as she can use a hydrospanner, and her strengths lie in areas where her own actions are what save the day. Though an outlaw tech has a less formal education than other technically minded characters, she is a good fighter and a fast worker who can fulfill a variety of roles.
Mon Calamari Outlaw Tech (CL 7)
Saga Edition Web Enhancement 1, page 4.
Medium Mon Calamari scoundrel 7 NPC
Force: 5
Initiative: +5; Senses: low-light vision;Perception +15
Languages: Basic, Binary (understand only), Huttese, Mon Calamari, Ryl, Shyriiwook (understand only)
Defenses: Ref 21 (flat-footed 19), Fort 17, Will 20
Hit Points: 39; Damage Threshold: 17
Speed: 6 squares
Melee: unarmed +5 (1d4+4)
Ranged: heavy blaster pistol +8 (3d8+3)
Base Attack: +5; Grapple: +5
Attack Options: Careful Shot, Running Attack
Abilities: Str 10, Dex 14, Con 10, Int 18, Wis 15, Cha 9
Talents: Fast Repairs, Knack, Quick Fix, Personalized Modifications
Feats: Careful Shot, Point Blank Shot, Precise Shot, Running Attack, Skill Focus (Mechanics, Perception, Use Computer), Tech Specialist, Weapon Proficiency (pistols, simple)
Skills: Deception +7, Gather Information +7, Knowledge [galactic lore] +12, Knowledge [technology] +12, Mechanics +17 (+18 when using mastercraft tool kit), Perception +15, Pilot +10, Swim +15 (may reroll Swim checks and accept the second roll; may take 10 even under pressure), Use Computer +17 (+18 when using mastercraft datapad)
Possessions: heavy blaster pistol (improved accuracy), comlink, mastercraft datapad, mastercraft tool kit, various personal belongings
Slicer

While most heroes find adventure throughout the galaxy, slicers roam the electronic highways of the HoloNet and find plenty of excitement and danger along the way. Slicers are experts at breaking into secured computer networks—the more secure the computer, the bigger and better the challenge. Slicers often find work with large organizations that can supply them with necessary equipment, programs, information, and credits to meet their demands. Others are independents, slicing into computer networks for information to sell to the right bidder or just for the sheer thrill of proving their skill at being able to move in and out of highly protected networks.
In add ition to being technically brilliant, the most successful slicers must also possess decent interpersonal skills, in order to con passwords and other sensitive information from people when their computer skills won’t or can’t apply. They typically know the ins and outs of large organizations and can easily bypass red tape to get what they want.
Slicer Encounters
Slicers pride themselves on getting in and out of computer systems without anyone even knowing they are there. In most cases, slicers don’t deal with people face to face, relying instead on messages sent through the HoloNet, couriers, or proxies in order to keep their identity secret and their (often illicit) businesses secure. Slicers are rarely physical threats, although those in the military have at least minimal training so they can defend themselves if necessary. However, if a slicer can gain access to a computer network, he can shut off lights, activate fire extinguishers, power up droids, and the like, turning a location into a tangle of hazards.
Slicers also commonly work with other specialists, forming highly trained teams that can infiltrate any secured location. These specialists include assassins, commandos, infiltrators, outlaw techs, and spies, with the slicer often located far from the sc ene, opening doors and bypassing security measures from the safety of his remote terminal.
Slicer (CL 1)
Threats of the Galaxy, page 86.
Medium scoundrel 5 NPC
Force: 1
Initiative: +4; Senses: Perception +9
Languages: Basic, Binary, Huttese
Defenses: Ref 19 (flat-footed 17), Fort 15, Will 18
Hit Points: 32; Damage Threshold: 15
Speed: 6 squares
Melee: unarmed +2 (1d4+1)
Ranged: hold out blaster pistol +5 (3d4+2)
Base Attack: +3; Grapple: +5
Attack Options: Point Blank Shot
Special Actions: Trace
Abilities: Str 8, Dex 14, Con 10, Int 16, Wis 14, Cha 12
Talents: Gimmick, Master Slicer, Trace
Feats: Point Blank Shot, Skill Focus (Knowledge [technology], Deception, Mechanics, Use Computer), Weapon Proficiency (pistols, simple)
Skills: Deception +13, Gather Information +15, Knowledge [galactic lore] +10, Knowledge [technology] +15, Perception +9, Persuasion +9, Mechanics +15, Use Computer +15 (can reroll when improving access and take better result)
Possessions: hold-out blaster pistol, security kit, code cylinder (forgery), encrypted comlink, 10 Data Cards, lectroticker (+6), credit chip, portable computer
Data Slicer
NPC Text
Technician

Technicians are characters who maintain and modify existing technology. A technician might oversee the upkeep and repair of equipment on a mining colony, work in the hangar bay of a capital ship repairing damaged starfighters, or be employed by a city to keep its mechanized services in working order. In each case, he brings extensive mechanical experience to technical problems and can usually sort out any trouble given enough time and sufficient motivation.
Not all technicians are legitimate in their chosen trades. Many work for smugglers, pirates, and crime lords, taking a cut of the profits in exchange for keeping their gear in working order. Such characters might also dabble in the shady practices of slicers, using their expertise to defeat security systems. Technicians are found along the full spectrum of morals, with some taking pride in the good they do and others using their talents to defraud.
Technician Encounters
Maintenance technicians might work sin gly or in small teams of two to four, For larger jobs, such as repairing extensive damage on a starship or modifying larger mechanical devices, they might work in crews of a dozen or more members. In addition to the techs, these teams also employ a wide range of droids to assist in communicating with computers and provide technical read outs of the devices they are working on. Astromech droids and labor droids are typical companions, but many technicians also employ power droids and occasionally protocol droids to deal with stubborn computers.
Crim inal technicians go wherever the credits are and can find wor in a variety of places, since everyone on both sides of the law depends on their skills. Technicians can be found in the company of smu gglers, installing hidden cargo holds to throw off inspectors and maintaining ships between runs. Pirates and crime lords also have use for technicians; they set them to repairing vehicles and droids and modifying weaponry to maximize its utility.
Technicians also work with military outfits. When an assault vehicle or walker takes damage in regular use, it falls to the technician to get it back in working order. During the Clone Wars, the Separatist Movement employed a veritable army of technicians to maintain its combat droids and droid trifighters. Though much of this responsibility fell to labor droids, technicians kept the work force in working order.
Technician (CL 1)
Threats of the Galaxy, page 100.
Medium nonheroic 2 / scoundrel 1 NPC
Force: 2
Initiative: +2; Senses: Perception +1
Languages: Basic, Binary, 1 other
Defenses: Ref 14 (flat-footed 13), Fort 11, Will 12
Hit Points: 10; Damage Threshold: 11
Speed: 6 squares
Melee: unarmed +1 (1d4)
Ranged: blaster pistol +2 (3d6)
Base Attack: +1; Grapple: +2
Attack Options: Point Blank Shot
Abilities: Str 11, Dex 12, Con 11, Int 14, Wis 10, Cha 8
Talents: Gimmick
Feats: Point Blank Shot, Skill Focus (Mechanics, Use Computer), Tech Specialist, Weapon Proficiency (pistols, simple)
Skills: Mechanics +13, Pilot +7, Use Computer +13
Possessions: blaster pistol, comlink, personal computer, code cylinder, tool kit
Footnotes and References
Please see the following pages or sites for further information:
- ↑ The Web Enhancement originally only listed the attack bonus and nothing else. This data is derived using the rules from the Saga Edition Core Rulebook.
- ↑ Reworded to remain consistent.