Reference Book: Star Wars Saga Edition Scavenger's Guide to Droids

Affiliations: The Zann Consortium

The Droideka is one of the iconic Droids of the Clone Wars and a terrifying symbol of the Droid Army's efficiency. The design has its flaws, but any veteran of the Clone Wars can tell you a story of how a Droideka changed the tone of a battle. The original Droideka-Series Destroyer Droid was decommissioned after the Clone Wars and soon became a distant nightmare. However, The Zann Consortium discovered a manufacturing facility on the planet Hypori during the Galactic Civil War. It engaged Jabba the Hutt in a battle for the facility, which produced the Droideka Mk II. The Consortium was victorious, and new Droidekas soon appear in the hands of mercenary units and private armies across the galaxy. The nightmare has returned.

Use Only Genuine Droideka Parts[edit | edit source]

The Mk II is meaner version of the old Droideka. Almost everyone in the market for a Droideka really wants a Mk II, and who can blame them? The Zann Consortium improved the design in a lot of ways. Sure, you can use aftermarket kits they sell, but the design is solid enough that you won't really need them. Any Jawa with decent repair bay and right amount of credits can make the Mk II fit whatever role you need. The secret? Mark II parts and original Droideka parts are practically interchangeable. That good news for us, because after the Clone Wars, we were swamped with banged-up Droidekas that nobody wanted to buy. Smart Jawas fixed them up as best they could to provide security for Sandcrawlers. Tatooine's not so bad, but other places require armed security to keep the merchandise from being carried away. But be warned. Unscrupulous Jawas, unlike myself, might sell you a Mk I Droideka with a Mk II casing and a Mk II price tag.

-Klikk

Droideka Mk II Destroyer Droid.jpg

Encountering a Droideka Mk II Destroyer Droid[edit | edit source]

The heroes need to make a quick exit in a landspeeder. They hop on board, the pilot puts the pedal to the floor, and they're off. Everything seems quiet for a moment, then the hum of Droidekas gets louder and louder. The chase is on! The Droidekas concentrate on damaging the heroes' Vehicle. The Gamemaster should set the number of turns the chase will last. Characters not at the wheel can help by taking Aid Another Actions as well as by targeting the Droids' other defenses. A Droid's Will Defense can be used in case it is forced into oncoming traffic, lured away by another Vehicle, and so on. To keep things moving, have such tactics affect the Droid's Condition Track. If the heroes manage to elude the Droidekas for the designated number of turns, they pull off one last spectacular stunt, leaving the Droids in the dust and laughing all the way back to their ship.

Modification: Magnetic Starship Turret[edit | edit source]

The Droideka Mk II Destroyer Droid is an impressive antivehicle weapon, but leave it to those on the galactic fringe to make a good weapon even better. Smugglers allied with the infamous Riders of the Maelstrom use this modification to circumvent strict Weapon Systems regulations. They keep a powered-down Droideka in the cargo bay, and if the situation gets hot, they open the bay door and let the Droid walk out onto the hull to discourage pursuit. This trick has yet to gain widespread use outside The Outer Rim, although a few system patrols are already wise to it.

This modification begins by removing the Droideka's Shield Generator; when deployed as a turret, the Droid is under the protection of the starship's shields. This change requires a DC 20 Mechanics check and about 30 minutes of work . Next, divert the power from the shields to a magnetic coupler attached to the Droid's legs, which requires a DC 25 Mechanics check and 1 hour of work. The coupler allows the Droid to stick to the ship's hull. Although the Droid can move along the hull during combat, most settle into an optimum firing position as soon as possible.

At the Gamemaster's discretion, installation can proceed if either Mechanics check fails, but the coupler will not be installed properly. Failure to install the coupler properly means that whenever the pilot makes a Pilot check, the Droid must make an Acrobatics check with a DC equal to the Pilot's check result. If the Droid fails this check, the coupler fails to hold the Droid to the hull.

Modification: Sith-Jedi Hunter[edit | edit source]

The Droideka is one of the most powerful ground units in the Clone Wars. Encounters between Droidekas and Jedi often end in stalemates. The Droideka's blaster fire can be blocked by the Jedi's Lightsaber, but the Jedi's weapon might be unable to penetrate the Droid's shielding. By the time The Zann Consortium upgraded the Droideka, The Jedi were fading from the galaxy. But followers of The Dark Side knew there were still Jedi to eliminate, and the Mk II provided them with the platform to do so.

To modify the droid into a Sith-Jedi Hunter, rebalance and enhance its Gyroscopic Stabilizers, which makes it less vulnerable to telekinetic attacks. This change requires a DC 20 Mechanics check and 1 hour of work. The rebalancing slows the Droid to a Wheeled speed of 3 squares but gives it a defensive bonus of +2 against the use of Force Slam, Force Thrust, and Move Object. Next, rewire the Droid's fire control systems so the blaster cannons fire simultaneously; this change requires a DC 25 Use Computer check and 30 minutes of work. Firing the cannons in this manner is a Full-Round Action, and the DC of any Use the Force check made to Deflect this attack is increased by 10. Finally, replace the ion cannons with a pair of high-frequency emitters that disrupt the crystals used in Lightsabers, a change that requires a DC 25 Mechanics check and 1 hour of work. The emitters weaken the Lightsaber beam and reduce its damage by 1d8 points per attack. However, when the emitters are engaged, they interfere with the Droid's Shield Generator, reducing its SR to 0.

Droideka Mk II Destroyer Droids can't be played as Droid Heroes.

Droideka Mk II Destroyer Droid Statistics (CL 8)[edit | edit source]

Large 4th-Degree Droid Nonheroic 12/Soldier 4

Force Points: 3

Initiative: +16; Senses: Perception +15

Languages: Basic (Understand only), Binary

Defense[edit | edit source]

Reflex Defense: 18 (Flat-Footed: 15), Fortitude Defense: 19, Will Defense: 16

Hit Points: 80, Shield Rating: 20, Damage Threshold: 29

Immune: Droid Traits

Offense[edit | edit source]

Speed: 2 Squares (Walking), 10 Squares (Wheeled (Exclusive)); Running Attack

Melee: Unarmed +16 (1d4+5)

Ranged: Laser Cannon +17 (3d8+2)

Ranged: Laser Cannon +15 (4d8+2) with Rapid Shot

Ranged: Laser Cannon +12 (5d8+2) with Burst Fire

Ranged: Laser Cannon +15 (3d8+2) and Laser Cannon +15 (3d8+2)

Ranged: Laser Cannon +13 (4d8+2) and Laser Cannon +13 (4d8+2) with Rapid Shot

Ranged: Laser Cannon +10 (5d8+2) and Laser Cannon +10 (5d8+2) with Burst Fire

Ranged: Ion Cannon +17 (3d8+2 (Ion))

Ranged: Ion Cannon +15 (4d8+2 (Ion)) with Rapid Shot

Ranged: Ion Cannon +12 (5d8+2 (Ion)) with Burst Fire

Ranged: Ion Cannon +15 (3d8+2 (Ion)) and Ion Cannon +15 (3d8+2)

Ranged: Ion Cannon +13 (4d8+2 (Ion)) and Ion Cannon +13 (4d8+2 (Ion)) with Rapid Shot

Ranged: Ion Cannon +10 (5d8+2 (Ion)) and Ion Cannon +10 (5d8+2 (Ion)) with Burst Fire

Fighting Space: 2x2 Squares; Reach: 1 Square

Base Attack Bonus: +13; Grapple: +21

Attack Options: Autofire (Laser Cannons), Burst Fire, Devastating Attack (Rifles), Penetrating Attack (Rifles), Rapid Shot, Triple Crit (Rifles)

Base Stats[edit | edit source]

Abilities: Strength 17, Dexterity 16, Constitution -, Intelligence 8, Wisdom 14, Charisma 7

Talents: Devastating Attack (Rifles), Penetrating Attack (Rifles)

Feats: Armor Proficiency (Light), Burst Fire, Dual Weapon Mastery I, Dual Weapon Mastery II, Improved Damage Threshold, Rapid Shot, Running Attack, Skill Training (Initiative), Triple Crit (Rifles), Weapon Focus (Rifles), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Rifles)

Skills: Initiative +16, Perception +15

Droid Systems: Walking Locomotion, Wheeled Locomotion (Exclusive), Remote Receiver, 2 Tool Appendages, Shield Generator (SR 20), Internal Comlink

Possessions: Laser Cannons (2; as Blaster Rifles), Ion Cannons (2; as Ion Rifles), Bronzium Shell (As Quadanium Plating; Droid Armor; +5 Reflex)

Availability: Military; Cost: 31,435 credits

 Droideka Mk II Destroyer Droid Protocol Format[edit | edit source]

See also: Protocol Format

Large 4th-Degree Droid

Hit Points: 80

Damage Threshold: 29 (SR 20)

System Actions[edit | edit source]

Move (1 Swift Action, 2/Turn)[edit | edit source]

The Droideka Mk II Destroyer Droid moves 2 squares (Walking). If the Droid takes two Swift Actions to move in the same turn, it changes into Wheeled mode and can move 10 squares.

Avoid Surprise (1 Free Action)[edit | edit source]

The Droideka Mk II Destroyer Droid makes a Perception check at the start of a battle. If the check is successful, the Droid's master avoids Surprise.

Blaster Barrage (2 Swift Actions, 1/Turn)[edit | edit source]

The Droideka Mk II Destroyer Droid makes two ranged attacks at +10. If successful, each attack deals 5d8+2 points of damage.

Rapid Shot (1 Swift Action, 1/Turn)[edit | edit source]

The Droideka Mk II Destroyer Droid makes a ranged attack at +15. If successful, the attack deals 4d8+2 points of damage.

Twin Blaster Burst (1 Swift Action, 1/Turn)[edit | edit source]

The Droideka Mk II Destroyer Droid makes a ranged attack at +17. If successful, the attack deals 3d8+2 points of damage.

Base Stats[edit | edit source]

Skills: Initiative +16, Perception +15

Vital Systems: Laser Cannons (2; as Blaster Rifle), Ion Cannons (2; as Ion Rifle), 2 Tool Appendages, Shield Generator (SR 20), Internal Comlink

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