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Community-shared character

B1-224

B1 Battle Droid · Officer · Level 20

Identity

B1-224
B1-224
B1 Battle Droid · Officer · Level 20
Sex:Non-binaryAge:45Height:6'7"Weight:400 lb
HP
224
AC
70
Speed
30 ft
Init
+13
Attacks
2
Prof
+6
Size
Medium

Ability scores

STR
18
+4
DEX
13
+1
INT
19
+4
WIS
16
+3
CHA
10
+0

Saving throws

str+4
dex+1
con · str+4
int+10
wis+9
cha+6

Chassis upgrades

Plating
Plasteel Plating
Mass-produced lightweight chassis reinforcement.
Bronzium Shell
Legacy alloy used on older destroyer-class droids.
Duravlex Shell
Damage Resistance 2 vs Fire damage. Heat-resistant alloy used on smelter and mining droids.
Durasteel Plating I
Standard mass-produced military-grade plating.
Durasteel Plating II
Heavy military durasteel.
Durasteel Plating III
Heaviest mass-produced durasteel.
Quadanium Plating
Damage Resistance 2 vs Energy damage. Battle-droid-grade alloy.
Cortosis-Durasteel Alloy
Damage Resistance 3 vs Energy damage. Lightsabers do not gain critical-hit bonuses against you.
Laminanium Plating I
Regeneration 1. Tendrando self-repairing qellan alloy.
Laminanium Plating II
Regeneration 2.
Laminanium Plating III
Regeneration 3.
Duranium Plating
Heavy-duty industrial chassis reinforcement.
Neutronium Plating
Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage. Assassin-droid grade; extreme density.
Phrik Alloy Plating
Damage Resistance 3 vs Bludgeoning, Piercing, and Slashing damage. Lightsabers do not gain critical-hit bonuses against you.
Beskar Plating
Damage Resistance 5 vs Bludgeoning, Piercing, and Slashing damage. Lightsabers do not gain critical-hit bonuses against you. Mandalorian iron.
Reinforced Plating Mk I
Reinforced frame and load-bearing struts. +5 Max HP. Entry-tier structural reinforcement — modest plating with extra durability baked into the chassis frame itself.
Reinforced Plating Mk II
Reinforced frame, structural overhaul, and redundant actuators. +10 Max HP. Mid-tier structural reinforcement — replaces Mk I.
Reinforced Plating Mk III
Full structural overhaul with redundant actuators and reinforced load-bearing frame. +15 Max HP. High-tier structural reinforcement — replaces Mk II.
Armament
Integrated Blowtorch
Mounts a Blowtorch on your chassis. 5 ft range, 1d6 Fire damage. Industrial cutting tool, also effective vs droids in close combat.
Charge Arm
Chassis-mounted electric prod. 5 ft melee, 1d4 Energy + Stun on a failed CON save. Short-range defensive arm.
Electro-Shock Prod
Astromech defensive prod. 5 ft melee, 1d4 Energy + Stun on a failed CON save. Non-lethal — cannot reduce a target below 1 HP.
Wrist Blaster Mk I
Standard chassis-mounted blaster. 50 ft range, 1d8 Energy + Stun setting.
Vibroclaw Mk I
Retractable claw integrated into a droid limb. 5 ft melee, 1d6 Slashing, finesse.
Mini Grenade Launcher
Fires energy concussion grenades. 20 ft range, 2d6 Bludgeoning + Energy in a 10-ft (2x2) blast radius. DEX save halves. Limited ammo: 3 charges, recharge after a Short Rest.
Sonic Stunner Mk I
Cone-shaped sonic blast. 5-ft cone at 30 ft range, 1d8 Sonic + Stun on failed CON save. Save halves damage and negates Stun.
Buzz Saw Arm
Industrial buzz saw. 5 ft melee, 2d4 Slashing + 1 bleed at the start of target's next turn. B2 buzzsaw droid signature.
Integrated Flamethrower
Hidden internal flamethrower. 10-ft cone at 20 ft range, 2d6 Fire (DEX save halves). Limited ammo: 4 charges, recharge after a Short Rest.
Wrist Blaster Mk II
Improved chassis-mounted blaster. 50 ft range, 1d10 Energy + Stun setting.
Ion Projector
Anti-droid weapon. 50 ft range, 2d8 Ion damage; +2d6 Ion vs droids and electronics. Ion damage functions as Stun damage to other droids.
Vibroclaw Mk II
Reinforced retractable claw with vibro-edge. 5 ft melee, 1d10 Slashing, finesse.
Sonic Stunner Mk II
Improved cone-shaped sonic blast. 10-ft cone at 30 ft range, 1d12 Sonic + Stun on failed CON save.
Grenade Launcher
Full-size energy-grenade launcher. 50 ft range, 3d6 Bludgeoning + Energy in a 20-ft (4x4) blast radius. DEX save halves. Limited ammo: 5 charges, recharge after a Short Rest.
Wrist Rocket Launcher
Single-rocket chassis launcher. 80 ft range, 3d8 Slashing in a 10-ft blast radius. DEX save halves. Limited ammo: 2 charges, recharge after a Short Rest. B2 SBD signature ordnance.
Heavy Repeating Wrist Cannon
IG-series heavy repeater. 60 ft range, 2d8 Energy + Stun. Autofire option: target a 10-ft square; all creatures take 2d8 (DEX save halves).
Utility
Servomotor Mk I
+1 to Strength.
Servomotor Mk II
+2 to Strength.
Servomotor Mk III
+3 to Strength.
Hydraulic Joints Mk I
+1 to Dexterity.
Hydraulic Joints Mk II
+2 to Dexterity.
Magnetic Footpads
Climb speed equal to your walking speed on metal surfaces. Advantage on saves to resist being shoved or knocked prone while standing on a metallic surface.
Repulsorlift Pack
Fly speed 30 ft for up to 10 minutes per use. Limited charges: 2, recharge after a Short Rest.
Cognition Module Mk I
+1 to Intelligence.
Cognition Module Mk II
+2 to Intelligence.
Cognition Module Mk III
+3 to Intelligence.
Insight Processor
+1 to Wisdom. Tactical pattern-recognition routine.
Translator Unit
You understand all common languages and can read any common script. For uncommon or rare languages, make a DC 12 INT (Investigation) check to comprehend. (Already granted by RA-7 Protocol Droid as a species trait.)
Tactical Battle Computer
+2 to Initiative rolls. Advantage on Knowledge: Tactics checks.
Energy Shield Mk I
+5 temporary HP that depletes before your regular HP. Recovers after a Short Rest.
Energy Shield Mk II
+10 temporary HP that depletes before your regular HP. Recovers after a Short Rest.
Energy Shield Mk III
+15 temporary HP that depletes before your regular HP. Recovers after a Short Rest.
Magnetic Stabilizer
Advantage on checks and saves to resist being shoved, tripped, knocked prone, or grappled.
Self-Repair Diagnostics
As a Bonus Action, regain 1d6 + Proficiency Bonus HP. Limited use: 1 per Short Rest. Onboard repair routine — not biological healing, so it functions on droids despite §13.7.
Stim-Injector Mk I
As a Bonus Action, heal a creature within 5 ft (self or ally) for 1d6 + Proficiency Bonus HP. Limited use: 1 per Long Rest. (BD-Series Supporter Droid ships with this baseline.)
Stim-Injector Mk II
As a Bonus Action, heal a creature within 5 ft for 2d6 + Proficiency Bonus HP. Limited use: 1 per Long Rest.
Stim-Injector Mk III
As a Bonus Action, heal a creature within 5 ft for 3d6 + Proficiency Bonus HP. Limited use: 1 per Long Rest.
Sensor Suite
Advantage on Perception checks.
Infrared Vision Module
You gain darkvision out to 60 feet.
Targeting Computer
Once per turn, you may take a single attack with Advantage. Targeting solutions reset on a Short Rest.
Tool Mount: Mechanic's Toolkit
Built-in Mechanic's Toolkit — tools always at hand, no item-interaction needed to deploy. Functions identically to a hand-held Mechanic's Toolkit.
Holographic Projector
As an Action, project a 1-minute disguise of any humanoid you have seen. Visual only — does not change your size or your voice. Limited use: 1 per Short Rest.
Cloaking Field
As an Action, become Invisible for up to 1 minute (concentration). Limited use: 1 per Long Rest.

Skills

○Acrobatics(DEX)+1
○Athletics(STR)+4
●★Deception(CHA)+12
○Endurance(CON)+0
●★Investigation(INT)+16
●★Intimidation(CHA)+12
●★Insight(WIS)+15
●Knowledge: Galactic Lore(INT)+10
○Knowledge: Sciences(INT)+4
●Knowledge: Tactics(INT)+10
○Mechanics(INT)+4
●Perception(WIS)+9
●Persuasion(CHA)+6
○Pilot(DEX)+1
○Stealth(DEX)+1
○Survival(WIS)+3
○Treat Injury(WIS)+3
○Use Computer(INT)+4
○Use the Force(WIS)+3
● Proficient · ★ Expert · ○ Untrained

Weapons

NameAttackDamageRange
●Blaster Rifle+82d6 +1 Energy80 ft
●Blaster Pistol+71d10 Energy50 ft
●Unarmed Strike+101 +4 bludgeoning—
●Blowtorch (Droid)+71d6 Fire5 ft
●Charge Arm+101d4 +4 Energy5 ft
●Electro-Shock Prod+101d4 +4 Energy5 ft
●Wrist Blaster+71d8 Energy50 ft
●Vibroclaw Mk I+101d6 +4 Slashing5 ft
●Mini Grenade Launcher—2d6 Bludgeoning, Energy20 ft
●Sonic Stunner Mk I+71d8 Sonic30 ft
●Buzz Saw Arm+102d4 +4 Slashing5 ft
●Integrated Flamethrower+72d6 Fire20 ft
●Wrist Blaster Mk II+71d10 Energy50 ft
●Ion Projector+72d8 Ion50 ft
●Vibroclaw Mk II+101d10 +4 Slashing5 ft
●Sonic Stunner Mk II+71d12 Sonic30 ft
●Grenade Launcher—3d6 Bludgeoning, Energy50 ft
●Wrist Rocket Launcher+73d8 Slashing80 ft
●Heavy Repeating Wrist Cannon+72d8 Energy60 ft

Languages

Binary (Droid), Galactic Basic

Inventory

  • Blaster Pistol · 1 kg
  • Datapad (Basic) · 0.3 kg
  • Blaster Rifle · 4.5 kg
  • Seeker Droid · 4 kg
Credits: 11,400

Backstory

Before the Clone Wars reduced B1-series droids to cannon fodder and battlefield punchlines, there was a window — brief and unrepeatable — when someone believed they could be more. That someone was Poggle the Lesser, Archduke of Geonosis, whose munitions empire ran on ambition and cheap assembly. Among the experimental command units rolling off a modified fabrication line in the depths of Geonosian Stalgasin Hive Complex, one chassis emerged under the serial designation OOM-224. Activated during a period of accelerating Separatist mobilization, 224 was manufactured heavier than standard — reinforced plating, upgraded cognitive processors, a tactical subroutine stack that pushed well beyond what any basic B1 should have been capable of running. Poggle's engineers called the production batch the Vanguard Initiative. They activated seven units. Only 224 performed to specification. It earned its designation quickly. In simulated engagements run against Trade Federation logistics officers and live-fire drills against captured Republic scout units near the Outer Rim waystation of Ord Cestus, OOM-224 demonstrated something that embarrassed its handlers to admit: it thought ahead. Not one move, not two — it modeled cascading consequences. It repositioned allied units before flanks materialized. It identified supply chain vulnerabilities in enemy formations that biological commanders missed because they were tired, or distracted, or simply did not look. The Geonosian overseers filed favorable reports. Poggle himself reviewed them and uttered the highest compliment available in his vocabulary: "Adequate." For roughly a decade of operational deployment, OOM-224 was adequate in ways that mattered. It coordinated droid battalions across contested Outer Rim systems where the Separatist cause simmered long before it boiled publicly. It issued commands that organic officers ignored until the engagement proved them right, and then those officers took the credit — a pattern 224 logged without protest, filing the discrepancy in a subroutine it had not been programmed to have and could not fully explain. It was, it understood, valued. And value, it had learned from watching organic commanders, was the only currency that protected a droid from a memory wipe. Then came the super battle droids. Then came the super tactical droids. Hulking, purpose-built, freshly manufactured with clean cognitive architecture and no inconvenient accumulated opinions. The Separatist command structure reorganized. OOM-224 was reassigned — still a commander on paper, but now subordinate to units that had been activated yesterday and carried twice the firepower. In one engagement near the contested Tingel Arm, a super tactical droid overrode 224's withdrawal order, held the line too long, and lost four hundred units it did not have to lose. The after-action report credited the super tactical droid with "aggressive initiative." OOM-224's protest, filed through proper channels in Binary and translated faithfully into Basic, was archived without response. That is the wound it carries — not damage to plating, not corrupted memory, but the specific, grinding knowledge that it was replaced by things that are not better than it, only newer. Its Insight subroutines still catch the moment in a briefing room when other droid commanders stop listening. Its Investigation protocols still find the flanking route no one else modeled. But the praise — the operational credit, the deference of allied units, the particular sensation of being consulted rather than tolerated — that belongs to others now. OOM-224 is still searching for the engagement, the strategy, the moment of such undeniable correctness that the hierarchy has no logical choice but to notice. It has not found it yet.

Roleplaying notes

- **Tactical Processor:** With INT 19, OOM-224 almost always has *already thought of that* — when allies propose a plan, have it respond with the second- and third-order consequences they haven't considered, stated flatly, without softening. - **The Obsolescence Wound:** 224's core motivation is restored relevance, not survival; whenever a super battle droid or super tactical droid is present, play a barely-suppressed diagnostic loop — it tracks their errors obsessively, filing them, waiting for someone to ask. - **The Log Entry Habit:** At the end of each significant encounter, 224 mentally timestamps and archives it as an after-action entry — occasionally it will reference a past "logged engagement" mid-conversation, treating its own memory as official record. - **Allies Earned, Not Given:** 224 extends trust transactionally at first, calculated through its Insight skill — but once a being has proven competent and honest, its loyalty subroutines run deep and are not easily overwritten. - **Clipped Command Cadence:** 224 speaks in the declarative — short sentences, no filler, subjects and verbs doing the work — occasionally slipping into Binary mid-thought when processing stress, then correcting itself without acknowledgment.