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Droids


The number of repair droids that can work on a vehicle at a time is limited by the following:

  • A ground vehicle or fighter may have a max of 3 repair droids at a time

  • A freighter may have a max of 5 repair droids at a time

  • A capital starship may have a max of 15 repair droids at a time

  • A facility may have a max of 5 repair droids at a time


Credits

Droids

Perception Check

350

MSE-6

 
500 Battle Droid  
500 Pit Droid  
600 Probe Droid Moderate: 100
800 2-1B Medical Droid  
800 WED Treadwell  
800 V6 Pilot Droid Moderate: 100
850 Super Battle Droid  
1000 Protocol Droid  
1000 Guardian Class Droid Moderate: 100
1200 613-series Droid Moderate: 100
1200 CD-2 Agrobot Moderate: 100
1200 Waiter Droid Moderate: 100
1250 501-Z Moderate: 100
1750 Astromech  
1850 ARO-GX Security Droid Difficult: 200
2000 B4J4 Droid Difficult: 200
2000

LE-6 Repair Droid

 
2400 Destroyer Droid Difficult: 200
5000 IG-88 Type Assassin Droid Very Difficult: 300

IG-88 Type Assassin Droid

 

5000 Credits

Perception check: Very Difficult (300)

Now illegal across the galaxy, assassin droids once served and in some respects still serve as artificial made to order machines of war, while before they were used in many useful ways such as tracking down wanted criminals or rescuing hostages from a siege situation, during the rise of the emperor palpatine's New Order, many are relabeled cleverly to hide their true nature such as a tactical siege specialist etc.

One of the things that make them so dangerous is their sheer tenacity and mechanical nature to acquire a target, the sophisticated models are often equipped with repulsorlift means of motion giving them excellent maneuverability, they are also often stronger and have faster reactions than most of their biological counterparts along with a single minded drive to fulfill their mission. 

This however has worked against their reputation, one well known incident was the death of 20,000 beings at a swoop race, committed by an assassin droid that reasoned that was the most effective way to terminate its target. Source: (www.deathstar-database.org/)  

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Assassin droids increase their XP by 5 a battle in both ranged and melee combat.

Will gain 5 light piloting xp after each space battle.

10% chance in each Generation to turn on its master.

  • Armor: 200

  • Ranged Combat XP: 200

  • Melee Combat XP: 200

  • Light Piloting XP: 200

  • 2 E-11 Blaster Rifles (Equivalent)

  • 2 Wrist Blasters (Equivalent)

  • 2 Vibro-Blades (Equivalent)

  • Flamethrower (Equivalent)

 


Astromech

 

1750 Credits

Perception check: None

 R2's have been designed with starships in mind and so popular are they, that many vessels cannot operate without them effectively such as the X-Wing fighter. Not only can they store 10 preconfigured hyperspace jump co-ordinates but they can perform many maintenance and diagnostic functions in flight. Source: (www.deathstar-database.org/)  

The astromech droid can only be used on fighters that are equipped for it. (i.e. no ties)

 

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Adds 10% accuracy to fighters' weapons

Repairs 10 Damage a round in battle and 10 a day outside of battle

  • Armor: 40

  • Melee Combat XP: 50

  • Mini Buzz Saw (DAM: 5-10)

  • Only 1 droid per starfighter.


Protocol Droid

 

1000 Credits

Perception check: None

These droids are popular amongst diplomats and wealthy traders, their voice boxes are able to reproduce any sound their audio receptors can perceive, along with a TranLang III communications module, this enables them to speak just about any language they need to. Not only used for translations they are also programmed with local etiquettes and customs to help them perform their functions better. Source: (www.deathstar-database.org/)

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Increases race winnings by 25%
  • Armor: 50

  • Perception XP: 150 (Not for Sabacc)

  • Race winning bonus not cumulative

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2-1B Medical Droid

 

800 Credits

Perception check: None

Like most medical droids, 2-1B has 2 complex manipulation appendages, a built in medical diagnostic computer, a separate treatment analysis computer, and a wide range of surgical attachments. 

 

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Heals 5 damage points a day in addition to a characters natural healing of 5 damage points a day.

A character with near death wounds may die without the attentions of a medical droid or bacta tank.

Can cure Level 3 Poisons or lower.

  • Armor: 50

  • -5 damage a day (cumulative with MedPack)

  • Healing bonus not cumulative

 


Aro-GX Security Droid

 

1850 Credits

Perception check:  Difficult (200)

This series of security droids, produced by Aro, had a humanoid structure which stood nearly two meters tall. They were known to be extremely loyal to their owners, and were capable of a wide range of autonomous action. However, they were deemed "too lethal for commercial sale" during the New Order, despite the fact that the stock Aro-GX was only armed with a pair of wrist blasters.

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  • Armor: 100

  • Ranged Combat XP: 230

  • Melee Combat XP: 130

  • 2 Wrist Blasters


Probe Droid

 

600 Credits

Perception check:  Moderate (100)

Specially designed for deep space exploration, and reconnaissance, probe droids are employed in science and military applications. They gather data and transmit it to their masters over vast distances. Tenacious hunters and searchers, probe droids (or probots) have a variety of sensors, and the ones employed by the Empire are armed with powerful blasters and, in some models, shields.  Source: (www.starwars.com)  

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Locates bases and facilities (10% chance a day when in a system)

Adds 5% to hit bonus to a battle group.

  • Armor: 30

  • Ranged Combat XP: 100

  •  DL-44 Blaster

  • To hit bonus not cumulative


501-Z 

 

1250 Credits

Perception check: Moderate (100)

This was the designation of SoroSuub's police droid, produced during the early years of the New Order. Known as a Zed, the 501-Z droid stood nearly two meters in height, and resembled heavily-muscled humanoids. These droids were given computer brains and personality matrices that were as advanced as most protocol droids, allowing the 501-Z to interact with organic police officers and "get into the mind" of a criminal. The average 501-Z was painted crimson, and was armed with only a stun staff or force pike.

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  • Armor: 85

  • Melee Combat XP: 180

  • Ranged Combat XP: 100

  • Weapon: Force Pike


B4J4 Droid

 

2000 Credits

Perception check:  Difficult (200)

This is a model of Blujay security droid. It is equipped with a repulsorlift generator, so it can go just about anywhere. The B4J4 series was armed with a pair of heavy blasters, two stun blasters, and two grapple-cable shooters that fire ShrinCord. They were used by Santhe/Sienar Technologies to guard their headquarters on Lianna.

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  • Armor: 95

  • Ranged Combat XP: 250

  • Melee Combat XP: 100

  •  2 E-11 Blaster Rifles

  •  2 DL-44 Heavy Blaster Pistols

  •  2 Grappling Cables


Destroyer Droid

 

2400 Credits

Perception check:  Difficult (200)

These large, mobile weapons platforms were created by the Trade Federation to augment their legions of battle droids. Destroyer droids were built on a platform that could curl in upon itself in what was known as "Wheel Form," and roll into battle. Once deployed, the destroyer would unfold itself, steadying its massive form on three stout legs in what was known as the "Combat Stance." Its arms were studded with laser cannons and projectile launchers, and its head was filled with sensitive sensors and detectors used to local its targets. Models developed shortly before the Battle of Naboo included small shield generators, and a series in development had independent, programmable computer brains that freed them from the necessity of a Droid Control Ship. The destroyer droids were also known as droidekas, and were produced by the Colicoids of Colla IV. The form of the destroyer droid mirrors the forms of the Colicoids themselves, including the ability to roll up into a ball and surprise their targets.

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  • Armor: 80

  • Shields: 50

  • Ranged Combat XP: 250

  • Melee Combat XP: 125

  • 4 E-11 Blaster Rifles (Equivalent)


Guardian-Class Droid

 

1000 Credits

Perception check:  Moderate (100)

This canine-statured droid was developed by Cybot Galactica under the designation GV/3, and was designed to serve as a protector and companion for families with young children. The Guardian was equipped with a variety of communication methods, including a sophisticated range of emotional responses. Despite its home-based programming, the Guardian-class droid was equipped with a retractable blaster and retractable, blade-like teeth. These droids were fairly inexpensive, which attributed to the Guardian's popularity.

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  • Armor: 50

  • Ranged Combat XP: 150

  • Melee Combat XP: 150

  • DL-44 Blaster

  •  Melee attack (DAM: 5-15)


CD-2 Agrobot

 

1200 Credits

Perception check:  Moderate (100)

This harvester agrobot was manufactured by the Corporate Sector Authority. Roughly the size of an Imperial AT-AT walker, the CD-2 harvester moved about on four huge wheels, and was equipped with a trio of soil-tilling arms, a set of rolling harvester blades, and an external storage hopper. Despite its name, the CD-2 could perform a variety of agricultural operations, including soil preparation and planting, and could help a farmer maximize his yield with a sophisticated programming package.

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Maximum of 2 per farm

  • Armor: 80

  • +150 Credits a week to farm production

 


613-Series Droid

 

1200 Credits

Perception check:  Moderate (100)

This was a series of digger droids produced for use in mining asteroids and other remote locations.

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Maximum of 2 per mine

  • Armor: 65

  • +150 Credits a week from a mine

 


Waiter Droid

 

1200 Credits

Perception check:  Moderate (100)

Waiter droid serving customers more efficiently in cantinas and restaurants.

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Maximum of 2 per facility.

  • Armor: 65

  • +150 Credits a week from a cantina, restaurant, ferryboat liners, luxury liners, casinos, and luxury resort stations.

 

 


MSE-6

 

350 Credits

Perception check:  None

   The MSE-6 (Mouse) Droids are seen scurrying through the corridors of Imperial Star Destroyers, and even though most officers hate the sight of them they are simple, reliable, cheap, and are unlikely to disappear from the military anytime soon. The MSE-6 General Purpose Droid was introduced decades ago by the now-defunct Chadra-Fan company Rebaxan Columni. The hoped to create a model that consumers would consider "cute," so the Rebaxan engineers patterned the droid after an animal from their home world, and their next disastrous move is still taught in Universities as how not to launch a product. Rebaxan launched the droid into the market without performing any market research, and they also produced billions of the units as they had counted on an expensive four-hundred-sector advertising blitz to do their work for them. This had worked for a while until consumers realized the chirping robots reminded them of disease-carrying vermin, and right after that sales plummeted and billions of the units were returned for full refunds, and Rebaxan was finished with that. To help cushion its blow of bankruptcy Rebaxan offered to sell the units to the Galactic Empire at a cute-rate deal on its entire production line, and since the Navy was critically short on droids due to Emperor Palpatine's sweeping military expansions, accepted the droids. Now the droids are found on almost every Imperial starship and ground installation throughout the entire galaxy. Each of the droids are equipped with a single modular circuit matrix that can only hold one skill at a time, and these matrices are cheap and easy to install, and they are so easy that the droids can be usually reprogrammed by another MSE-6 droid. The MSE-6's common skill matrices include elementary repair, security, janitorial cleanup, and basic computer programming. The droids black box outer casing conceals its two retractable manipulator arms, one of which is powerful and one delicate. The droids sensitive auditory sensor is located on either side of its body, and its electro-photoreceptor and miniature holocam are found on the front. The droids maneuverable set of treaded wheels allow the droid to move forward and backward quite rapidly. The droid is also equipped with a small compartment on its top that holds sealed orders and sensitive documents for times when it is used as a courier, and once locked the compartment can not be opened without an authorized voice-code. The MSE-6 droids can be purchased for around 300 credits used almost anywhere in the galaxy. The Empire when it constructed the Death Star had used the MSE-6 droids to guided troops through the Death Star's labyrinthine of corridors.

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For use on ground facilities, space platforms, and starships other than starfighters

  • Armor: 15

  • Repairs 5 damage a day


WED Treadwell

 

800 Credits

Perception check: None

   The WED Treadwell has been around for decades now, due to the fact that they last, and they are cheep, also they are manufactured by one of the biggest names in the business Cybot Galactica. The name of the droid comes from its way of locomotion which comes from its two wide treads that are driven by a series of ten wheels. The droids drive system and its low center of gravity makes it almost impossible to topple over. The most famous part of the droid is its array of manipulator arms. These appendages are normally folded up close to the body like the limbs of a spider. When the droids are shipped from the factory they are shipped with only five limbs and sometimes only four but there is still room for six or more. Each of the droids appendages is designed for a specific job, that includes: arc welding, fine manipulation, electric rewiring, and spray painting. Gybot Galactic encourages buyers to mix and match arms to make their droids more efficient. Each of the WED Treadwell droids comes equipped with a visual sensor and an acoustic signaler that is capable of communicating only in binary. The droids pair of video microbinoculars are mounted atop a central telescoping stock. The repairing of the WED Treadwell is an easy step-by-step process, and is one of the reasons that the droids are so widely accepted, but there are some users that complain Cybot Galactica should have concentrated on making the droids less likely to need repairs, and they argue that the droid is frustratingly flighty and needlessly glitch-prone. A big part of the problem is the fragility of the manipulator arms. These arms are purposely built lightweight for precise work, but the limbs do often become jammed by grit of snagged on protuberances as the droid rolls down narrow passages. In the latter case there is a better-than-average chance that the limb will snap off before the droid even realizes it should stop, and the droids simplistic intelligence modules also cause many headaches, and this is proven by the fact that the droid can sometimes make rookie mistakes like grasping electrified leads without using their insulated arms. Even to despite its drawbacks the droid is a perennial bestseller, and can be found on almost every world from the halls of the New Republic to backwater worlds such as the Tatooine moisture farms to the crowded military installation hangers on Coruscant.

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For use on any ground facility

  • Armor: 45

  • Repairs 20 damage a day


LE-6 Repair Droid

 

2000 Credits

Perception check:  None

   
The LE Repair Droid was an ambitious attempt by Cybot Galactica to as its promotional brochure put it "combine the personality of a protocol unit with the utility of an astromech," and while the droids weren't the spectacular profit makers that the Cybot execs had hope for they did carve out a modest niche. The first of the LE's were produced generations ago for use in starports, even though you could by four Treadwells for the cost of one LE. Cybot gambled that ship captains would be willing to pay a premium for droids intelligent enough to interact with port officials and customs inspectors, and they were right. Each of the LE's stood at height of 1.7 meters tall and sported a skeletal bipedal frame of a silver-gray durasteel, and though the two armed design couldn't match the versatility of the spiderlike Treadwell the droids humanoid shape did make it easier to communicate with its biological masters. The common equipment on the LE included visual and auditory pickups that are attuned to human sensory ranges, a vocabulator, and a holographic projector/recorder system. The droids were also equipped with a broadband transmission antenna that allowed the droid to receive data while working in a sealed repair conduit or on the far side of a crowded hanger bay. When working in concert with the holographic recorder was a series of focusing lenses, permitted the LE to zoom in on distant objects or bring microscopic details into sharp clarity. The LE Repair Droid's primary function is starship repair, and they also came factory-installed with extensive databases on hyperdrives, acceleration compensators, artificial gravity, alluvial dampers, and all of the other equipment needed to travel between worlds. Cybot Galactica also planned that many of the LE's buyers would be for-hire captains so they made the LE a specialist in fixing bulk haulers and stock light freighters, and with additional programming and sufficient on-the-job experience the LE's can competently manage starfighters, airspeeders, and even Capital ships. Cybot Galactica also equipped the droids with the secondary function to deal with starport personnel and free their owners from annoying red tape, and they are quite crafty at obtaining departure permits and cargo waivers, even sometimes when it means bending the rules a bit. Even some port offices keep LE's on staff full-time to use their talents the ensure that all arriving craft meet lift/mass guidelines and safety regulations.

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For use on any starship or space platform except fighters in flight

  • Armor: 55

  • Repairs 20 damage a day


Pit Droid

 

500 Credits

Perception check:  None

The common pit droid, or DUM unit, is mass-produced on the manufacturing planet Cyrillia. Their saucer shaped heads have two antenna used to communicate with other droids. They come with fairly substandard programming, which can be upgraded. Because of their low-grade programming and overzealous work ethics they can cause a considerable amount of damage in a short period of time unless they are supervised.

Disposing of an irreparable pit droid is a delicate operation and often requires disintegration. Due to their immense strength, malfunctioning pit droids are very dangerous. Especially hazardous is a droid with a damaged on/off button. Most pit droid owners keep an ion blaster on hand, just in case, to shut down a damaged droid so it can be repaired later.

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For use on any vehicle

Repairs 5 damage a day

5% chance of going berserk and attacking (Checked every day on the job)

  • Armor: 35

  • Melee Combat XP: 150

  • Ranged Combat XP: 150

  • Weapons: Thrown objects and fists (10-35)


V6 Pilot Droid

 

800 Credits

Perception check:  Moderate (100)


Manufactured by Industrial Automaton during the height of the New Order, the V6 series of droid was designed to replace the somewhat successful V1 series. These droids could hold more hyperspace jump coordinates that a standard astromech, and had enhanced programming which allowed it to take control and fly a starship, but they were poorly programmed for combat flight.

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Reduces crew costs on a capital it is assigned to by 25 credits

May only reduce up to half the weekly crew cost. Can not be used with slave circuitry.

  • Armor 35

  • Pilot Light XP: 130

  • Pilot Capital XP: 130


Battle Droid

 

500 Credits

Perception check:  None


In the troubled times of the Galactic Republic's waning days, many nations and worlds once again have little choice but to resort to military hardware to preserve their interests. For a time, the existence of mechanized legions were but whispered rumors, but as the Republic continued to lose control of outlying territories, their presence became indelibly felt.
The budget-minded Trade Federation cut valuable corners in the production of their Baktoid Combat Automata battle droids. These units were rushed into production to meet the Trade Federation's sudden military needs. A mindless soldier is an inexpensive soldier, a laudable trait in the slit-pupilled eyes of the Neimoidians. The cost of thousands of individual droid brains was avoided by instead relying on a Central Control Computer (CCC) housed in a modified Trade Federation battleship.

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  • Armor 50

  • Ranged XP: 120

  • Ground Vechile XP: 100

  • Battle Droid Blaster


Super Battle Droid

 

850 Credits

Perception check:  None


The infantry used by the Trade Federation had several major shortcomings that were carefully revisited by the battle droids' designers. From that research came the super battle droid, a bulkier, stronger, and more advanced version of the standard mechanical soldier.
The super battle droid requires no overriding command signal to operate, and thus has a limited degree of independence. Delicate componentry that was clearly visible in the standard battle droid design is now protected by a hardened armored body-case. Mounted on its right manipulator is a double-laser cannon built into the droid's design.

Super battle droids, like their inferior predecessors, have very rudimentary programming and are poor at formulating attack plans. They are, however, fearless and tireless, and will run at full speed into combat, their cannons extended, firing until they have reduced their targets to smoldering ruins.

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  • Armor 80

  • Ranged XP: 180

  • Arm Blaster (Equivalent to E-11 Blaster)