Droids

Droids

Droids & Robot Companions

DROIDS:

Droid Cost

Robot Control Interface (RCI)      500cr

Mark 1- MODEL DROIDS

Deployable Sentry MK I            500cr

Combat Bot MK I                        500cr

Repair Bot MK I                           500cr

Medic Bot MK I                            500cr

Astromech Droid MK I                 500cr

Assassin Droid MK I                     700cr

MARK 2 - MODEL DROIDS

Deployable Sentry MK II             1000cr

Combat Bot MK II                         1200cr

Medic Bot MK II                           1200cr

Repair Bot MK II                           1200cr

Astromech Droid MK I                 1200cr

Assassin Droid MK I                    1600cr

MARK 3 - MODEL DROIDS

Deployable Sentry MK III              2000cr

Combat Bot MK III                          2400cr

Repair Bot MK III                             2400cr

Medic Bot MK III                             2500cr

Astromech Droid MK I                    2400cr

Assassin Droid MK I                       3000cr

  • Assassin Droids are considered Illegal for civilian use.

With manpower costs and hostilities both on the rise, it is no surprise that humanity has turned to robotics on the battlefield as well as in industrial applications. Following is a list of a number of common models of combat and utility robotics platforms.


Most field deploy-able combat robots break down into handy kits or cases that can be stored, stacked and deployed with varying levels of ease. Deploying a robot from its stored mode requires an Action (or a bonus action for the Specialist:Droid-Engineer class)

Repairing a Destroyed Droid: 

Droids are expensive, and require maintenance to maintain, to repair a destroyed droid, refer to the "Mechanics" skill on the skills page.


Attuning: 

A character proficient with a Robot Control Interface (RCI) may attune to it and to any number of robots with a combined CR score (Challenge Rating) equal to or less than half that character's proficiency bonus during a short or long rest. The only way to gain proficiency with a Robot Control interface is through being a Specialist:Droid Engineer or by gaining Proficiency with it through a unique circumstance, intense study, or through the "Training" feat. An RCI requires a free hand to carry and use, meaning one cannot be used along with a two handed weapon, two one handed weapons, or a one handed weapon and a shield.
These Robots are only semi-autonomous, requiring direct user input and must be given a command before taking direction action.

COMMANDS
As an action, a character controlling a robot may use their readied Robot Control Interface to direct it to do the following, the Robot will carry its order until it is either destroyed, or the task is complete, or if it is given a new order. It will do its best to perform said order, and can intelligently consider the best route or strategy given its resources to carry out that order. If you have multiple Robots under your control, Using an action will dictate the command to all of the Robots.

  • Attack: Robot attacks a designated creature until ordered to do something else, or until that creature is reduced to 0 hp.
  • Defend: Robot defends a creature, and will delay using its action to attack the creature which last attacked the creature it is defending. The Robot will do its best to protect the creature it is defending, shielding it from harm, or attacking whatever harmed it.
  • Follow: Robot will follow the designated creature, remaining in an adjacent square if possible until such a time as a different order is given.
  • Assist: Until directed otherwise, the robot will use the Help action every turn on the creature designated when this ability is used.

Droid Template

DEPLOYABLE TURRET MK 1
Small Construct, Unaligned
AC: 11 Speed: 0 CR: 1/2
HP: 9 (2d6+2) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease
STR: 2 (-4)
DEX: 12 (+1)
CON: 12 (+1)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 2 (-4)
Skills: Perception +3
Senses: Darkvision 60ft, Passive Perception 13
Actions:
Blaster Bolt: Ranged Weapon Attack: +3 to attack rolls, 1d10+1 Energy 100 / 400 ft.


DEPLOYABLE TURRET MK 2
Small Construct, Unaligned
AC: 12 Speed: 0 CR: 1
HP: 18 (4d6+4) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease
STR: 2 (-4)
DEX: 14(+2)
CON: 12 (+1)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 2 (-4)
Skills: Perception +3
Senses: Darkvision 60ft, Passive Perception 13
Actions:
Blaster Bolt: Ranged Weapon Attack: +4 to attack rolls, 1d10+2 Energy 100 / 400 ft.


DEPLOYABLE TURRET MK 3
Small Construct, Unaligned
AC: 13 Speed: 0 CR: 2
HP: 27 (6d6+6) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease
STR: 2 (-4)
DEX: 16 (+3)
CON: 12 (+1)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 2 (-4)
Skills: Perception +3
Senses: Darkvision 60ft, Passive Perception 13
Actions:
Blaster Bolt: Ranged Weapon Attack: +5 to attack rolls, 1d10+3 Energy 100 / 400 ft.


DEPLOYABLE TURRET MK 4 - (Droid Engineer specialists only)
Small Construct, Unaligned
AC: 14 Speed: 0 CR: 1/2
HP: 36 (8d6+8) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease
STR: 2 (-4)
DEX: 18 (+4)
CON: 12 (+1)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 2 (-4)
Skills: Perception +3
Senses: Darkvision 60ft, Passive Perception 13
Actions:
Blaster Bolt: Ranged Weapon Attack: +6 to attack rolls, 1d10+4 Energy 100 / 400 ft.

Burstfire: A turret can choose to perform a Burstfire attack instead. (DC:14)


DEPLOYABLE TURRET MK 5 - (Droid Engineer specialists only)

Small Construct, Unaligned

AC: 15 Speed: 0 CR: 4

HP: 45 (10d6+10) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 2 (-4)

DEX: 20 (+5)

CON: 12 (+1)

INT: 2 (-4)

WIS: 12 (+1)

CHA: 2 (-4)

Skills: Perception +3

Senses: Darkvision 60ft, Passive Perception 13

Actions:

Blaster Bolt: Ranged Weapon Attack: +7 to attack rolls, 1d10+5 Energy100 / 400 ft.

Burstfire: A turret can choose to perform a Burstfire attack instead. (DC:15)


REPAIR DROID MK 1

Medium Construct, Unaligned

AC: 13 Speed: 30 CR: 1/2

HP: 11 (2d8+2) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 14 (+2)

DEX: 10 (+0)

CON: 12 (+1)

INT: 12 (+1)

WIS: 8 (-1)

CHA: 6 (-2)

Skills: Mechanics +3

Senses: Darkvision 60ft, Passive Perception 9

Actions:

Flame Torch: Ranged Weapon Attack: +2 to attack rolls, 1D8 Fire, 10 ft cone.

Repair: Make a DC: 14 Mechanics check on a synthetic or robot, and if successful heal 1d6+4 and allow the target to spend 1 healing dice. This ability may be used ten times before the unit requires additional supplies which costs 100 credits to restock.


REPAIR DROID MK 2

AC: 13 Speed: 30 CR: 1

HP: 22 (4d8+4) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 14 (+2)

DEX: 10 (+0)

CON: 12 (+1)

INT: 14 (+2)

WIS: 8 (-1)

CHA: 6 (-2)

Skills: Mechanics +4

Senses: Darkvision 60ft, Passive Perception 9

Actions:

Flame Torch: Ranged Weapon Attack:+2 to attack rolls, 1D8 Fire, 10 ft cone.

Repair: Make a DC: 14 Mechanics check on a synthetic or robot, and if successful heal 1d6+6 and allow the target to spend 1 healing dice. This ability may be used ten times before the unit requires additional supplies which costs 100 credits to restock.


REPAIR DROID MK 3

AC: 13 Speed: 30 CR: 2

HP: 33 (6d8+6) Ammo: 60

Damage Vulnerabilities: Lightning
Damage Immunities: Necrotic, Poison, Psychic
Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 14 (+2)

DEX: 10 (+0)

CON: 12 (+1)

INT: 16 (+3)

WIS: 8 (-1)

CHA: 6 (-2)

Skills: Mechanics +5

Senses: Darkvision 60ft, Passive Perception 9

Actions:

Flame Torch: Ranged Weapon Attack: +2 to attack rolls, 1D8 Fire, 10 ft cone.

Repair: Make a DC: 14 Mechanics check on a synthetic or robot, and if successful heal 1d6+8 and allow the target to spend 1 healing dice. This ability may be used ten times before the unit requires additional supplies which costs 100 credits to restock.


REPAIR DROID MK 4 - (Droid Engineer specialists only)

AC: 13 Speed: 30 CR: 3

HP: 44 (8d8+8) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 14 (+2)

DEX: 10 (+0)

CON: 12 (+1)

INT: 18 (+4)

WIS: 8 (-1)

CHA: 6 (-2)

Skills: Mechanics +6

Senses: Darkvision 60ft, Passive Perception 9

Actions:

Flame Torch: Ranged Weapon Attack: +2 to attack rolls, 1D8 Fire, 10 ft cone.

Repair: Make a DC: 14 Mechanics check on a synthetic or robot, and if successful heal 1d6+10 and allow the target to spend 1 healing dice. This ability may be used ten times before the unit requires additional supplies which costs 100 credits to restock.


REPAIR DROID MK 5 - (Droid Engineer specialists only)

AC: 13 Speed: 30 CR: 4

HP: 55 (10d8+10) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 14 (+2)

DEX: 10 (+0)

CON: 12 (+1)

INT: 20 (+5)

WIS: 8 (-1)

CHA: 6 (-2)

Skills: Mechanics +7

Senses: Darkvision 60ft, Passive Perception 9

Actions:

Flame Torch: Ranged Weapon Attack: +2 to attack rolls, 1D8 Fire, 10 ft cone.

Repair: Make a DC: 14 Mechanics check on a synthetic or robot, and if successful heal 1d6+12 and allow the target to spend 1 healing dice. This ability may be used ten times before the unit requires additional supplies which costs 100 credits to restock.


MEDICAL DROID MK 1

AC: 13 Speed: 30 CR: 1/2

HP: 11 (2d8+2)

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 10 (+0)

DEX: 10 (+0)

CON: 12 (+1)

INT: 10 (+0)

WIS: 12 (+1)

CHA: 6 (-2)

Skills: Medicine + 3

Senses: Darkvision 60ft, Passive Perception 11

Actions:

Scalpel Slash: Melee Weapon Attack: +2 to attack rolls, 1D8 Slashing 5 ft.

Medicate: Make a DC: 14 Medicine check on a living organic creature and if successful, the creature regains 1d6+4 hit points, and allow the target to spend 1 healing dice. This ability may be used ten times before the unit requires additional supplies which costs 100 credits to restock.


MEDICAL DROID MK 2

AC: 13 Speed: 30 CR: 1

HP: 22 (4d8+4)

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 10 (+0)

DEX: 10 (+0)

CON: 12 (+1)

INT: 10 (+0)

WIS: 14 (+2)

CHA: 6 (-2)

Skills: Medicine + 4

Senses: Darkvision 60ft, Passive Perception 12

Actions:

Scalpel Slash: Melee Weapon Attack: +2 to attack rolls, 1D8 Slashing 5 ft.

Medicate: Make a DC: 14 Medicine check on a living organic creature and if successful, the creature regains 1d6+6 hit points, and allow the target to spend 1 healing dice. This ability may be used ten times before the unit requires additional supplies which costs 100 credits to restock.


MEDICAL DROID MK 3

AC: 13 Speed: 30 CR: 2

HP: 33 (6d8+6)

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 10 (+0)

DEX: 10 (+0)

CON: 12 (+1)

INT: 10 (+0)

WIS: 16 (+3)

CHA: 6 (-2)

Skills: Medicine + 5

Senses: Darkvision 60ft, Passive Perception 13

Actions:

Scalpel Slash: Melee Weapon Attack: +2 to attack rolls, 1D8 Slashing 5 ft.

Medicate: Make a DC: 14 Medicine check on a living organic creature and if successful, the creature regains 1d6+8 hit points, and allow the target to spend 1 healing dice. This ability may be used ten times before the unit requires additional supplies which costs 100 credits to restock.


MEDICAL DROID MK 4 - (Droid Engineer specialists only)

AC: 13 Speed: 30 CR: 3

HP: 44 (8d8+8) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 10 (+0)

DEX: 10 (+0)

CON: 12 (+1)

INT: 10 (+0)

WIS: 18 (+4)

CHA: 6 (-2)

Skills: Medicine + 6

Senses: Darkvision 60ft, Passive Perception 14

Actions:

Scalpel Slash: Melee Weapon Attack: +2 to attack rolls, 1D8 Slashing 5 ft.

Medicate: Make a DC: 14 Medicine check on a living organic creature and if successful, the creature regains 1d6+10 hit points, and allow the target to spend 1 healing dice. This ability may be used ten times before the unit requires additional supplies which costs 100 credits to restock.


MEDICAL DROID MK 5 - (Droid Engineer specialists only)

AC: 13 Speed: 30 CR: 4

HP: 55 (10d8+10)

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 10 (+0)

DEX: 10 (+0)

CON: 12 (+1)

INT: 10 (+0)

WIS: 20 (+5)

CHA: 6 (-2)

Skills: Medicine + 7

Senses: Darkvision 60ft, Passive Perception 11

Actions:

Scalpel Slash: Melee Weapon Attack: +2 to attack rolls, 1D8 Slashing 5 ft.

Medicate: Make a DC: 14 Medicine check on a living organic creature and if successful, the creature regains 1d6+12 hit points, and allow the target to spend 1 healing dice. This ability may be used ten times before the unit requires additional supplies which costs 100 credits to restock.


COMBAT DROID MK 1

AC: 14 Speed: 30 CR: 1/2

HP: 13 (2d8+4) Ammo: 30

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 10 (+0)

DEX: 12 (+1)

CON: 14 (+2)

INT: 6 (-2)

WIS: 8 (-1)

CHA: 6 (-2)

Senses: Darkvision 60ft, Passive Perception:9

Actions:

Blaster Rifle: Ranged Weapon Attack: +3 to attack rolls, 1d10+1 Radiant 100 / 400 ft.


COMBAT DROID MK 2

AC: 14 Speed: 30 CR: 1

HP: 26 (4d8+8) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 10 (+0)

DEX: 14 (+2)

CON: 14 (+2)

INT: 6 (-2)

WIS: 8 (-1)

CHA: 6 (-22)

Senses: Darkvision 60ft, Passive Perception:9

Actions:

Blaster Rifle: Ranged Weapon Attack: +4 to attack rolls, 1d10+2 Radiant 100 / 400 ft.


COMBAT DROID MK 3

AC: 15 Speed: 30 CR: 2

HP: 39 (6d8+12) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 10(+0)

DEX: 16 (+3)

CON: 14 (+2)

INT: 6 (-2)

WIS: 8 (-1)

CHA: 6 (-2)

Senses: Darkvision 60ft, Passive Perception:9

Actions:

Blaster Rifle: Ranged Weapon Attack: +5 to attack rolls, 1d10+3 Energy 100 / 400 ft.

Burstfire: Can perform a Burst-fire attack (DC:13)


COMBAT DROID MK 4 - (Droid Engineer specialists only)

AC: 16 Speed: 30 CR: 3

HP: 60 (8d8+24) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 10 (+0)

DEX: 16 (+3)

CON: 16 (+3)

INT: 6 (-2)

WIS: 8 (-1)

CHA: 6 (-2)

Senses: Darkvision 60ft, Passive Perception:9

Actions:

Blaster Rifle: Ranged Weapon Attack: +5 to attack rolls,1d10+3 Energy 100 / 400 ft.

Burstfire: Can perform a Burst-fire attack (DC:13)


COMBAT DROID MK 5 - (Droid Engineer specialists only)

AC: 17 Speed: 30 CR: 4

HP: 75 (10d8+30) Ammo: 60

Damage Vulnerabilities: Lightning
Damage Immunities: Necrotic, Poison, Psychic
Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 10 (+0)

DEX: 18 (+4)

CON: 16 (+3)

INT: 6 (-2)

WIS: 8 (-1)

CHA: 6(-2)

Senses: Darkvision 60ft, Passive Perception:9

Actions:

Blaster Rifle: Ranged Weapon Attack: +6 to attack rolls,1d10+4 Energy 100 / 400 ft.

Burstfire: Can perform a Burst-fire attack (DC:14)


ASTROMECH DROID MK 1
Medium Construct, Unaligned
AC: 13 Speed: 25 CR: 1/2
HP: 11 (2d8+2) Ammo: 60
Damage Vulnerabilities: Lightning
Damage Immunities: Necrotic, Poison, Psychic
Condition Immunities: Frightened, Exhausted, Poisoned, Disease
STR: 8 (-1)
DEX: 10 (+0)
CON: 12 (+1)
INT: 12 (+1)
WIS: 12 (+1)
CHA: 10 (+0)
Skills: Mechanics +3, Vehicles (Space/Atmosphere) +3, Astro-navigation +5
Senses: Darkvision 60ft, Passive Perception 11
Actions:
Taser Bolt: Ranged Weapon Attack: +2 to attack rolls, 1D8 Lightning, 10 ft.
Skilled Co-pilot: While this droid is assisting in co-piloting a vehicle, The Main Pilot of the vehicle can add a 1 to his Piloting Checks. Regardless of how many Astromech droids are assisting, you can only benefit from this feature once.
Boost Shields: While this droid is assisting in co-piloting a vehicle, this droid can aid in diverting power to the shields. While this droid is co-piloting, the Vehicle's Shield Rating is increased by +1.


ASTROMECH DROID MK 2

Medium Construct, Unaligned

AC: 13 Speed: 25 CR: 1

HP: 22 (4d8+4) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 8 (-1)

DEX: 10 (+0)

CON: 12 (+1)

INT: 14 (+2)

WIS: 12 (+1)

CHA: 10 (+0)

Skills: Mechanics +4, Vehicles (Space/Atmosphere) +4, Astro-navigation +6

Senses: Darkvision 60ft, Passive Perception 11

Actions:

Taser Bolt: Ranged Weapon Attack: +2 to attack rolls, 1D8 Lightning, 10 ft.

Skilled Co-pilot: While this droid is assisting in co-piloting a vehicle, The Main Pilot of the vehicle can add a +2 to his Piloting Checks. Regardless of how many Astromech droids are assisting, you can only benefit from this feature once.

Boost Shields: While this droid is assisting in co-piloting a vehicle, this droid can aid in diverting power to the shields. While this droid is co-piloting, the Vehicle's Shield Rating is increased by +2.


ASTROMECH DROID MK 3

Medium Construct, Unaligned

AC: 13 Speed: 25 CR: 2

HP: 33 (6d8+6) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 8 (-1)

DEX: 10 (+0)

CON: 12 (+1)

INT: 16 (+3)

WIS: 12 (+1)

CHA: 10 (+0)

Skills: Mechanics +5, Vehicles (Space/Atmosphere) +5, Astro-navigation +7

Senses: Darkvision 60ft, Passive Perception 11

Actions:

Taser Bolt: Ranged Weapon Attack: +2 to attack rolls, 1D8 Lightning, 10 ft.

Skilled Co-pilot: While this droid is assisting in co-piloting a vehicle, The Main Pilot of the vehicle can add a +3 to his Piloting Checks. Regardless of how many Astromech droids are assisting, you can only benefit from this feature once.

Boost Shields: While this droid is assisting in co-piloting a vehicle, this droid can aid in diverting power to the shields. While this droid is co-piloting, the Vehicle's Shield Rating is increased by +3.


ASTROMECH DROID MK 4 - (Droid Engineer specialists only)

Medium Construct, Unaligned

AC: 13 Speed: 25 CR: 3

HP: 44 (8d8+8) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 8 (-1)

DEX: 10 (+0)

CON: 12 (+1)

INT: 18 (+4)

WIS: 14 (+2)

CHA: 10 (+0)

Skills: Mechanics +6, Vehicles (Space/Atmosphere) +6, Astro-navigation +8

Senses: Darkvision 60ft, Passive Perception 12

Actions:

Taser Bolt: Ranged Weapon Attack: +2 to attack rolls, 1D8 Lightning, 10 ft.

Skilled Co-pilot: While this droid is assisting in co-piloting a vehicle, The Main Pilot of the vehicle can add a +4 to his Piloting Checks. Regardless of how many Astromech droids are assisting, you can only benefit from this feature once.

Boost Shields: While this droid is assisting in co-piloting a vehicle, this droid can aid in diverting power to the shields. While this droid is co-piloting, the Vehicle's Shield Rating is increased by +4.


ASTROMECH DROID MK 5 - (Droid Engineer specialists only)

Medium Construct, Unaligned

AC: 13 Speed: 25 CR: 4

HP: 55 (10d8+10) Ammo: 60

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease

STR: 8 (-1)

DEX: 10 (+0)

CON: 12 (+1)

INT: 20 (+5)

WIS: 14 (+2)

CHA: 10 (+0)

Skills: Mechanics +7, Vehicles (Space/Atmosphere) +7, Astro-navigation +9

Senses: Darkvision 60ft, Passive Perception 12

Actions:

Taser Bolt: Ranged Weapon Attack: +2 to attack rolls, 1D8 Lightning, 10 ft.

Skilled Co-pilot: While this droid is assisting in co-piloting a vehicle, The Main Pilot of the vehicle can add a +5 to his Piloting Checks. Regardless of how many Astromech droids are assisting, you can only benefit from this feature once.

Boost Shields: While this droid is assisting in co-piloting a vehicle, this droid can aid in diverting power to the shields. While this droid is co-piloting, the Vehicle's Shield Rating is increased by +5.


DROIDEKA
Large Construct, Unaligned
AC:14 Speed: 10 ft CR: 3

Damage Vulnerabilities: Lightning

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease
HP: 60 (7d10+22)
Str: 14 (+2)
Dex: 14 (+2)
Con: 13 (+1)
Int: 6 (-2)
Wis: 8 (-1)
Cha: 6 (-2)
Damage Vulnerabilities: Lightning
Damage Immunities: Necrotic, Psychic, Poison
Condition Immunities: Frightened, Exhausted, Poisoned, Disease
Senses: Darkvision 60ft, Passive Perception: 9
Languages: Basic, Binary

Energy Shield: As a bonus action, The Droid activate a basic energy shield around itself.
It confers 15 temporary hit points around itself, the shield lasts for 10 minutes..​

Multi-attack: Makes two blaster attacks.

ACTIONS:

Ball Mode: As an action, transforms into a sphere shape, increasing its movement speed by an additional 50 feet; to a total of 60 feet. But is unable to attack or perform actions except for the Move action, or benefit form its energy shield whiel in this mode. It is another Action to transform back.

Blaster: Ranged Weapon Attack: +4 to hit, range 100 /400, 1d10+2 Energy


UNIQUE DROID MODELS - (Droid Engineer specialists only)

MAGNAGUARD

Medium Construct, Unaligned
AC: 15 Speed: 30 ft CR: 6

HP: 100 (11d8+51)
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 8 (-1)
Saving Throws: Dex +5, Con +6
Skills: Acrobatics +5, Perception +3, Stealth +5
Damage Resistances: Bludgeoning, Piercing, Slashing, and Energy from non-modified weapons
Damage Immunities: Necrotic, Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 60ft, Passive Perception: 13
Languages: Basic, Binary

Modified Weapon: Its attacks are considered Modified.

Evasion: If the Magnaguard is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage,it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Structural Integrity: Unlike normal Droids, the Magnaguard was originally constructed to combat and assassinate Jedi. Because of this, it's structural integrity can withstand far more damage before system failure, and is specifically built in mind to sustain damage from Lightning-based and Ion attacks.
As such, it has advantage on saving throws against Force Powers and other Force Effects, and does not have Vulnerability to Lightning damage as typical of Droids.

Multi-attack: Makes two Electro-Staff attacks.

Electro-staff: Melee Weapon Attack: +6, reach 10ft, One Target, Hit: 1d10+3 Lightning Damage


WAR BEHEMOTH
Huge Construct, Unaligned
AC:17 Speed: 10 ft CR: 10

Damage Immunities: Necrotic, Poison, Psychic

Condition Immunities: Frightened, Exhausted, Poisoned, Disease
HP: 212 (17d12+102)
Str: 22 (+6)
Dex: 10 (+0)
Con: 22 (+6)
Int: 10 (+0)
Wis: 8 (+-1)
Cha: 6 (-2)
Damage Vulnerabilities: Lightning
Damage Immunities: Necrotic, Psychic, Poison; Bludgeoning, Piercing, And Slashing From Non-modified weapons.

Damage Resistances: Energy from non-modified weapons.
Condition Immunities: Frightened, Exhausted, Poisoned, Disease
Senses: Darkvision 60ft, Passive Perception: 9
Languages: Basic, Binary

ACTIONS:

Multi-attack: Makes two slam or two blaster attacks.

Slam: Melee Weapon Attack: +10 to hit, reach 10ft, 3d8+6 bludgeoning damage.

Blaster: Ranged Weapon Attack: +5 to hit, range 100 /400, 3d10 Energy.

Flame-Thrower (Recharge 5-6): As an action, the War Behemoth proejcts fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity Saving Throw, taking 12d6 fire damage on a failed save, or half as much damage on a successful one.

Thermal Rocket Missile (1/1 use ): As an action, The War Behemoth can fire a Thermal Rocket Missile in a 120 ft range, the Rocket then detonates in a 20'ft radius, each creature in that radius must make a DC: 17 Dexterity Saving Throw, taking 16d6 Fire Damage and are knocked prone, or half damage on a success and not knocked prone. The Missile doesn ot recharge and must be purchased to resupply the droid, these missiles cost anywhere between 300-500 credits on the market, depending on locale.