PSS2

GAME DATA

FILTERS

FIELD FILTERS

COLUMNS 5 of 8

Character Design Actions · 27 of 27

IdActionTypeIdCharacterDesignActionIndexCharacterDesignIdConditionTypeId
64 Service Droid I · #6429 Target Condition Room1166 Service Droid I33 Friendly Room HP < 100%
97 Boarder Droid I · #9721 Target Random Enemy Room1177 Boarder Droid I1 None
130 Defender Droid I · #13029 Target Condition Room1172 Defender Droid I68 Friendly Room Has Enemy Crew
131 Mini Droid I · #13129 Target Condition Room1200 Mini Droid I68 Friendly Room Has Enemy Crew
132 Mini Droid I · #13229 Target Condition Room2200 Mini Droid I33 Friendly Room HP < 100%
133 Mini Droid I · #13321 Target Random Enemy Room3200 Mini Droid I1 None
135 Boarder Droid VI · #13521 Target Random Enemy Room1391 Boarder Droid VI1 None
136 Boarder Droid III · #13621 Target Random Enemy Room1179 Boarder Droid III1 None
138 Boarder Droid II · #13821 Target Random Enemy Room1178 Boarder Droid II1 None
139 Boarder Droid V · #13921 Target Random Enemy Room1181 Boarder Droid V1 None
140 Boarder Droid IV · #14021 Target Random Enemy Room1180 Boarder Droid IV1 None
141 Defender Droid II · #14129 Target Condition Room1173 Defender Droid II68 Friendly Room Has Enemy Crew
142 Defender Droid III · #14229 Target Condition Room1174 Defender Droid III68 Friendly Room Has Enemy Crew
143 Defender Droid IV · #14329 Target Condition Room1175 Defender Droid IV68 Friendly Room Has Enemy Crew
144 Defender Droid V · #14429 Target Condition Room1176 Defender Droid V68 Friendly Room Has Enemy Crew
145 Defender Droid VI · #14529 Target Condition Room1390 Defender Droid VI68 Friendly Room Has Enemy Crew
146 Mini Droid II · #14629 Target Condition Room1201 Mini Droid II68 Friendly Room Has Enemy Crew
147 Mini Droid II · #14729 Target Condition Room2201 Mini Droid II33 Friendly Room HP < 100%
148 Mini Droid II · #14821 Target Random Enemy Room3201 Mini Droid II1 None
149 Mini Droid III · #14929 Target Condition Room1214 Mini Droid III68 Friendly Room Has Enemy Crew
150 Mini Droid III · #15029 Target Condition Room2214 Mini Droid III33 Friendly Room HP < 100%
151 Mini Droid III · #15121 Target Random Enemy Room3214 Mini Droid III1 None
152 Service Droid II · #15229 Target Condition Room1168 Service Droid II33 Friendly Room HP < 100%
153 Service Droid III · #15329 Target Condition Room1169 Service Droid III33 Friendly Room HP < 100%
154 Service Droid IV · #15429 Target Condition Room1170 Service Droid IV33 Friendly Room HP < 100%
155 Service Droid V · #15529 Target Condition Room1171 Service Droid V33 Friendly Room HP < 100%
156 Service Droid VI · #15629 Target Condition Room1389 Service Droid VI33 Friendly Room HP < 100%

HOW THIS WORKSWhere the records come from and how to read them

01 Where the data comes from

This is the game's catalog of designs as the game itself serves it, the same catalog every other section of the site is built on. It is refreshed once a day; the copy shown here is from October 27, 2026. It holds 51 collections and 12355 records. Collections the game sends empty are left out of the list.

02 Reading a table

Field names are the game's own and are not translated. When a field points at another record, its number is grey and the name of that record stands next to it; the name opens the record. The record's own name is underlined, the other names underline under the cursor. A number without a name points at nothing the catalog holds. Strings of costs and rewards such as item:2160x10 are split into names with amounts. Numbers stand to the right. A timestamp is shown as its date, without the time of day. A few column headings carry a tooltip with what the field means; only fields whose meaning we are sure of have one. Long text is cut in the table and shown whole on the record.

03 Search and filters

SEARCH looks for the text in every collection at once, in values and in field names. A match in a field name is listed under FIELDS and leads straight to that field's filter. COLLECTION opens one collection as a table and keeps the search. Each field filter narrows the table further, and all of them must hold; + FILTER adds one, the cross removes it. Picking another field clears the value, and empty and not empty take no value at all. The value box suggests the field's most common values with how many records hold each. A timestamp is matched by its date: = 2026-09-27 finds the whole day, and > and < compare dates. A field that holds comma-separated lists, such as Tags, is counted item by item, and = finds the records that hold the item. COLUMNS starts with Id, the name, the filtered fields and the four fields filled in most records; DEFAULT returns to that set. SHARE copies a link that opens the same view.

04 A record

A record lists all of its fields, with zero and empty ones folded away. USED IN lists the other records that point at this one and the field they point through: the recipes that cost or make an item, the promotions that give it, the missions that reward it. A record that names itself, such as a promotion that may only be bought once, shows its own name as plain text. CHANGES shows the latest days on which our game changes log saw the record change, and links to the full log. When a section of the site has its own card for the record, the button at the top opens that card over the record, and closing it brings the record back.

05 As the game ships it

Nothing is hidden or cleaned up. Test records, placeholder names and content that has not been released yet are part of the catalog, and they appear here exactly as they are in it.