Droids don't get tired. They don't panic (unless you program them to). They don't bleed, they don't bargain — making them ideal for encounters that feel methodical, tactical, and relentless. This category spans Separatist holdouts, corporate vaults, underworld enforcers, and silent assassin frames — machines that execute their directives until stopped or reprogrammed.
What Counts as Battle Droids & Security Units?
This faction includes:
- Battle droids — line infantry, heavy weapons frames, tactical models, mass-produced war machines.
- Assassin droids — stealth killers, hunter-killers, infiltration frames, precision elimination units.
- Enforcer models — bodyguard droids, riot-control units, intimidation chassis.
- Security constructs — sentry turrets, patrol droids, facility guardians, automated lockdown systems.
The unifying theme: these enemies control space, enforce rules, and punish mistakes. Unlike living enemies, droids maintain formation and execute orders without retreat or negotiation.
Galactic Droid Threat Primer
Droids operate within larger systems — facility networks, security protocols, employers, and battle doctrines. Encounters naturally include alarms, doors, cameras, blast shutters, stun fields, and reinforcement timers. Players can fight droids and the system simultaneously through slicing, badge spoofing, or exploiting patrol loops.
Playing and Running Droids
Key Mechanical Traits
- Ion Vulnerability: droids take ion damage like living beings take stun damage.
- Nonliving: immune to poison, disease, radiation, mind-affecting effects, and the Force.
- Repair-Based Recovery: regain HP only through Mechanics skill checks and tools, not natural healing.
- No CON: hit points derive from model Hit Die or engineering upgrades.
- Binary Language: all droids speak Binary plus one additional language (usually Basic).
Droid Encounter Structure
Effective encounters feature: a clear purpose (guard something), a defined perimeter (zones of control), and escalating pressure (alarms, reinforcements, lockdown, moving objectives).
Tactical Elements
- Lockdown escalation — doors seal and alarms trigger mid-combat.
- Target prioritization — security units hunt "highest threat"; assassins isolate weak links.
- Overwatch lanes — droids position to control corridors and firing lines.
- Non-lethal modes — stun/containment for capture scenarios.
- System counterplay — consoles, power nodes, and badge spoofing shift the dynamic.
Difficulty Rating (DR) by Tier
- DR 0.25 — tiny security units and training drones; weak when isolated.
- DR 0.5 — baseline battle-line and patrol droids; dangerous in groups and corridors.
- DR 1–2 — heavy infantry and specialized security; require tactical play.
- DR 3–5 — elite assassins and advanced constructs; the droid pursues a coordinated plan.
- DR 6+ — prototypes and nightmare units; the droid becomes the mission itself.
Current roster breakdown: 0.25: 3 | 0.5: 2 | 1-2: 1