After the battle of Malachor V, Bao-Dur designs and builds himself a unique cybernetic arm that uses an energy binding in place of a mechanical elbow. The arm has normal Human strength. By manipulating the energy binding during combat, Bao-Dur can disrupt an opponent's personal energy shield as well as some other force fields. The energy cell must be recharged every 48 hours, though Bao-Dur has included a variety of attachments to ensure he can recharge it from a variety of sources in an emergency.
Shield Breaker
To disrupt a field, Bao-Dur must be adjacent to the target and make a successful unarmed strike. If the attack hits, shields with an SR rating of 15 or lower are disabled and provide no protection for the rest of the encounter. If the shield has a rating greater than SR 15, the shield rating drops by −5, failing once it falls to SR 15 or lower. Bao-Dur’s arm is ineffective against shields protecting Gargantuan or larger starships and vehicles.
Bao-Dur is a highly talented inventor and technician. During the Mandalorian Wars, he serves with the Exile as a tech and refers to her as “General” even years after the war’s end. He is responsible for creating the Mass Shadow Generator used to destroy Malachor V and end the Mandalorian Wars. However, the invention also kills a great number of his allies and own forces in the process. He does not escape without injury, losing most of his left arm in the battle. He builds himself an impressive new cybernetic replacement that features an energy binding instead of a mechanical elbow.
Bao-Dur is haunted for years by the outcome of Malachor V. He becomes a pacifist and attempts to redeem himself and repay his perceived debt to the galaxy. He ends up working in the rehabilitation efforts of Telos IV. There he once again encounters the General—now the Exile. He rejoins her, traveling with her in her quest for the Jedi and Sith. At the end of the Exile’s quest, they return to Malachor V, where Bao-Dur programs his remote to reactivate the Mass Shadow Generator for a final time.
Bao-Dur (Dark Wars) (CL 9)
Knights of the Old Republic, page 176.
Destiny: 1; Force: 7; Dark Side: 2
Initiative: +9; Senses: Perception +11; heightened awareness
Languages: Basic, Bocce, Binary, Ithorese, Zabrak
Defenses: Fort 22, Ref 23 (flat-footed 22), Will 23
Hit Points: 64; Damage Threshold: 22
Speed: 6 squares
Melee: unarmed +8 (1d6+5) or
Melee: vibroblade +8 (2d6+5) or
Melee: vibroblade +5 (2d6+8) with Power Attack or
Melee: vibroblade +13 (2d6+3) with Flurry
Ranged: blaster pistol +6 (3d6+3)
Base Attack: +6; Grapple: +8
Attack Options: Flurry, Hyperdriven, Point Blank Shot, Power Attack
Special Actions: Gearhead, Knack
Abilities: Cha 10, Con 14, Dex 11, Int 16, Str 14, Wis 14
Special Qualities: heightened awareness
Talents: Gimmick, Hyperdriven, Knack, Master Slicer, Trace
Feats: Flurry, Gearhead, Martial Arts (I), Point Blank Shot, Power Attack, Skill Focus (Mechanics, Use Computer), Tech Specialist, Weapon Proficiency (advanced melee, pistols, simple)
Skills: Deception +9, Gather Information +17, Knowledge [physical sciences] +12, Knowledge [technology] +17, Mechanics +17, Perception +11 (can reroll, must take second result), Stealth +9, Use Computer +17 (can reroll when improving access and take better result)
Posessions: vibroblade, blaster pistol, cybernetic left arm, remote droid