Droid Crafting



Droid Chassis

Droid Chassis Templates

NameMaterial Price/RarityCheckTime
Monotask Chassis (Remote)600 credits/2Average () Mechanics check24 hours
Labor Chassis3500 credits/3Average () Mechanics check48 hours
Combat Chassis(R) 3250 credits/4Hard () Mechanics check48 hours
Specialist Chassis4500 credits/3Daunting () Mechanics check56 hours
Advanced Combat Chassis(R) 32500 credits/7Formidable () Mechanics check240 hours (10 days)

Droid Chassis Template Profiles


Monotask Chassis (Remote) [Minion]

Remotes lack sentience, tend not to have complex programming, and may be limited to simpler tasks.

BrawnAgilityIntellectCunningWillpowerPresence
111111
Soak ValueW. ThresholdM./R. Defense
230/0
  • Abilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum or underwater; immune to poisons and toxins), Silhouette 0.

Labor Chassis [Minion]
BrawnAgilityIntellectCunningWillpowerPresence
312111
Soak ValueW. ThresholdM./R. Defense
470/0
  • Abilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum or underwater; immune to poisons and toxins), Silhouette 1.

Combat Chassis [Minion]
BrawnAgilityIntellectCunningWillpowerPresence
221111
Soak ValueW. ThresholdM./R. Defense
440/0
  • Abilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum or underwater; immune to poisons and toxins), Silhouette 1.

Specialist Chassis [Rival]
BrawnAgilityIntellectCunningWillpowerPresence
112222
Soak ValueW. ThresholdM./R. Defense
3110/0
  • Abilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum or underwater; immune to poisons and toxins), Silhouette 1.

Advanced Combat Chassis [Nemesis]
BrawnAgilityIntellectCunningWillpowerPresence
433311
Soak ValueW. ThresholdS. ThresholdM./R. Defense
719100/1
  • Abilities: Droid (does not need to breathe, eat, or drink, and can survive in vacuum or underwater; immune to poisons and toxins), Silhouette 1.

Spending , , , and on Droid Chassis Crafting

SymbolsEffect
or Practice Makes Perfect: The character learns something valuable, and gains on the next check they make with the same skill before the end of the session.

Reinforced Chassis: Increase the droid's wound threshold by 1.

Unobtrusive: The droid gains 1 rank of the Indistinguishable talent (p. 137 ) (this option can only be selected once).
or Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.

Deflective Carapace: Increase droid's melee defense by 1 (to a maximum or 2).

Narrow Profile: Increase droid's ranged defense by 1 (to a maximum of 2).
or Armor Plating: Increase the droid's soak by 1 (this option can only be selected once).

Unusual Size: Increase or decrease the droid's silhouette by 1, to a minimum of 0 (this option can only be selected once).

Modular Hardware: Choose one cybernetic implant. The droid is already installed with this cybernetic implant at no additional cost (this can only be selected once).
or Chassis Schematic: Create a schematic that permanently reduces the difficulty or creating droid chassis of this template by 1 (to a minimum of Simple[-]).

Superior Hardware: Increase any 1 or the droid's characteristics by 1 (to a maximum of 6).
Doppelganger: Build 1 additional identical droid as part of the construction process.
or Exhausting Effort: Upon completing Construction, the character suffers 3 strain.

Specialized Hardware: The droid suffers on skill checks for which it has no ranks in the applicable skill.
or Difficult to Customize: Increase the difficultly of checks to install cybernetics in this droid by 1.
or Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed, and are damaged one step (undamaged to Minor, Minor to Moderate, Moderate to Major).
or Delicate Mechanisms: Increase the difficulty or checks to repair this droid by 1.

Erratic Power Core: Once per session, the GM may spend from any check the droid makes to have it shut down until the end of the encounter (this can only be selected once}.
Volatile Power Core: Whenever this droid suffers a Critical Injury, add +50 to the result. If the Critical Injury Effect kills the droid, it explodes, and each engaged character suffers 1O damage (this can only be selected once).

Droid Programming

Droid Directive Templates

NameCheckTime
Labor DirectivesEasy () Computers check8 hours
Combat DirectivesAverage () Computers check16 hours
Repair DirectivesHard () Computers check24 hours
Translation DirectivesHard () Computers check24 hours
Navigation DirectivesHard () Computers check72 hours (3 days)
Healing DirectivesDaunting () Computers check72 hours (3 days)
Elimination DirectivesFormidable () Computers check168 hours (7 days)

Droid Directive Template Profiles


Labor Directives

Many droids are programmed to perform a single task, with just enough interaction protocols to get by in other circumstances. Such droids tend to be poor conversationalists, as they are typically obsessed with their single area of expertise.

  • Skills: 2 ranks in any one General skill. If the droid is a minion, add this skill to its group skills instead.

Combat Directives

True battledroids are outlawed under the rule of the Empire, but many Technicians still construct droids for security purposes, to fend off pirates or other marauders.

  • Skills: 1 rank in three different Combat skills. If the droid is a minion, add these skills to its group skills instead.
  • Talents: Body Guard 1 (once per round, may perform the Body Guard maneuver: suffer 1 strain to upgrade the difficulty of all combat checks against one engaged ally once until the start of the droid's next turn).

Repair Directives

A repair droid is a boon to any garage, handling tasks with precision and patience most organic beings lack.

  • Skills: Computers 1, Mechanics 2. If the droid is a minion, add these skills to its group skills instead.
  • Talents: Gearhead 1 (remove from Mechanics checks), Solid Repairs 1 (when repairing hull trauma with a Mechanics check, repair 1 additional hull trauma).

Translation Directives

Droid translators, especially those specializing in etiquette and protocol, are very valuable on the fringes or the galaxy.

  • Skills: 1 rank in three different Knowledge skills, Charm 1. If the droid is a minion, add these skills to its group skills instead.
  • Talents: Convincing Demeanor 1 (remove from Deception and Skulduggery checks). Kill with Kindness 1 (remove from Charm and Leadership checks).

Astronavigation is difficult, and many pilots prefer to hand over the reins to a trusty machine.

  • Skills: Astrogation 2, Computers 1, Piloting (Space) 1. If the droid is a minion, add these skills to its group skills instead.
  • Talents: Galaxy Mapper 1 (remove from Astrogation checks; Astrogation checks take 50% less time). Technical Aptitude 1 (computer-related tasks take 25% less time).

Healing Directives

Medical droids found on the fringes are often homebuilt, but can still be very useful to a colony or ship.

  • Skills: Knowledge (Xenology) 1, Medicine 2. If the droid is a minion, add these skills to its group skills instead.
  • Talents: Bacta Specialist 1 (patients under the droid's supervision heal one additional wound each time they heal a wound), Surgeon 1 (when healing wounds with a Medicine check, heal 1 additional wound).

Elimination Directives

Unlike most battledroids, which rely on weight of numbers, assassin droids are precision instruments, as capable at their brutal art as any organic creature.

  • Nemesis: If its chassis does not already make it a nemesis NPC, a droid programmed with elimination Directives becomes a nemesis; it gains a strain threshold equal to its wound threshold.
  • Skills: 4 ranks in each of three different Combat skills, Cool 2, Knowledge (Xenology) 1, Mechanics 2, Stealth 2.
  • Talents: Adversary 2 (upgrade difficulty of all combat checks against this target twice), Lethal Blows 3 (+30 to any Critical Injury rolls made against opponents).

Spending , , , and on Droid Programming

SymbolsEffect
or Random Positive Quirk: Add one positive personality trait randomly selected from the Droid Personality Traits Table to the droid (this can only be selected once).

Archival Functions: Add one new Knowledge skill to the droid's list of skills at rank 1; if the droid is a minion, add this skill to its group skills instead (this option can only be selected once).
or Adaptive Programming: Add 1 rank to any skill the droid possesses. This cannot be applied to minion droids.

Broad Utility: Add one new General skill to the droid's list of skills at rank 1; if the droid is a minion, add this skill to its group skills instead (this option can only be selected once).

Positive Quirk: Add one positive personality trait of the crafter's invention or choice from the Droid Personality Traits table to the droid (this can only be selected once).
or Defense Programming: Add one new Combat skill to the droid's list of skills at rank 1; if the droid is a minion, add this skill to its group skills instead (this can only be selected once).

Behavioral Optimization: Add 1 rank to any ranked talent the droid possesses (this can only be selected once).
Program Pattern: Create a program that permanently reduces the difficulty of programming droids with this directive by 1 (to a minimum of Simple [-]).
or Eccentric: Add one negative personality trait randomly selected from the Droid Personality Traits table to the droid (this can only be selected once).
or Poor Listening Skills: Add to checks to give this droid orders (this can only be selected once).
or Negative Quirk: Add one negative personality trait of the GM's invention or choice from the Droid Personality Traits table to the droid (this can only be selected once).

Limited Programming: The droid upgrades the difficulty of skill checks for which it has no ranks in the skill once
Unknown Flaw: Add one secret negative personality trait of the GM's invention or choice from Droid Personality Traits table to the droid. The GM is responsible for how — if ever — this personality trait comes into play.

Droid Personality Traits

d100Positive TraitNegative Trait
01-10Loyal: The droid puts its creator's needs above its own, and always looks for ways to help — whether asked or not.Cowardly: This droid sets survival as a top priority, and shies away from any potential danger.
11-20Resourceful: Some droids can adapt to problems quickly, and do not get trapped in their own overly narrow programming.Overly Literal: Many droids (and some organic sentients) fail to grasp the nuances of language beyond its direct meaning. This is one of those droids.
21-30Patient: Unlike organic beings, droids are theoretically immortal as tong as they receive proper maintenance. Thus, a droid can have a capacity for patience that even the most long-lived organic beings lack.Arrogant: Whether it believes itself to have been built better than other droids or it believes that droids are intrinsically superior to more temporary life forms, this droid has a high opinion of its own abilities.
31-40Enthusiastic: This droid has a boundless capacity to see opportunities, and it frequently points them out.Impulsive: This droid has a boundless capacity to see opportunities, and it usually acts on them without warning.
41-50Compassionate: Some droids are very caring, and seek to nurture the best in those around them.Ruthless: It might be spiteful, or it might just see emotion as inefficient, but this droid destroys anything that gets in its way.
51-60Efficient: This droid abhors waste, and does everything in the most timely and precise manner it can muster.Lazy: Droids are built to fulfill certain purposes, but this droid isn't particularly interested in doing so if it can avoid it.
61-70Well-Mannered: This droid always maintains perfect etiquette, even when dealing with individuals it does not particularly like.Abrasive: Dealing with this droid is extraordinarily frustrating. Whether it answers with sarcasm or not at all, its words and actions are always barbed.
71-80Cheerful: A good attitude is the first step to success (or so says this droid, anyway).Pessimistic: Apparent doom lurks around every corner for this droid, and it expresses this belief at every opportunity.
81-90Reliable: This droid always comes through for its creator or friends.Unhinged: The only certainty with this droid is that its decisions can't be predicted.
91-95The GM invents or chooses one positive personality trait.The player invents or chooses one negative personality trait.
96-100The player invents or chooses one positive personality trait and then rolls again on this table.The GM invents or chooses one negative personality trait and then rolls again on this table.