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

Clone Pilot

TR 2

Humanoid · Medium·Recommended levels: 2-5

AC
14(Clone Flight Suit (light))
HP
22(4d8+4)
Speed
30 ft
Initiative
+5

Abilities

STR
10
+0
DEX
15
+2
CON
11
+0
INT
11
+0
WIS
10
+0
CHA
9
-1

Saves

  • DEX +5
  • INT +3

Skills

  • Pilot +8
  • Use Computer +3
  • Mechanics +3
  • Athletics +3

Languages

  • Galactic Basic

Equipment

Clone Flight SuitDC-17 Hand Blaster1 Frag GrenadeMedpac IComlink

Traits

Ace (Pilot Expertise)

The clone pilot has expertise in Pilot (already included). While piloting a vehicle or starship, it grants that craft a +2 bonus to AC and to Pilot checks, and can take the Disengage or Dash action as a Bonus Action — in the air or on foot.

Evasive Maneuvers

(Reaction, when subjected to a Dexterity saving throw for half damage) The pilot takes no damage on a success and only half on a failure. (The Commando *Evasive Maneuvers* feature.)

Light on Its Feet (Mobility)

Difficult terrain costs the pilot no extra movement, and opportunity attacks against it are made with disadvantage when it Disengages.

Actions

DC-17 Hand BlasterRanged Weapon Attack
To hit
+5
Range
50/150 ft
Target
one target
Hit
5 (1d10) energy damage

Lore

From the cockpit of a LAAT gunship, an ARC-170, or a V-19 Torrent, the clone pilot is the Grand Army's reach — the trooper who delivers a squad onto a hot landing zone, strafes a droid column, or holds air superiority over a contested world. Clone pilots are a breed apart from the infantry: cocky, quick, married to their machines, and never quite as comfortable on the ground as they are pulling Gs in atmosphere.

A pilot's armor is a stripped, sealed flight suit rather than battle plate — built for vacuum and ejection, not for trading blaster fire in a trench. On the ground he carries a single DC-17 hand blaster and a strong preference for being somewhere else, ideally a few hundred meters up. His value is never the sidearm; it's the gunship inbound to the LZ, the extraction that comes screaming over the ridge at the worst possible moment for whoever's chasing the party.

In Play

On foot the pilot is a slippery skirmisher with a good sidearm and the reflexes (Evasive Maneuvers) to dance out of an area attack — but don't run it as a frontline shooter. Its real role is whatever it's flying: bring reinforcements in, extract the party under fire, or turn a vehicle chase into a nightmare for the pursuers. As an ally, the pilot is the ride; as a foe, it's the gunship that keeps reappearing over the ridgeline just when the party thinks they've won.

Adventure Hooks

  1. Dust-Off Under FireThe only way off the planet is a clone gunship inbound to a landing zone still crawling with droids. The party has to hold the LZ — and keep its pilot alive — long enough to lift.
  2. GroundedA clone pilot crash-landed in hostile territory with intel the enemy badly wants. The party can reach the wreck first; the pilot — twitchy, injured, and very attached to recovering his ship's flight recorder — is more help and more trouble than expected.