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Saga Edition RPG Omnibus

Clone Trooper Archetypes

Revision as of 22:42, 8 August 2024 by Tenor1411 (talk | contribs)

ARC Trooper

     Saga Edition Core Rulebook, page 282.

The ARC Troopers (Advanced Recon Commandos) are elite clone units that were personally trained by Jango Fett. Whereas most clone troopers are trained to work as a unit, ARC Troopers function well as individuals, making them even more formidable as foes.

ARC Trooper           (CL 8)

     Saga Edition Core Rulebook, page 282.

Medium Human nonheroic 6 / soldier 3 / elite trooper 3 NPC

Destiny: 1; Force: 4; Dark Side: 2

Initiative: +12; Senses: low-light vision;Perception +13

Languages: Basic, Mando’a

Defenses: Ref 23 (flat-footed 21), Fort 24, Will 16; delay damage

Hit Points: 57; DR: 1; Damage Threshold: 24

Speed: 6 squares

Melee: unarmed +12 (1d4+5)

Ranged: heavy repeating blaster +10 (5d10+5) with Burst Fire or

Ranged: heavy repeating blaster +10 (3d10+5) with autofire or

Ranged: missle launcher +12 (6d6+5, 2-square splash) or

Ranged: heavy blaster pistol +6 (3d8+3) and heavy blaster pistol +6 (3d8+3) or

Ranged: frag grenade +11 (4d6+3, 2-square burst) or

Ranged: ion grenade +11 (4d6+3 ion, 2-square burst)

Base Attack: +4; Grapple: +5

Attack Options: Point Blank Shot

Abilities: Str 12, Dex 13, Con 12, Int 9, Wis 10, Cha 8

Special Qualities: delay damage

Feats: Armor Proficiency (light), Improved Damage Threshold, Point Blank ShotH, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +9, Perception +8H

Possessions: blast helmet and vest (+2 armor), blaster pistol, 2 frag grenades, encrypted comlink

H Human bonus feat or trained skill


ARC Trooper (revised)

     Clone Wars Campaign Guide, page 147.

Advanced Recon Commandos—known to most as “ARC troopers”—are elite clone troops personally trained by Jango Fett to be every bit as efficient and ruthless as himself. Unlike the standard infantry clone trooper or even clone commandos (described below), ARC troopers are genetically engineered and specially trained to be as self-sufficient as possible without being entirely independent.

     ARC troopers see their first combat when the Separatist droid army assaults Kamino and Prime Minister Lama Su releases the troopers from their cryogenic storage to help drive off the invaders. They are famously employed at the Battle of Muunilinst, where they help Jedi General Obi‑Wan Kenobi subdue the Separatist commander, the bounty hunter Durge, and again at the Battle of Hypori, rescuing stranded Jedi from General Grievous.

ARC Trooper (revised)           (CL 8)

     Saga Edition Core Rulebook, page 282.

Medium Human nonheroic 6 / soldier 3 / elite trooper 3 NPC

Destiny: 1; Force: 4; Dark Side: 2

Initiative: +12; Senses: low-light vision;Perception +13

Languages: Basic, Mando’a

Defenses: Ref 23 (flat-footed 21), Fort 22, Will 16; delay damage

Hit Points: 51; DR: 1; Damage Threshold: 22

Speed: 6 squares, Running Attack

Melee: unarmed +12 (1d4+5)

Ranged: heavy blaster pistol +6 (3d8+3) and
heavy blaster pistol +6 (3d8+3) or

Ranged: heavy blaster pistol +4 (5d8+3) with Burst Fire and
heavy blaster pistol +4 (3d8+3, 2×2 area) with autofire or

Ranged: heavy blaster pistol +4 (3d8+3, 2×2 area) with autofire and
heavy blaster pistol +4 (5d8+3) with Burst Fire or

Ranged: frag grenade +11 (4d6+3, 2-square burst) or

Ranged: ion grenade +11 (4d6+3 ion, 2-square burst) or

Ranged: blaster rifle +11 (3d8+3)

Base Attack: +10; Grapple: +12

Attack Options: autofire (heavy blaster pistol, blaster rifle), Burst Fire (heavy blaster pistol, blaster rifle), Point Blank Shot, rangefinder, targeting scope (blaster rifle)

Special Actions: delay damage

Abilities: Str 16, Dex 13, Con 10, Int 12, Wis 10, Cha 8

Special Qualities: delay damage

Talents: Armored Defense, Improved Armored Defense, Weapon Specialization (heavy)

Feats: Armor Proficiency (light), Burst Fire, Dual Weapon Mastery (I), Martial Arts (I), Point Blank Shot, Running Attack, Weapon Focus (heavy), Weapon Proficiency (heavy, pistols, rifles, simple)

Skills: Initiative +12, Perception +13, Stealth+12

Possessions: ARC trooper armor, heavy blaster pistols, blaster rifle, 2 frag grenades, 2 ion grenades, 6 power packs, utility belt with medpac, missile launcher with 4 missiles

Clone Assassin

Created by a special order from Supreme Chancellor Palpatine to safeguard against the unlikely possibility that the Jedi Order might attempt a military coup against the Republic Senate, clone assassins are specially trained in martial arts techniques involving bladed weapons. Moving with blinding speed, a squad of clone assassins is a match for any one Jedi Knight, though they fare somewhat less well against a Jedi Master.

     When the Jedi do rebel against Palpatine, the Supreme Chancellor assigns a unit of clone assassins to guard the Communication Center in the Jedi Temple and to arrest any Jedi who attempt to coordinate attacks against the Republic from there. These unfortunate troopers are wiped out when Yoda and Obi-Wan Kenobi infiltrate the temple at the end of the Clone Wars.

Clone Assassin           (CL 8)

     Clone Wars Campaign Guide, page 148.

Medium Human nonheroic 6 / soldier 3 / elite trooper 3 NPC

Destiny: 1; Force: 4; Dark Side: 8

Initiative: +; Senses: low-light vision;Perception +

Languages: Basic

Defenses: Ref 22 (flat-footed 18), Fort 23, Will 16; +6 armor

Hit Points: 63; DR: 1; Damage Threshold: 23

Speed: 6 squares

Melee: unarmed +11 (1d8+5) or

Melee: vibroblade +14 (2d6+7, greater devastating) or

Melee: vibroblade +12 (3d6+7, greater devastating) with Rapid Strike or

Melee: vibroblade +12 (2d6+7, greater devastating) and
vibroblade +12 (2d6+7, greater devastating) or

Melee: vibroblade +10 (3d6+7, greater devastating) with Rapid Strike and
vibroblade +10 (3d6+7, greater devastating) with Rapid Strike

Ranged: blaster pistol +12 (3d6+3)

Base Attack: +10; Grapple: +12

Attack Options: Greater Devastating Attack (advanced melee)

Special Actions: Combat Reflexes, delay damage

Abilities: Str 14, Dex 15, Con 12, Int 9, Wis 10, Cha 8

Special Qualities: delay damage

Talents: Devastating Attack (advanced melee), Greater Devastating Attack (advanced melee), Greater Weapon Focus (advanced melee), Weapon Specialization (advanced melee)

Feats: Armor Proficiency (light), Combat Reflexes, Dual Weapon Mastery (I, II), Martial Arts (I, II), Rapid Strike, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles)

Skills: Initiative+13, Perception+8, Stealth+13

Possessions: clone trooper armor, 2 wrist‑mounted vibroblades, blaster pistol

Clone Blaze Trooper

Specialized versions of the standard clone jet trooper (see below), blaze troopers wear heavier fire-resistant armor and wield wrist-mounted flamethrowers attached to the jet packs on their backs. They break through enemy lines by scattering adversaries with concentrated blasts of fire.

Clone Blaze Trooper           (CL 5)

     Clone Wars Campaign Guide, page 149.

Medium Human nonheroic 6 / soldier 3 NPC

Force: 3

Initiative: +10; Senses: low-light vision;Perception +5

Languages: Basic

Defenses: Ref 20 (flat-footed 20), Fort 20, Will 12; +9 armor

Hit Points: 43; DR: 5 (fire); Damage Threshold: 20

Speed: 6 squares

Melee: unarmed +8 (1d4+2)

Ranged: flamethrower +10 (3d6+3, 6-square cone, devastating attack) or

Ranged: blaster pistol +8 (3d6+1)

Base Attack: +7; Grapple: +9

Attack Options: Charging Fire, Devastating Attack (flamethrower)

Abilities: Str 11, Dex 14, Con 14, Int 10, Wis 9, Cha 8

Talents: Devastating Attack (flamethrower), Weapon Specialization (flamethrower)

Feats: Armor Proficiency (light, medium, heavy), Charging Fire, Exotic Weapon Proficiency (flamethrower), Running Attack, Weapon Focus (flamethrower), Weapon Proficiency (feat)

Skills: Initiative +10, Perception +5, Pilot +10

Possessions: fire‑resistant clone trooper armor, 2 flamethrowers (5 shots each), blaster pistol, jet pack

Clone Commando

Long before the Battle of Geonosis. Jango Fett suggests to the Kaminoan cloners that a special type of clone commando be created to handle infiltration and sabotage operations. What he envisions are the ARC troopers, but the Kaminoans are uncomfortable with clones having that level of autonomy after experiencing discipline problems with a previous prototype, so they suggest smaller squads of more highly trained clone troopers. In the end, they reach a compromise: Felt gets his ARC troopers, and the Kaminoans set aside a battalion of clone troopers to receive additional training.

     These “clone commandos” are individually trained by a hand-selected team of mercenaries and Mandalorian soldiers—the Cuy’val Dar—in numerous specialized tasks, such as demolitions, computer slicing, infiltration, and sniping, until they can function in purpose-oriented four-clone squads, or, as needs arise, individually.

     Clone commandos are often sent into enemy territory in advance of the main force of clone troopers to disable enemy resistance, secure critical locations, or even to eliminate key enemy personnel.

Clone Commando           (CL 8)

     Clone Wars Campaign Guide, page 150.

Medium Human nonheroic 6 / soldier 4 / elite trooper 2 NPC

Destiny: 1; Force: 4; Dark Side: 2

Initiative: +; Senses: low-light vision;Perception +13

Languages: Basic, Mando’a

Defenses: Ref 21 (flat-footed 18), Fort 23, Will 16; +6 armor

Hit Points: 62, Shoulder to Shoulder (6 hp); DR: 2; Damage Threshold: 23

Speed: 6 squares

Melee: unarmed +11 (1d6+4) or

Melee: vibrodagger +11 (2d4+4)

Ranged: blaster pistol+12 (3d6+3) or

Ranged: light repeating blaster rifle +7 (3d8+3, 2×2 autofire)

Base Attack: +10; Grapple: +12

Attack Options: Point Blank Shot

Special Actions: Coordinated Attack, delay damage

Abilities: Str 13, Dex 15, Con 102, Int 10, Wis 10, Cha 8

Special Qualities: delay damage

Talents: Armored Defense, Shoulder to Shoulder, and see “Special Training” below

Feats: Armor Proficiency (light), Careful Shot, Coordinated Attack, Martial Arts (I), Point Blank Shot, Running Attack, Weapon Proficiency (advanced melee, heavy, pistols, rifles), and see “Special Training” below

Skills: Initiative +13, Perception +13, and see “Special Training” below

Possessions: clone trooper armor, blaster pistol, light repeating vlaster rifle, 2 frag grenades, 2 ion grenades, 2 stun grenades, vibrodagger, utility belt with medpac

Special Training—Clone commandos are individually trained in different and complimentary tasks, including small-unit tactics, demolitions, slicing, andthe use of heavy weapons. For each type, adjust the clone commando’s game stats as follows to reflect their different talents and feats:

Command: Special Actions Battle Analysis; Talents Battle Analysis; Feats Skill Training (Knowledge [tactics]); Skills Knowledge [tactics] +11

Demolitions/Technical: Defenses Ref 24 (flat-footed 21); Talents Improved Armored Defense; Feats Skill Training (Mechanics); Skills Mechanics +11

Field Medicine: Special Actions Harm’s Way; Talents [Commando_(talent_tree)#harm

Heavy Weapons: Defenses Ref 24 (flat-footed 21); Ranged missile launcher + 12 (6d6+3, 2-square burst); Talents Improved Armored Defense; Feats Weapon Focus (heavy); Possessions missile launcher with 4 missiles

Infiltration: Defenses Ref 24 (flat-footed 21); Talents Improved Armored Defense; Feats Skill Training (Stealth); Skils Stealth +12

Clone Jet Trooper

Certain missions call for more mobility among the clone troopers. so the Kaminoans train a number of clones in the use of jet packs. While the average clone can strap on a jet pack and fly a few hundred feet, jet troopers are trained to optimize the limited fuel capacity of jet packs by alternating ground movemtnt with short “burst ” flights to get them over obstacles or circumvent diffitult terrain.

Nonplayer character archetype           (CL 4)

     Clone Wars Campaign Guide, page 150.

Medium Human nonheroic 6 / soldier 2 NPC

Force: 3

Initiative: +11; Senses: low-light vision;Perception +5

Languages: Basic

Defenses: Ref 19 (flat-footed 17), Fort 17, Will 11; +6 armor

Hit Points: 34; Damage Threshold: 17

Speed: 6 squares

Melee: unarmed +7 (1d4+2)

Ranged: EMP grenade launcher +8 (3d6 ion, 2‑square burst, devastating attack) or

Ranged: EMP grenade launcher +8 (4d6 ion, 2‑square burst, devastating attack) with Deadeye or

Ranged: blaster rifle +8 (3d8+1) or

Ranged: blaster rifle +8 (4d8+1) with Deadeye or

Ranged: blaster pistol +8 (3d6+1) or

Ranged: blaster pistol +8 (4d6+1) with Deadeye

Base Attack: +6; Grapple: +8

Attack Options: Deadeye, Devastating Attack (heavy), Point Blank Shot, Precise Shot

Special Actions: Coordinated Attack

Abilities: Str 12, Dex 14, Con 12, Int 10, Wis 9, Cha 8

Talents: Devastating Attack

Feats: Armor Proficiency (light), Coordinated Attack, Deadeye, Point Blank Shot, Weapon Proficiency (heavy, pistols, rifles, simple)

Skills: Initiative +11, Pilot +11

Possessions: clone trooper armor, blaster rifle with grenade launcher (mounted), 6 EMP grenades, blaster pistol, jet pack

Clone Pilot

NPC Text

Nonplayer character archetype           (CL 1)

     Clone Wars Campaign Guide, page 151.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: low-light vision;Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:


Clone Fighter Pilot

NPC Text

Nonplayer character archetype           (CL 1)

     Clone Wars Campaign Guide, page 152.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: low-light vision;Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Clone Scout Trooper

NPC Text

Nonplayer character archetype           (CL 1)

     Clone Wars Campaign Guide, page 152.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: low-light vision;Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Clone Shadow Trooper

NPC Text

Nonplayer character archetype           (CL 1)

     Clone Wars Campaign Guide, page 153.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: low-light vision;Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Clone Shocktrooper

NPC Text

Clone Shock Trooper           (CL 1)

     Clone Wars Campaign Guide, page 153.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: low-light vision;Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Clone Subtrooper

NPC Text

Nonplayer character archetype           (CL 1)

     Clone Wars Campaign Guide, page 154.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: low-light vision;Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Clone Trooper

To counter the threat of the Trade Federation’s droid armies, the Republic deploys an army of cloned warriors. The clone’s creators, the Kaminoans, concieve the clones from a single genetic blueprint (that of the Bounty Hunter Jango Fett, making a few alterations to ensure the trooper’ rapid maturation and unwavering obedience. The true loyalty of the clone troopers is revealed at the end of the [Clone Wars, when Darth Sidious issues Order 66 and turns the clones against the Jedi order.
     Although identical in appearance, clone troopers have different levels of training, which accounts for their varying levels of ability. Clone toopers can’t be bribed, blackmailed, or seduced. Any such attempt automatically fails.

Clone Trooper           (CL 2)

     Saga Edition Core Rulebook, page 281.

Medium Human nonheroic 6 NPC

Initiative: +9; Senses: Perception +9

Languages: Basic

Defenses: Ref 17 (flat-footed 16), Fort 13, Will 9

Hit Points: 21; Damage Threshold: 13

Speed: 6 squares

Melee: by weapon +5

Ranged: blaster rifle +5 (3d8+3)

Base Attack: +4; Grapple: 5

Attack Options: Careful Shot

Special Actions: Point Blank Shot

Abilities: Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8

Feats: Armor Proficiency (light), Careful Shot, Coordinated Attack, Point Blank Shot, Weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +9, Perception +4

Possessions: clone trooper armor (+6 armor, +2 equipment), blaster rifle, comlink

Clone Trooper Commander

To counter the threat of the Trade Federation’s droid armies, the Republic deploys an army of cloned warriors. The clone’s creators, the Kaminoans, concieve the clones from a single genetic blueprint (that of the Bounty Hunter Jango Fett, making a few alterations to ensure the trooper’ rapid maturation and unwavering obedience. The true loyalty of the clone troopers is revealed at the end of the Clone Wars, when Darth Sidious issues Order 66 and turns the clones against the Jedi order.
     Although identical in appearance, clone troopers have different levels of training, which accounts for their varying levels of ability. Clone toopers can’t be bribed, blackmailed, or seduced. Any such attempt automatically fails.

Clone Trooper Commander           (CL 2)

     Saga Edition Core Rulebook, page 282.

Medium Human nonheroic 6 / soldier 2 / officer 1 NPC

Force: 3; Dark Side: 5

Initiative: +4; Senses: low-light vision;Perception +11

Languages: Basic, High Galactic

Defenses: Ref 18 (flat-footed 18), Fort 17, Will 17

Hit Points: 30; Damage Threshold: 17

Speed: 6 squares

Melee: unarmed +7 (1d4+1)

Ranged: heavy blaster rifle +8 (3d10+1) or

Ranged: frag grenade +7 (4d6+1, 2-square burst) or

Ranged: ion grenade +7 (4d6+1 ion, 2-square burst)

Base Attack: +7; Grapple: 7

Attack Options: autofire (heavy blaster rifle)

Special Actions: Assault Tactics, Battle Analysis, Coordinated Attack, Vehicular Combat

Abilities: Str 11, Dex 10, Con 10, Int 13, Wis 10, Cha 12

Feats: Armor Proficiency (light), Coordinated Attack, Point Blank Shot, Skill Training (Perception, Pilot) Vehicular Combat, Weapon Focus (rifles), Weapon Proficiency  (pistols, rifles, simple)

Skills: Endurance +9, Knowledge [tactics]+10, Perception +11, Persuasion +11, Pilot +11

Possessions: clone trooper armor (+6 armor, +2 equipment), heavy blaster rifle, frag grenade, ion grenade, comlink (encrypted, long-range [minaturized], holo capability), utility belt with medpac

Clone Trooper Veteran

Aging at twice the rate of an average Human, the original clone troopers are a rapidly vanishing force throughout the Dark Times. As they get older, they become less useful as frontline troops. The effects of aging begin to set in, and though they have years of hard combat experience under their belts, their bodies are beginning to decline. The reality of their advanced aging is something that few members of the Republic ever truly stopped to consider, and in the years following the Clone Wars the Empire must deal with the harsh reality that a large number of its veteran troops are becoming less useful on the battlefield every day.

     However, the Emplre is not about to let any resource go to waste, and certainly not one as experienced as the clone troopers. Aging clone troopers are regularly cycled out of frontline units and reassigned to garrisoned posts or less volatile regions. In more peaceful areas, it hardly matters that the individual filling out the armor is no longer a crack soldier. The most experienced and capable are used for training new stormtrooper units or other Imperial forces. However, few of these veteran clone troopers are capable of embracing a life behind a desk or in a training center, leading many of them to fight with suicidal recklessness rather than grow old while training nonclone recruits.

Clone Trooper Veteran           (CL 3)

     Force Unleashed Campaign Guide, page 176.

Medium middle age Human nonheroic 10 NPC

Dark Side: 2

Initiative: +; Senses: low-light vision;Perception +10

Languages: Basic

Defenses: Ref 17 (flat-footed 16), Fort 12, Will 10

Hit Points: 27; Damage Threshold: 12

Speed: 6 squares

Melee: unarmed +8 (1d4+1)

Ranged: blaster rifle +8 (3d8+5)

Base Attack: +7; Grapple: +8

Attack Options: autofire (blaster rifle), Careful Shot, Point Blank Shot, Precise Shot

Special Actions: Coordinated Attack

Abilities: Str 12, Dex 12, Con 11, Int 12, Wis 10, Cha 9

Feats: Armor Proficiency (light), Careful Shot, Coordinated Attack, Point Blank Shot, Precise Shot, Weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +11, Mechanics +11, Perception +10

Possessions: clone trooper armor (+ 6 armor,  +2 equipment), blaster rifle, comlink

Galactic Marine

NPC Text

Nonplayer character archetype           (CL 1)

     Clone Wars Campaign Guide, page 153.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: low-light vision;Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills: