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To counter the Separatists, the Republic relies on an army of Clone Troopers created on the planet of Kamino. In this article, we'll look at roleplaying stats for seven minis from the Star Wars Miniatures Game Clone Strike expansion set -- including the elite ARC Trooper and a Jedi General -- that fight for the good of the Republic.
The table below presents twelve encounters from Challenge Code C to Challenge Code H. Feel free to expand on them after reading "Combining Challenge Codes" on page 256 of the Star Wars Roleplaying Game Revised Core Rulebook.
| Challenge Rating |
Clone Trooper, Clone Trooper Grenadier |
Clone Trooper Sergeant |
Clone Trooper Commander, Aerial Clone Trooper Captain, ARC Trooper |
Agen Kolar |
| C |
2 |
|
|
|
| D |
2 |
1 |
|
|
| D |
4 |
|
|
|
| E |
6 |
1 |
|
|
| E |
4 |
|
1 |
|
| E |
|
|
2 |
|
| F |
6 |
1 |
2 |
|
| F |
|
|
4 |
|
| G |
6 |
1 |
2 |
1 |
| G |
|
|
4 |
1 |
| G |
|
|
8 |
|
| H |
|
|
8 |
|
Clone Troopers are special in that they have been created artificially. Their accelerated growth program features specialized training, including a loyalty program that causes them to be unwaveringly loyal to the Republic. This Republic Devotion results in Clone Troopers that cannot be bribed, blackmailed, or seduced. Any such attempt automatically fails; no check or saving throw is necessary.
Clone Trooper
The basic Clone Trooper makes up the majority of the Republic Army. Clone Troopers have the advantage of creativity when compared to the Separatist's soulless mechanicals. As a result, the Clone Troopers can achieve victory in situations where they are greatly outnumbered.  Clone Trooper: Male Human Thug 5; Init +1 (+1 Dex); Defense 13 (+2 class, +1 Dex); DR 5; Spd 8 m; VP/WP 0/12; Atk +6 melee (1d3+1, unarmed) or +6 ranged (3d8/19–20 or DC 18 stun, blaster rifle); SQ Republic Devotion; SV Fort +5, Ref +2, Will +0; SZ M; FP 0; DSP 0; Rep +1; Str 12, Dex 13, Con 12, Int 10, Wis 8, Cha 9. Challenge Code B.
Equipment: Clone Trooper armor, blaster rifle, comlink.
Skills: Intimidate +2, Listen +2, Profession (clone trooper) +2, Read/Write Basic, Search +1, Speak Basic, Spot +2.
Feats: Armor Proficiency (light, medium, powered), Weapon Group Proficiency (blaster pistols, blaster rifles, simple weapons).
Clone Trooper Grenadier
The Clone Trooper Grenadier gives the Republic Army concentrated firepower. One tactic of the Republic Army is to use suppression fire to pin down opponents, followed by termination through a well-placed grenade. In typical patrols, regular Clone Troopers usually outnumber Grenadiers by a factor of three.  Clone Trooper Grenadier: Male Human Thug 5; Init +1 (+1 Dex); Defense 13 (+2 class, +1 Dex); DR 5; Spd 8 m; VP/WP 0/12; Atk +6 melee (1d3+1, unarmed) or +6 ranged (3d6 or DC 15 stun, blaster pistol); SQ Republic Devotion; SV Fort +5, Ref +2, Will +0; SZ M; FP 0; DSP 0; Rep +1; Str 12, Dex 13, Con 12, Int 10, Wis 8, Cha 9. Challenge Code B.
Equipment: Clone Trooper armor, blaster pistol, comlink, 5 frag grenades.
Skills: Demolitions +1, Intimidate +2, Listen +1, Profession (clone trooper) +2, Read/Write Basic, Search +1, Speak Basic, Spot +1.
Feats: Armor Proficiency (light, medium, powered), Weapon Group Proficiency (blaster pistols, blaster rifles, simple weapons).
Clone Trooper Sergeant
As an officer designed by the Kaminoans, the Clone Trooper Sergeant is different from the standard Clone Trooper. His genetics have been modified to support more creativity and leadership qualities, and he has undergone training that is more rigorous. Small patrols of four to six Clone Troopers are usually led by a Clone Trooper Sergeant.  Clone Trooper Sergeant: Male Human Noble 1/Soldier 1/Thug 5; Init +1 (+1 Dex); Defense 16 (+5 class, +1 Dex); DR 5; Spd 8 m; VP/WP 13/12; Atk +7/+2 melee (1d3+1, unarmed) or +9/+4 ranged (3d6 or DC 15 stun, blaster pistol); SQ Republic Devotion, bonus class skill (Bluff), favor +1; SV Fort +7, Ref +3, Will +2; SZ M; FP 0; DSP 0; Rep +2; Str 12, Dex 13, Con 12, Int 10, Wis 8, Cha 13. Challenge Code C. Equipment: Clone Trooper armor, blaster pistol, comlink.Skills: Bluff +5, Climb +1, Diplomacy +5, Intimidate +7, Knowledge (bureaucracy) +5, Knowledge (tactics) +4, Listen +4, Profession (clone trooper officer) +4, Read/Write Basic, Repair +2, Search +1, Sense Motive +4, Speak Basic, Spot +4, Swim +1.
Feats: Armor Proficiency (light, medium, powered), Athletic, Point Blank Shot, Weapon Focus (blaster pistol), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).
Clone Trooper Commander
The Clone Trooper Commander is in charge of several squads of Clone Troopers. They are the officers that interpret the orders of their Captains and direct the Clone Troopers and their Sergeants.  Clone Trooper Commander: Male Human Noble 2/Soldier 2/Thug 5; Init +1 (+1 Dex); Defense 17 (+6 class, +1 Dex); DR 5; Spd 8 m; VP/WP 24/12; Atk +9/+4 melee (1d3+1, unarmed) or +11/+6 ranged (3d6 or DC 15 stun, blaster pistol); SQ Republic Devotion, bonus class skill (Bluff), favor +1, inspire confidence; SV Fort +8, Ref +4, Will +3; SZ M; FP 0; DSP 0; Rep +3; Str 12, Dex 13, Con 12, Int 10, Wis 8, Cha 14. Challenge Code D.
Equipment: Clone Trooper armor, blaster pistol, comlink.
Skills: Bluff +7, Climb +2, Diplomacy +7, Intimidate +9, Knowledge (bureaucracy) +6, Knowledge (tactics) +5, Listen +4, Profession (clone trooper officer) +5, Read/Write Basic, Repair +2, Search +1, Sense Motive +5, Speak Basic, Spot +5, Swim +2.
Feats: Armor Proficiency (light, medium, powered), Athletic, Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (blaster pistol), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).
Aerial Clone Trooper Captain
While the majority of tactical decisions are made by the Republic Jedi generals, the Aerial Clone Trooper Captain concentrates on executing the orders in the most efficient way. They are experts in details of the combat maneuvers, and are outfitted with a jet pack for quick mobility around the battlefield.  Aerial Clone Trooper Captain: Male Human Noble 2/Soldier 2/Thug 5/Officer 1; Init +1 (+1 Dex); Defense 17 (+7 class, +1 Dex, -1 size); DR 5; Spd 8 m, 40 m fly (poor); VP/WP 30/12; Atk +8/+3 melee (1d3+1, unarmed) or +10/+5 ranged (3d8/19-20 or DC 18 stun, blaster rifle); SQ Republic Devotion, bonus class skill (Bluff), favor +1, inspire confidence, leadership; SV Fort +9, Ref +5, Will +4; SZ L; Face/Reach 4 m by 4 m/ 2 m; FP 0; DSP 0; Rep +3; Str 12, Dex 13, Con 12, Int 10, Wis 8, Cha 14. Challenge Code D.
Equipment: Clone Trooper armor, blaster pistol, comlink, Aratech Hover Pack.
Skills: Bluff +8, Climb +2, Diplomacy +8, Intimidate +10, Knowledge (bureaucracy) +7, Knowledge (tactics) +6, Listen +4, Profession (clone trooper officer) +6, Read/Write Basic, Repair +2, Search +1, Sense Motive +6, Speak Basic, Spot +5, Swim +2.
Feats: Armor Proficiency (light, medium, powered), Athletic, Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (blaster rifle), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).
ARC Trooper
The most advanced troops of the Republic Army are specialized clones known as ARC Troopers. These clones have not been modified like the standard Clone Trooper, resulting in fighters that are more independent. ARC Troopers were hand-trained by Jango Fett, making them excellent combatants but slightly mistrustful of their Jedi Generals.
An alternate, more experienced version of the ARC Trooper can be found on page 80 of Geonosis and the Outer Rim Worlds.  ARC Trooper: Male Human Scout 2/Thug 5/Elite Trooper 2; Init +2 (+2 Dex); Defense 18 (+6 class, +2 Dex); DR 5; Spd 8 m; VP/WP 26/12; Atk +10/+5 melee (1d3+2, unarmed) or +11/+6 ranged (3d8/19-20; light repeating blaster rifle); SQ Trailblazing; SV Fort +11, Ref +7, Will +6; SZ M; FP 0; DSP 0; Rep +2; Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 9. Challenge Code D.
Equipment: ARC Trooper armor, light repeating blaster rifle, comlink, 6 frag grenades.
Skills: Climb +5, Computer Use +6, Demolitions +6, Intimidate +5, Knowledge (tactics) +6, Listen +9, Survival +6, Profession (clone trooper) +6, Read/Write Basic, Search +7, Speak Basic, Spot +9, Swim +4.
Feats: Armor Proficiency (light, medium, heavy, powered), Athletic, Dodge, Point Blank Shot, Precise Shot, Track, Weapon Focus (blaster rifle), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).
Agen Kolar
Agen Kolar is a typical Jedi General for the army of the Republic. He was involved in the Battle of Geonosis that resulted in the death of his Padawan, Tan Yuster. He commanded a detachment of Clone Troopers on Brentaal IV.  Agen Kolar: Male Zabrak Jedi Guardian 9/Jedi Master 3; Init +1 (+1 Dex); Defense 20 (+1 Dex, +9 class); Spd 10 m; VP/WP 104/16; Atk +15/+10/+5 melee (4d8, lightsaber) or +13/+8/+3 ranged; SQ Deflect (defense +2), deflect (attack -4), deflect (extend defense and attack), block, Force Secret (Heal Self, Battlemind); SV Fort +13, Ref +9, Will +12; SZ M; FP 7; DSP 0; Rep +5; Str 14, Dex 13, Con 16, Int 13, Wis 16, Cha 12. Challenge Code F.
Equipment: Lightsaber*, Jedi robes, Jedi utility belt. * Agen Kolar has constructed his own lightsaber.
Skills: Bluff +9, Craft (lightsaber) +6, Diplomacy +2, Gather Information +6, Intimidate +6, Knowledge (Jedi lore) +7, Read/Write Basic, Read/Write Zabrak, Sense Motive +4, Speak Basic, Speak Huttese, Speak Zabrak.
Force Skills: Battlemind +11, Enhance Ability +12, Force Defense +5, Force Strike +5, Heal Self +13, See Force +13, Telepathy +9.
Feats: Cleave, Combat Reflexes, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Improved Critical (lightsaber), Power Attack, Weapon Focus (lightsaber), Weapon Group Proficiency (blaster pistols, simple weapons).
Force Feats: Alter, Attuned, Burst of Speed, Control, Lightsaber Defense, Sense.
New Equipment
Aratech Hover Pack Class: Rocket/Jet Pack; Move: Fly 40 m (poor); Cost: 750 (100 for fuel cell); Altitude: Low; Weight: 50 kg; Max Load: 250 kg; Availability: Rare; Eras: Old Republic.
The Aratech Hover Pack is a bulky rocket pack capable of 10 minutes of flight before the fuel cell must be replaced. The design of the pack restricts its use to Medium-sized humanoid creatures, and its large size effectively turns the wielder into a Large creature with a face/reach of 4 m by 4 m/2 m.
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