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< | --><h3 class="headline arch">Crab Droid Scout</h3><!-- | ||
{{NPC | --><p class="single nomargin">Introdiced late in the Clone Wars, the crab droids used by he Confederacy of Independent Systems were designed to function as advanced scouts and trailblaizers in harsh environments. Nicknamed “muckrakers” by the clone trooper legions they faced, crab droids were often used on wet, swampy worlds where they could use their powerful vacuum system to clear a path for battle droids to follow.</p><!-- | ||
--><p class="single nomargin">{{indent}}Crab droids range in size from 2 meters tall for the scout models to 6 meters tall for the assault models. They have metal armor plating on the outside and multiple jointed legs that grant them great stability and flexibility. Though they are well protected from incoming fire, they do have weak spots atop their central bodies that, while difficult to reach, leave vital equipment and computer systems exposed to anyone brave enough to get that close.</p><!-- | |||
--><p class="single nomargin">{{indent}}Crab droids can’t be played as droid heroes.</p><!-- | |||
-->{{NPC | |||
|name=Crab Droid Scout | |name=Crab Droid Scout | ||
|challenge=4 | |challenge=4 | ||
|image=swse_droid_crab_scout.jpg | |||
|npclevel=[[Allies and Opponents#nonheroics|nonheroic]] 12 | |npclevel=[[Allies and Opponents#nonheroics|nonheroic]] 12 | ||
|refbook=Saga Edition Core Rulebook | |refbook=Saga Edition Core Rulebook | ||
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|species=droid (4th-degree) | |species=droid (4th-degree) | ||
|playable=nonplayable | |playable=nonplayable | ||
|init=+5 | |init=+5 | ||
|senses=darkvision | |senses=darkvision | ||
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|will=12 | |will=12 | ||
|hp=80 | |hp=80 | ||
|threshold=42 | |threshold=42 | ||
|immune=droid traits | |immune=droid traits | ||
|speed=6 squares (walking), climb 3 squares | |speed=6 squares (walking), climb 3 squares | ||
|melee1=claw +16* (1d6+15) | |melee1=claw +16* (1d6+15) | ||
|melee2=claw +20* (1d6+21) with Powerful Charge | |melee2=claw +20* (1d6+21) with Powerful Charge | ||
|ranged1=twin blaster +8 (3d10) | |ranged1=twin blaster +8 (3d10) | ||
|fightspace=2×2 | |fightspace=2×2 | ||
|reach=1 square | |reach=1 square | ||
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|specialnotes=A crab droid gains a +5 stability bonus on checks made to resist being knocked prone. | |specialnotes=A crab droid gains a +5 stability bonus on checks made to resist being knocked prone. | ||
|asterixnote=* Includes 8 points of Power Attack | |asterixnote=* Includes 8 points of Power Attack | ||
}} | }}</div><!-- | ||
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Revision as of 00:14, 26 September 2024
Crab Droid Scout
Introdiced late in the Clone Wars, the crab droids used by he Confederacy of Independent Systems were designed to function as advanced scouts and trailblaizers in harsh environments. Nicknamed “muckrakers” by the clone trooper legions they faced, crab droids were often used on wet, swampy worlds where they could use their powerful vacuum system to clear a path for battle droids to follow.
Crab droids range in size from 2 meters tall for the scout models to 6 meters tall for the assault models. They have metal armor plating on the outside and multiple jointed legs that grant them great stability and flexibility. Though they are well protected from incoming fire, they do have weak spots atop their central bodies that, while difficult to reach, leave vital equipment and computer systems exposed to anyone brave enough to get that close.
Crab droids can’t be played as droid heroes.
Crab Droid Scout (CL 4)

Saga Edition Core Rulebook, page 202.
Large droid (4th-degree) nonheroic 12 nonplayable
Initiative: +5; Senses: darkvision;Perception +13
Languages: Basic, Binary
Defenses: Ref 18 (flat-footed 18), Fort 17, Will 12
Hit Points: 80; Damage Threshold: 42
Immune: droid traits
Speed: 6 squares (walking), climb 3 squares
Melee: claw +16* (1d6+15) or
Melee: claw +20* (1d6+21) with Powerful Charge
Ranged: twin blaster +8 (3d10)
Fighting Space: 2×2; Reach: 1 square
Base Attack: +9; Grapple: +21
Attack Options: Power Attack
Abilities: Str 24, Dex 9, Con —, Int 10, Wis 14, Cha 8
Special Qualities: stability
Feats: Armor Proficiency (light, medium, heavy), Crush, Pin, Power Attack, Powerful Charge, Weapon Proficiency (rifles, simple weapons)
Skills: Climb +8 (may reroll, may take 10 when threatened), Perception +13, Stealth −6
Systems: walking locomotion (extra legs), climbing claws, heuristic processor, 2 claw appendages, hardened systems ×5, duranium battle armor(+10 armor)
Possessions: twin blaster (treat as heavy blaster rifle)
Availability: Military, Cost: 20,000
* Includes 8 points of Power Attack