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Saga Edition RPG Omnibus

Clone Trooper Archetypes

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

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.

Clone Jet Trooper           (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

Initially, clone pilots are merely clone troopers with slightly different skill sets: replacing some of their small-unit tactics drills with flight training. While such pilots are sufficient to fly LAAT/i transports and the like, the eventual need for clones to pilot starfighters results in a bit more variation.

     The clone pilot presented below is typically found at the controls of transports and certain ground vehicles. The clone fighter pilot does not appear until later in the Clone Wars, and is usually found in the cockpit of ARC‑170 starfighters, V‑wing starfighters, or occasionally Eta-2_Actis_Interceptor|Eta‑2 Actis interceptors]].

Clone Pilot           (CL 4)

     Clone Wars Campaign Guide, page 151.

Medium Human nonheroic 6 / scoundrel 2 NPC

Force: 3

Initiative: +11; Senses: low-light vision;Perception +12

Languages: Basic, Mando’a

Defenses: Ref 20 (flat-footed 18), Fort 14, Will 14; +6 armor, Vehicular Combat

Hit Points: 22; Damage Threshold: 14

Speed: 6 squares

Melee: unarmed +5 (1d4+1)

Ranged: blaster pistol+7 (3d6+1) or

Ranged: blaster pistol+2 (4d6+1) with Rapid Shot

Base Attack: +5; Grapple: +7

Attack Options: Point Blank Shot

Special Actions: Coordinated Attack

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

Talents: Spacehound

Feats: Armor Proficiency (light), Coordinated Attack, Skill Training (Initiative, Mechanics), Point Blank Shot, Rapid Shot, Vehicular Combat, Weapon Proficiency (pistols, simple)

Skills: Initiative +11, Mechanics +10, Perception +12, Pilot +11, Use Computer +10

Possessions: clone trooper armor, blaster pistol


Clone Fighter Pilot           (CL 1)

     Clone Wars Campaign Guide, page 152.

Medium Human nonheroic 6 / scoundrel 2 / ace pilot 2 NPC

Force: 4

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

Languages: Basic, Mando’a

Defenses: Ref 23 (flat-footed 21), Fort 16, Will 16; +5 armor, vehicle dodge +1, Vehicular Combat, Vehicular Evasion

Hit Points: 31; Damage Threshold: 16

Speed: 6 squares

Melee: unarmed +6 (1d4+2)

Ranged: blaster pistol +8 (3d6+2) or

Ranged: blaster pistol +3 (4d6+2) with Rapid Shot

Base Attack: +6; Grapple: +8

Attack Options: Point Blank Shot

Special Actions: Coordinated Attack

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

Special Qualities: vehicle dodge

Talents: Spacehound, Vehicular Evasion

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

Skills: Initiative +12, Mechanics +11, Perception +13, Pilot +17, Use Computer +11

Possessions: armored flight suit with helmet package, blaster pistol

Clone Scout Trooper

The need for reconnaissance spurred the creation of thousands of clone scout troopers skilled at infiltrating enemy positions and reporting back. Stealth and mobility are paramount to their purpose, with combat capability falling a distant third.

     Scout troopers usually wear camouflaged armor.

Clone Scout Trooper           (CL 2)

     Clone Wars Campaign Guide, page 152.

Medium Human nonheroic 6 NPC

Initiative: +4; Senses: low-light vision;Perception +10

Languages: Basic

Defenses: Ref 15 (flat-footed 14), Fort 11, Will 10; +4 armor

Hit Points: 21; Damage Threshold: 11

Speed: 6 squares

Melee: unarmed +45 (1d4)

Ranged: blaster pistol +5 (3d6) or

Ranged: blaster rifle +5 (3d8) or

Ranged: frag grenade +5 (4d6, 2-square burst)

Base Attack: +4; Grapple: +5

Attack Options: Point Blank Shot, Vehicular Combat

Abilities: Str 10, Dex 13, Con 12, Int 10, Wis 11, Cha 8

Feats: Armor Proficiency (light), Point Blank Shot, Skill Training (Stealth), Vehicular Combat, Weapon Proficiency (pistols, rifles, simple)

Skills: Perception +10, Pilot +9, Stealth +9

Possessions: clone scout trooper armor (+4 armor; as combat jumpsuit with helmet package), blaster pistol, blaster rifle, frag grenade, utility belt with medpac, BARC speeder

Clone Shadow Trooper

Commissioned late in the Clone Wars by Armand Isard, Director of the Senate Bureau of Intelligence. to replace the rapidly diminishing numbers of ARC troopers, shadow troopers are envisioned as fulfilling more of an infiltration and espionage role than serving as “one-clone armies” like their Advanced Recon Commando predecessors.

     Because shadow troopers spend so much time behind enemy lines, though, their equipment often changes to suit the mission. Standard issue weapons include vibrodaggers for close kills and blaster carbines that fire virtually silent, invisible blaster bolts.

Clone Shadow Trooper           (CL 7)

     Clone Wars Campaign Guide, page 153.

Medium Human nonheroic 6 / scout 3 / soldier 1 / bounty hunter NPC

Force: 4; Dark Side: 4

Initiative: +11 (can reroll); Senses: low-light vision;Perception +8 (can reroll)

Languages: Basic

Defenses: Ref 21 (flat-footed 20), Fort 19, Will 16; +6 armor

Hit Points: 39; Damage Threshold: 19

Speed: 6 squares

Melee: vibrodagger +9 (2d4+3)

Ranged: blaster carbine +10 (3d8+2, devastating attack) or

Ranged: blaster carbine +11 (4d8+2, devastating attack) with Careful Shot and Deadeye or

Ranged: frag grenade +10 (4d6+2, 2-square burst)

Base Attack: +8; Grapple: +9

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

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

Talents: Acute Senses, Devastating Attack (rifles), Improved Initiative, Nowhere to Hide

Feats: Armor Proficiency (light), Careful Shot, Deadeye, Point Blank Shot, Precise Shot, Skill Training (Gather Information), Weapon Focus (rifles), Weapon Proficiency (advanced melee, pistols, rifles, simple)

Skills: Deception +6 (+8 when disguised as different species), Gather Information +9 (can reroll when tracking an individual), Initiative +11 (can reroll), Perception +8 (can reroll), Survival +11

Possessions: clone trooper armor, blaster carbine, vibrodagger, frag grenade, utility belt with medpac

Clone Shocktrooper

As anti-war sentiment spreads throughout the Galactic Republic, reaching the streets and plazas of Coruscant itself, Supreme Chancellor Palpatine recognizes that the Grand Army of the Republic is stretched too thinly to pull troops off the front lines. Therefore, in the late stages of the war, Palpatine calls for a special division of clone troopers to be created and assigned to maintain security on Coruscant and other critical planets of the Core Worlds.

     These new clones prove to be somewhat ruthless in their zeal to restore order. Authorized to perform random searches and detain citizens who fail to present proper identification on command, the clone shock troopers quickly come to be known as “stormtroopers,” an epithet that would, after the end of the war, be applied to all clone troopers.

Clone Shocktrooper           (CL 1)

     Clone Wars Campaign Guide, page 153.

Medium Human nonheroic 4 NPC

Initiative: +8; Senses: low-light vision;Perception +8

Languages: Basic

Defenses: Ref 17 (flat-footed 16), Fort 13, Will 9; +6 armor

Hit Points: 14; Damage Threshold: 13

Speed: 6 squares

Melee: unarmed +4 (1d4+1)

Ranged: blaster rifle +4 (3d8) or

Ranged: blaster rifle +2 (4d8) with Rapid Shot

Base Attack: +3; Grapple: +4

Attack Options: Rapid Shot

Special Actions: Coordinateed Attack

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

Feats: Armor Proficiency (light), Coordinated Attack, Rapid Shot, Weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +8, Perception +8

Possessions: clone trooper armor, blaster rifle

Clone Subtrooper

Subtroopers are clone troopers trained and equipped for aquatic missions. Their armor and weapons are modified to function underwater.

     These clones see extensive use under Jedi General Kit Fisto, who leads them in action on Mon Calamari, Tibrin, and a half dozen other worlds in the course of the Clone Wars.

Clone Subtrooper           (CL 2)

     Clone Wars Campaign Guide, page 154.

Medium Human nonheroic 6 NPC

Initiative: +9; Senses: low-light vision;Perception +9

Languages: Basic

Defenses: Ref 17 (flat-footed 16), Fort 13, Will 9; +6 armor

Hit Points: 21; Damage Threshold: 13

Speed: 6 squares

Melee: knife +4 (1d4+1)

Ranged: blaster rifle +5 (3d8) or

Ranged: blaster rifle +6 (3d8) with Careful Shot

Base Attack: +4; Grapple: +5

Attack Options: Careful Shot, 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 +9, Swim +6

Possessions: clone trooper armor, blaster rifle, knife

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

The Galactic Marines are created when the 21st Nova Corps are assigned to the command of Jedi General Ki‑Adi Mundi, who needs a fighting force capable of battling in a variety of environments (including space). Ki‑Adi Mundi, with his clone marshal Commander Bacara, envision these all-terrain soldiers as the best of the best, and they routinely reassign any clone who cannot keep up with the others-while at the same time transferring in clones from other units who perform particularly well.

Galactic Marine           (CL 6)

     Clone Wars Campaign Guide, page 153.

Medium Human nonheroic 6 / scout 2 / soldier 2 NPC

Initiative: +11; Senses: low-light vision;Perception +10

Languages: Basic

Defenses: Ref 20 (flat-footed 19), Fort 19, Will 14; +7 armor

Hit Points: 45,; Tough as Nails; Damage Threshold: 19

Speed: 6 squares, Surefooted

Melee: unarmed +8 (1d4+3)

Ranged: blaster rifle +8 (3d8+2) or

Ranged: blaster rifle +9 (3d8+2) with Careful Shot or

Ranged: frag grenade +8 (4d6+2, 2-square burst)

Base Attack: +7; Grapple: +8

Attack Options: Careful Shot, Point Blank Shot

Special Actions: Coordinated Attack

Abilities: Str 12 (14 in spacetrooper armor), Dex 13, Con 13, Int 9, Wis 11, Cha 8

Talents: Surefooted, Tough as Nails

Feats: Armor Proficiency (light, medium, heavy), Careful Shot, Coordinated Attack, Point Blank Shot, Running Attack, Shake It Off, Skill Training (Endurance), Weapon Proficiency (pistols, rifles, simple)

Skills: Endurance +11, Initiative +11, Perception +12

Possessions: clone spacetrooper armor, blaster rifle, frag grenade