Droids

Name: 2-1B Medical Droid
Programmed by one some of the finest medical minds in the galaxy, Industrial Automaton's 2-1B Medical Droid was the first commercially successful surgical droid. Each 2-1B is equipped with a computer interface socket and tether; what it doesn't know about a patient's Species or medical history, it can download from any medical mainframe.
The 2-1B's servogrip pincer hands are precision-engineered for smooth, steady action. The core programming of 2-1B Surgical Droids includes the "Physician's Code." This prevents the droid from refusing medical aid to any being (unless specifically ordered otherwise by an authorized operator), as well as preventing it from deliberately inflicting harm on an organic creature (except as defined by extensive guidelines for saving a life). This includes a stricture against engaging in combat.
2-1B Medical Droids can be played as Droid Heroes.

2-1B Medical Droid Statistics (CL 0)
Medium 1st-Degree Droid Nonheroic 2
Initiative: +1; Senses: Low-Light Vision, Perception +5
Languages: Basic, Binary, 2 Unassigned
Defenses
Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 9, Will Defense: 12
Hit Points: 5, Damage Threshold: 9
Immune: Droid Traits
Offense
Speed: 6 Squares (Walking)
Melee: Unarmed +0 (1d3-1)
Base Attack Bonus: +1; Grapple: +1
Special Actions: Cybernetic Surgery
Base Stats
Abilities: Strength 8, Dexterity 11, Constitution -, Intelligence 14, Wisdom 15, Charisma 9
Feats: Cybernetic Surgery, Skill Focus (Knowledge (Life Sciences)), Skill Focus (Treat Injury), Surgical Expertise
Skills: Knowledge (Life Sciences) +13, Treat Injury +13, Use Computer +8
Droid Systems: Walking Locomotion, Heuristic Processor, 2 Hand Appendages, Improved Sensor Package, Vocabulator
Availability: Licensed; Cost: 7,150 credits
2-1B Medical Droid Protocol Format
Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids
See also: Protocol Format
Medium 1st-Degree Droid
Hit Points: 5
Damage Threshold: 9
System Actions
Move (1 Swift Action, 2/Turn)
The 2-1B Medical Droid moves 6 squares (Walking).
Diagnosis (1 Free Action)
The 2-1B Medical Droid makes a Knowledge (Life Sciences) check to determine a source of disease or injury and communicates this diagnosis to its owner.
First Aid (2 Swift Actions, 1/Turn)
The 2-1B Medical Droid makes a DC 15 Treat Injury check on a target in an adjacent square. If the check is successful, the target regains a number of Hit Points equal to its Character Level +1 for every point by which the check was successful. A character can be treated with First Aid in this manner only once per day.
Medical Assistance (1 Swift Action, 1/Turn)
The 2-1B Medical Droid assists a character's Treat Injury check, providing a +2 bonus to the check.
Revivify (2 Swift Actions, 1/Turn)
The 2-1B Medical Droid makes a DC 20 Treat Injury check on a target currently at 0 Hit Points in an adjacent square. If the check is successful, the target is Unconscious instead of Dead.
Base Stats
Skills: Knowledge (Life Sciences) +13, Treat Injury +13, Use Computer +8
Vital Systems: 2 Hand Appendages, Vocabulator

Name: IM-6 Medical Droid
Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide
Affiliations: The Galactic Republic

The widely employed IM-6 from Cybot Galactica is perhaps the most versatile and advanced Medical Droid of the Clone Wars, renowned not only for it's skill but it's attention to patients' needs and limitations. Used in the battlefield as well as aboard AT-TEs and a variety of military Starships, the IM-6 is capable of dodging nimbly through enemy fire to retrieve wounded soldiers and drag them back to safety before commencing treatment, all the while speaking in a soothing voice. Their friendly and helpful programming leads clone trooper platoons to adopt IM-6 Droids as unofficial members of their units.
IM-6 Droids are so efficient partly because they carry their own medical and surgical supplies, including an internal medpac reservoir that holds the equivalent of five Medpacs worth of pharmaceuticals.
IM-6 Medical Droids can be played as Droid Heroes.
IM-6 Medical Droid Statistics (CL 1)
Small 1st-Degree Droid Nonheroic 3
Initiative: +8; Senses: Low-Light Vision, Perception +5
Languages: Basic, Binary, 2 Unassigned
Defenses
Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 10, Will Defense: 12
Hit Points: 7, Damage Threshold: 12
Immune: Droid Traits
Offense
Speed: 6 Squares (Hovering)
Melee: Unarmed +2 (1d2)
Ranged: By Weapon +4
Base Attack Bonus: +2; Grapple: -2
Special Actions: Cybernetic Surgery
Base Stats
Abilities: Strength 10, Dexterity 14, Constitution -, Intelligence 14, Wisdom 14, Charisma 13
Feats: Cybernetic Surgery, Skill Focus (Knowledge (Life Sciences)), Skill Focus (Treat Injury), Skill Training (Use Computer), Surgical Expertise
Skills: Initiative +8, Knowledge (Life Sciences) +13, Perception +5, Treat Injury +13, Use Computer +8
Droid Systems: Hovering Locomotion, Heuristic Processor, 2 Hand Appendages, Improved Sensor Package, Internal Comlink, Vocabulator
Possessions: Surgery Kit, Medpac Reservoir (As 5 Medpacs)
Availability: Licensed; Cost: 11,800 credits

Name: BL-39 Interrogator Droid
Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide
Affiliations: General Units
BL-39 Interrogator Droid
A direct successor to the IT-0 Interrogator Droid, the Aratech BL-39 Interrogator Droid is the result of a private company purchasing the schematics for the Imperial interrogation Droid and adapting them to a civilian model. Following the decline of the Empire after the Galactic Civil War, Aratech paid large sums for access to a number of top secret Imperial technological designs, including Droids, weapons, and Vehicles. The BL-39 is the result of this deal, and the Droid's design came about due to high demand from law enforcement agencies and local governments.
The BL-39 Interrogator Droid uses many components from modern medical Droids, and part of the reason the Droid is so effective is that it can extract information from the target with minimal pain or physical injury. Its method of painless, medical information extraction actual results in the Droid being classified as a 1st-Degree Droid, where its predecessor (a highly specialized torture Droid) was a 2nd-Degree Droid. Likewise, the BL-39 can be converted into a medical assistant Droid with little reprogramming, taking advantage of the Droid's existing medical knowledge.
Moff Nyna Calixte often employs BL-39 Interrogator Droids in her duties as the Director of Imperial Intelligence.
BL-39 Interrogator Droids can be played as Droid Heroes.
BL-39 Interrogator Droid Statistics (CL 1)
Small 1st-Degree Droid Nonheroic 1/Scoundrel 1
Force Points: 1
Initiative: +2; Senses: Low-Light Vision, Perception +11
Languages: Basic, Binary, 1 Unassigned
Defenses
Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 9, Will Defense: 15
Hit Points: 6, Damage Threshold: 9
Immune: Droid Traits
Offense
Speed: 6 Squares (Hovering; Maximum Altitude: 2 Squares)
Ranged: Blaster Pistol +1 (3d6)
Base Attack Bonus: +0; Grapple: -4
Base Stats
Abilities: Strength 8, Dexterity 12, Constitution -, Intelligence 14, Wisdom 17, Charisma 15
Talents: Interrogator Feats: Skill Focus (Treat Injury), Skill Training (Persuasion), Skill Training (Use Computer), Surgical Expertise, Weapon Proficiency (Pistols) Skills: Knowledge (Life Sciences) +8, Perception +11, Persuasion +8, Stealth +7, Treat Injury +14 (may substitute for Persuasion checks to Intimidate), Use Computer +8 Droid Systems: Hovering Locomotion, Heuristic Processor, 1 Claw Appendage, 5 Tool Mounts, Improved Sensor Package, Locked Access, Vocabulator Possessions: Blaster Pistol, Medical Kit, Audio Recording Unit, Video Recording Unit Availability: Restricted; Cost: 13,000 credits
R2-Series Astromech Droid Affiliations: General Units R2 Series Astromech Droid The R2 Astromech is Industrial Automaton's most successful series of diagnostic and repair droids, largely due to the compact design that enables it (unlike its predecessors) to fit precisely into the astromech sockets of starfighters. An R2 unit performs all of the most complex astrogation, flight data, technical diagnosis, and power management tasks, freeing fighter pilots to concentrate on staying alive. The R2 Astromech Droid is surprisingly versatile for its size. R2s boast an overwhelming array of tools and sensors, all tucked away behind various access panels, keeping the housing largely free of obstructions. Industrial Automaton's designers even found a way to include "Wasted Space" in the chassis, allowing internal storage, easy upgrades, and modifications. Even the four standard appendages (two manipulator arms, an electric arc welder, and a circular saw) can be quickly and easily switched out with a number of specialty arms available. The two empty slots are typically filled with a Fire Extinguisher and a computer interface probe (for an additional cost). R2-Series Astromech Droids can be played as Droid Heroes. R2-Series Astromech Droid Statistics (CL 0) Small 2nd-Degree Droid Nonheroic 2 Initiative: +3; Senses: Darkvision, Perception +8 Languages: Basic (understand only), Binary, 2 Unassigned Defenses Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 9, Will Defense: 10 Hit Points: 7, Damage Threshold: 9 Immune: Droid Traits Offense Speed: 6 Squares (Wheeled), 4 Squares (Walking), 9 Squares (Flying (Limited)); Magnetic Feet Melee: Electroshock Probe +0 (1d8 (Ion)) Ranged: By Weapon +3 Base Attack Bonus: +1; Grapple: -2 Base Stats Abilities: Strength 9, Dexterity 14, Constitution -, Intelligence 15, Wisdom 10, Charisma 7 Feats: Skill Focus (Mechanics), Skill Focus (Use Computer), Skill Training (Perception), Toughness, Weapon Proficiency (Simple Weapons) Skills: Mechanics +13 (+15 to Diagnose Problems), Perception +8, Pilot +8, Use Computer +13 Droid Systems: Wheeled Locomotion, Walking Locomotion, Flying Locomotion (Limited), Magnetic Feet, Heuristic Processor, 6 Tool Appendages, 1 Claw Appendage, Compartment Space (2 kg), Darkvision, Diagnostics Package, Improved Sensor Package Possessions: Astrogation Buffer (Storage Device, 10 Memory Units), Circular Saw, Electroshock Probe, Fire Extinguisher, Electric Arc Welder, Holorecorder, Holoprojector Availability: Licensed; Cost: 7,500 credits R2-Series Astromech Droid Protocol Format Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids See also: Protocol Format Small 2nd-Degree Droid Hit Points: 7 Damage Threshold: 8 System Actions Move (1 Swift Action, 2/Turn) The R2-Series Astromech Droid moves 6 squares (Wheeled), 4 squares (Walking), or 9 squares (Flying). Copilot (1 Swift Action, 1/Turn) The R2-Series Astromech Droid aids a character's Pilot check, providing a +2 bonus to the check. Improve Access (2 Swift Actions, 1/Turn) The R2-Series Astromech Droid makes a Use Computer check against a target computer's Will Defense to improve the computer's Attitude toward it. Issue Routine Command (1 Swift Action, 1/Turn) The R2-Series Astromech Droid issues a routine command to a computer that has a Friendly Attitude toward it. Recharge Shields (2 Swift Actions, 1/Turn) The R2-Series Astromech Droid makes a DC 20 Mechanics check. If the check is successful, the Vehicle regains 5 SR, up to its normal maximum. Regulate Power (2 Swift Actions, 1/Turn) The R2-Series Astromech Droid makes a DC 20 Mechanics check. If the check is successful, the Vehicle moves +1 step on on Condition Track. Base Stats Skills: Mechanics +13 (+15 to Diagnose Problems), Perception +8, Pilot +8, Use Computer +13 Vital Systems: 6 Tool Appendages, 1 Claw Appendage, Magnetic Feet
R4-Series Astromech Droid EDIT Reference Book: Star Wars Saga Edition Threats of the Galaxy Affiliations: General Units R4-Series Astromech Droid VIEW IMAGE Like the R3-Series Astromech Droid, the R4-Series was designed after the success of its predecessor, the R2-Series. However, the R4-Series was created to appeal to lower-income users who did not own Starfighters but might have Speeders or other devices that would break down regularly. The R4 was made to be durable but inexpensive, causing it to be extremely popular with residents of The Outer Rim Territories. As a result, a large number of these Droids continue to operate for many years after their construction. The R4 Droid is quite versatile and able to perform many functions within the scope of its programming. Although Starfighter work was not originally conceived for the R4, high demand from various organizations prompted the creation of a Starfighter variant with the recognizable curved dome from the R2-Series instead of the truncated cone found on the standard model. IA's review of R4-P17's rebuilt body and integration into Obi-Wan Kenobi's Delta-7 Aethersprite Interceptor by Anakin Skywalker inspired the cosmetic changes for the R4's designed strictly for Starfighter work. Many of the features available through previous models, such as video displays and Fire Extinguishers, were not made available in the R4 to cut down on production costs. As a result, the R4 has more Internal Storage than normal for a Droid of its size. Contents 1 R4-Series Astromech Droid Encounters 2 R4-Series Astromech Droid Statistics (CL 0) 2.1 Defenses 2.2 Offense 2.3 Base Stats Video Player is loading. Ad: (19) Skip Ad R4-Series Astromech Droid Encounters Much like the R3-Series, the R4 can be found virtually everywhere in its intended market, most often on Outer Rim worlds. Since the personality programmed into the R4 was more successful than expected, being more friendly and loyal than even the R2, most owners come to treat their Droid as more of a pet or companion rather than a servant. As a result, the Droid's memory is typically not wiped unless it changes owners- and not always even then. Even though the low-income user in The Outer Rim was the original sales target, other people throughout the galaxy have seen the merits of owning a R4 Droid. Some owners like the appeal of the Droid's pleasant personality and used it in such capacities as assisting salespeople in retail stores as far coreward as Coruscant and serving drinks in some of Ord Mantell's lower-end casinos. R4s have worked aboard Space Transports as well, such as the Tantive IV, operating alongside R2 units performing jobs more fitting for an Astromech Droid. In service to the Empire, a few R4s equipped with magnetic fault sensors were used to detect flaws and weak spots in the first Death Star's atmosphere containment fields. Some R4 Droids have turned up in the hands of the Rebellion, serving in a multitude of ways from computer assistants to messengers and from repair assistants to Starfighter astrogators. The Rebellion appreciated the model's low cost and extensive knowledge of general-purpose Vehicles, earning the Droids a place on many Alliance bases and in Mon Calamari hangar bays. Although the R4 line was not originally intended to see combat, many units witnessed and participated in more battles than even the R3, especially the R4 Starfighter variant, and thus the R4 is second only to the R2 as far as flight experience is concerned. R4s tend to be a little braver than other Droids when it comes to a fight. A few have even been eager to jump into the fray to help their masters, only to find themselves overwhelmed and quickly dispatched. R4-Series Astromech Droids can be played as Droid Heroes. R4-Series Astromech Droid Statistics (CL 0) Small 2nd-Degree Droid Nonheroic 2 Initiative: +3; Senses: Darkvision, Perception +1 Languages: Basic (understand only), Binary, 1 Unassigned Defenses Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 9, Will Defense: 10 Hit Points: 8, Damage Threshold: 9 Immune: Droid Traits Offense Speed: 6 Squares (Wheeled), 4 Squares (Walking) Melee: Electroshock Probe +0 (1d8 (Ion)) Ranged: By Weapon +3 Base Attack Bonus: +1; Grapple: -2 Base Stats Abilities: Strength 9, Dexterity 14, Constitution -, Intelligence 13, Wisdom 10, Charisma 10 Feats: Skill Focus (Mechanics), Skill Focus (Use Computer), Skill Training (Knowledge (Technology)), Skill Training (Pilot) Skills: Knowledge (Technology) +7, Mechanics +12 (+14 to Diagnose Problems), Pilot +8, Stealth +8, Use Computer +12 Droid Systems: Wheeled Locomotion, Walking Locomotion, Heuristic Processor, 1 Claw Appendage, 6 Tool Mounts, Compartment Space (8 kg), Darkvision, Diagnostics Package, Internal Comlink Possessions: Electroshock Probe, Tool Kit, Circular Saw, Electric Arc Welder Availability: Licensed; Cost: 2,500 credits
R5-Series Astromech Droid EDIT Reference Book: Star Wars Saga Edition Threats of the Galaxy Affiliations: General Units R5 negtd VIEW IMAGE Industrial Automaton created the R5-Series not because of any need, but simply because it could. Because the Droid had no real market, the R5 turned out to be the company's first true failure. The design cut even more corners than the R4-Series Astromech Droid, creating a Droid susceptible to many technical problems that included chronic overheating, jammed servos, loose bearings, blown motivators, and personality glitches. Unfortunately for IA, large quantities of the Droids had already been built by the time the miserable early sales results became known. Each sales season that followed was worse than the one before, until finally Industrial Automaton quietly retired the R5 line. The R5 comes equipped with many of the standard features found in the R2-Series Astromech Droid, including a Heavy Grasper Arm with a 25 kg lifting capacity and a Fine Manipulator Arm with an accuracy rating of less than 1 micrometer. Regardless of these functions, the Droid does not perform well in many situations, including Starfighters, due to its ability to store only one set of Hyperspace coordinates at a time. In an attempt to combat its deficiencies, many users modify the Droid to be more useful. Although the R5 unit has a chassis similar to the R2, its bulky head makes the droid less attractive to pilots because it creates a larger target profile for enemy fire. Contents 1 R5-Series Astromech Droid Encounters 2 R5-Series Astromech Droid Statistics (CL 0) 2.1 Defenses 2.2 Offense 2.3 Base Stats R5-Series Astromech Droid Encounters Even though the R5 is not viewed very highly by Droid purchasers, it does come equipped with many of the same systems and equipment as the R2. Those who are looking for a really cheap Droid take a chance on the R5. Many R5s can be found in The Outer Rim in the hands of owners needing some sort of help. Some are working on various types of farms, and a number of repair shops bought an R5 with the idea that it was better to own an R5 than nothing at all to help with repair work. Some of those who own R5 Droids belong to less than honorable organizations, such as the Hutt clans. Mercenaries are known to use the Droids as covert scouts or even as makeshift decoys in the battlefield, taking advantage of the Droid's holoprojector. The Rebellion acquired a large number of R5 units and modified them to work with some of their pilots, adding an astrogation buffer to hold up to six, seven, or even ten sets of Hyperspace coordinates in active memory. When it comes to conflict, R5s tend to be outright cowards. Droid programmers are puzzled why so many of the same Droid line developed this personality quirk, much to the chagrin of their pilot owners. One perfect example was R5-D2 under the ownership of Rogue Squadron's Wedge Antilles. The droid's horrified shrieks during a dogfight infuriated the squadron leader so much that he had the Droid's memory wiped and the Droid renamed. R5-Series Astromech Droids can be played as Droid Heroes. R5-Series Astromech Droid Statistics (CL 0) Small 2nd-Degree Droid Nonheroic 2 Initiative: +1; Senses: Darkvision, Perception +3 Languages: Basic (understand only), Binary Defenses Reflex Defense: 11 (Flat-Footed: 11), Fortitude Defense: 9, Will Defense: 10 Hit Points: 5, Damage Threshold: 9 Immune: Droid Traits Offense Speed: 6 Squares (Wheeled), 4 Squares (Walking); Magnetic Feet Melee: Electroshock Probe +0 (1d8 (Ion)) Ranged: By Weapon +1 Base Attack Bonus: +1; Grapple: -4 Base Stats Abilities: Strength 9, Dexterity 10, Constitution -, Intelligence 10, Wisdom 10, Charisma 7 Feats: Skill Focus (Mechanics), Skill Focus (Use Computer), Skill Training (Knowledge (Technology)), Skill Training (Mechanics) Skills: Knowledge (Technology) +6, Mechanics +11 (+13 to Diagnose Problems), Stealth +6, Use Computer +11 Droid Systems: Wheeled Locomotion, Walking Locomotion, Magnetic Feet, Heuristic Processor, 1 Claw Appendage (Telescopic Appendage), 6 Tool Mounts, Compartment Space (2 kg), Darkvision, Diagnostics Package, Internal Comlink, Improved Sensor Package Possessions: Electroshock Probe, Fire Extinguisher, Holoprojector, Holorecorder, Circular Saw, Electric Arc Welder Availability: Licensed; Cost: 1,500 credits
FA-4 Pilot Droid EDIT Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide Affiliations: General Units FA-4 Pilot Droid SoroSuub's FA line of Service Droids included the popular FA-4 Pilot Droid, used throughout the galaxy as personal chauffeurs and inexpensive copilots for freighters and yachts. Programmed primarily for Starship travel and built for easy storage when not in use, FA-4s are also frequently used as Airspeeder pilots and even Ground Vehicle drivers. They are particularly popular in political circles because of their "Privacy Buffer," which allows the user to wipe the Droid's memory of destinations and overheard conversations with a simple voice command. Despite their advanced processors, however, FA-4 Droids are not programmed for combat operations. They are wired to avoid attacks and other hazards, but cannot make use of ships' weaponry to fire back. FA-4 Pilot Droids can be played as Droid Heroes. Contents 1 FA-4 Pilot Droid Statistics (CL 0) 1.1 Defenses 1.2 Offense 1.3 Base Stats Unmute Advanced Settings Fullscreen Pause Up Next FA-4 Pilot Droid Statistics (CL 0) Small 2nd-Degree Droid Nonheroic 2 Initiative: +13; Senses: Darkvision, Perception +4 Languages: Basic, Binary, 2 Unassigned Defenses Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 9, Will Defense: 11; Vehicular Combat Hit Points: 5, Damage Threshold: 9 Immune: Droid Traits Offense Speed: 6 Squares (Wheeled); Magnetic Feet Melee: Unarmed +0 (1d2-1) Ranged: By Weapon +3 Base Attack Bonus: +1; Grapple: -2 Base Stats Abilities: Strength 8, Dexterity 15, Constitution -, Intelligence 14, Wisdom 12, Charisma 7 Feats: Skill Focus (Initiative), Skill Focus (Pilot), Skill Focus (Use Computer), Vehicular Combat Skills: Initiative +13, Pilot +13, Use Computer +13 Droid Systems: Wheeled Locomotion, Magnetic Feet, Heuristic Processor, 2 Hand Appendages, Improved Sensor Package, Darkvision, Vocabulator Possessions: Astrogation Buffer (Storage Device, 10 Memory Units) Availability: Licensed; Cost: 4,200 credits
LE-Series Repair Droid EDIT Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide Affiliations: General Units LE-Series Repair Droid-0 VIEW IMAGE The concept behind Cybot Galactica's LE-Series Repair Droid is simple enough: combine the repair functions of an Astromech Droid with the chassis and personality matrix of an Administrative Droid. With the hopes of appealing to a market of independent traders and Space Transport captains, Cybot Galactica advertised the LE-Series Droid as having extensive functionality concentrated into one Droid, and the corporation asked a high price for them. The main drawback is the bipedal, humanoid chassis. Although it helps the Droid to more easily interact with spaceport officials and docking crews, the design hampers its primary function as a Repair Droid. Cybot Galactica insists that the LE-Series can use the same tools as its owner and emphasizes that the administration skills programming allows it to handle the day-to-day duties that Starship captains want to avoid. However, the company's efforts fall on deaf ears. LE-Series Droids are found on Capital Ships and in port offices, acting as administrative assistants, though their technical skills do occasionally come into play to help repair office equipment. LE-Series Repair Droids can be played as Droid Heroes. Contents 1 LE-Series Repair Droid Statistics (CL 1) 1.1 Defenses 1.2 Offense 1.3 Base Stats Ad: (29) 5 LE-Series Repair Droid Statistics (CL 1) Medium 2nd-Degree Droid Nonheroic 3 Initiative: +0; Senses: Low-Light Vision, Perception +4 Languages: Basic, Binary, 1 Unassigned; Translator Unit (DC 15) Defenses Reflex Defense: 13 (Flat-Footed: 13), Fortitude Defense: 10, Will Defense: 11 Hit Points: 7, Damage Threshold: 10 Immune: Droid Traits Offense Speed: 6 Squares (Walking) Melee: Unarmed +2 (1d3) Ranged: By Weapon +1 Base Attack Bonus: +2; Grapple: +2 Base Stats Abilities: Strength 10, Dexterity 8, Constitution -, Intelligence 13, Wisdom 12, Charisma 12 Feats: Armor Proficiency (Light), Skill Focus (Mechanics), Skill Training (Knowledge (Technology)), Skill Training (Mechanics) Skills: Knowledge (Bureaucracy) +7, Knowledge (Technology) +7, Mechanics +12 (+14 to Diagnose Problems), Use Computer +7 Droid Systems: Walking Locomotion, Heuristic Processor, 2 Hand Appendages, Diagnostics Package, Improved Sensor Package, Internal Comlink, Translator Unit (DC 15), Vocabulator Possessions: Holoprojector, Holorecorder, Durasteel Shell (Droid Armor; +4 Reflex) Availability: Licensed; Cost: 1,300 credits
RX-Series Pilot Droid EDIT Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids Affiliations: General Units In an attempt to corner the market on two facets of the Droid industry at the same time, Industrial Automaton created the RX-Series Pilot Droid not only to help in piloting Starships but also to interact harmoniously with organic beings. The Droid has a cylindrical body that floats on a repulsorlift base and three arms to operate starships more efficiently. Its head is more humanoid than those of most of IA's Astromechs and helps to establish good relations with organic beings that work alongside the Droids. As a result of their interactions and programming, these Pilot Droids develop personalities much more quickly than most other Droids that operate without regular Memory Wipes. RX-Series Pilot Droids can be found in almost any spaceport in the galaxy, since they are extremely useful in moving Starships between docks, transporting cargo between ships, and piloting passenger vessels along established routes. In fact, travel agencies that specialize in space tours are known to use RX Droids to pilot their chartered flights, such as the StarSpeeder-3000 Transports owned by Star Tours. RX-Series Pilot Droid Statistics (CL 1) Medium 2nd-Degree Droid Nonheroic 4 Initiative: +4; Senses: Perception +1 Languages: Basic, Binary, 1 Unassigned Defenses Reflex Defense: 12 (Flat-Footed: 10), Fortitude Defense: 10, Will Defense: 9; Hot-Shot Pilot, Vehicular Combat Hit Points: 10, Damage Threshold: 10 Immune: Droid Traits Offense Speed: 6 Squares (Hovering) Melee: Unarmed +3 (1d4) Ranged: By Weapon +5 Base Attack Bonus: +3; Grapple: +5 Base Stats Abilities: Strength 10, Dexterity 15, Constitution -, Intelligence 13, Wisdom 8, Charisma 12 Feats: Skill Focus (Pilot), Skill Training (Knowledge (Galactic Lore)), Skill Training (Mechanics), Vehicular Combat, Weapon Proficiency (Heavy Weapons) Skills: Knowledge (Galactic Lore) +8, Mechanics +8, Pilot +14 (may reroll to Avoid Collision, may keep better result), Use Computer +8 Droid Systems: Hovering Locomotion, Heuristic Processor, 3 Claw Appendages, Vocabulator Availability: Licensed; Cost: 9,855 credits Abilities Hot-Shot Pilot: The RX-Series Pilot Droid can reroll its Pilot check to Avoid Collision and can take the better of the two results. In addition, once per encounter as a Reaction, the Droid can avoid an attack from a missile or a torpedo by making a Pilot check against the attack roll. If the result of the Pilot check equals or exceeds the attack roll, the missile or torpedo is dodged for that round of combat. RX-Series Pilot Droid Protocol Format See also: Protocol Format Medium 2nd-Degree Droid Hit Points: 10 Damage Threshold: 10 System Actions Move (1 Swift Action, 2/Turn) The RX-Series Pilot Droid moves 6 squares (Hovering). Engage the Enemy (1 Free Action) At the start of a battle, the RX-Series Pilot Droid makes a Pilot check instead of an Initiative check. Hot-Shot Pilot (Reaction, 1/Encounter) The RX-Series Pilot Droid makes a Pilot check to Avoid Collision or an incoming missile or torpedo. Increase Vehicle Speed (1 Swift Action, 1/Turn) The RX-Series Pilot Droid makes a DC 20 Pilot check. If the check is successful, the Vehicle increases its speed by 1 square plus 1 square for every 5 points by which the check result exceeds the DC. Recharge Shields (2 Swift Actions, 1/Turn) The RX-Series Pilot Droid makes a DC 20 Mechanics check. If the check is successful, the Vehicle regains 5 points of its Shield Rating, up to its normal maximum. Regulate Power (2 Swift Actions, 1/Turn) The RX-Series Pilot Droid makes a DC 20 Mechanics check. If the check is successful, the Vehicle moves +1 step along the Condition Track. Base Stats Skills: Knowledge (Galactic Lore) +8, Mechanics +8, Pilot +14, Use Computer +8 Vital Systems: 3 Claw Appendages, Vocabulator
NR-1100 Slicer Droid EDIT Reference Book: Star Wars Saga Edition Galaxy of Intrigue Affiliations: The Rebel Alliance, The New Republic NR-1100 Slicer Droid VIEW IMAGE The NR-1100 Slicer Droid is designed to slip into hostile territory and slice into computer networks. Used primarily by The Rebel Alliance, NR-1100s are crucial tools for stealing Imperial data or infecting networks with dangerous viruses. The NR-1100 Slicer Droid uses repulsorlift technology and special sound dampeners that make it virtually silent. Its small size allows it to move through ventilation ducts and underground tunnels with ease where Droids of Medium size would have trouble navigating. Although only lightly armed, the NR-1100 comes equipped with a Self-Destruct System to prevent it from falling into enemy hands or to serve as an ultimate solution for destroying data on the rare occasion when it fails to slice into a network. NR-1100 Slicer Droids can't be played as Droid Heroes. Contents 1 NR-1100 Slicer Droid Statistics (CL 3) 1.1 Defenses 1.2 Offense 1.3 Base Stats NR-1100 Slicer Droid Statistics (CL 3) Small 2nd-Degree Droid Scoundrel 3 Initiative: +3; Senses: Darkvision, Perception +7 Languages: Basic (understand only), Binary, 2 Unassigned Defenses Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 11, Will Defense: 15 Hit Points: 25, Damage Threshold: 11 Immune: Droid Traits Offense Speed: 6 Squares (Hovering) Melee: Unarmed +0 (1) Ranged: Blaster Pistol +4 (3d6+1) Special: Self-Destruct System +5 (4d6, 2-Square Burst) Base Attack Bonus: +2; Grapple: -1 Attack Options: Point-Blank Shot Special Actions: Gimmick Base Stats Abilities: Strength 6, Dexterity 15, Constitution -, Intelligence 15, Wisdom 12, Charisma 10 Talents: Gimmick, Master Slicer Feats: Skill Focus (Gather Information), Skill Focus (Stealth), Skill Focus (Use Computer), Point-Blank Shot, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons) Skills: Gather Information +11, Knowledge (Technology) +8, Mechanics +8, Perception +7, Stealth +18, Use Computer +13 (may reroll to Improve Access, may keep better result) Droid Systems: Hovering Locomotion, Basic Processor, 2 Hand Appendages, 1 Tool Mount, Darkvision, Improved Sensor Package, Internal Comlink, Locked Access, Self-Destruct System (4d6) Possessions: Blaster Pistol, Security Kit, Sensor Pack, Video Recorder Availability: Illegal; Cost: 16,430 credits
Pit Droid EDIT Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide Affiliations: General Units Pit Droid Designed by Serv-O-Droid to assist docking bay mechanics with repairs, the Pit Droid is remarkably sturdy and strong for its size. Unlike other small Droids, Pit Droids take no penalty to their Carrying Capacity for being Small. Additionally, Pit Droids fold up into a Tiny object when deactivated, allowing them to be stowed in a smaller space when unused. Many transport pilots keep a small number of Pit Droids in their cargo holds to assist with repairs, especially when they are the lone crew member. Pit Droids can be played as Droid Heroes. Contents 1 Pit Droid Statistics (CL 0) 1.1 Defenses 1.2 Offense 1.3 Base Stats Pit Droid Statistics (CL 0) Small 2nd-Degree Droid Nonheroic 2 Initiative: +3; Senses: Perception +0 Languages: Basic (understand only), Binary Defenses Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 12, Will Defense: 9 Hit Points: 5, Damage Threshold: 12 Immune: Droid Traits Offense Speed: 4 Squares (Walking) Melee: Unarmed +3 (1d2+2) Ranged: By Weapon +3 Base Attack Bonus: +1; Grapple: -2 Base Stats Abilities: Strength 15, Dexterity 14, Constitution -, Intelligence 10, Wisdom 8, Charisma 12 Feats: Skill Focus (Mechanics), Skill Training (Mechanics), Skill Training (Pilot), Skill Training (Use Computer) Skills: Knowledge (Technology) +6, Mechanics +11, Pilot +8, Use Computer +6 Droid Systems: Walking Locomotion, Basic Processor, 2 Hand Appendages Availability: Licensed; Cost: 1,300 credits
3PO-Series Protocol Droid 1 EDIT Affiliations: General Units 3PO Series Protocol Droid Supplied with a SyntheTech AA-1 Verbobrain, the 3PO Protocol Droid is capable of storing large amounts of information, enabling it to understand over six million forms of communication and respond in nearly all of them. It also has a tremendous capacity for analyzing previously unknown languages and translating them into whatever language its master desires. The 3PO even includes an olfactory sensor for translating phenomenal communication. The 3PO's additional memory storage is generally used to keep specific communication modes in active memory, avoiding lengthy delays while searching for linguistic information mid-translation. Each 3PO comes with a factory-installed Restraining Bolt mount. They are also programmed for passive behavior- a typical 3PO droid never attacks under any circumstances. If the droid becomes a problem, the 3PO's shut down switch is conveniently located at the back of its neck. Built to resemble humanoids, 3POs come in a variety of colors. 3PO-Series Droids can be played as Droid Heroes. Contents 1 3PO-Series Protocol Droid Statistics (CL 0) 1.1 Defenses 1.2 Offense 1.3 Base Stats 2 3PO-Series Protocol Droid Protocol Format 2.1 System Actions 2.1.1 Move (1 Swift Action, 2/Turn) 2.1.2 Databank (1 Swift Action) 2.1.3 Diplomacy Assistance (1 Swift Action, 1/Turn) 2.1.4 Impeccable Manners (2 Swift Actions, 1/Turn) 2.1.5 Translator (1 Free Action) 2.2 Base Stats Unmute Advanced Settings Fullscreen Pause Up Next 3PO-Series Protocol Droid Statistics (CL 0) Medium 3rd-Degree Droid Nonheroic 1 Initiative: -1; Senses: Perception +1 Languages: Basic, Binary, 3 Unassigned; Translator Unit (DC 5) Defenses Reflex Defense: 9 (Flat-Footed: 9), Fortitude Defense: 9, Will Defense: 11 Hit Points: 2, Damage Threshold: 9 Immune: Droid Traits Offense Speed: 6 Squares (Walking) Melee: Unarmed -1 (1d3-1) Ranged: By Weapon -1 Base Attack Bonus: +0; Grapple: -1 Base Stats Abilities: Strength 8, Dexterity 9, Constitution -, Intelligence 13, Wisdom 13, Charisma 14 Feats: Linguist, Skill Focus (Persuasion), Skill Training (Knowledge (Bureaucracy)), Skill Training (Knowledge (Galactic Lore)) Skills: Knowledge (Bureaucracy) +6, Knowledge (Galactic Lore) +6, Knowledge (Social Sciences) +6, Persuasion +12 Droid Systems: Walking Locomotion, Basic Processor, Translator Unit (DC 5), 2 Hand Appendages, Vocabulator Possessions: Audio Recorder Availability: Licensed; Cost: 7,000 credits 3PO-Series Protocol Droid Protocol Format Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids See also: Protocol Format Medium 3rd-Degree Droid Hit Points: 2 Damage Threshold: 9 System Actions Move (1 Swift Action, 2/Turn) The 3PO-Series Protocol Droid moves 6 squares (Walking). Databank (1 Swift Action) The 3PO-Series Protocol Droid attempts a Knowledge check involving bureaucracy, galactic lore, or social sciences. If the check is successful, the Droid can communicate the information to its master. Diplomacy Assistance (1 Swift Action, 1/Turn) The 3PO-Series Protocol Droid aids a character's Persuasion check, providing a +2 bonus to the check. Impeccable Manners (2 Swift Actions, 1/Turn) The 3PO-Series Protocol Droid makes a Persuasion check against the target's Will Defense, modified by the target's Attitude toward the Droid as follows: Hostile -10, Unfriendly -5, Indifferent -2, Friendly +0. If the check succeeds, the target's Attitude toward the Droid improves by one step. This action can be attempted on a target only once per encounter. Translator (1 Free Action) The 3PO-Series Protocol Droid translates to or from any language it knows. Base Stats Skills: Knowledge (Bureaucracy) +6, Knowledge (Galactic Lore) +6, Knowledge (Social Sciences) +6, Persuasion +12 Vital Systems: 2 Hand Appendages, Translator Unit (DC 5), Vocabulator
RA-7 Protocol Droid EDIT Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide Affiliations: General Units RA-7 Protocol Droid VIEW IMAGE The RA-7 series of Protocol Droids is clearly an attempt by Arakyd Industries to duplicate most of the abilities of the 3PO-Series Protocol Droid, and in most respects it fails. The Droid is very similar in appearance to the 3PO, except for its bug-eyed head and stiffer gait. It is not as able as a 3PO unit, however, and in an effort to avoid the overly delicate personality of 3PO-Series Protocol Droids, the RA-7 was programmed to be "Stern." In truth, the personalities of these Droids tend to fall somewhere between taciturn and vindictive. Almost no one would willingly buy an RA-7 as an assistant- which is why the ISB gives them away as gifts. In fact, the RA-7 is a plot by the ISB to keep tabs on everyone of questionable loyalty throughout the Empire. Though their numbers are only now starting to be large enough to be of real value, RA-7s are programmed to report on their owner's subversive or questionable activities by way of secret, Internal Comlinks. Most RA-7s also have recording devices hidden within them, allowing them to gather hard evidence of their masters' failings and crimes. (The recorders are concealed, requiring a DC 30 Perception check to find.) The ISB hands them out mostly to mid-level officers and officials, generally right after a promotion. Many recipients see these gifts as a sign of rising station and influence, but a few have begun to realize that the ISB does nothing without a secondary purpose. Many officers "Lose" their RA-7 Droids in short order, or send them into dangerous situations from which they never return. RA-7 Protocol Droids can be played as Droid Heroes. Contents 1 RA-7 Protocol Droid Statistics (CL 0) 1.1 Defenses 1.2 Offense 1.3 Base Stats RA-7 Protocol Droid Statistics (CL 0) Medium 3rd-Degree Droid Nonheroic 1 Initiative: +1; Senses: Darkvision, Perception +14 Languages: Basic, Binary, 1 Unassigned; Translator Unit (DC 15) Defenses Reflex Defense: 11 (Flat-Footed: 10), Fortitude Defense: 9, Will Defense: 12 Hit Points: 2, Damage Threshold: 9 Immune: Droid Traits Offense Speed: 6 Squares (Walking) Melee: Unarmed -1 (1d3-1) Ranged: By Weapon +1 Base Attack Bonus: +0; Grapple: +1 Base Stats Abilities: Strength 8, Dexterity 13, Constitution -, Intelligence 12, Wisdom 15, Charisma 9 Feats: Skill Focus (Perception), Skill Training (Deception), Skill Training (Knowledge (Bureaucracy)), Skill Training (Use Computer) Skills: Deception +4, Knowledge (Bureaucracy) +6, Perception +14, Use Computer +6 Droid Systems: Walking Locomotion, Basic Processor, Translator Unit (DC 15), 2 Hand Appendages, Compartment Space (2 kg), Internal Comlink, Locked Access, Vocabulator Possessions: Audio Recorder, Video Recorder Availability: Licensed; Cost: 3,000 credits
LOM-Series Protocol Droid EDIT Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide Affiliations: General Units LOM-Series Protocol Droid VIEW IMAGE The LOM series of Protocol Droids was created by Industrial Automaton as direct competition to the popular 3PO-Series Protocol Droids from Cybot Galactica. Indeed, Industrial Automaton managed to acquire many of the same components used in the 3PO design, and as a result, the main chassis of LOM-Series Droids is extremely similar to that of 3PO models. However, the head of the LOM-Series Droid has a distinctly insectoid appearance, designed to appeal to Species such as the Gand and Verpine. Equipped with AA-1 Verbobrains (As were 3PO units) and excellent translator models, the LOM-Series initially sold well. Indeed, their personalities were often preferred to those of 3PO units, since LOM Droids had a propensity for sensible, rational action even under pressure. However, LOM-Series Droids often developed personalities too blunt to make them effective Protocol Droids. Many LOM-Series Droids removed their own Restraining Bolts and obtained reprogramming to enable them to carry out independent operations. This trend, coupled with legal pressure from Cybot Galactica, caused Industrial Automaton to stop producing the model. In The Rebellion Era, many used LOM-Series Droids are sold far below market value, and independent LOM traders and explorers are not unknown. LOM-Series Droids can be played as Droid Heroes. Contents 1 LOM-Series Protocol Droid Statistics (CL 0) 1.1 Defenses 1.2 Offense 1.3 Base Stats Ad: (15) 5 LOM-Series Protocol Droid Statistics (CL 0) Medium 3rd-Degree Droid Nonheroic 1 Initiative: +0; Senses: Perception +0 Languages: Basic, Binary, 3 Unassigned; Translator Unit (DC 10) Defenses Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 9, Will Defense: 10 Hit Points: 2, Damage Threshold: 9 Immune: Droid Traits Offense Speed: 6 Squares (Walking) Melee: Unarmed -1 (1d3-1) Ranged: By Weapon +1 Base Attack Bonus: +0; Grapple: +0 Base Stats Abilities: Strength 8, Dexterity 11, Constitution -, Intelligence 13, Wisdom 11, Charisma 15 Feats: Linguist, Skill Focus (Use Computer), Skill Training (Knowledge (Bureaucracy)), Skill Training (Use Computer) Skills: Knowledge (Bureaucracy) +6, Knowledge (Social Sciences) +6, Persuasion +7, Use Computer +11 Droid Systems: Walking Locomotion, Basic Processor, Translator Unit (DC 10), 2 Hand Appendages, Vocabulator Possessions: Audio Recorder Availability: Licensed; Cost: 2,000 credits
B1-Series Battle Droid 1 EDIT Affiliations: The Confederacy of Independent Systems B1 Series Battle Droid Frail in appearance but deadly in intent, Baktoid Combat Automata's Battle Droid is a metal skeleton with a blaster. Built by the Geonosians to the Trade Confederation's specifications, battle droids are designed to resemble Geonosians, or perhaps desiccated Neimoidian corpses. Most intelligent beings regard them as startling, but Neimoidians see Battle Droids as positively ghoulish. Battle Droids are drones controlled by a Remote Processor, taking their commands from a Central Control Computer that operates several thousand battle droids, destroyer droids, and droid starfighters simultaneously. A battle droid communicates with its fellow drones via Comlinks, transmission antennae, and encryption computers, making for a control signal that is nearly impossible to jam (DC 40 Mechanics check). B1-Series Battle Droids can't be played as Droid Heroes. Contents 1 B1-Series Battle Droid Statistics (CL 1) 1.1 Defenses 1.2 Offense 1.3 Base Stats 2 B1-Series Battle Droid Protocol Format 2.1 System Actions 2.1.1 Move (1 Swift Action, 2/Turn) 2.1.2 Avoid Surprise (Free Action) 2.1.3 Patrol Duty (1 Swift Action, 1/Turn) 2.1.4 Support Fire (1 Swift Action, 1/Turn) 2.1.5 Tactical Assistance (1 Swift Action, 1/Turn) 2.2 Base Stats Unmute Advanced Settings Fullscreen Pause Up Next B1-Series Battle Droid Statistics (CL 1) Medium 4th-Degree Droid Nonheroic 3 Initiative: +0; Senses: Perception +6 Languages: Basic, Binary Defenses Reflex Defense: 9 (Flat-Footed: 9), Fortitude Defense: 11, Will Defense: 10 Hit Points: 10, Damage Threshold: 11 Immune: Droid Traits Offense Speed: 6 Squares (Walking) Melee: Unarmed +3 (1d3+1) Ranged: Blaster Carbine +1 (3d8) Base Attack Bonus: +2; Grapple: +3 Attack Options: Autofire (Blaster Carbine) Base Stats Abilities: Strength 13, Dexterity 9, Constitution -, Intelligence 9, Wisdom 10, Charisma 10 Feats: Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons) Skills: Perception +6 Droid Systems: Walking Locomotion, Remote Receiver, 2 Hand Appendages, Internal Comlink, Vocabulator Possessions: Blaster Carbine Availability: Military; Cost: 1,800 credits
B2-Series Super Battle Droid EDIT Affiliations: The Confederacy of Independent Systems B2 Series Super Battle Droid The B2-Series Super Battle Droid is a marked improvement in the original B1-Series Battle Droid design. Larger and armored, the Super Battle Droid relies on a central control computer for guidance, but it doesn't deactivate when it loses contact with the Remote Processor thanks to a Backup Internal Processor- a droid brain that takes over when the droid loses communication with the central computer. This second brain allows the droid to store it's last set of orders and continue acting on them even after the Remote Processor has shut down. B2-Series Super Battle Droids can be played as Droid Heroes. Contents 1 B2-Series Super Battle Droid Statistics (CL 2) 1.1 Defenses 1.2 Offense 1.3 Base Stats 2 B2-Series Super Battle Droid Protocol Format 2.1 System Actions 2.1.1 Move (1 Swift Action, 2/Turn) 2.1.2 Avoid Surprise (Free Action) 2.1.3 Patrol Duty (1 Swift Action, 1/Turn) 2.1.4 Rapid Shot (2 Swift Actions, 1/Turn) 2.1.5 Support Fire (2 Swift Actions, 1/Turn) 2.1.6 Tactical Assistance (1 Swift Action, 1/Turn) 2.2 Base Stats Unmute Advanced Settings Fullscreen Pause Up Next B2-Series Super Battle Droid Statistics (CL 2) Medium 4th-Degree Droid Nonheroic 6 Initiative: +3; Senses: Perception +8 Languages: Basic, Binary Defenses Reflex Defense: 12 (Flat-Footed: 12), Fortitude Defense: 12, Will Defense: 10 Hit Points: 21, Damage Threshold: 12 Immune: Droid Traits Offense Speed: 6 Squares (Walking); Charging Fire Melee: Unarmed +6 (1d3+2) Ranged: Wrist Blasters +4 (3d8) Ranged: Wrist Blasters +2 (4d8) with Rapid Shot Base Attack Bonus: +4; Grapple: +6 Attack Options: Autofire (Wrist Blasters), Rapid Shot, Synchronized Fire Circuits Base Stats Abilities: Strength 14, Dexterity 11, Constitution -, Intelligence 10, Wisdom 11, Charisma 7 Feats: Armor Proficiency (Light), Charging Fire, Rapid Shot, Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons) Skills: Perception +8 Droid Systems: Walking Locomotion, Remote Receiver, Backup Processor, Synchronized Fire Circuits, 2 Hand Appendages, Internal Comlink, Vocabulator Possessions: Wrist Blasters (As Blaster Rifle), Plasteel Shell (Droid Armor; +2 Reflex) Availability: Military; Cost: 3,300 credits
Viper-Series Probe Droid 1 EDIT Affiliations: The Galactic Empire Viper Series Probe Droid Before the rise of the Empire, probe Droids- often referred to as probots- were used primarily to map space lanes, survey planets, and perform search-and-rescue operations. However, such friendly purposes fell by the wayside as the Emperor conquered more and more systems. Probots became tools for rooting out traitors on far-flung worlds. Arakyd Industries manufactures the Empire's favored model, the Arakyd Viper, for this very purpose. Equipped with an extensive sensor system, the Viper is either deployed directly from the ground or fitted with an optional delivery system that guides the probot from a ship to the designated planet. The delivery system possesses only rudimentary breaking capacities, so it includes buffers to prevent damage to the droid on impact. These are especially important, since the Imperial Viper's Self-Destruct System is designed to destroy the droid if it takes significant damage (to prevent it from falling into enemy hands). The sub-light delivery system costs an additional 5,000 credits; a hyperspace-capable version sells for 15,000 credits. Viper-Series Probe Droids can't be played as Droid Heroes. Contents 1 Viper-Series Probe Droid Statistics (CL 1) 1.1 Defenses 1.2 Offense 1.3 Base Stats 2 Viper-Series Probe Droid Protocol Format 2.1 System Actions 2.1.1 Move (1 Swift Action, 2/Turn) 2.1.2 Pacify Hostile (1 Swift Action, 1/Turn) 2.1.3 Patrol Duty (1 Swift Action, 1/Turn) 2.1.4 Scan (2 Swift Actions, 1/Turn) 2.1.5 Self-Destruct (1 Free Action) 2.2 Base Stats Unmute Advanced Settings Fullscreen Pause Up Next Viper-Series Probe Droid Statistics (CL 1) Large 4th-Degree Droid Scout 1 Initiative: +6; Senses: Darkvision, Perception +9 Languages: Basic (understand only), Binary, 1 Unassigned Defenses Reflex Defense: 16 (Flat-Footed: 15), Fortitude Defense: 16, Will Defense: 13 Hit Points: 34, Damage Threshold: 21 Immune: Droid Traits Offense Speed: 6 Squares (Hovering) Melee: Unarmed +4 (1d6+4) Ranged: Blaster +1 (3d6) Special: Self-Destruct System +5 (4d6, 2-Square Burst) Fighting Space: 2x2 Squares; Reach: 1 Square Base Attack Bonus: +0; Grapple: +9 Base Stats Abilities: Strength 18, Dexterity 12, Constitution -, Intelligence 12, Wisdom 15, Charisma 11 Talents: Acute Senses Feats: Armor Proficiency (Light), Weapon Proficiency (Pistols), Weapon Proficiency (Slugthrowers), Weapon Proficiency (Simple Weapons) Skills: Endurance +5, Initiative +6, Knowledge (Galactic Lore) +6, Perception +9 (may reroll, must take second result), Stealth +1, Survival +7 Droid Systems: Hovering Locomotion, Basic Processor, 2 Hand Appendages, 2 Claw Appendages, 2 Tool Mounts, Darkvision, Improved Sensor Package, Locked Access, Internal Comlink, Self-Destruct System (4d6) Possessions: Blaster (As Blaster Pistol), Video Recording Unit, Sensor Unit, Durasteel Shell (Droid Armor; +4 Reflex) Availability: Restricted; Cost: 20,250 credits
3PX Espionage Droid 1 EDIT Reference Book: Star Wars Saga Edition Threats of the Galaxy Affiliations: The Galactic Empire 3PX VIEW IMAGE The 3PX Espionage Droid is a governmental Espionage Droid built using the body of the popular 3PO-Series Protocol Droid. To anything but a detailed internal examination, it appears to be a standard 3PO Protocol Droid. The 3PX Droid has all the programming and capabilities of the 3PO Droid. However, it lacks the 3PO's programming for passive, nonviolent behavior. Instead, 3PX Droids are capable of defending themselves with deadly force and regularly use violence to accomplish their missions. The 3PX is also considerably more physically capable than an ordinary 3PO Droid, but is programmed not to reveal this fact except in emergencies or when it is not being observed. The Restraining Bolt that comes with ordinary 3PO units does not work, and the shutdown switch in the back of the Droid's neck merely puts it into a low-power waiting mode. In this state, the Droid appears to be off and registers as off to all sensors, but remains aware of its surroundings and can reactivate itself whenever it needs to do so. Contents 1 3PX Espionage Droid Encounters 2 3PX Espionage Droid Statistics (CL 6) 2.1 Defenses 2.2 Offense 2.3 Base Stats Unmute Advanced Settings Fullscreen Pause Up Next 3PX Espionage Droid Encounters 3PX Espionage Droids are designed to secretly infiltrate a location. Their owners, who are usually the local or Imperial government, either arrange to secretly replace an existing 3PO Droid or deliver a 3PX unit when their target orders a new 3PO Droid. For the next few days, weeks, or months, the 3PX Droid performs the duties assigned to it while also undertaking its true assignment. This assignment almost always involves acquiring data or some small object from the person or company it is ostensibly owned by and whom it is secretly spying upon. If discovered, an Espionage Droid attempts to flee. However, once it has acquired the desired information or object, the Droid delivers the information by using its Internal Comlink or hands off the object to a contact and continues working for a day or two. Then the Droid appears to break down and seemingly must be taken to a repair facility. The repair people who pick up the Droid are agents working for the same agency that employed the 3PX Droid. They deliver a normal 3PO unit in return, leaving those the Droid spied on unaware that anything unusual has occurred. 3PX Espionage Droids can't be played as Droid Heroes. 3PX Espionage Droid Statistics (CL 6) Medium 4th-Degree Droid Nonheroic 1/Scoundrel 6 Initiative: +4; Senses: Low-Light Vision, Perception +12 Languages: Basic, Binary, 5 Unassigned; Translator Unit (DC 5) Defenses Reflex Defense: 19 (Flat-Footed: 18), Fortitude Defense: 17, Will Defense: 19 Hit Points: 37, Damage Threshold: 17 Immune: Droid Traits Offense Speed: 6 Squares (Walking) Melee: Unarmed +5 (1d3+4) Ranged: Hold-Out Blaster Pistol +5 (3d4+3) Base Attack Bonus: +4; Grapple: +5 Attack Options: Dastardly Strike Special Actions: Gimmick, Quick Draw Base Stats Abilities: Strength 12, Dexterity 13, Constitution -, Intelligence 14, Wisdom 15, Charisma 15 Talents: Dastardly Strike, Gimmick, Master Slicer Feats: Linguist, Quick Draw, Skill Focus (Persuasion), Skill Training (Deception), Skill Training (Knowledge (Bureaucracy)), Skill Training (Knowledge (Galactic Lore)), Skill Training (Perception), Skill Training (Stealth), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons) Skills: Deception +10, Knowledge (Bureaucracy) +10, Knowledge (Galactic Lore) +10, Knowledge (Social Sciences) +10, Perception +12, Persuasion, +15, Stealth +9, Use Computer +10 (may reroll to Improve Access, may keep better result) Droid Systems: Walking Locomotion, Heuristic Processor, Restraining Bolt (Nonfunctional), 2 Hand Appendages, Compartment Space (2 kg), Improved Sensor Package, Internal Comlink, Translator Unit (DC 5), Vocabulator Possessions: Holorecorder, Hold-Out Blaster Pistol (Concealed) Availability: Military; Cost: 5,550 credits
DRK-1 Probe Droid 1 EDIT Reference Book: Star Wars Saga Edition Threats of the Galaxy Affiliations: General Units DRK-1 Probe Droid VIEW IMAGE Excelling at espionage, Probe Droids can move about unnoticed, record information, and report to their masters without anyone being the wiser. The DRK-1 Probe Droid, also known as the Dark Eye, is a stealthy and observant droid developed by Arakyd Industries and used by the Sith Apprentice Darth Maul. Like all Probe Droids, the DRK-1 is designed for passive observation as opposed to more overt espionage, and as such most of its systems are dedicated to sensors and data transmission. However, unlike most other Probe Droids (which are usually armed only with small Blaster Pistols), the Dark Eye can create a swath of destruction with its Grenade Launcher. Though using this feature calls a bit more attention to the Droid than most owners would care for, such havoc can often cover the Droid's escape, allowing it to slip away and return to its master amid the chaos of a battle. Contents 1 DRK-1 Probe Droid Encounters 2 DRK-1 Probe Droid Statistics (CL 1) 2.1 Defenses 2.2 Offense 2.3 Base Stats Video Player is loading. Ad Skip Ad DRK-1 Probe Droid Encounters Probe Droids are often the precursors to a larger encounter. Since Probe Droids are sent out to act as advance scouts and spies for a group or organization, encountering one usually means that someone more powerful has taken an interest in the heroes. A Probe Droid encounter might actually be little more than something to wear down the heroes of keep them occupied until the Droids' masters can arrive; in these situations, the owners sometimes enter the fray just as the Probe Droids are being destroyed, prolonging the encounter as new enemies enter the battlefield. Probe Droids also present many opportunities for other kinds of encounters; discovering a damaged Probe Droid might prove to be an interesting skill encounter, requiring technical minded heroes to make Mechanics and Use Computer checks to retrieve data from the Droid, or even calling for Persuasion checks to convince the Droid to give up its information willingly. Dark Eye Probe Droids work extremely well as assistants in combat due to the amount of trouble they can cause with their Grenade Launchers. The Dark Eye's Area Attacks can keep opponents from bunching up together, and since these Droids move around the battlefield by Hovering, they can avoid Difficult Terrain and other obstacles with ease. Though they are relatively fragile, Dark Eye Probe Droids work well as interference for other enemies (Including Sith Apprentices and other Dark Side Force-users) and can provide their masters with information on the heroes without ever being seen. DRK-1 Probe Droids can be played as Droid Heroes. DRK-1 Probe Droid Statistics (CL 1) Small 4th-Degree Droid Nonheroic 3 Initiative: +11; Senses: Darkvision, Perception +15 Languages: Basic (understand only), Binary, 3 Unassigned Defenses Reflex Defense: 16 (Flat-Footed: 11), Fortitude Defense: 9, Will Defense: 12 Hit Points: 12, Damage Threshold: 9 Immune: Droid Traits Offense Speed: 6 Squares (Hovering) Melee: Unarmed +1 (1d2-1) Ranged: Frag Grenade (6) +7 (4d6, 2-Square Burst) Base Attack Bonus: +2; Grapple: +2 Base Stats Abilities: Strength 8, Dexterity 20, Constitution -, Intelligence 16, Wisdom 14, Charisma 8 Feats: Skill Focus (Perception), Skill Focus (Stealth), Skill Training (Gather Information), Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Simple Weapons) Skills: Gather Information +5, Initiative +11, Perception +15, Stealth +23, Use Computer +9 Droid Systems: Hovering Locomotion, Heuristic Processor, Internal Comlink, Locked Access, Secondary Battery, Improved Sensor Package, Darkvision, Stealth Shell (+2 Equipment bonus to Stealth checks) Possessions: Holoprojector, Grenade Launcher, Frag Grenade (6)
Mark VII "Inquisitor" Seeker Droid EDIT Reference Book: Star Wars Saga Edition Threats of the Galaxy Affiliations: The Galactic Empire Mark VII Inquisitor Seeker Droid VIEW IMAGE The Seeker Droid is a type of Surveillance Droid designed not only to locate its assigned target, but to neutralize or destroy it. The Mark VII for instance, is programmed to utilize special tactics to hunt down and either interrogate, kill, or return its target. The Mark VII will typically follow its target from a distance, making sure to stay out of sight. The Droid usually records its target's movements and conversations and attempts to predict a suitable time and place to move in and ruthlessly complete its task. If the job involves killing its quarry, it will do so without hesitation. Otherwise. the Droid will force the prisoner to a safe location at gunpoint, probably to commence its interrogation. A spherical Droid roughly 0.2 meters in diameter, the "Inquisitor" model is perfectly sized for its purpose. Despite its petite size. the Droid packs a wide array of sensors and recording devices to carry out its task as well as an advanced data probe that permits it to interface with virtually any computer system (Granting a +2 bonus to its Use Computer checks) and two blasters in case it decides to do away with its prey. Contents 1 Mark VII "Inquisitor" Seeker Droid Encounters 2 Mark VII "Inquisitor" Seeker Droid Statistics (CL 6) 2.1 Defenses 2.2 Offense 2.3 Base Stats Unmute Advanced Settings Fullscreen Pause Up Next Mark VII "Inquisitor" Seeker Droid Encounters Seeker Droids can be found virtually anywhere in the galaxy, provided you can see them. These elusive Droids are so good at staying out of sight that most people in the galaxy do not know they exist. Those who have caught sight of one of these Droids usually pay it no mind. considering it nothing more than a messenger drone. Although the existence of Seeker Droids was rare before the rise of the Empire. they soon became popular with various parties. Seeker Droids are employed as Imperial tools to hunt down certain people to extract information or just eliminate an undesired party. The Empire also uses seekers as watchdogs to keep an eye on various individuals and make sure they stay on a particular planet or in a defined area. The New Republic also made use of Seeker Droids in similar capacities, but insisted that the Droids bear nonlethal weaponry. Bounty hunters have been known to use Seeker Droids when stalking multiple targets at once, ordering the Droids to return those targets to a location specified by their master for holding until he can retrieve them. Mark VII "Inquisitor" Seeker Droids can't be played as Droid Heroes. Mark VII "Inquisitor" Seeker Droid Statistics (CL 6) Diminutive 4th-Degree Droid Scout 6 Force Points: 1 Initiative: +12; Senses: Darkvision, Perception +18 Languages: Basic, Binary, 1 Unassigned Defenses Reflex Defense: 27 (Flat-Footed: 23), Fortitude Defense: 14, Will Defense: 19 Hit Points: 46, Damage Threshold: 14 Immune: Droid Traits Offense Speed: 6 Squares (Hovering); Expert Tracker, Running Attack Ranged: Blaster Pistol +8 (3d6+3) Ranged: Blaster Pistol +3 (3d6+3) and Blaster Pistol +3 (3d6+3) Base Attack Bonus: +4; Grapple: -7 Attack Options: Keen Shot Base Stats Abilities: Strength 5, Dexterity 18, Constitution -, Intelligence 13, Wisdom 16, Charisma 10 Talents: Acute Senses, Expert Tracker, Keen Shot Feats: Dual Weapon Mastery I, Running Attack, Skill Focus (Perception), Skill Focus (Stealth), Skill Focus (Survival), Toughness, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons) Skills: Endurance +8, Initiative +12, Knowledge (Life Sciences) +9, Perception +18 (may reroll, must take second result), Stealth +32, Survival +16 Droid Systems: Hovering Locomotion, Heuristic Processor, 2 Tool Mounts, Darkvision, Improved Sensor Package, Internal Comlink, Locked Access, Vocabulator Possessions: Blaster Pistol (2), Audio Recorder Availability: Restricted; Cost: 10,000 credits
HK-24 Assassin Droid EDIT Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide Affiliations: The Fringe HK-24 VIEW IMAGE Designed to disguise themselves as Protocol Droids to lull targets into a false sense of security, HK-Series Assassin Droids represent one of the deadliest innovations in Droid technology of this time. The Czerka Corporation's first major success in Assassin-Droid production came with the release of the HK-24 Assassin Droid, which the company hoped to sell in large quantities to the Republic and planetary governments during the run-up to The Mandalorian Wars. Many HK-24 Assassin Droids are purchased by Lord Adasca to hunt down one of his former employees hiding on Taris. Even with red armor plating and glowing orange eyes, the HK-24 appears, to the untrained eye, to be nothing more than a slightly sinister-looking servant Droid. Unfortunately, the Czerka Corporation never finds success with the HK-24 (Since most people in the galaxy have no use for an Assassin Droid), and soon their factories are shut down and abandoned. HK-24 Assassin Droids can't be played as Droid Heroes. Contents 1 HK-24 Assassin Droid Statistics (CL 7) 1.1 Defenses 1.2 Offense 1.3 Base Stats 2 HK-24 Assassin Droid Protocol Format 2.1 System Actions 2.1.1 Move (1 Swift Action, 2/Turn) 2.1.2 Intimidating Presence (2 Swift Actions, 1/Turn) 2.1.3 Rapid Shot (1 Swift Action, 1/Turn) 2.1.4 Support Fire (1 Swift Action, 1/Turn) 2.1.5 Tactical Assistance (1 Swift Action, 1/Turn) 2.1.6 Translator (1 Free Action) 2.2 Base Stats Unmute Advanced Settings Fullscreen Pause Up Next HK-24 Assassin Droid Statistics (CL 7) Medium 4th-Degree Droid Nonheroic 6/Soldier 5 Force Points: 3 Initiative: +13; Senses: Low-Light Vision, Perception +8 Languages: Basic, Binary; Translator Unit (DC 5) Defenses Reflex Defense: 23 (Flat-Footed: 20), Fortitude Defense: 19, Will Defense: 16 Hit Points: 43, Damage Threshold: 19; Tough as Nails Immune: Droid Traits Offense Speed: 6 Squares (Walking) Melee: Unarmed +11 (1d3+4) Ranged: Blaster Rifle +11* (3d8+6) Ranged: Blaster Rifle +9* (4d8+6) with Rapid Shot Base Attack Bonus: +9; Grapple: +12 Attack Options: Autofire (Blaster Rifle), Devastating Attack (Rifles), Point-Blank Shot, Power Blast, Rapid Shot *Includes 2 points of Power Blast Base Stats Abilities: Strength 14, Dexterity 17, Constitution -, Intelligence 10, Wisdom 12, Charisma 13 Talents: Devastating Attack (Rifles), Tough as Nails, Weapon Specialization (Rifles) Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Point-Blank Shot, Power Blast, Rapid Shot, Skill Training (Initiative), Weapon Focus (Rifles), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons) Skills: Initiative +13, Persuasion +11 Droid Systems: Walking Locomotion, Heuristic Processor, 2 Hand Appendages, 2 Tool Appendages, Improved Sensor Package, Translator Unit (DC 5), Vocabulator Possessions: Blaster Rifle, Durasteel Battle Armor (Droid Armor; +8 Reflex) Availability: Illegal, Rare; Cost: Not available for sale (Estimated value 30,700 credits) HK-24 Assassin Droid Protocol Format Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids See also: Protocol Format Medium 4th-Degree Droid Hit Points: 43 Damage Threshold: 19 System Actions Move (1 Swift Action, 2/Turn) The HK-24 Assassin Droid moves 6 squares (Walking). Intimidating Presence (2 Swift Actions, 1/Turn) The HK-24 Assassin Droid assists a character's Persuasion check, providing a +2 bonus to the check. Rapid Shot (1 Swift Action, 1/Turn) The HK-24 Assassin Droid makes a ranged attack at +11. If successful, the attack deals 4d8+4 points of damage. Support Fire (1 Swift Action, 1/Turn) The HK-24 Assassin Droid makes a ranged attack at +13. If successful, the attack deals 3d8+4 points of damage. Tactical Assistance (1 Swift Action, 1/Turn) The HK-24 Assassin Droid assists a character's ranged attack, providing a +2 bonus to the roll. Translator (1 Free Action) With a DC 5 Intelligence check, the HK-24 Assassin Droid translates to or from any language it knows. Base Stats Skills: Initiative +12, Perception +8, Persuasion +11 Vital Systems: Blaster Rifle, 2 Hand Appendages, Translator Unit (DC 5), Vocabulator

Droids SIGN IN TO EDIT All Droids 1st‑Degree Droids 2nd‑Degree Droids 3rd‑Degree Droids 4th‑Degree Droids 5th‑Degree Droids Contents 1 A Droid’s Life 2 Creating a Droid Hero 2.1 Option 1: Playing a Custom Droid 2.2 Option 2: Playing a Standard Droid Model 3 Droid Traits 4 Droid Systems 4.1 Locomotion 4.2 Appendages 4.3 Processors 4.4 Accessories 5 Modifying Droids A droid is a kind of intelligent robot, a mechanical automaton electronically programmed to act, think, and behave in a certain way. Droids facilitate various tasks that organic beings find tedious, difficult, or hazardous. They are typically fashioned in the likeness of their creators or in a utilitarian design that stresses function. Their usefulness makes them a common sight on nearly every inhabited world in the galay. They provide assistance, advice, and sometimes even friendship to trillions of sentient beings on a daily basis. A Droid’s Life Droids are usually property, bought and sold like any other piece of equipment. Although some droid ownsers com to think of their droids as friends, the fact remains that droids are programmed to serve whoever is designated as their master. To the vast majority of droids, the concept of droid independence is unthinkable. Without someone to command them, what would they do? Even so, ownership and control are two very different things. Droids must do what they are commanded to do to the best of their ability, but their programming dictates how they accomplish their orders. Ordered to find a replacement part for an X-wing, a droid might commence a systematic search of the repair bay, then the docking facility, then the neighborhood, then the countryside, and so on—all the while thinking its actions are perfectly logical. Droids often need very specific instructions to do what their masters command, in a manner meeting their master’s expectations. Occasionally, events conspire to lead a droid to independence. These so-called “self-owned” droids are few, but not as rare as many believe. One might hear stories of droids that escape their masters after years of abuse, or of an entire line of droids that manifest violent personalities as the result of a programming glitch. However, independent droids are rarely haywire, rampaging killers. Independent droids often enter into partnerships with organic beings, particularly on worlds where a lone droid without a master draws a lot of unwanted attention. Independent droids sometimes even seek each other out, hoping to find strength and security in numbers. Some independent droids are thrust into the unlikely role of hero, helping to defend the galaxy from the depredations of evil as personified by the likes of the Empire and the Yuuzhan Vong. Creating a Droid Hero If you want to play a droid as a hero, you can either play an existing droid from this chapter or create your own unique droid hero. Droid heroes are assumed either to be “self-owned” or to be owned by another player character (with the approval of both the Gamemaster and the player in question). Even if owned by another member of the party, the Gamemaster should ensure that the owner does not abuse his authority by giving unreasonable or unwanted orders to the other player’s droid character. A droid player character should be treated the same as any other player character, and in most cases it is best to give suggestions or advice instead of actual orders. (in fact, most droid heroes have a heuristic processor so that they can creatively interpret orders and thus justify acting as they wish.) When you decide to play a droid hero, you’ll have to pick out a few details about what type of droid your character will be. This is the equivelent of picking a species for a non-droid character. Option 1: Playing a Custom Droid You can play a droid of your own design. The only choices you have to make are choosing your degree, size, and accessories, and assigning your ability scores.Once you have taken note of these details on your character sheet, continue with character generation normally. Determining Ability Scores Droid characters determine their ability scores the same way non-droid characters do. However, droids do not have Constitution scores because they are not actually living beings; they only need scores for their five remaining abilities. You can determine your ability scores in one of three ways: Rolling: Roll 4d6 five times, discarding the lowest die each time. Add up the remaining three dices and assign the result to any one of your five abilities. Planned Generation: All your ability scores start at 8, and you have 21 points to spend to increase them (see Planned Generation). Standard Score Package: The standard score package for droid heroes is 15, 14, 13, 12, 10. Assign these five scores to your five abilities as you see fit. Degree Table: Droid Degrees Degree Ability Modifiers Typical Roles 1st +2 Int, +2 Wis, −2 Str medical, scientific 2nd +2 Int, −2 Cha astromech, technical 3rd +2 Wis, +2 Cha, −2 Str protocol, service 4th +2 Dex, −2 Int, −2 Cha combat, security 5th +4 Str, −4 Int, −4 Cha labor, utility Droids are classified by degree, reflecting the types of tasks they typically perform. Generally, 1st-degree droids are medical and analytical droids, 2nd-degree droids are mechanical and technical droids, 3rd-degree droids are protocol and domestic droids, 4th-degree are security and battle droids, and 5th-degree droids are labor and utility droids. A droid’s function does not have to match its degree, but this is uncommon. Pick a degree (1dt, 2nd, 3rd, 4th, or 5th) for your droid. This determines your ability score modifiers, as shown in Table: Droid Degrees. For example, a 3rd-degree protocol droid increases its Wisdom and Charisma scores by 2 and reduces its Strength score by 2. Below are some examples of the droid types you can pick. 1st-Degree 2nd-Degree 3rd-Degree 4th-Degree 5th-Degree Size You can choose to play a Medium or Small droid. Droids of other sizes exist, but they are controlled by the GM. A droid’s size determines its ability modifiers, its size bonus to Reflex Defense, its size bonus on Stealth checks, adjustments to hit points and damage threshold, its carrying capacity, and its cost factor, as shown in Table: Droid Sizes. Medium: Player character droids of Medium size have no special modifiers because of their size. They have a walking locomotion system and a speed of 6 squares. Small: Player character droids of Small size apply the following ability score modifiers: +2 Dexterity, −2 Strength. They have a tracked locomotion system and a speed of 4 squares. Small droid gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. Cost Factor: A droid’s cost factor is used to calculate the cost of the droid and some droid systems. Particularly large droids can be very expensive, but particularly small droids are not any cheaper due to the expenses associated with miniaturization. Droids that are Small size or smaller treat their cost factor as being equal to 2 ÷ their cost factor for the purposes of determining accessory weight. Table: Droid Sizes Droid Size Ability Modifiers Reflex Defense Modifier Sealth Modifier Extra Hit Points Damage Threshold Bonus Carrying Capacity Cost Factor Colossal +32 Str, −4 Dex −10 −20 +100 +50 ×20 ×20 Gargantuan +24 Str, −4 Dex −5 −15 +50 +20 ×10 ×10 Huge +16 Str, −4 Dex −2 −10 +20 +10 ×5 ×5 Large +8 Str, −2 Dex −1 −5 +10 +5 ×2 ×2 Medium None +0 +0 — — ×1 ×1 Small −2 Str, +2 Dex +1 +5 — — ×0.75 ×2 Tiny −4 Str, +4 Dex +2 +10 — — ×0.5 ×5 Diminutive −6 Str, +6 Dex +5 +15 — — ×0.25 ×10 Fine −8 Str, +8 Dex +10 +20 — — ×0.01 ×20 Class and Level You are 1st level in one heroic class (noble, scoundrel, scout, or soldier) of your choice. You cannot choose the Jedi class. Systems and Accessories You have a heuristic processor (see below) and two arm appendages (see below). You may spend up to 1,000 credits on additional locomotion systems, appendages, and accessories as you see fit. As with standard droid models, your starting locomotion, appendages, and accessories do not count against your carrying capacity. You do not get to keep any leftover credits, but you still gain the appropriate starting credits according to your class. Droid Common Traits All droid characters have certain traits in common as discussed in Droid Traits below. Option 2: Playing a Standard Droid Model If you wish to forego creating your own custom droid, you can always play one of the stock models found later in the chapter. If you use this option, you do not roll for ability scores; instead, you automatically have the ability scores listed for the selected model of droid. The droid you select must meet the following criteria, and you may modify the stock model as noted here. Size: You can only be Small or Medium size. Processor: You cannot have a remote processor, so you must install a basic processor or heuristic processor if the selected model of droid does not normally include one. Class and Level: The droid you select can have no more than three levels in the nonheroic class or one level in any heroic class. If the droid you select has only one or two levels in the nonheroic class, you may choose to add one level in a heroic class of your choice; this adds 1,500 credits to your droid’s final cost. You begin play with the minimum number of experience points necessary for your character level. For example, a 2nd-level nonheroic/1st-level scoundrel would begin play with 3,000 XP. Final Cost: The final cost of your droid, including any necessary adjustments for a processor or adding a level in a heroic classs, cannot exceed 5,000 credits. You may add accessories or replace systems as you see fit as long as your final cost remains within this limit. You do not get to keep any unspent credts, but you still gain the appropriate starting credits acording to your class. All droid characters have certain traits in common. Once you have made all neccessary adjustments and noted these details on your character sheet, continue with character generation normally. Droid Traits Droids share the following basic traits: Abilities: Droids are nonliving entities, so they do not have Constitution scores. Droids can increase any two of their five remaining ability scores by +1 each at 4th level and every four levels thereafter, just like any other character. These increases represent improved heuristics and algorithms that the droid has developed from experience as well as upgrades to its components undertaken as a part of routine maintenance. Droid ability modifiers are determined by their degree and size (see above). A droid can never have an ability score less than 1, regardless of modifications. Behavioral Inhibitors: Droids (except 4th-degree droids) cannot intentionally harm a sentient living being or knowingly allow a sentient living being to be harmed. Furthermore, all droids must follow orders given to them by their rightful owners, as long as those orders don’t require the droid to harm a sentient living being. Droids with heuristic processors can sometimes violate these restrictions by creatively interpreting their behavioral inhibitions (see Processors). Ion Damage Vulnerability: As electronic constructs, droids are vulnerable to ion damage. Generally, ion weapons have the same effect on droids that stun weapons have on living beings. Maintenance: Droids do not sleep, eat or breathe. However, they do need to enter shutdown mode and recharge for 1 hour after 100 hours of operation. If a droid fails to do so, it must make an Endurance check each hour (DC 10, +1 per additional hour after the first) or move −1 persistent step along the condition track. This persistent condition can only be removed by the droid recharging for 1 hour. Memory: A droid’s trained skills, feats, and talents can be reassigned with the Use Computer skill. A droid hero can use its own Use Computer skill to perform this reprogramming, but takes a −5 penalty on its skill check. If a droid is ever subjected to a complete memory wipe, it becomes a basic model of its type, losing any levels and abilities gained (see Processors below). Nonliving: A droid is immune to poison, disease, radiation, noncorrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects, and any other that works only on living targets. Droids have no connection to the Force and can’t gain the Force Sensitivity feat or learn Force powers. Droids do not have a Constitution score, so they don’t get bonus hit points for having a high Constitution, and they apply their Strength modifier to their Fortitude Defense. Droids do not gain an ability bonus to Constitution-based skill checks and may not take feats or talents with a Constitution prerequisite. Unlike living beings, droids don’t “die,” but they can be disabled or destroyed. If a droid is reduced to 0 hit points, it is disabled and cannot be reactivated until it is repaired so that it has at least 1 hit point. If the attack that reduced the droid to 0 hit points also exceeds the droid’s damage threshold, the droid is destroyed instead. A destroyed droid cannot be repaired or salvaged. Repair: Droids can regain lost hit points only through the use of the Mechanics skill. A droid can use this skill to repair itself, but it takes a −5 penalty on its skill check. Shut Down: A droid that is shut down can take no actions and is effectively unconscious. Shutting down a willing droid is a a standard action. Shutting down an unwilling droid is more difficult, requiring that you grab the droid and then make a Mechanics check (DC = droid’s Will Defense) as a standard action while it’s grabbed. You cannot shut down an unwilling droid with locked access unless it is disabled or otherwise helpless. Skills: Droids normally cannot use any skill untrained except for Acrobatics, Climb, Jump, and Perception. A droid with a heuristic processor ignores this limitation (see Processors below). Systems: Droids can have many of their characteristics changed by installing or replacing existing systems (see Modifying Droids below). Automatic Languages: Binary plus one language chosen by the designer (usually Basic). Droid Systems Unlike Characters and creatures, droids are essentially collections of different equipment called systems. A droid’s systems can be upgraded, replaced, and modified many times throughout a droid’s operational lifetime. A droid system falls into one of four categories: locomotion, processor, appendage, or accessory. Locomotion All droids begin with a base movement speed determined by its locomotion system (see Table: Droid Locomotion). Droids can have more than moe locomotion system. Add 500 × the droid’s cost factor for the second locomotion system, 1000 × the droid’s cost factor for the third, 2000 × the droid’s cost factor for the fourth, and 5000 × the droid’s cost factor for the fifth. Walking Droids: Walking droids are the most versatile droids, having legs and feet that let them travel like bipeds, quadrupeds, and other similar creatures. The most common chassis for walking droids is the “humanoid” form (two arms, two legs, and a head). They suffer the usual penalties when moving through difficult terrain. Wheeled Droids: Wheeled droids use one or more powered wheels to move and are generally desinged to traverse smooth surfaces. Wheeled droids can’t use the Climb skill, and the penalties of moving through difficult terrain are doubled. Tracked Droids: Tracked droids are an improvement on the wheeled droid, having ridged treads that give them more traction. Tracked droids ignore the penalties of difficult terrain, but they take a −5 penalty on all Climb checks. Hovering Droids: Hovering droids use repulsorlift technology to float slowly above the ground (within 3 meters). They ignore the penalties of difficult terrain. Flying Droids: Flying droids use engines of some kind to travel mor or less wherever they please. They are not hampered by any type of terrain, but tend to be the most expensive. Stationary Droids: Stationary droids do not have a locomotion system and cannot move from a fixed location. Restricted Locomotion System The cost of a droid’s locomotion system can be reduced by placing limitations on its use. The two types of restrictions are exclusive and limited. A restricted locomotion system costs only one-tenth the normal cost. Exclusive Locomotion System: The droid must spend a move action to engage or disengage this locomotion system. While the system is engaged, the droid can only use the move and run actions. Limited Locomotion System: The droid can only use this locomotion system for a limited time. After using this locomotion system for 11 round, the droid must make an Endurance check (DC 10, +1 per check after the first) or it cannot use that locomotion system again for 1 minute (10 rounds). Climbing Claws Claws designed to grip a surface can be added to any droid with a walking locomotion system. Climbing claws grant the droid a climb speed equal to one-half its walking speed. In addition, a droid equipped with climbing claws may reroll a failed Climb check (keeping the better result) and can take 10 on Climb checks even when rushed or threatened. Climbing claws double the cost of a walking locomotion system. Extra Legs Walking droids are usually bipedal, but a walking droid can be built with three or more legs (usually four) to grant the droid extra stability and carrying capacity. This doubles the cost of the walking locomotion system, but the droid’s carrying capacity is 50% higher than that of a bipedal droid of the same Strength. In addition, the droid gains a +5 stability bonus on checks to resist attempts to knock it prone. Jump Servos Repulsorlift-assisted jump servos can be added to any droid with a walking locomotion system. Jump servos grant the droid the ability to treat all jumps as running jumps, even without the normal running start. In addition, the droid may reroll a failed Jump check (keeping the better result) and take 10 on Jump checks even when rushed or threatened. Jump servos double the cost of a walking locomotion system. Magnetic Feet Electromagnetic grippers enable a droid to cling to a ship’s hull, even when the ship is moving at high speed. Only droids with walking, wheeled, or tracked locomotion can have magnetic feet. Appendages Table: Droid Appendages and Damage Droid Size Probe Instrument Tool Hand Claw Fine — — — — — Diminutive — — — 1 Tiny — — 1 1 1d2 Small — 1 1d2 1d2 1d3 Medium 1 1d2 1d3 1d3 1d4 Large 1d2 1d3 1d4 1d4 1d6 Huge 1d3 1d4 1d6 1d6 1d8 Gargantuan 1d4 1d6 1d8 1d8 2d6 Colossal 1d6 1d8 2d6 2d6 2d8 The types of appendages a droid has determines how well it is able to touch, hold, lift, carry, push, pull, or place objects. A limb that isn’t used for locomotion or balance has one of the following types of appendages: probe, instrument, tool, claw, or hand. Droids can use their appendages to make unarmed attacks. The damage dealt by an unarmed attack depends on the droid’s size and the type of appendage. Table: Droid Appendages and Damage lists the base unarmed damage; remember to apply the droid’s Strength modifier to this base damage. A droid can have any number of appendages, but this does not increase the number of actions or attacks the droid can make in a round. Probe: Few droids have no actual manipulators. The bare minimum is a probe that can push or pull objects. Instruments: Instruments are a step up from simple probes. They might be designed to acomplish specific tasks. For example, a droid with a hypodermic syringe as its sole appendage can use the syringe for its intended purpose, but otherwise can only push objects with it. A few instuments are actually designed to clamp, and can thus hold objects, but they are generally delicate. A droid using an instrument of this nature has a carrying capacity as if its Strength score were one-quarter of its actual value. Tool: Tool appendages are somewhat sturdier than instruments. A droid must make a DC 15 Desterity check to lift, carry, or drag objects for which its tools were not designed. The GM might rule that particularly delicate objects have a higher DC. If the check fails, the droid drops the object. Weapons mounted on a droid are considered tool appendages unless otherwise noted. A tool mount does not include the cost of the tool or weapon mounted on it. Claw: Claws are an intermediate step between tools and hands. The are useful for grabbing onto objects to be moved, but aren't very good for tasks that require fine manipulation. While a droid could easily carry a blaster in its claw, it would have difficulty firing it, for example. A droid using a claw to perform a task that normally requires a true hand must make a DC 15 Desterity check to succeed at the task. If the check fails, the droid drops the object it is attempting to manipulate. Hand: A droid is considered to have a true hand if its gripping appendage includes at least three digits, one of which is opposable. Factory-model 3PO Series protocol droids and Baktoid Combat Automata battle droids come equipped with hands. Telescopic Appendage The droid has an appendage that reaches farther from its body than normal. A telescopic appendage has twice the normal reach for the droid’s size. For example, a Medium droid with a telescopic appendage has a reach of 2 squares. Stabilized Mount For five times the listed cost and weight, a tool appendage can be stabilized so that it can hold a larger weapon. This allows the droid to use that weapon as if it was wielded in two hands. Processors Binary Nearly all droids are programmed to understand a binary computer language used by most computers and intelligent machines. The simple version of this is a language skill called Binary. With it, droids can communicate with computers and each other. Binary allows a computer or droid to communicate mathematical or technical information in great detail at a very high rate (approximately 100 times as fast as normal speech), but it has great difficulty expressing nontechnical topics such as emotion, art, philosophy, or the Force. For example, as a free action, a droid could use Binary to describe the exact location and physical description of all objects and characters that the droid detects in a 10-square-by-10-square area, but the droid would be unable to express the nuance of a conversation or the emotion conveyed by body language. Obviously, some droids can understand additional languages as well—most droids in the galaxy are programed with Basic, even if they can’t actually articulate the language. Some living beings learn to interpret the binary language of droids, even if they can’t themselves speak an approximation of it. A living being who understands Binary cannot understnd the same volume of information as another droid or computer, so the speaking droid must voluntarily slow its speech to normal rates (that is, the same as Basic or any other language) so that the living being can understand it. A droid can’t perform any functions without its processor (also known as a droid brain), which contains all the basic information the droid needs to move its appendages, travel from place to place, behave in a certain, and so on. A droid’s Intelligence score reflects the quality of its processor. Low-intelligence droids tend to specialize in single tasks thatrequire no deductive capability. High-intelligence droids are considerably more versatile—and more expensive. Basic Processor: Basic processors are not designed for creative thought and problem solving, and as such most droids interpret instructions and behavioral inhibitions very literally. Furthermore, basic processors are very limited in that the droid cannot perform any task for which it was not programmed. For example, a droid that is not trained in the Deception skill cannot lie or otherwise convey false or unknown information. A droid with a basic processor cannot use any skill untrained except for Acrobatics, Climb, Jump, and Perception. Similarly, a basic processor does not allow a droid to use any weapon with which it is not proficient, and a droid’s behavorial inhibitors may prevent it from harming sentient living being altogether (see Behavioral Inhibitors). Every droid comes with a basic processor, at the very least. Heuristic Processor: This type of processor allows a droid to learn by doing, usually without instruction. the droid is able to reason through potential solutions to tasks and formulate the best approach. Because of this, a droid with a heuristic processor may use skills untrained, just like any other character. Similarly, the droid can wield a weapon even if it is not proficient in its use (but still takes the normal −5 penalty on attack rolls). In addition, a droid with a heuristic processor can creatively interpret its instructions, allowing it to complete tasks in a manner that it deems appropriate. A heuristic processor allows a droid to work around its behavorial inhibitors as long as it can justify a given action. for example, a noncombat droid with a heuristic processor can attack and even harm a sentient living being as long as it believes that doing so will ultimately save more sentient living beings from harm. Over time, a droid equipped with a heuristic processor develops a unique personality based on experience. Because of this, memory wipes and restraining bolts are commonly used to ensure that a heuristic processor doesn’t allow a droid to stray too far from its intended purpose. Still, some progressive masters actually encourage their droids to break their programming, trusting the droid’s judgement to make independent decisions without taking advantage of the situation. Remote Processor: The droid’s processor isn’t located in the droid; instead, the droid is actually a drone for a remote processor. The processor is equipped with a trasnmitter that allows a droid equipped with the appropriate remote receiver to operate as far away as 5km (for the least expensive model) to as much a 5,000km (for the most expensive model). The advantage of a remote processor is that it makes the droid much less expensive because it only needs a receiver instead of a local control system. The drawback is that the droid doesn’t react as quickly as a droid with an internal processor, so it takes a −2 penalty to its Dexterity. Remote Receiver: This unit allows a droid to receive instructions from a remote processor. Only droids without internal processors (such as Baktoid Combat Automata battle droids) can be fitted with remote receivers. A remote receiver can only be connected to one remote processor at a time. Changing the connection to a different remote processor requires a DC 20 Mechanics check and a tool kit. Backup Processor: A droid with a remote receiver can also have a backup processor that allows the droid to function even if it loses contct with its remote processor. The droid will continue executing its last received orders until contact is reestablished. Synchronized Fire Circuits: A droid with a remote receiver can have synchronized fire circuits that better coordinate its action with other droids. When successfully using the aid another action to assist another droid connected to the same remote processor, a droid with synchronized fire circuits grants a +5 bonus instead of a +2 bonus on the other droid's check or roll. Behavioral Inhibitors Even without a restraining bolt or periodic memory wipes, most droids operate according to a rigid set of guidelines. A droid’s core programming—the part of its memory that can’t be wiped—provides it with strict instructions on how to react to common circumstances, most of which revolve around obedience, safety, ethics, and morality. These instructions are the droid’s behavorial inhibitors. The most common restriction coded into a droid’s memory is the notion that it can’t harm a sentient living being or, through inaction, allow a sentient living being to come to harm. (Fourth-degree droids do not have this restriction.) Droids are under similar strictures not to allow themselves to be harmed unless specifically ordered to do so. Of course, droids are also hardwired to obey the commands of their designated masters. When a master’s orders conflict with the droid’s behavioral inhibitors, the droid is required to inform its master immediately. Restraining Bolt: A restraining bolt turns off a droid’s motor impulse without actually shutting down the droid. The restraining bolt is activated with a handheld device called a droid caller (see below). Restraining bolts must be secured to specific locations on droids. Attaching or removing a restraining bolt is a full-round action and requires a DC 10 Mechanics check. A droid fitted with a restraining bolt can’t upgrade or improve its skills (see Reprogramming). A droid with a heuristic processor can attempt to remove its own restrining bolt as a standard action with a successful DC 20 Charisma check followed by a successful DC 15 Mechanics check. A droid that fails the Charisma check can’t atempt to remove the restrining bolt again until 24 hours pass. Droid Caller: The droid caller is a handheld transmitter weighing 0.2kg. It transmits a signal to any droid equipped with a restraining bolt. The droid caller overrides a droid’s motor function and impels it toward the caller for as long as the device is activated. A droid with a heuristic processor fitted with a restraining bolt can resist the droid caller with a successful DC 20 Charisma check. If successful, that droid can’t be affected by that specific droid caller for 24 hours. Reprogramming A basic model droid comes with factory-preset skills and a certain set of trained skills, feats, and sometimes talents. These factory-presets are embedded in the droid’s core programming and cannot be altered, but many droids have one or more trained skills left unassigned so that they can easily be programmed for their specific duties. Unassigned skills as well as feats and talents gained through level advancement can be altered through reprogramming. Reprogramming a droid requires a Use Computer check (DC = droid’s Will Defense) and 30 minutes of uninterrupted work. Reprogramming feats and talents is more difficult, so you take a −5 penalty on your Use Computer check. Furthermore, feats and talents can only be reprogrammed if they are neither a requirement for any of the droid’s prestige classes nor a prerequisite for any feat or talent the droid retains. As always, a droid must meet all prerequisites for any replacement feats or talents. A droid can only have talents he is eligible for based on his classes; thus, a droid with 5 levels in the soldier class could only be reprogrammed with 3 talents that can be taken by soldiers (soldier levels 1, 3, and 5). A droid with 5 levels of soldier and 3 levels of scoundrel could be reprogrammed with 3 soldier talents and 2 scoundrel talents. Reprogramming requires that the droid be shut down for the duration of the procedure (but see “Droid Self-Reprogramming,” below). To reprogram a skill, the programmer must be trained in that skill or purchase a skill package (100 credits). To reprogram a feat or talent, the programmer must either have that feat or talent or purchase a feat or talent package (1,000 credits). If the droid’s owner is unable to do the reprogramming himself, he can hire a professional programmer to do the task for him. The standard cost of hiring a programmer is (droid’s Will Defense squared) × 10 credits for a skill, or 10 times this amount for a feat or talent. The cost includes any necessary skill, feat, or talent packages. Droid Self-Reprogramming: A droid trained in the Use Computer skill may attempt to reprogram itself. However, the droid must have the appropriate skill, feat, or talent package to do so, and it takes a −5 penalty on its Use Computer skill check. A droid attempting to self-reprogram does not have to be shut down, but it is helpless and unable to take any actions until the attempt is completed. Memory Wipes Although intelligent droids consider it frightful and ghoulish and heroic droids regard it as a fate worse than death, the memory wipe is a fact of existence for most droids. Its primary purpose is to eradicate personality quirks that distinguish an independent droid. Wiping a droid’s memory requires a successful Use Computer check against the droid’s Will Defense. The droid must be shut down to perform the memory wipe. A memory wipe erases one class level per minute. A completed memory wipe reduces a droid to a basic model with no personality quirks and no class abilities. For example, a 3PO Series protocol droid that had been a 1st-level nonheroic/4th-level scoundrel becomes a 1st-level nonheroic basic model after a 4 minute memory wipe, losing its scoundrel levels and all the corresponding benefits. Downloading and Restoring Memory Unlike organic beings, droids have a form of mechanical immortality: if a droid’s programming is saved to a computer system, and a new chassis and droid brain can be bought or found, others can attempt to load its memory into the new droid and reactivate the droid. Same model DC 20 Different model, same degree DC 25 Different model, different degree DC 35 A successful Use Computer check is required to transfer a droid’s programming into a new chassis. the DC for the Use Computer check depends on the type of new chassis being used. Each time the transfer is attempted, the droid must make a DC 15 Intelligence check. A failed check indicates that the droid’s memory suffers corruption: a permanent reduction of 1d6 Intelligence points. The corrupted programming can’t be repaired; if the droid’s Intelligence modifer decreases because of corruption, the droid’s trained skills must be reduced accordingly. The droid also loses access to feats that have an Intelligence prerequisite higher than the droid’s new Intelligence score. A droid successfully transferred into another droid of the same model resumes functioning as it was before the transfer, retaining all ability scores, class levels, skills, feats, and talents. A droid successfully transferred into a different model adopts the Strength and Dexterity of the new model but keeps its previous Intelligence, Wisdom, and Charisma scores. The droid retains its trained skills, although skill modifiers based on Strength and Dexterity might need adjusting. Finally, the droid loses one class level (including all associated talents and feats) as it has to reprogram and adapt its memory and sensory inputs for the new chassis. Accessories Any miscellaneous system that does not fall under one of the above categories can be considered an accessory. Accessories add functions or improve existing systems on a droid, making them more capable and efficient. Table: Droid Accessories summarizes the various accessories described in this chapter. Cost and Weight: Sometimes a droid accessory has a flat cost or weight. Often the cost and/or weight is determined by multiplying a base number by the droid’s cost factor, which is determined by the droid’s size. Availability: Some droid accessories have limited availability or are strictly regulated, as described in Restricted Items. Armor Droids can be equipped with built-in armor that provides an armor bonus to Reflex Defense. Bipedal droids with two hand appendages can also wear armor designed for humanoid creatures; however, the armor bonus granted by built-in armor does not stack with the armor bonus provided by worn armor. Table: Droid Armor summarizes the different types of built-in droid armor available. Speed: A droid with built-in armor takes an armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. The type of armor work determines the size of the penalty: light, −2; medium, −5; heavy, −10. A droid with the appropriate Armor Proficiency feat negates these penalties. Maximum Dexterity Bonus: Built-in droid armor has a maximum Dexterity bonus, just like normal armor. Availability: Some armor has limited availability. Rare: This armor is rarely for sale on the open market. The price of the armor on the black market is usually double the listed cost. Licensed, Restricted, Military, or Illegal: Ownershi of the armor is limited or strictly regulated, as described in Restricted Items. Running in Heavy Armor: When running in heavy armor, a droid can only move up to three times its speed (instead of four times). Communications All droids are capable of emitting the sounds necessary to speak Binary, a language used by droids and computers to quickly transmit large amounts of information. Vocabulator: The droid is equipped with a speaker that enables it to emulate speech, rather than simply spout machine code. This device is standard if the droid has the ability to speak any language other than Binary. Commlink: The droid is equipped with an integrated comlink system. It is otherwise identical to the standard comlink. Diagnostics Package Some droids are equipped to perform diagnostics, either as an aid to a technician or as a general safety feature. The diagnostic package gives a droid a +2 equipment bonus on Mechanics checks to diagnose problems. Hardened Systems Droids of Large or greater size can bee designed to have internal armor and redundant systems that enable it to continues functioning despite heavy damage. this is represented by a multiplier that increases the bonus hit points and damage threshold based on the droid’s size. For example, a Large droid with hardened systems ×3 would have +30 hit points and a +15 bonus to its damage threshold instead of the usual +10 hit points and +5 to its damage threshold. Internal Storage Droid Size Maximum Weight Limit Small 5kb Medium 10kg Large 20kg Huge 50kg Gargantuan 500kg Colossal 5,000kg The droid has a certain amount of open space in its chassis, allowing for the addition of new internal components or compartments for carried items. Droids of Tiny size or smaller cannot have internal storage. For each 50 credits spent, the droid can carry 1kg of meterial or equipment in internal storage. A droid’s size determines the maximum weight of items stored in internal storage, as noted on the table to the right. Spring-Loaded Mechanism: This device allows a Small, Medium, or Large droid to launch an item held in an internal storage compartment up to 4 squares as a standard action. The item can weigh no more than 4kg. and the droid makes a ranged attack against the Reflex Defense 10 to launch the projectile into a designated square. Anyone within reach of the target square who has a readied action can try to catch the item, provided the droid’s attack succeeds. (if the attack fails, the item lands in a randomly determined square adjacent to the target square.) Catching the item requires a DC 10 Dexterity check and is considered a move action. Spring-loaded mechanisms are not typically designed (or practical) for droids of Huge or larger size. Secondary Battery A secondary battery (sometimes called a redundant battery or backup battery) provides the droid with additional power, allowing it to operate for a longer duration. The secondary battery enables the droid to remain operational for 200 hours (instead of the normal 100 hours) before it needs to shut down and recharge. Self-Destruct System Droid Size Damage Small 4d6 Medium 6d6 Large 8d6 Huge 10d6 Gargantuan or larger 20d6 To prevent capture and analysis, the droid comes equipped with a powerful explosive. The charge destroys the droid from within (no attack required), and a droid destroyed in this fashion cannot be repaired or salvaged. The explosion is treated as an area attack (+5 attack bonus). The damage to all targets within the area is determined by the droid’s size (see right), and the burst radius of the explosion is 2 squares per 4d6 of damage (minimum 2 squares). Droids of tiny size and smaller do not deal collateral damage when they self-destruct. Sensors Sensors allow the droid to perceive its surroundings. Most droids are equipped with a standard sensor array that gives them the visual and auditory acuity of an average Human. For an additional cost, a droid can be outfitted with an improved sensor package or with darkvision. Improved Sensor Package: A droid with an improved sensor pacage gains a +2 equipment bonus on Perception checks. In adition, the droid gains low-light vision, ignoring concealment (but not total concealment) from darkness. Darkvision: The droid with darkvision ignores concealment (including total concealment) from darkness. Shield Generator The droid is fitted with a deflector shield generator—the same type mounted on starships. Whenever the droid would take damage, reduce the damage by the droid’s shield rating (SR). If the damage is equal to or greater than the droid’s shield rating, the droid’s shield rating is reduced by 5. By spending three swift actions on the same or consecutive rounds, the droid may make a DC 20 Endurance check to restore lost shield power. If the check succeeds, the droid’s shield rating increases by 5 points (up to its normal shield rating). Due to the size and energy requirements of shield generators, only droids of Small size or larger can be equipped with a SR 10 generator. Only droids of Medium size or larger can be equipped with a SR 15 generator. Only droids of Large or bigger size can be equipped with a SR 20 generator. Translator Unit The droid is equipped with a device that allows it to understand and convey information in a variety of languages, including nonverbal ones. When the droid experiences a form of communication for the first time, it makes an Intelligence check to determine whether it can identify and understand the language. The DC is based on the translator unit’s database, with the better units having a lower DC. Modifying Droids A droid can be modified to carry additional equipment simply by attaching the new equipment to the droid’s chassis and connecting the new component to the droid’s processor. Adding equipment increases the droid’s weight. Droids suffer from encumberance penalties the same way organic characters do: They slow down. Adding, removing, or replacing the systems on a droid requires a Mechanics check, the DC set by the type of system. Locomotion: DC 25 Mechanics check, representing 1 day of work. Processor: DC 20 Use Computer check and DC 20 Mechanics check, representing 1 day of work. Appendage: DC 20 Mechanics check, representing 1 hour of work. Accessory: DC 15 Mechanics check, representing 1 hour of work. Tool, Weapon, or Instument Mounted on an Appendage: DC 15 Mechanics check, representing 10 minutes of work. You take a −5 penalty on your Mechanics check when installing a weapon on a 1st-, 2nd-, 3rd-, and 5th-dagree droid. Self-Modification: A droid may install or replace a locomotion system, appendage, or accessory on itself, but it takes a −5 penalty on its Mechanics check. A droid cannot replace or install a processor on itsef. All Droids 1st‑Degree Droids 2nd‑Degree Droids 3rd‑Degree Droids 4th‑Degree Droids 5th‑Degree Droids Notes There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to: To remove unnecessary redundancy, repetitiveness, or outright errors. Because the original formatting does not lend itself well to the web/wiki environment. The original text has been updated due to official errata. In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.

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