
B2 Super Battle Droid
DR 1.5Droid · Medium·Recommended levels: 1-3
Abilities
Saves
- STR +4
- WIS +2
Skills
- Perception +2
- Intimidation +0
Languages
- Binary
Equipment
Traits
The B2 super battle droid has Vulnerability to ion damage. If it takes any ion damage, it must succeed on a DC 12 WIS saving throw or become Disabled (incapacitated, speed 0) until the end of its next turn.
If at least one allied droid is within 30 feet, the B2 super battle droid gains a +1 bonus to attack rolls.
The B2's reinforced durasteel chassis grants Resistance to bludgeoning damage from non-powered light weapons (clubs, fists, basic vibrobaton strikes). Powered melee weapons, lightsabers, and energy attacks bypass this resistance.
The B2 has Advantage on saving throws against being knocked Prone, Grappled, or forcibly moved. Its dense frame and wide base resist all but the most powerful overbearing attempts.
Actions
Lore
B2 Super Battle Droids were developed by the Separatist Alliance as a heavier successor to the spindly B1. Where B1s relied on sheer numbers, B2s leaned into durability and concentrated firepower. Wide-shouldered and built around a reinforced durasteel torso, a B2 absorbs hits that would shred its predecessor and answers with twin wrist-mounted blasters that can saturate a corridor in seconds.
B2s lack the comedic chatter of B1s. Their voice processors are minimal, their tactical routines deliberately blunt: advance, suppress, eliminate. They were designed as walking firing platforms, not infiltrators, and their performance in coordinated formations defined the most brutal engagements of the Clone Wars.
In SWURPG encounters, B2s are the squad's anchor — the unit that absorbs a charge while the lighter droids reposition, or the model that turns a corridor into a kill box with two of them holding the line. Players who underestimate a B2's hit-point pool will quickly learn that ranged-pressure droids are a fundamentally different problem than swarming B1s.
In Play
B2s rarely operate alone. They anchor a squad of B1s, hold key choke points, or guard objectives that justify their slower deployment. Their tactical routines emphasize concentrated fire on the most-armored or most-dangerous target — usually the party's frontliner. They will hold position rather than advance, forcing the party to come to them.
At the table, play B2s as immovable: they don't dodge, they don't flank, they don't bluff. Their threat is positional and inevitable. A B2 in a doorway is a wall; a B2 on a catwalk is a turret. Reward smart positioning, exploiting Brute Mass's weakness (they're terrible at responding to flanking from above or behind), and let the party feel the difference between fighting a swarm and fighting a wall.
Adventure Hooks
- The Last Garrison — A long-abandoned Separatist outpost on a backwater moon still cycles power to a B2 sentry pair holding the main gate. Locals avoid the road. The party is hired to clear it — by someone who really doesn't want them looking too closely at what's inside.
- Stolen Inventory — A black-market arms dealer is selling 'refurbished' B2 chassis to local gangs. The party is asked to find the buyer's hideout before the next shipment turns up at a heist that would otherwise be routine.
- Holdout Protocol — An unmanned cargo freighter drifts at the edge of a system, holds full of crated B2 components. Three already-assembled units patrol the cargo bay. Their command directive: protect the cargo until the original owner — long dead — issues a stand-down.
- Echoes of Geonosis — An archaeologist asks the party to retrieve a data core from a derelict Separatist factory. The site's automated security is dormant but intact: dozens of B2 units waiting for power to be restored. The team has to extract without triggering reactor reignition.