
BX Commando Droid
DR 2.5Droid · Medium·Recommended levels: 3-5
Abilities
Saves
- DEX +5
- STR +4
- WIS +3
Skills
- Stealth +5
- Athletics +4
- Acrobatics +5
- Perception +3
Languages
- Binary
- Basic
Equipment
Traits
The BX commando droid has Vulnerability to ion damage. If it takes any ion damage, it must succeed on a DC 13 WIS saving throw or become Disabled (incapacitated, speed 0) until the end of its next turn.
The BX commando droid can take one additional Reaction per round (beyond its normal Reaction). Its predictive subroutines anticipate threats faster than most organic combatants.
If at least one allied droid is within 30 feet, the BX commando droid gains a +1 bonus to attack rolls.
The BX has Advantage on DEX saving throws against area-of-effect attacks. Its reflex coating and balance gyros allow it to dive aside or roll through hazardous volumes faster than fixed-plate droids.
The BX's reactive plating grants Resistance to bludgeoning damage. It is built for melee infiltration and shrugs off the impact of fists, batons, and basic clubs.
Actions
When an adjacent enemy misses the BX with a melee attack, the BX may make one Vibrosword attack against it as a Reaction (+6 to hit, 1d8+3 slashing). Counts against the extra Reaction granted by Combat Reflexes.
Lore
BX Commando Droids represent the Separatist Alliance's attempt to fix the embarrassing reputation of the B1 line. Where the B1 was disposable and the B2 immovable, the BX was precise, fast, and frighteningly capable. Slim-framed and reflex-coated, BX units were trained for infiltration, assassination, and elite strike-team operations against high-value targets — including Jedi.
A BX commando is unsettling to fight because it doesn't feel like a droid. Its movements are fluid, its tactics adaptive, and its silence in combat is deliberate. Republic veterans of the Clone Wars described BX squads as 'the moment you realized droids could fight back' — small teams that would breach a position, neutralize a target, and vanish before reinforcements arrived.
In SWURPG encounters, BX commandos shift the encounter math. They're not corridor-fillers; they're scalpels. Two BXs in a four-PC fight will close distance fast, isolate the squishiest party member, and force the rest of the party to choose between defending the wounded ally and pursuing the threat.
In Play
BX commandos play surgically. They scout, set ambushes, target the highest-priority threat (the Force-user, the healer, the demolitionist), and disengage if outmatched. A BX will use cover, flanking, and Riposte to deny easy melee solutions and lean on its Acrobatic Frame to slip through area attacks aimed at a clustered party.
At the table, narrate BX actions like a special-forces operator: silent, decisive, sometimes unsettlingly aware of party tactics. Mix ranged volleys with sudden melee closes. When a BX takes serious damage, have it retreat to cover and call for backup, not stand and trade — the threat is in their refusal to die a heroic death.
Adventure Hooks
- The Quiet Squad — A diplomatic envoy on a neutral world is found dead, throat punctured, no alarm raised. Security footage shows nothing. A surviving witness describes a 'shape that moved like a Jedi but wasn't one.' A BX commando team has slipped onto the planet.
- Asset Recovery — A long-buried Separatist cache is discovered intact — including a BX commando platoon in standby. Someone activated them. The party has 48 hours to find out who, before the commandos finish their decades-old objective.
- False Jedi — A series of high-profile assassinations carries lightsaber-like wounds. Public opinion turns against the Jedi Order. The party investigates and finds vibrosword-wielding BXs deliberately framing Jedi for political reasons.
- Recruitment Drive — A black-market broker has acquired BX schematics and is mass-producing inferior knockoffs for crime syndicates. The party is hired to retrieve the schematics — or destroy the factory — before the next generation of crime-lord enforcers floods the underworld.