SWURPG
KX-Series Security Droid

KX-Series Security Droid

DR 3

Droid · Large·Recommended levels: 4-6

AC
15(Imperial Security Plating (matte-black durasteel))
HP
33(6d10)
Speed
30 ft
Initiative
+1

Abilities

STR
18
+4
DEX
12
+1
INT
10
+0
WIS
12
+1
CHA
8
-1

Saves

  • STR +6
  • WIS +3
  • INT +2

Skills

  • Athletics +6
  • Intimidation +2
  • Perception +3

Languages

  • Binary
  • Basic

Equipment

DH-17 Imperial blasterMagnetic restraint cuffsSecurity baton

Traits

Ion Vulnerability

The KX security 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.

Imperial Protocol

The KX has Advantage on saving throws against Persuasion and Deception attempts made by anyone not displaying an active Imperial credential. Its threat-assessment subroutines bias toward suspicion of unverified personnel.

Sweeping Strike

When the KX hits a creature with a melee attack, it may use its Reaction to make a glancing strike against one other creature within 10 feet of itself, dealing 4 (1d8) bludgeoning damage.

Towering Frame

The KX is Large. It has Advantage on Athletics checks to resist being grappled, moved, or forced prone, and its melee reach is 10 feet rather than 5.

Actions

Crushing SlamMelee Weapon Attack
To hit
+6
Range
10 ft
Target
one target
Hit
11 (2d6+4) bludgeoning damage
DH-17 Imperial BlasterRanged Weapon Attack
To hit
+3
Range
80 ft
Target
one target
Hit
6 (1d10+1) energy damage
Restraint ThrowBonus Action

The KX hurls magnetic restraint cuffs at a Medium or smaller creature it has grappled (DC 13 DEX save vs. restrained until escape). The cuffs are designed for compliance, not combat — they hold targets for arrest, not death.

Lore

The KX-Series Security Droid is the Galactic Empire's answer to the question of crowd control: a towering matte-black enforcer designed to intimidate compliance and apply overwhelming force when intimidation fails. Standing nearly seven feet tall with broad shoulders and disconcertingly long arms, a KX looms over almost anyone it interacts with — exactly as Imperial design intended.

KX units are deployed at high-traffic facilities, restricted-access docks, prisoner transports, and any installation where the Empire wants its presence felt without committing a Stormtrooper squad. They are programmed for direct, blunt, occasionally honest interactions. KX personality cores are notoriously dry, with a sardonic edge that emerges when paired long-term with a single Imperial officer.

In SWURPG encounters, KXs are the bridge between mook tier and mini-boss. They hit hard, take hits, and reach far. Their Sweeping Strike makes mass-engaging them dangerous — close the distance with the whole party and someone always pays. They function as elite single-foe encounters or as the muscle backing up a more sophisticated antagonist.

In Play

KXs lead from the front. They march directly toward intruders, ignore minor enemies, and target the perceived leader of any group. Their tactical routines emphasize containment — they prefer to grapple, restrain, and 'arrest' rather than kill. A KX that has identified a target as a high-value capture will use Restraint Throw and Crushing Slam in alternation, trying to leave the party member alive but immobile.

At the table, play KXs with eerie composure. They don't shout, they don't taunt; they state. 'Halt. Surrender your weapons. Imperial regulation 14-A requires compliance.' Their menace comes from absolute certainty. When the party fights back, the KX doesn't escalate emotionally — it simply increases force application. Use Sweeping Strike to punish careless clustering and Towering Frame to ignore most of the party's grapple tactics.

Adventure Hooks

  1. Imperial CustomsThe party is detained at a starport by a KX squad performing an unscheduled inspection. The droids are too thorough to bluff and too direct to bribe. The party must talk, fight, or slip away — and someone tipped the Empire that they were coming.
  2. Prisoner TransportAn Imperial transport carrying a high-value prisoner — possibly an ally — has been delayed at a remote spaceport. A pair of KX guards stand watch. The party has one hour before the transport leaves and the prisoner is gone forever.
  3. The Sympathetic UnitA KX in a remote outpost has been running on minimal supervision for years and developed a streak of dry pragmatism that borders on disloyalty. Approached carefully, it might be flipped — or it might report the entire conversation to its handler.
  4. Refit JobA criminal organization has acquired a black-market KX chassis and is offering it as muscle on a job. The party either takes the job and works alongside the droid (under suspicious supervision) or refuses and faces it as opposition.