SWURPG
Clone Heavy Trooper — Humanoid stat-block portrait for the Star Wars Universe RPG, Threat Rating 3

Clone Heavy Trooper

TR 3

Humanoid · Medium·Recommended levels: 3-7

AC
16(Clone Trooper Armor (reinforced))
HP
45(7d8+14)
Speed
30 ft
Initiative
+5

Abilities

STR
14
+2
DEX
12
+1
CON
14
+2
INT
9
-1
WIS
10
+0
CHA
9
-1

Saves

  • STR +6
  • CON +6

Skills

  • Athletics +6
  • Knowledge: Tactics +3

Languages

  • Galactic Basic

Equipment

Clone Trooper ArmorZ-6 Rotary Blaster CannonVibrodagger1 Frag GrenadeMedpac I

Traits

Suppressing Fire

As an action, the heavy hoses a 30-foot cone with rotary fire. Each creature in the area makes a DC 14 Dexterity saving throw; on a failure it takes 9 (2d8) energy damage and has disadvantage on its next attack roll, on a success half damage and no disadvantage. (The Commando *Suppressive Fire* feature.)

Braced Weapon

The Z-6 fires best from a planted stance: if the heavy moved more than half its speed this turn, its Z-6 attacks are made with disadvantage.

Squad Tactics (Coordinated Fire)

Advantage on attack rolls against a creature that has at least one of the heavy's allies within 5 feet of it.

Actions

Z-6 Rotary Blaster CannonRanged Weapon Attack
To hit
+5
Range
60/180 ft
Target
one target
Hit
9 (2d8) energy damage
VibrodaggerMelee Weapon Attack
To hit
+6
Range
5 ft
Target
one target
Hit
7 (2d4+2) slashing damage

Lore

When a clone squad needs to pin an enemy in place or shred a droid line, it brings up the heavy — a broad-shouldered trooper humping a Z-6 rotary blaster cannon and the spinning weight of its six barrels. The Z-6 is heavy, hungry, and inaccurate on the move, but a braced heavy laying down a wall of bolts can stop a B2 advance cold and make a whole sector of the battlefield lethal to cross.

The heavy trooper's job is volume, not precision. He is the reason the rest of the squad can move: while he saturates a chokepoint or a treeline, his brothers flank, breach, and close. He carries a vibrodagger rather than a second blaster, because once the cannon is spun up his hands are full — and if something gets inside the Z-6's arc, the answer is a blade, not a sidearm. Clone heavies tend to be steady, unflappable men with a dark sense of humor about the size of the target they make.

In Play

The heavy is an area-denial piece: plant it with a good field of fire and let Suppressing Fire dictate where the enemy can and can't go. It is slow to reposition (Braced Weapon punishes moving), so protect its flanks with line troopers and use it to channel the party into the squad's kill zone. As an ally it locks down a corridor while the party maneuvers; as a foe it forces the party out of cover and into someone else's sights. Take it in melee and the cannon becomes a liability.

Adventure Hooks

  1. Hold the LineThe party defends a chokepoint beside a clone heavy as wave after wave comes on. Keep the heavy braced, fed, and alive and the position holds; let him fall and the dam breaks.
  2. Through the CurtainA clone heavy has a stretch of street locked down with continuous fire, and the party needs to cross it. Flank the gun, cut its power, smoke the lane, or talk down the man behind it — a frontal rush into a braced Z-6 is a quick way to die.