SWD20 - Welby's Droids
SWD20 - Welby's Droids
By Eric Welch
Stats for the D20 Star Wars Roleplaying Game
Converted by www.BothanSpy.Net
Index
First Degree Droids 2
LIN Series 3
LIN Series: Tracked demolitions droid, Expert 1; Init +2 (DEX); Defense 16 (+2 size, +4
armor); Spd 8m ; VP/WP -/14; Atk +0 melee (1d2, claw); SV Fort +2, Ref +0, Will +3;
SZ T; Rep 0; Str 10, Dex 10, Con 14, Int 16, Wis 10, Cha 5.
Skills: Demolitions +4, Disable device +4, Knowledge (explosives) +4, Knowledge
(strategic explosives deployment) +4, Speak Basic (understanding only).
P2 Series: Tracked astromech droid, Expert 1; Init +0; Defense 12 (+2 armor); Spd 4m
; VP/WP -/10; Atk +1 melee (1d2, clamp or 1d3, claw or 2d6, Saw or 2d6, laser
welder); SV Fort +0, Ref +0, Will +2; SZ M; Rep 0; Str 12, Dex 10, Con 10, Int 8, Wis 10,
Cha 10.
Equipment: standard sensor package, diagnostics package, infrared vision, tool mount
(X2), telescopic appendage.
Skills: Astrogate +1, Computer Use +3, Disable Device +3, Knowledge (astronomy) +1,
Repair +4, Search +2, Listen +2.
The R1 was still very large for an astromech, standing two meters tall, and nearly
twice as broad as later IA astro droids. In order to fit the R1 into the Mark II reactor
drone's shell, the R1 was given a single leg with tracks on the bottom to allow
movement instead on the three legged format of the P2. This treaded unipod was
prone to failure, stranding the droid in one spot.
R1 Series: Tracked astromech droid, Expert 2; Init -1 (DEX); Defense 14 (-1 DEX, +5
armor); Spd 2m ; VP/WP -/14; Atk +1 melee (1d2, clamp or 1d3, claw); SV Fort +2, Ref
-1, Will +3; SZ M; Rep 0; Str 12, Dex 8, Con 14, Int 14, Wis 10, Cha 10.
Skills: Astrogate +5, Computer Use +5, Disable Device +5, Knowledge (astronomy) +5,
Pilot +5, Repair +5.
R3 Series: Tracked astromech droid, Expert 4; Init +2 (DEX); Defense 13 (+1 size, +2
DEX); Spd 8m ; VP/WP -/14; Atk +3 melee (2d6, saw or 2d6, arc welder) or + ranged;
SV Fort +3, Ref +3, Will +5; SZ S; Rep 0; Str 14, Dex 15, Con 14, Int 18, Wis 12, Cha 11.
Skills: Astrogate +5, Computer Use +7, Disable Device +7, Knowledge (astronomy) +5,
Knowledge (weapons systems) +7 Pilot +7, Read/Write Basic, Repair +5, Speak Basic
(understanding only), Spot +3 .
R4 Series: Tracked astromech droid, Expert 3; Init +2 (DEX); Defense 13 (+1 size, +2
DEX); Spd 8m ; VP/WP -/14; Atk +2 melee (1d3, claw or 2d6, saw or 2d6, arc welder);
SV Fort +2, Ref +2, Will +5; SZ S; Rep 0; Str 12, Dex 14, Con 14, Int 16, Wis 14, Cha 12.
Skills: Astrogate +1, Computer Use +6, Disable Device +6, Knowledge (astronomy) +1,
Knowledge (repulsor vehicles) +6, Pilot +6, Read/Write Basic, Repair +6, Speak Basic
(understanding only), Spot +3 .
The head cupola of the R5 is trapezoidal and roughly halfway in height between the R2
and R4.
R2 Series: Tracked astromech droid, Expert 4; Init +1 (DEX); Defense 12 (+1 size, + 1
DEX); Spd 8m ; VP/WP -/14; Atk +1 melee (1d3, claw or 2d6, saw or 2d6, arc welder),
or +1 ranged; SV Fort +1, Ref -1, Will +3; SZ S; Rep 0; Str 12, Dex 12, Con 8, Int 8, Wis
10, Cha 10.
Skills: Astrogate +1, Computer Use +2, Disable Device +3, Read/Write Basic, Repair
+4, Speak Basic (understanding only).
Industrial Automation's R6 droid was the first new model to be released after the fall
of the Empire. IA saw it as a chance for a "new beginning" after the failure of its R5
series.
Like the R5, the R6 was intended to be a cheaper alternative to the R2. Unlike the R5,
the R6 delivered. It had the sensor and equipment package of the R2, the practicallity
of the R4 and was still nearly as innexpensive as the R5. The R6 even topped the R2's
capabilities in astrogation, storing up to 12 hyperspace jump coordinates. It quickly
became as much a success as the R5 ad been a failure.
R2 Series: Tracked astromech droid, Expert 5; Init +2 (DEX); Defense 13 (+1 size, +
DEX); Spd 8m ; VP/WP -/14; Atk +3 melee (1d3, claw or 2d6, saw or 2d6, arc welder),
or +3 ranged; SV Fort +3, Ref +3, Will +6; SZ S; Rep 0; Str 14, Dex 14, Con 14, Int 18,
Wis 14, Cha 12.
Skills: Astrogate +9, Computer Use +9, Disable Device +9, Knowledge (astronomy) +9,
Knowledge (repulsor vehicle) +9, Pilot +9, Read/Write Basic, Repair +9, Speak Basic
(understanding only).
The last addition so far to the R-series line, the R-7 was designed to work specifically
with th E-wing starfighter.
The R-7 boasts storage space for a whopping 15 sets of hyperjump coordinates, and is
designed to resist ion blasts which could disable or even destroy another droid's inner
workings.
Jedi Master Luke Skywalker was issued an R7 and E-wing starfighter, but (despite
numerous improvements over previous models), Luke returned the droid and fighter to
the New Republic, prefering the Incom T65 X-wing and his faithful droid companion,
R2-D2.
R2 Series: Tracked astromech droid, Expert 4; Init +2 (DEX); Defense 13 (+1 size, +
DEX); Spd 8m ; VP/WP -/14; Atk +3 melee (1d3, claw or 2d6, saw or 2d6, arc welder),
or +3 ranged; SV Fort +3, Ref +3, Will +5; SZ S; Rep 0; Str 14, Dex 14, Con 14, Int 18,
Wis 12, Cha 11.
Skills: Astrogate +9, Computer Use +9, Disable Device +9, Knowledge (astronomy) +9,
Knowledge (E-wing Starfighter) +9, Pilot +9, Read/Write Basic, Repair +9, Speak Basic
(understanding only).
C-3PO: Walking protocol droid, Diplomat 2; Init -1 (DEX); Defense 9 (-1 Dex); Spd 6m ;
VP/WP -/11; Atk +0 melee (1d4, punch); SV Fort +0, Ref +0, Will +3; SZ M; Rep 1; Str
8, Dex 8, Con 11, Int 14, Wis 8, Cha 10.
Equipment: Vocabulator
Skills: Computer Use 5 ranks, Diplomacy 5 ranks, Speak Basic, Read/Write Basic,
Speak Huttese, Speak Tusken, Speak Bocce
TC Series: Walking protocol droid, Diplomat 1; Init +0; Defense 10; Spd 8m ; VP/WP -
/6; Atk -1 melee (1d6, hand); SV Fort -2, Ref +0, Will +2; SZ M; Rep 0; Str 8, Dex 10,
Con 6, Int 16, Wis 10, Cha 10.
Skills: Appraise +4, Bluff +4, Computer use +4, Diplomacy +4, Knowledge (Trade
Federation) +4, Knowledge (Etiquette) +4, Sense Motive +4, Speak Basic
Cost: Not avilable for sale (1,500 credits for Trade Federation)
RA Series: Walking droid, Commoner 1; Init +0; Defense 10; Spd 6m ; VP/WP -/12; Atk
+1 melee (1d6, hand); SV Fort +1, Ref +0, Will +0; SZ M; Rep 0; Str 12, Dex 10, Con 12,
Int 10, Wis 10, Cha 8.
Feats: None
Developed in Seinar
Intelligence Systems
Black Ops laboratory,
the Scarab droid
represents years of work
in field of droid
miniaturization. 18
different designs of
scarab were developed
for Imperial Intelligence,
all small enough to fit in
the palm of a human
hand. Of these, the
simple Scarab mak VI carried the best kill ratio and was produced in greatest numbers.
The mark VI was a beetle-shaped droid carried on six legs. Most of the droid's body
was taken up by a reservoir filled with poison (usually lethal or hallucinagenic). The
droid's head is shaped like an insect head, with a pair of syringes where the beetle's
mandibles would be.
The droid was so light and quiet that it could go undetected by all but the most
advanced security systems, crawl on top of a sleeping victim, target the most
vulnerable spot on the victim (the carotid artery in humans) and leave before anyone
knew the victim was dead.
Later models of scarab were much more viscious. Even some Imperials saw them as
being too sinister. Many sported large claws, spines and flesh-eating shredders. They
were more useful for intimidation and torture than the mark VI, but could never live
up to their predecessor's reputation as the ultimate stealthy assassin.
Although scarabs were usually given single assignments, swarm tactics were used
occassionally with great success. Very few humans are swift enough to destroy a dozen
of the tiny assassins without suffering a lethal bite.
Mark VI Scarab Droid: Walking assassin droid, Thug 1; Init +0; Defense 18; Spd 8m ;
VP/WP -/4; Atk +7 melee (1 plus poison, poison stingers); SV Fort +0, Ref +0, Will +2;
SZ Fine; Rep 0; Str 6, Dex 10, Con 8, Int 10, Wis 10, Cha 3.
Equipment: Diagnostic package, poison reservoir, low-light vision, improved sensor
package.
Skills: Knowledge (biology) +4, Profession (assassin) +4
Unspent Skill Points: 0.
Feats: None
Cost: 4000 credits
RA Series: Walking service droid, Commoner 1; Init +0; Defense 10; Spd 6m ; VP/WP -
/12; Atk +1 melee (1d6, hand); SV Fort +1, Ref +0, Will +0; SZ M; Rep 0; Str 12, Dex
10, Con 12, Int 10, Wis 10, Cha 8.
Feats: None