Droids



About Droids

Most Droids, unlike Remotes, possess some level of sentience.

Droids are typically divided into five broad categories depending upon their function. These divisions are referred to as Class I through Class V and give a general idea of how a droid from a given class can be expected to behave, what capabilities it has, and what behaviors it is likely to exhibit.

Class I droids include perhaps the most advanced droids among their ranks, designed as they are for medical and health-related purposes.

Class II droids are designed for engineering and maintenance tasks. As such, they are more like self-aware tools than their peers among the other classes, though they can develop quirky personalities.

Class III droids are designed to interact with organic beings in a variety of fashions, from the protocol droids that are frequently employed in diplomatic circles to the governess droids that the especially wealthy sometimes rely upon to care for their children.

Class IV droids are by far the most restricted and heavily controlled, because they are designed for use in combat.

Class V droids are generally designed for the purpose of simple, non-electronic repairs and menial labor. Class V droids can generally be said to have the least advanced processors and cognitive function of any droid class.


Class I - Class V Droids

Droid TypePriceRarity
p. 409
Maintenance Droid75003
Medical Droid120004
Astromech Droid82503
Protocol Droid80004
Antiquated Battle Droid65005
Security Droid96005
Assassin Droid(R) 650008
C-FH p. 49
Recycling Droid65004
SDMN Session Droid40005
AC Series LE Droid(R) 96005
DZ-70 Fugitive Tracker(R) 98004
E-EtE p. 56
K-9 Series Hunting Droid75006
All-Terrain Exploration Droid89005
Exchequer Droid100005
JC Series Pilot Droid150007
87-RM Scout Collector60006
87-RM Wanderer Scout Surveyor25006

Maintenance Droid [Minion]

p. 411

Taking a multitude of forms, maintenance droids can appear in any shape imaginable, from spider-like machines to small, box-like automatons and even to large, vehicle-sized behemoths that repair bridges and the like.

BrawnAgilityIntellectCunningWillpowerPresence
111111
Soak ValueW. ThresholdS. ThresholdM./R. Defense
33-0/0
  • Skills (Group Only): Mechanics.
  • Talents: None.
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Arc welder (Melee; Damage 3; Critical -; Range [Engaged]; Stun Damage).
    • Built-in repair tools (counts as tool kit, as well as emergency repair kit that can be used once per session).

Medical Droid [Rival]

p. 411

Medical droids take a variety of forms, from simple attendant droids capable of dressing flesh wounds or diagnosing basic illnesses up to elaborate and incredibly advanced surgical droids.

BrawnAgilityIntellectCunningWillpowerPresence
112111
Soak ValueW. ThresholdS. ThresholdM./R. Defense
310-0/0
  • Skills: Discipline 1, Medicine 3, Perception 2.
  • Talents: None.
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Built-in diagnostic and surgical tools (count as medpac, as well as stimpack that can be used once per session).

Astromech Droid [Rival]

p. 410

Astromech droids are relatively small, utilitarian droids designed to interface with and maintain machinery of varying complexities depending upon the model of the droid. Many technologies are designed with these sorts of droids in mind, and have sockets to allow a direct interface with the droid. Some ships are even designed with the intent of offloading certain computing functions to an interfaced droid (for example, some starfighters rely on interfaced astromech droids to serve as a navicomputers for hyperspace travel).

BrawnAgilityIntellectCunningWillpowerPresence
112211
Soak ValueW. ThresholdS. ThresholdM./R. Defense
311-0/0
  • Skills: Astrogation 3, Computers 3, Cool 2, Mechanics 2, Piloting (Space) 2.
  • Talents: None.
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Arc welder (Melee; Damage 3; Critical -; Range [Engaged]; Stun Damage).
    • Built-in repair tools (counts as tool kit).

Protocol Droid [Rival]

p. 412

Retaining millions of languages at a time, Protocol droids are not only translators but also serve to prevent misunderstandings by ensuring cultural problems do not arise.

BrawnAgilityIntellectCunningWillpowerPresence
113112
Soak ValueW. ThresholdS. ThresholdM./R. Defense
310-0/0
  • Skills: Charm 2, Knowledge (Education) 3, Knowledge (Xenology) 3, Negotiation 2, Perception 1.
  • Talents: None.
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins), Etiquette and Protocol (protocol droids allow allies to add to any Negotiation checks or other checks made to negotiate or mediate).
  • Equipment: None.

Antiquated Battle Droid [Minion]

p. 410

A generation ago, these frail-looking droids were the terror of the galaxy. Legions of them formed the Separatist armies during the Clone Wars, but the intervening years have not been kind to their design, which was inexpensive to begin with.

BrawnAgilityIntellectCunningWillpowerPresence
221111
Soak ValueW. ThresholdS. ThresholdM./R. Defense
44-0/0
  • Skills (Group Only): Ranged (Heavy).
  • Talents: None.
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Blaster rifle (Ranged (Heavy); Damage 9; Critical 3; Range [Long]; Stun setting).

Security Droid [Rival]

p. 412

Security droids are typically programmed with significant knowledge of law enforcement protocols and often update using local databases when traveling to ensure that their actions are in accordance with planetary, system, and sector law. Typically, security droids are assigned to protect specific locations or individuals and will respond to any threat against their charge with appropriate, sometimes lethal, force.

BrawnAgilityIntellectCunningWillpowerPresence
221211
Soak ValueW. ThresholdS. ThresholdM./R. Defense
514-0/0
  • Skills: Ranged (Light) 3, Vigilance 3.
  • Talents: None.
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Built-in blaster pistol (Ranged (Light); Damage 6; Critical 3; Range [Medium]; Stun Setting).
    • Snare launcher (Ranged (Light); Damage -; Critical -; Range [Short]; Ensnare 5, Limited Ammo 1).

Assassin Droid [Nemesis]

p. 410

Illegal virtually everywhere in the known galaxy, Assassin Droids are sophisticated killing machines that combine physical acumen with the mental faculties to apply it in a variety of different circumstances. Most importantly, however, these droids are designed without the universal restrictions that prevent droids from taking action against organic life. While they are incredibly deadly to those whom they are set to hunt, Assassin Droids are equally dangerous to those who create or employ them. These droids simply have no recognition of the value of life, and will destroy anyone or anything in their path if doing so benefits them in some way.

BrawnAgilityIntellectCunningWillpowerPresence
433311
Soak ValueW. ThresholdS. ThresholdM./R. Defense
719100/1
  • Skills: Coercion 3, Computers 4, Gunnery 5, Mechanics 3, Melee 3, Ranged (Heavy) 5, Ranged (Light) 5, Piloting (Planetary) 3, Piloting (Space) 3, Vigilance 2.
  • Talents: Adversary 2 (upgrade difficulty of all combat checks against this target twice), Barrage 3 (add three to the damage of all Gunnery or Ranged attacks at medium or long range), Point Blank 3 (add 3 damage to all Ranged (Heavy) or Ranged (Light) attacks made at short or engaged range).
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Light repeating blaster (Ranged (Heavy); Damage 11; Critical 3; Range [Long]; Auto-fire, Cumbersome 4, Pierce 1).
    • Built-in light blaster pistol (Ranged (Light); Damage 5; Critical 3; Range [Medium]; Stun Setting).
    • Built-in missile tube (Gunnery; Damage 20; Critical 3; Range [Extreme]; Blast 10, Breach 1, Cumbersome 3, Guided 3, Limited Ammo 6).
    • Built in razor-claws (Melee; Damage 6; Critical 4; Range [Engaged]).

Recycling Droid [Minion]

C-FH p.50

Using a powerful cocktail of natural and artificial enzymes contained within their bodies, these droids turn garbage, food scraps, and other organic refuse into a nourishing nutrient sludge that can make up the large part of many a colonist's daily caloric intake.

Standing around two meters high, Gyrowheel 1.42.08-Series consist of a broad, round body like a high-walled serving platter around 2.5 meters across covered by a retractable clamshell cover. Dexterous manipulator arms ring the droid's body, and a dull red photoreceptor constantly scans its surroundings for trash. The droid's body is perched on a single hard rubber wheel and is kept balanced by a sophisticated gyro-stabilization system.

BrawnAgilityIntellectCunningWillpowerPresence
330111
Soak ValueW. ThresholdS. ThresholdM./R. Defense
44-0/0
  • Skills: Athletics, Coordination (Group Only).
  • Talents: None.
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Cleaning devices.
    • Grabber claws.

SDMN Session Droid [Rival]

C-FH p. 50

Designed by focus group and committee, the Side Man droids are built to be as inoffensive and engaging as droid technology allows. They can be ordered from the factory with a number of add-ons and special programs tailored to their owner's particular needs, from an illusionist's assistant to a wail band's percussionist.

BrawnAgilityIntellectCunningWillpowerPresence
122213
Soak ValueW. ThresholdS. ThresholdM./R. Defense
37-0/0
  • Skills: Charm 2, Cool 2, Computers 2, Coordination 2, Deception 2.
  • Talents: Plausible Deniability 1 (remove from all Coercion and Deception checks made by the character), Smooth Talker (Charm) 2 (character may spend to gain to any Charm check).
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins), Backup Entertainer (When a SDMN Session Droid performs the Assist maneuver to help a character make a check as part of a performance, that character adds automatic to the results instead of the usual benefits).
  • Equipment: None.

AC Series LE Droid [Rival]

C-FH p. 49

Programmed for both standard policing as well as fast response riot control duties, AC series droids are covered in imposing plate armor. Their heads have a single horizontal red band for a photoreceptor and they have only the merest hint of other facial features. Their personality matrix seems to have been programmed with the essence of every hard-nosed, uncompromising, "strike first and ask questions later" law officer in history. They are loud, brash, and skilled at physical intimidation.

BrawnAgilityIntellectCunningWillpowerPresence
312211
Soak ValueW. ThresholdS. ThresholdM./R. Defense
514-2/2
  • Skills: Coercion 2, Discipline 2, Melee 2, Piloting (Planetary) 2, Streetwise 3, Vigilance 3.
  • Talents: Nobody's Fool 1 (the difficulty of any Charm, Coercion, or Deception checks made against the droid are upgraded once).
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Stun baton (Melee; Damage 5; Critical 6; Range [Engaged]; Disorient 2, Stun Damage).
    • Riot shield (Melee; Damage 3; Critical 6; Range [Engaged]; Cumbersome 3, Defensive 2, Deflection 2, Disorient 1).
    • Binders.
    • Built-in comlink.

DZ-70 Fugitive Tracker [Rival]

C-FH p. 49

Around two meters across, the DZ-70 is a small, spherical droid equipped with a powerful repulsorlift system that provides excellent agility and overland speed. The droid's hull is studded with photoreceptors and assorted sensors that give it an unrestricted, 360 degree view of its surroundings. Two powerful, retractable claws are housed in covered bays along the droid's bottom. The droid does everything in its power, including the use of lethal force, to bring a fugitive to justice.

BrawnAgilityIntellectCunningWillpowerPresence
211311
Soak ValueW. ThresholdS. ThresholdM./R. Defense
412-0/0
  • Skills: Ranged (Light) 2, Stealth 2, Survival 3, Vigilance 2.
  • Talents: Adversary 1 (upgrade all combat checks targeting this character once), Expert Tracker 2 (Remove from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal).
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Blaster Pistol (Ranged (Light); Damage 6; Critical 3; Range [Medium]; Stun Setting).
    • Ionization Blaster (Ranged (Light); Damage 10*; Critical 5; Range [Short]; Disorient 5, Stun Damage [Droid Only]).

K-9 Series Hunting Droid [Rival]

E-EtU p. 54

Large, stoutly constructed droids roughly the size of a krayt-dragon hatchling, they have a distinctly canine appearance with their long bodies, wedge-shaped heads, and powerful tails. They are equipped with top-of-the-line sensors that allow them to hear frequencies well outside the ranges of most sentients as well as to see in the dark, perceive thermal emissions, and see over long distances. They are also one of the few droids equipped with advanced olfactory sensors, allowing the K-9 series to track by scent. They have crushing jaws full of sharp teeth, and their feet are equipped with retractable claws to help them take down their prey.

BrawnAgilityIntellectCunningWillpowerPresence
231311
Soak ValueW. ThresholdS. ThresholdM./R. Defense
59-0/0
  • Skills: Brawl 3, Perception 3, Stealth 3, Survival 3.
  • Talents: Hunter 2 (adds to all skill checks when interacting with wild beasts and animals, including combat checks. This character adds +20 to all Critical Injury rolls against animals).
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Teeth and claws (Brawl; Damage 5; Critical 5; Range [Engaged]; Pierce 1).
    • Built-in Fabritech "Hound" sensor suite (allows the droid to see in dim and dark conditions and to hear sounds far above and below a human's range of hearing at great distances. Add to any Perception or Survival checks).

CG/KDY AT-ED [Rival]

E-EtU p. 55

The All-Terrain Exploration Droid is a nonhumanoid, Class 2 droid built to operate in the harshest, most inhospitable environments. A long, lightly armored trapezoidal chassis perches atop a pair of reverse-articulated legs with broad, round feet and three grasping toes each.

The chassis is crowded with sensors, photoreceptors, microphones, and antennae. Mounted to the left side of the chassis is a powerful, long-range light that can zoom or flood its beam and can project light in the visible, infrared, and ultraviolet spectra, and the ride side mounts a blaster for defense.

BrawnAgilityIntellectCunningWillpowerPresence
131311
Soak ValueW. ThresholdS. ThresholdM./R. Defense
415-0/0
  • Skills: Coordination 2, Perception 3, Ranged (Heavy) 1, Vigilance 3.
  • Talents: Outdoorsman 2 (remove from checks to move through terrain or manage environmental effects. Decrease overland travel time by half).
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Forward-mounted blaster (Ranged (Heavy); Damage 9; Critical 3; Range [Medium]; Stun Setting).
    • Fabritech "Surveyor" mapping-and-surveying suite (can create maps of terrain features within ten kilometers, transmit information to ships in orbit, scan through up to fifty meters of earth or rock, and analyze environment for any dangerous conditions. In addition, add to all Perception and Vigilance checks made by the droid).

Exchequer Droid

E-EtU p. 56

These droids are bipedal, humanoid automata similar in stature with sleek lines and nonthreatening facial features designed to put organic users at ease.

The real selling point of these droids is their powerful "Mercantiler" market-tracking computer system. The Mercantiler computer is programmed with a constantly updating database that tracks the variations in major currency conversions in the galaxy, along with an exhaustive price-and-value list of nearly every commodity bought, sold, or traded. This computer also has a constant holonet connection that monitors the major stock markets in the galaxy, keeping the droid continually updated on the latest financial news and information.

BrawnAgilityIntellectCunningWillpowerPresence
113113
Soak ValueW. ThresholdS. ThresholdM./R. Defense
28-0/0
  • Skills: Charm 2, Computers 2, Cool 2, Negotiation 2.
  • Talents: Wheel and Deal 2 (when selling goods legally, gain 20% more credits).
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Mercantile computer with holonet connection (add to all Negotiation checks while in the Outer Rim and to Negotiation checks while in the Core).

JC Series Pilot Droid

E-EtU p. 56

Quite intelligent for a nonacademic droid, the JC series is equipped with powerful and versatile piloting software, a datalink that allows them to connect directly to a ship's internal systems, and upgraded servos, circuits, and myomer-synthetic musculature to make them incredibly agile.

While they are not built with direct combat in mind, they are equipped with a pop-up blaster pistol concealed in their right forearm along with the programming to use them, giving these droids some self-defense capabilities.

BrawnAgilityIntellectCunningWillpowerPresence
132111
Soak ValueW. ThresholdS. ThresholdM./R. Defense
25-0/0
  • Skills: Cool 2, Piloting (Planetary) 2, Piloting (Space) 2, Ranged (Light) 1.
  • Talents: Full Throttle (may make a Hard () Piloting check to increase top speed of vehicle by 1 for one round).
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Light pop-up blaster (Ranged (Light); Damage 5; Range [Short]; Critical 4; Stun Setting).

87-RM Scout Collector and Wanderer Scout Surveyor

E-EtU p. 57

The 87-RM Scout Collector and Wanderer Scout Surveyor are companion droid units designed to work together in concert.

The 87-RM resembles a large (2.5 meters high) box, hovering off the ground on repulsorlifts. This boxy form is necessary; the 87-RM's guts contain a cryogenic cubical storage container large enough to hold — and flash-freeze into cryogenic hibernation — a Tatooine dewback. The 87-RM grabs stunned specimens with its heavy-lifting servo-arms and places them inside the container for freezing and transport.

The Wanderer Scout Surveyor is a slightly smaller (roughly human sized) droid with a spherical body and up to eight spidery legs. Their design allows for remarkable speed and agility, enabling them to track targets and incapacitate them with a powerful stun blaster. Once unconscious, the 87-RM swoops in to gather the specimen. A single 87-RM usually carries one to three Wanderers, and the droids can work in concert to herd and track down their prey.


Scout Collector
BrawnAgilityIntellectCunningWillpowerPresence
412113
Soak ValueW. ThresholdS. ThresholdM./R. Defense
820-1/1
  • Skills: Knowledge (Xenology) 4, Perception 3.
  • Talents: None.
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins), Hoverer (floats up to several meters in the air and may move through difficult terrain without spending additional maneuvers), Silhouette 3.
  • Equipment: Grapple arms (Brawl; Damage 6; Critical 5; Range [Engaged]; Ensnare 3).
    • Cryostorage bay.

Wanderer Scout Surveyor
BrawnAgilityIntellectCunningWillpowerPresence
241113
Soak ValueW. ThresholdS. ThresholdM./R. Defense
310-0/0
  • Skills: Perception 3, Ranged (Light) 1, Stealth 2, Survival 3.
  • Talents: Hunter 1 (adds to all skill checks when interacting with wild beasts and animals, including combat checks. This character adds +20 to all Critical Injury rolls against animals), Swift (does not suffer usual penalties for moving through difficult terrain).
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum or underwater; immune to poisons and toxins).
  • Equipment: Stun blaster (Ranged (Light); Damage 8; Critical -; Range [Short]; Disorient 3, Stun Damage).