Droids don’t get tired. They don’t panic (unless you program them to). They don’t bleed, they don’t bargain, and they don’t suddenly decide they “don’t feel like working today.” In SWURPG, droid enemies are the perfect tool for GMs who want encounters that feel methodical, tactical, and relentless — from clanking battle-line units to silent assassin frames to facility security constructs that treat your party like an intruder alert.
This roster focuses on the broad category of “droid threats” you can drop into almost any Star Wars scene: a Separatist holdout with old B-series units, a corporate vault guarded by modern sentry droids, an underworld enforcer model that never stops walking forward, or an assassin droid that only appears when the lights go out. Each unit page includes a full stat block, tactics, and encounter hooks — plus guidance for scaling or reskinning the same chassis.
For this category, “droid enemies” includes:
The common thread: these enemies are designed to control space, enforce rules, and punish mistakes. Where living enemies might retreat, bluff, or break ranks, droids keep executing their directive until something stops them — or the directive changes.
If you want droid encounters to feel “Star Wars” instead of “generic robots,” lean into the ecosystem around them: ownership, restrictions, maintenance, and control. Droids are almost always connected to something bigger: a facility network, a security protocol, an employer, or a battle doctrine. That means droid fights can naturally include alarms, doors, cameras, blast shutters, stun fields, and reinforcement timers.
And here’s the fun part: players can often fight the droids and fight the system. Slicing a control panel, spoofing a badge code, dragging a power coupler out of the wall, or baiting a patrol loop can be just as valuable as landing big damage. Droid scenes are where clever play should feel like it matters.
Droids aren’t just “characters without emotions” — they’re nonliving machines governed by hardware, programming, and directives. Whether you’re running droid enemies or allowing a player to play a droid character, the rules below help droids feel distinct, fair, and unmistakably Star Wars.
As electronic constructs, Droids are vulnerable to Ion damage. Generally, Ion Damage has the same effects on Droids that Stun Damage has on living beings — disrupting systems, locking up servos, and temporarily disabling critical functions.
GM Guidance: Ion weapons are an excellent tactical counter to dangerous droids. Use them sparingly but deliberately to reinforce that technology has weaknesses.
Droids do not sleep, eat, or breathe. They function until their power systems, plating, or internals fail — and they recover through diagnostics, repairs, and replacement parts, not biological rest.
A Droid is immune to Poison, Disease, Radiation, noncorrosive Atmospheric Hazards, Vacuum, Mind-Affecting effects, Stunning effects, and any other effect that only works on living targets.
Droids have no connection to The Force and can’t gain Force Sensitivity or learn Force Powers. They can still be affected by physical Force effects (pushes, pulls, thrown debris), but they don’t “feel” The Force and can’t wield it.
All Droids can speak, read, and process Binary, as well as understand one additional language chosen by the designer (usually Basic). Additional languages can be installed via software upgrades or memory expansions.
Droids can regain lost Hit Points only through the use of the Mechanics skill (DC and amount of HP restored determined by the GM), appropriate tools, and enough time. Droids do not naturally heal.
Droids have no CON, so their Hit Points are based on their base class Hit Die (for player droids) or model Hit Die (for NPCs). HP can be higher for larger size models or increased via upgrades such as reinforced frames and structural overhauls.
Droids can also be equipped with shield generators. Their AC can be increased via upgrades like different plating, integrated defensive systems, or specialized materials. In short: living beings survive through endurance — droids survive through engineering.
Star Wars lore has a ridiculous number of droid models — far more than any single roster can cover. GMs are encouraged to create additional units using the same SWURPG structure and to build weaker/tougher variants of the same chassis. If you want “the same droid, but nastier,” you usually don’t need new rules — just a few deliberate tweaks.
Droids are at their best when they behave like machines with a plan. A good droid encounter usually has: a purpose (guard something), a perimeter (zones they control), and a pressure mechanic (alarms, reinforcements, lockdown, or a moving objective).
DR tells you how dangerous a single droid is — but droids scale hard based on coordination and terrain control. A DR 0.5 security patrol becomes nasty when it can lock doors behind the party. A DR 2 heavy frame becomes terrifying when the room funnels movement into its firing lane. Use DR as the baseline, then use facility pressure (alarms, reinforcements, lockdown, and objectives) to make it feel like a real security environment.
Current Roster Stats:
7 total units
0.25: 3 | 0.5: 2 | 1-2: 2
New droid enemies are added over time. If you’ve got a favorite model you want in SWURPG, drop a suggestion in the comments below.
Browse all available SWURPG droid enemy stat blocks below. Each page includes a full stat block, traits, actions, tactics for running the unit at the table, and encounter hooks (facility roles, directives, alarm/lockdown ideas, and “what it’s programmed to do”).
| Droid Enemy | DR | Designed For | Tags |
|---|---|---|---|
| Mouse Droid (MSE-6) | 0.25 | 1-2 | droid, security, imperial, scout, alarm, surveillance, support |
| Protocol Droid (Standard) | 0.25 | 1-2 | droid, protocol, social, noncombatant, information, translator, civilian |
| R2-Series Astromech Droid | 0.25 | 1-2 | droid, astromech, utility, support, mechanics, slicing, vehicle-support |
| ID9 Seeker Droid (Parrot Droid) | 0.5 | 1-2 | droid, security, scout, surveillance, tracker, imperial, corporate |
| B1 Battle Droid | 0.5 | 1-2 | droid, battle-droid, separatist, infantry, mass-produced, expendable |
| B1 Commander Droid | 1 | 1-3 | droid, battle-droid, commander, separatist, tactical, force-multiplier |
| Viper-Series Probe Droid | 1 | 1-3 | droid, probe-droid, reconnaissance, surveillance, hunter, imperial |
Need a reason to throw droids at your players that isn’t “because combat”? Steal one of these and move on with your life like a true GM professional.
Droid encounters pair perfectly with heists, prison breaks, stealth missions, facility infiltrations, and “we tripped the alarm” sequences. Mix droids with environmental control (doors, cameras, power, alarms) to create scenes where tactics and clever play matter as much as damage.
Want a specific droid model added to SWURPG? Want a DR 1 “rusted patrol unit” or a DR 5 “black-ops assassin frame”? Leave suggestions in the comments below — include the vibe, role (security/patrol/assassin), and what you want it to do at the table.