SWURPG
Clone Medic — Humanoid stat-block portrait for the Star Wars Universe RPG, Threat Rating 2

Clone Medic

TR 2

Humanoid · Medium·Recommended levels: 2-5

AC
15(Clone Trooper Armor)
HP
28(5d8+5)
Speed
30 ft
Initiative
+4

Abilities

STR
11
+0
DEX
13
+1
CON
12
+1
INT
11
+0
WIS
13
+1
CHA
9
-1

Saves

  • WIS +4
  • CON +4

Skills

  • Treat Injury +7
  • Knowledge: Sciences +3
  • Athletics +3

Languages

  • Galactic Basic

Equipment

Clone Trooper ArmorDC-15S Blaster Carbine1 Frag Grenade1 Stun GrenadeMedpac IVMedpac IIField Surgery Kit

Traits

Battlefield Medicine

As an action, the medic touches a creature within 5 feet and either stabilizes it or restores 13 (2d8+4) hit points (its Medpac IV) and ends one of: blinded, deafened, or poisoned. It can do this twice (its supply of advanced medpacs); a creature can't be healed by the medic again until it has taken damage.

Combat Stims

(Bonus Action) The medic injects an ally within 5 feet, granting it 7 (2d6) temporary hit points and advantage on its next saving throw. (Recharge 5-6.)

Squad Tactics (Coordinated Fire)

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

Actions

DC-15S Blaster CarbineRanged Weapon Attack
To hit
+4
Range
70/210 ft
Target
one target
Hit
7 (2d6) energy damage

Lore

Clone medics — 'trauma troopers' — carry a carbine and a full field-surgery kit, and they are the reason a clone squad can take a beating and keep coming. Trained on Kamino to stabilize a sucking chest wound under fire, run a bacta line in the mud, and walk a brother back from the edge, a good medic is worth more to a unit than any heavy gun: he is the thing that turns casualties back into soldiers.

Medics occupy a strange place in a clone unit. They are the men who know everyone's wounds, who hold the dying, who decide under fire who can be saved and who can't. That weight changes them — many of the most thoughtful, most reluctant-to-kill clones are medics, and more than a few of the brothers who later questioned their orders learned to question by watching too many of their patients die for ground that got abandoned a week later.

In Play

The medic is a force-multiplier — every round it keeps a wounded clone standing is a round of fire the party still has to weather. Keep it behind cover and within reach of the front line, healing and stimming where it does the most good, and only shooting when there's nothing better to do. Parties facing a clone squad learn fast to drop the medic first; parties fighting beside one learn fast to keep it alive. As an ally it is a second set of hands on a downed character when the party's own healing has run dry.

Adventure Hooks

  1. Leave No OneA clone medic refuses to abandon a wounded man in a collapsing position, and the party must either drag both out under fire or talk the medic into a hard call. Either way, the choice says something about who the party is.
  2. The Wrong PatientA clone medic has been quietly patching up a deserter the army wants dead — a brother who refused an order he couldn't live with. The party can turn them both in, help them vanish, or get caught in the middle.