XIV Droid Building And Modifying

XIV. XIV. Droid Building and Modifying Section Last Updated: 7/2/15

Building a Droid
The charts in this section are from West End Games sourcebook Cynabar’s Fantastic Technology: Droids.

1. Building a droid from scratch must be done at a seminar or an interactive.

2. The player must choose either an NPC or a PC to build the droid
a. Availability of NPCs is up to the Judge
b. Availability of the PC is up to the PC, based on their Personal Initiatives
c. An NPC will charge for the labor time, a PC may not (this is up to the PC)
d. A player must have:
i. Droid Repair to install miscellaneous equipment and upgrades
ii. Droid Programming to install skillware
iii. Droid Engineering to install traitware

3. Choose a Droid Chassis by deciding the intended function
a. First-degree droids are designed for physical sciences, mathematics
and medical sciences applications.
(e.g. Surgical Droid, Accounting Droid, Tutor Droid)
b. Second-degree droids are programmed for environmental, engineering
and technical applied science skills.
(e.g. Armorer Droid, Repair Droid, Astromechs)
c. Third-degree droids are skilled in the social sciences and often
perform protocol, translation, organic relations, teaching, diplomatic and other functions, which bring them into regular contact with organics.
(e.g. Protocol Droid, Litigation Droid, Servant Droid)
d. Fourth-degree droids are programmed for security and military
applications, and include everything from patrol droids to the now
illegal assassination droids. This class of droids is strictly
regulated throughout the galaxy
(e.g. Security Droid, Espionage Droid, Law Enforcement Droid)
e. Fifth-degree droids have lower intelligence requirements than other
droids, and typically perform menial labor, including simple lifting, mining, salvage, transportation, sanitation and waste control duties.
(e.g. Power Droid, Construction Droid, Survey Droid)
Cheez E. Rebel wants a couple of droids and decides to have an NPC do it during the next seminar. The first droid is to fix him up when he gets injured, so he chooses a 1st degree chassis. The second droid is a servant and companion, so he chooses a 3rd degree chassis.

4. Choose Traitware
a. A droid may have a maximum total of 16D in their attributes
b. Each attribute has a max rating (1D, 2D, 3D, or 4D)
c. An NPC will charge an additional 1000 credits per D of traitware
d. PCs may work out any deal they think is appropriate:
e. It takes one month to build a droid
f. Chart information
i. Pick the chart based on the chassis
ii. For each skill choose the rating the droid is to have
iii. If no value is listed, then that chassis can not have an attribute with that rating
iv. Total the amounts for all attributes
v. Droid repair column is the difficulty number for a PC to install the traitware

a)
1st Degree
Attribute
Droid Repair
+1
+2
1D
1D+1
1D+2
2D
2D+1
2D+2
3D
3D+1
3D+2
4D
Dexterity
31
100
200
300

Knowledge
20
50
100
150
200
250
300
350
400
450

Mechanical
25
100
200
300
400
500
600

Perception
15
75
150
225
300
375
450
525
600
675

Strength
25
150
300
350
500
650
700

Technical
15
50
100
150
200
250
300
350
400
450
500
550
600

a)
2nd Degree
Attribute
Droid Repair
+1
+2
1D
1D+1
1D+2
2D
2D+1
2D+2
3D
3D+1
3D+2
4D
Dexterity
31
100
200
300

Knowledge
25
100
200
300
400
500
600

Mechanical
15
50
100
150
200
250
300
350
400
450
500
550
600
Perception
20
100
200
300
400
500
600
700
800
900

Strength
25
150
300
350
500
650
700

Technical
10
50
100
150
200
250
300
350
400
450
500
550
600

a)
3rd Degree
Attribute
Droid Repair
+1
+2
1D
1D+1
1D+2
2D
2D+1
2D+2
3D
3D+1
3D+2
4D
Dexterity
25
100
200
300
400
500
600

Knowledge
15
50
100
150
200
250
300
350
400
450
500
550
600
Mechanical
20
110
220
325
335
445
650
760
870
975

Perception
15
65
130
200
265
330
400
465
530
600
665
730
800
Strength
31
135
270
400

Technical
25
110
220
325
335
445
650

a)
4th Degree
Attribute
Droid Repair
+1
+2
1D
1D+1
1D+2
2D
2D+1
2D+2
3D
3D+1
3D+2
4D
Dexterity
15
50
100
150
200
250
300
350
400
450
500
550
600
Knowledge
31
150
300
350

Mechanical
25
100
200
300
400
500
600

Perception
20
85
170
250
335
420
500
585
670
750

Strength
15
65
130
200
265
330
400
465
530
600
665
730
800
Technical
25
135
270
400
535
670
800

a)
5th Degree
Attribute
Droid Repair
+1
+2
1D
1D+1
1D+2
2D
2D+1
2D+2
3D
3D+1
3D+2
4D
Dexterity
20
85
170
250
335
420
500
585
670
750

Knowledge
31
135
270
400

Mechanical
25
85
170
250
335
420
500

Perception
15
150
300
350
500
650
700
850
1000
1050
1200
1350
1400
Strength
15
50
100
150
200
250
300
350
400
450
500
550
600
Technical
25
65
130
200
265
330
400

Cheez E. Rebel has two droid chassis a 1st Degree and a 3rd degree. He wants his medical droid (CER-1) to be able to diagnose and treat problems so he wants to max out its Knowledge (3D) and Technical (4D). Everything else he puts at (1D). The judge checks the chart to get the amounts for each attribute.
Dex 1D (300) + Kno 3D (450) + Mec 1D (300) + Per 1D (225) + Str 1D (350) + Tec 4D (600) = 2225. The NPC charges an additional 1000 for each die (11D total = 11000). The total for the droid is 13225.

For his 3rd degree (CER-2) he wants it to be able to communicate and negotiate, so he maxes out the Knowedge (4D) and Perception (4D). Everything else gets put at 1D. The judge checks the chart to get the amounts for each attribute.
Dex 1D (300) + Kno 4D (600) + Mec 1D (325) + Per 4D (800) + Str 1D (400) + Tec 1D (325) = 2750. The NPC charges an additional 1000 for each die (12D total = 12000). The total for the droid is 14750.

5. Choose Skillware
a. A droid may have one primary skill at 4D over base attribute
b. A droid may have two secondary skills at 3D over base attribute
c. The availability rating may influence finding the skillware and price

Dexterity
 
 
Acrobatics
3
125
Archaic Guns
4,R
300
Athletics - Dexterity
3
150
Blaster
3,R
225
Blaster Artillery
3,X
250
Bowcaster
4,X
400
Bows
3, F
200
Brawling Parry
2,F
200
Dodge
1
150
Fire Lance
4, X
450
Firearms
4,X
300
Flamethrower
4, X
300
Flight
N/A
N/A
Flux Disintegrator
4, X
750
Grenade
4,X
250
Lightsaber
4,X
550
Melee Combat
3,R
225
Melee Parry
3,R
175
Missile Weapons
3,R
250
Pick Pocket
3,X
400
Pulse-Wave Weapons
4, X
300
Running
2
75
Tensor Weapons
4, X
325
Thrown Weapons
4,R
275
Vehicle Blasters
3,R
250

Knowledge
 
 
Alien Species
2
75
Animal Training
3
150
Bureaucracy
1
100
Business
1
75
Cultures
2
200
Intimidation
3,F
300
Brainwashing (A)
N/A
N/A
Torture (A)
N/A
N/A
Languages
1
75
Law Enforcement
2
250
Planetary Systems
1
75
Profession
3
125
Scholar
2
100
Streetwise
3
350
Survival
2
200
Tactics
3, R
200
Value
1
175
Willpower
4
300
Force Deterrence (A)
N/A
N/A

Mechanical
 
 
Archaic Starship Piloting
4
250
Archaic Vehicle Piloting
4
250
Astrogation
2
200
Beast Riding
3
300
Capital Ship Gunnery
3,R
350
Capital Ship Piloting
2,F
150
Capital Ship Shields
2
200
Communications
2
75
Ground Vehicle Operation
2
75
Hover Vehicle Operation
2
100
Jet Pack Operation
3, F
200
Machinery Operation
1
75
Pod Racer Operation
2, F
150
Powersuit Operation
4
200
Repulsorlift Operation
2
100
Rocket Pack Operation
3, F
200
Sensors
2
75
Space Transports
2
150
Starfighter Piloting
2,F
200
Starship Gunnery
2,R
350
Starship Shields
2,F
200
Swoop Operation
3
250
Walker Operation
4
175

Perception
 
 
Animal Handling
3
200
Bargain
2
150
Body Language
N/A
N/A
Command
3,F
300
Con
3,R
300
Forgery
4,X
300
Gambling
2,F
150
Hide
3
175
Investigation
2
100
Kinetic Communication
N/A
N/A
Persuasion
3
125
Search
2
150
Sneak
3
200

Strength
 
 
Brawling
3,R
250
Climbing/Jumping
3
75
Glide
N/A
N/A
Lifting
2
50
Stamina
3
150
Swimming
2
200

Technical
 
 
Archaic Starship Repair
4
200
Archaic Starship Engineering (A)
N/A
N/A
Archaic Vehicle Repair
4
200
Archaic Vehicle Engineering (A)
N/A
N/A
Archaic Weapon Repair
4
250
Archaic Weapon Engineering (A)
N/A
N/A
Armor Repair
3
175
Armor Engineering (A)
N/A
N/A
Blaster Artillery Repair
2
175
Blaster Artillery Engineering (A)
N/A
N/A
Blaster Repair
2
150
Blaster Engineering (A)
N/A
N/A
Bowcaster Repair
4, F
350
Bowcaster Engineering (A)
N/A
N/A
Capital Ship Repair
2
100
Capital Ship Engineering (A)
N/A
N/A
Capital Ship Weapon Repair
2,F
125
Capital Ship Weapon Engineering (A)
N/A
N/A
Communications Repair
2
150
Communications Engineering (A)
N/A
N/A
Computer Program/Repair
2
50
Computer Engineering (A)
N/A
N/A
Demolitions
3,R
250
Demolitions Engineering (A)
N/A
N/A
Droid Programming
2
75
Droid Repair
2
125
Droid Engineering (A)
N/A
N/A
Fire Lance Repair
3
300
Fire Lance Engineering (A)
N/A
N/A
Firearms Repair
3
200
Firearms Engineering (A)
N/A
N/A
First Aid
2,F
200
Medicine (A)
2,F
2500
Flamethrower Repair
3, F
250
Flamethrower Engineering (A)
N/A
N/A
Flux Disintegrator Repair
4, F
675
Flux Disintegrator Engineering (A)
N/A
N/A
Ground Vehicle Repair
2
100
Ground Vehicle Engineering (A)
N/A
N/A
Hover Vehicle Repair
2
125
Hover Vehicle Engineering (A)
N/A
N/A
Jet Pack Repair
3
250
Jet Pack Engineering (A)
N/A
N/A
Lightsaber Repair
4, F
650
Lightsaber Engineering (A)
N/A
N/A
Machinery Repair
1
100
Machinery Engineering (A)
N/A
N/A
Melee Weapon Repair
2
125
Melee Weapon Engineering (A)
N/A
N/A
Musical Instrument Repair
2
100
Musical Instrument Engineering (A)
N/A
N/A
Pod Racer Repair
2
175
Pod Racer Engineering (A)
N/A
N/A
Pulse-Wave Weapon Repair
4
225
Pulse-Wave Weapon Engineering (A)
N/A
N/A
Repulsorlift Repair
2
150
Repulsorlift Engineering (A)
N/A
N/A
Rocket Pack Repair
3
250
Rocket Pack Engineering (A)
N/A
N/A
Security
3,F
250
Security Engineering (A)
N/A
N/A
Software Engineering (A)
N/A
N/A
Space Transport Repair
2
150
Space Transport Engineering (A)
N/A
N/A
Starfighter Repair
2
150
Starfighter Engineering (A)
N/A
N/A
Starship Weapon Repair
3,F
175
Starship Weapon Engineering (A)
N/A
N/A
Swoop Repair
3
175
Swoop Engineering (A)
N/A
N/A
Tensor Weapon Repair
3, F
200
Tensor Weapon Engineering (A)
N/A
N/A
Walker Repair
3
175
Walker Engineering (A)
N/A
N/A

d. Cost multiplier (mult) is applied to the cost per die of the skillware
e. Install difficulty (diff) is the PC’s Droid Programming difficulty roll
f. An NPC will charge 500 credits per Die per skill, a PC may decide what to charge

Degree

1st
2nd
3rd
4th
5th
Attribute
mult
diff
mult
diff
mult
diff
mult
Diff
mult
diff
Dexterity
x2.5
25
x3
25
x3
20
x1
10
x2
15
Knowledge
x1.5
15
x2.5
20
x1
10
x3
25
x3
25
Mechanical
x3
20
x1.5
10
x2.5
15
x2.5
20
x1.5
20
Perception
x2
10
x2
15
x1.5
10
x2
15
x3
10
Strength
x3
20
x3
20
x3
25
x1.5
10
x1
10
Technical
x1
10
x1
10
x2
20
x3
20
x2.5
15
Cheez E Rebel wants some skills for his droids. For CER-1 (medical) he chooses Alien Species, First Aid, and Medicine. The availabilities are all 2, so the judge gives it to him for list price times the modifier. He chooses to make Medicine his 4D skill, so 4D is 1000 (250 x 4) times the multiplier equals 1000 (1000 x 1). The other two are at 3D. Alien Species is 225 (75 x 3) times the multiplier equals 338 (225 x 1.5). First Aid is 600 (200 x 3) times the multiplier equals 600 (600 x 1). There is 10 dice total so the NPC charges 5000 credits (10 x 500) for a grand total of 6938 (5000 + 338 + 600 + 1000).
For CER-2 (servant) he chooses Cultures, Planetary Systems, and Persuasion. Persuasion is the 4D skill and has an availability of 3 so the judge doubles the price; 1000 (125 x 4D x 2) times the multiplier equals 1500 (1000 x 1.5). The other skills are acquired at list price. Cultures is 600 (200 x 3) times the multiplier equals 600 (600 x 1). Planetary Systems is 225 (75 x 3) times the multiplier equals 225 (225 x 1). There is 10 dice total so the NPC charges 5000 credits (10 x 500) for a grand total of 7325 (5000 + 225 + 600 + 1500).

6. Pick additional Equipment
a. Droid Repair is used to install equipment. Difficulty is based on Availability. If the equipment has two availability codes, then two rolls must be made.
Availability Code
1
2
3
4
F
R
X
Difficulty
Easy
Moderate
Difficult
Very Difficult
Difficult
Very Difficult
Heroic
b. Database
i. Databases give bonus dice to Knowledge and Technical skills (up to 5D)
ii. Purchased 1D at a time
iii. Only one database can be installed per droid
iv. Use skillware base price for database skill cost per D (no multiplier)
v. Single droid programming roll
Die Code
1D
2D
3D
4D
5D
Difficulty
Very Easy
Easy
Moderate
Difficult
Very Difficult
c. Choose Locomotion.options
i. Types of locomotion
1. Wheels: cheapest, +1 difficulty category for terrain movement
2. Legs: standard terrain difficulties
3. Treads: -1 difficulty category for terrain movement
4. Repulsorlifts: most expensive, no difficulty for terrain
ii. Select movement and type for cost
Move
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Wheels
50
100
150
200
250
300
350
400
450
500
550
600
650
700
750
Legs
100
200
300
400
500
600
700
800
900
1000
1100
1200
1300
1400
1500
Treads
150
300
450
600
750
900
1050
1300
1450
1600
1750
1900
2150
2300
2450
Repulsorlift
200
400
600
800
1000
1200
1400
1600
1800
2000
2200
2400
2600
2800
3000
d. Add sensory equipment
i. Ocular, olfactory and audio sensor with human ranges 100 credits
ii. Other sensors
1. Base price calculated by number of D added to search
2. Increase by number of targets detectable (motion, heat, etc)
Search bonus
+1D
+2D
+3D
+4D
+5D
Base cost
150
300
450
600
750

  1. target Types

1
2
3
4
5
6
Cost multiplier
x1
x2
x3
x4
x5
x6
e. Armor
Use armor of choice from an approved sourcebook and add 5% of the armor cost for integration. The armor is purchased as if for a character of that size (medium or human size would get the standard armor cost - small droids like R2’s get it at 1/2, etc.).  Another factor that should be taken into account is that 'hard' armor does not inflict the same Dexterity penalty once integrated.  The Dexterity penalty is reduced by 1D. The maximum amount of physical armor protection added cannot exceed the droids Strength value (i.e. Strength 1D limits the armor to +1D physical protection, etc.). 

f. Other equipment – per Droids Handbook

Upgrading Droids

1. Traitware may not be upgraded.
2. Skillware
a. One pip per module
b. Maximum of 9D above attribute score
c. One attempt to raise a skill may be made per skill per month
d. Maximum skill rating:
i. The primary skill may be raised to 13D maximum
ii. The secondary skills may be raised to 12D maximum
iii. All other skills may be raised to 10D maximum
e. PC Costs:
i. 100 credits per character point cost of raising skill
ii. Any other service charge decided by PC
f. NPC Charges are per pip, in credits (guaranteed success, skillware provided)
i. +1, +2, +1D improvement; Cost 1,000
ii. 1D+1, 1D+2, +2D improvement; Cost 2,500
iii. 2D+1, 2D+2, +3D improvement; Cost 5,000
iv. 3D+1, 3D+2, +4D improvement; Cost 7,500
v. 4D+1, 4D+2, +5D improvement; Cost 10,000
vi. 5D+1, 5D+2, +6D improvement; Cost 15,000
vii. 6D+1, 6D+2, +7D improvement; Cost 20,000
viii. 7D+1, 7D+2, +8D improvement; Cost 25,000
ix. 8D+1, 8D+2, +9D improvement; Cost 30,000
g. Difficulty (based on skill rating over base attribute rating)
i. +1, +2, +1D improvement; Easy droid programming roll
ii. 1D+1, 1D+2, +2D improvement; Moderate droid programming roll
iii. 2D+1, 2D+2, +3D improvement; Difficult droid programming roll
iv. 3D+1, 3D+2, +4D improvement; Very Difficult droid programming roll
v. 4D+1, 4D+2, +5D improvement; Heroic droid programming roll
vi. 5D+1, 5D+2, +6D improvement; Easy droid engineering roll
vii. 6D+1, 6D+2, +7D improvement; Moderate droid engineering roll
viii. 7D+1, 7D+2, +8D improvement; Difficult droid engineering roll
ix. 8D+1, 8D+2, +9D improvement; Very Difficult droid engineering roll
3. Armor
Use armor of choice from an approved sourcebook and add 10% of the armor cost for integration. The armor is purchased as if for a character of that size (medium or human size would get the standard armor cost - small droids like R2’s get it at 1/2, etc.).  As in building the Dexterity penalty is reduced by 1D. The maximum amount of physical armor protection added cannot exceed the droids Strength value (i.e. Strength 1D limits the armor to +1D physical protection, etc.). 

Determine the Droids Sheet Level

Droids are considered one sheet for every 10,000 credits or portion thereof (i.e. 11,000 credit droid is sheet 2; 28,500 credit droid is sheet 3).

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