Seppie droids

By RLogue177, in Star Wars: Edge of the Empire RPG

I know we have stats for basic B1 droids in the EoE core book. There are IG-100 Magnaguard stats in the FnD core book. T-Series tactical droids are in Lead by Example.

Where are others? I thought droideka were somewhere but I can't remember where.... Do we have stats for B2 droids?

The PCs might be discovering an old Separatist base when we play tomorrow, and I'd like to put bunches of droids in there that slowly come back online after 20 years of dormancy.

Droideka are in Chronicles of the Gatekeeper, but there is a short summary of their stats posted on the Viluppo resource site: http://swrpg.viluppo.net/adversaries/adversary/2891/.

I don't see official stats for B-2 Battle Droids, but you shouldn't have much trouble creating them.

The only issue I've seen with B-2s is figuring out if they are rivals or minions or really nasty minions.

I think we also need some Vulture droids, Droid Tri-Fighters, and Droid Bombers. :)

14 minutes ago, Ghostofman said:

The only issue I've seen with B-2s is figuring out if they are rivals or minions or really nasty minions.

For the most part, and this is what I'm doing for tomorrow if the PCs find this base, I'm making them minions. Compared to B1s, the B2s will have 6 soak (instead of 4) and 6 Wounds (instead of 4). 3 Brawn (instead of 2). And replace the E5 blaster rifles with built-in dual blaster (Damage: 8, Crit: 3, Range [Long], Linked 1)

So, very similar to the B1, but uparmored and sturdier and with a better weapon. They won't be facing the B2-HA variant that has the built-in rocket launcher.

37 minutes ago, RLogue177 said:

For the most part, and this is what I'm doing for tomorrow if the PCs find this base, I'm making them minions. Compared to B1s, the B2s will have 6 soak (instead of 4) and 6 Wounds (instead of 4). 3 Brawn (instead of 2). And replace the E5 blaster rifles with built-in dual blaster (Damage: 8, Crit: 3, Range [Long], Linked 1)

That seems very reasonable, since B2s are to B1s what Stormtroopers are to regular Navy Troopers.

BX Commando Droids are also in Chronicles of the Gatekeeper if you want another model.

Edited by SavageBob

Despite heavy weapons and great armor, most evidence would still indicate that B2 Battle Droids are equal or subordinate to the average clone trooper, so I would probably give Agility 2 or Agility 3. Probably minion status, as they’re often in groups. Also, maybe give the B1s a slight stat boost for when they’re less rusted and in better condition.

They will be encountering some vulture droids when they enter the system. They'll be deployed from one of those satellites that house six of them. One will have been destroyed some time ago, it will be a minion group of five vultures. The scenario is that the PCs will enter the system and discover some wreckage debris. the debris is what remains of a Jumpmaster scout ship and a vulture. Meanwhile, the vulture deployment satellite will scan them and launch the remaining five vultures it has. At Short range, they'll fire a volley of missiles, then close in to Close range for dogfighting fun. (This is what happened to the Jumpmaster years ago. He didn't make it, but managed to take out one of the droids.)

This is what I've come up with.

Vulture Droid

Hull Type/Class: Droid Vehicle/Variable Geometry Self-Propelled Battle Droid Mk 1

Manufacturer: Baktoid Armor Workshop

Crew: droid brain Passengers: None Encumbrance Capacity: 0

Hyperdrive: No Sensor Range: Short Consumables: 2 days

Customization Hard Points: 0 Cost/Rarity: R 10,000/8

Silhouette: 2 Speed: 5 (2) Handling: +4 (+1)

Armor: 1 HT Threshold: 4 SS Threshold: 8 Defenses: 0 / 0

Starfighter Mode Weapons: Four Forward Mounted Heavy Blast Cannons (Fire Arc: Forward; Damage: 5; Crit: 4; Range: Close; Linked 3), Two Forward Mounted Concussion Missile Launchers (Fire Arc: Forward; Damage: 6; Crit: 3; Range: Short; Blast 4, Breach 4, Guided 3, Limited Ammo 3, Slow-Firing 1, Linked 1)

Walker Mode Weapons: Two Forward Mounted Concussion Missile Launchers (Fire Arc: Forward; Damage: 6; Crit: 3; Range: Short; Blast 4, Breach 4, Guided 3, Limited Ammo 3, Slow-Firing 1, Linked 1)

Note: Speed and Handling in ( ) are in walker mode. The missile launchers in both modes are the same launchers and share the same Limited Ammo supply.

Vulture Droid Brain

BR: 2 AG: 3 IN: 1 CU: 2 WP: 1 PR: 1

Skills: Cool , Perception, Piloting (Planetary), Piloting (Space), Vigilance , Gunnery

Talents: Skilled Jockey 1 (remove from Piloting checks; Full Throttle (as an action, make a hard Piloting check to increase Speed by 1 for two rounds.)

Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins).

I like it, but I have a few comments/suggestions:

  • Handling 4: 4 boost dice on piloting checks is maybe a little too good considering this is a minion group already with Piloting (Space). Maybe take it back 1 to Handling 3, which puts it on par with a TIE/IN and better than the starfighters of the Clone Wars era that have been released (Delta 6 [+1], Delta 7 [+2]).
  • Considering that the gear section describes consumables as food, not fuel or anything else, I'd change them to 0 since a droid brain doesn't need them.

Let us all know how the droids work out after using them. I am planning on running a Clone Wars era campaign (gunrunners and privateers operating in the background) so I'd love to know how it turned out.

FYI, Droideka and IG-100 Magnaguard stats are also included in the "Hunters and Force Users" adversary deck (if you like those gaming aids).

I just remembered that I did an intro mission in an AoR campaign where the Rebels were using an old Separatist Base on Drongar as a Spec Ops training center and live fire range.

During that mission, they encountered B1 "Pilot" Droids operating STAPs and J-1 Semi-autonomous Proton Cannons:

B1 Pilot Droid [Minion]

The B1 battle droid is often called upon to operate all manner of vehicles and weaponry. These battle droids have been specially programmed to fill that role rather than standard infantry tactics. Otherwise, they appear identical to a regular B-1 series droid in all regards.

Br 2, Ag 2, In 1, Cu 1, Wi 1, Pr 1; Soak 4; WT 4

  • Skills (group only): Piloting (Planetary), Gunnery.
  • Talents: None.
  • Abilities: Droid (does not need to breathe, eat, or drink and can survive in vacuum and underwater; immune to poisons and toxins).
  • Equipment: Blaster pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; Stun setting).

Single Trooper Aerial Platform

The Single Trooper Aerial Platforms (STAP) is piloted by a single B1 battle droid that stands on a long foot panel, gripping a pair of handles that control weapons and flight. With an open design, STAP units are vulnerable to enemy heavy weapons, causing them rely on speed and agility to dodge enemy fire. Designed to travel fast, the STAP's only weapon is a twin blaster cannon.

Sil 2; Speed 3; Handling +1; Def 0/-/-/0; Armor 0; HT 2; SST 4

  • Vehicle Type/Model: Repulsorlift/SPAT.
  • Manufacturer: Baktoid Armor Workshop.
  • Maximum Altitude: 25 meters.
  • Sensor Range: Close.
  • Crew: One pilot.
  • Encumbrance Capacity: 5.
  • Passenger Capacity: 0.
  • Price/Rarity: 2,500 credits/5.
  • Customization Hard Points: 1.
  • Weapons: Forward-mounted light repeating blaster–this weapon's entire profile uses personal scale, not planetary scale. (Fire Arc Forward; Damage 11; Critical 3; Range [Extreme]; Auto-Fire, Pierce 1).

Knocking out pilots

Even though the STAP is lightly armed and relatively vulnerable to even blaster carbines, a PC may wish to target the battle droid pilot instead of the vehicle. Perhaps they are using a weapon with low likelihood of achieving the 10 points of personal scale damage required to inflict a single point of hull trauma, or maybe they wish to capture the SPAT for their own use. Targeting the battle droid pilot adds image.png.d8adb55fb1212ccaed7749b1d1888b3c.png image.png.d8adb55fb1212ccaed7749b1d1888b3c.png to image.png.d8adb55fb1212ccaed7749b1d1888b3c.png image.png.d8adb55fb1212ccaed7749b1d1888b3c.png image.png.d8adb55fb1212ccaed7749b1d1888b3c.png to any combat check as a result of the relative speed of SPAT and the amount of cover provided by the SPAT blocking the droid’s body. A SPAT with a disabled battle droid suffers a minor collision as it crashes without a pilot.

J-1 Semi-Autonomous Proton Cannon

This heavy droid cannon could be operated by one B1 battle droid in a side-seat, or by pre-installed droid brain. It did not have an automatic reloading chamber, but instead was a single shot breach-loader. Shells had to be manually loaded by at least two battle droids into the breach before each shot. The shells used were powerful enough to breach the shields an Acclamator -class assault ship or completely destroy a LAAT/i Gunship with a single hit.

The artillery piece, resembling a flak gun, was mounted on top of four legs, which allowed it to turn and re-position itself, however, its turning rate was quite slow, its legs being the only rotational device.

Sil 2; Speed 1; Handling -1; Def 0/-/-/0; Armor 1; HT 3; SST 3

  • Vehicle Type/Model: Artillery Walker/J-1.
  • Manufacturer: Techo Union.
  • Sensor Range: Short.
  • Crew: One pilot/gunner, two loaders.
  • Encumbrance Capacity: 5.
  • Passenger Capacity: 0.
  • Customization Hard Points: 0.
  • Weapons: Anti-vehicle laser cannon. (Fire Arc Forward; Damage 6; Critical 3; Range [Short]).
  • Droid Brain: Can fire automatically with a Gunnery skill of 2 and an Agility of 0. If unassisted, it rolls image.png.0a2971852ba534b46f1c414f87081ea3.png image.png.0a2971852ba534b46f1c414f87081ea3.png for all Gunnery checks).
  • Loaders: The weapon requires two loaders to maintain its rate of fire. For each missing loader, the J-1 is Slow Firing (+1). A J-1 without a droid gunner or loaders cannot reload, but may still fire its initial payload.
Edited by OriginalDomingo
Remember when photobucket used to be a useful and free service?

I agree generally with your ideas for B2 stats. If you wanted the B2-HA, I'd just replace Linked 1 with their launcher, and just use the grenade launcher statline with a basic grenade, add Guided 1-2 if you want. Maybe increase the range to L, because the launcher having range M is pretty weird to begin with. I'd suggest adding some kind of bashing melee attack, but it certainly appears from all sources (e.g. AotC, RotS, both Clone Wars cartoons) that B2 doctrine is to marsh slowly to short range while firing and then stand their flat footed as Jedi cut off their gun-arms, so probably not.

I want to concur with OriginalDomingo that the Vulture Droid stats are probably excessive right now. Remember that if they can operate as a group of 5 and have Agility 3, they have a baseline of YYYG to their piloting and gunnery tests, which is pretty brutal combined with concussion missiles and silhouette 2 - you've nearly guaranteed a hit, and probably a linked activation against a silhouette 4+ ship. I would definitely do some combination of reducing their handling or removing the Skill Jockey power. I do like having them have rock-bottom Hull Trauma rating.

I might also consider reducing the missile payload of these droids, since they are apparently part of an automated based that hasn't been maintained.

More productively, I worked up the stats of a LR-57 Retail Caucus droid (I'll note that I used a thread here on someone playing a LR-57 that was refitted as a bouncer for some inspiration, so you could look that up). I like LR-57 because they're so dopey-looking.

LR-57 Retail Caucus Combat Droid (minion version, for, e.g. a Clone Wars game with Jedi and Cpt Rex-grade clone troopers)

4 2 1 1 1 1, Wounds 4, Soak 6, Skills (as minion): Gunnery, Coercion, Stealth. Talents: Salvo Fire (when not moving, as a maneuver, can initiate Salvo Fire, increasing Linked rating of weapons to 3 as long as no Move actions are taken); Autonomous Mine (upgrade Stealth check twice when buried); Unstabilized Cannons (add 2 Black Dice to Gunnery tests if a Move action was/will be taken by the LR-57 this turn); Range-Optimized Cannon (cannon have Inaccurate 2 against personal-scale targets at range M or closer); Silhouette 2.

Arm Cannons (anti-personnel mode): dmg 18, crit 2, rng X, Blast 4, Linked 1; Arm Cannons (anti-vehicle mode): dmg 1, crit 5, rng C, Linked 1; Bash: dmg 5, crit 3, rng E, Concussive 1, Disorient 3, Knockdown

(you might want to tone down these weapons)

I also have a Rival version (which is really a mini-boss), which increases Wounds to 14, and adds the following skills: Gunnery 1, Brawl 1, Stealth 1, Perception 1, and Coercion 2.

Edited by KRGW
Edit: Dropped "g" in "OriginalDomingo"
7 hours ago, OriginalDomingo said:

I like it, but I have a few comments/suggestions:

  • Handling 4: 4 boost dice on piloting checks is maybe a little too good considering this is a minion group already with Piloting (Space). Maybe take it back 1 to Handling 3, which puts it on par with a TIE/IN and better than the starfighters of the Clone Wars era that have been released (Delta 6 [+1], Delta 7 [+2]).
  • Considering that the gear section describes consumables as food, not fuel or anything else, I'd change them to 0 since a droid brain doesn't need them.

That's a great point about Handling, and I agree with it. I'll back it down to 3. Thanks! I thought consumables included fuel, but I guess not. I'll make that a 0.

6 hours ago, OriginalDomingo said:

FYI, Droideka and IG-100 Magnaguard stats are also included in the "Hunters and Force Users" adversary deck (if you like those gaming aids).

What?! I've missed some adversary decks? I guess I have. I've missed three of them. Well, they are ordered now. I was wondering when they might come out with more.

5 hours ago, KRGW said:

I want to concur with OriginalDomino that the Vulture Droid stats are probably excessive right now. Remember that if they can operate as a group of 5 and have Agility 3, they have a baseline of YYYG to their piloting and gunnery tests, which is pretty brutal combined with concussion missiles and silhouette 2 - you've nearly guaranteed a hit, and probably a linked activation against a silhouette 4+ ship. I would definitely do some combination of reducing their handling or removing the Skill Jockey power. I do like having them have rock-bottom Hull Trauma rating.

I might also consider reducing the missile payload of these droids, since they are apparently part of an automated based that hasn't been maintained.

Thank you. I think you're right about the Skill Jockey being too much. Handling gives boost dice as it is. Skilled Jockey 1 does seem like overkill here. They're not phenomenal pilots, just fast, small, and agile.

I don't mind the missile payload for this scenario really. I think the satellite that houses them has a finite resupply of the missiles. In this instance, the deployment satellite was put in orbit for the purpose of destroying any ship that came to the system, and that's only happened once - with the scout in the Jumpmaster. The vultures will close so fast on the PCs' ship, that they'll only get one missile launch off before they're in Close range anyway. I'm okay with this.

Solid advice, both of you!

8 hours ago, OriginalDomingo said:

Let us all know how the droids work out after using them. I am planning on running a Clone Wars era campaign (gunrunners and privateers operating in the background) so I'd love to know how it turned out.

We played today, but we didn't get this far into the story. Last time we played, the session ended at the beginning of a huge battle in a warehouse. It took our entire session to play it out today. The five PCs, four rival level NPCs, and five minion groups. It was sort of a three-way battle over 98 packets of muon gold and a briefcase of credits. The PCs won and made it out of there with the credits. One of the rival NPCs made off with the muon gold. So much fun!

Maybe next session, the PCs will encounter the droid situation. And if not, that's okay. They'll eventually go there and the droids will be waiting.

On 2/18/2018 at 7:43 PM, Ghostofman said:

The only issue I've seen with B-2s is figuring out if they are rivals or minions or really nasty minions.

Minions with one level of Adversary?

56 minutes ago, Desslok said:

Minions with one level of Adversary?

I used to be of the opinion they were Rivals, though lately I'm more of the opinion they are Minions with a really high soak.

Part of the issue is representation. In Republic Commando they are actually pretty tough customers. In the Clone war series they are cut down like regular battle droids.

Giving them really high soak would meet both requirements as Clones would need to hammer them or use heavier weapons, but a Saber's Breach would make them easy to chop up.

I also have a different opinion of weapons. They aren't that big, and aren't really shown as being of high power. Blaster rifles is always the go-to for most people but I'd actually go with stats more like the ACP Repeater or the DH-17 carbine (leaning toward the DH-17 atm). B2's aren't marksmen, they are close-in assault units. The B1's already carry E-5 during the war, those are Medium range carbines. This actually suggests that, for the most part, Separatist doctrine leans towards pushing infantry to relatively close range engagements over long range exchanges.

Event the heavy support variants tend to carry light rocket launchers more comparable to real-world grenade launchers or simple RPGs over long range man portable guided missile systems.

Edited by Ghostofman