
Clone Trooper
TR 1Humanoid · Medium·Recommended levels: 1-3
Abilities
Saves
- DEX +3
- CON +3
Skills
- Athletics +3
- Knowledge: Tactics +1
- Perception +2
Languages
- Galactic Basic
Equipment
Traits
The clone trooper has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and isn't incapacitated. (The Republic-Clone *Coordinated Tactics* species trait — clones are bred and drilled to fight as a unit, never alone.)
The clone is proficient with all DC-series blasters and clone-issue grenades, and adds its proficiency to attacks made with them (already included). It does not panic: it has advantage on saving throws against being frightened while a clone ally is within 30 feet.
Actions
The trooper throws one of its 2 frag grenades at a point within 30 feet. Each creature in a 15-foot radius makes a DC 13 Dexterity saving throw, taking 13 (3d8) slashing damage on a failure, or half on a success.
Lore
The standard trooper of the Grand Army of the Republic is a Phase II clone — grown on Kamino from the genome of the bounty hunter Jango Fett, accelerated to maturity at twice the natural rate, and conditioned from decanting for discipline, marksmanship, and squad cohesion. He carries a DC-15A blaster rifle, wears white plastoid-composite armor over a black body glove, and has trained beside the same brothers his entire short life. A single clone is a competent professional soldier; a fire team of them — covering one another's movement, calling targets, and pushing the enemy into bad ground — is the instrument that carried the Republic through three years of war across a thousand worlds.
What separates a clone from a battle droid, or from the conscript stormtroopers who would later replace him, is that he is a person. Clones have names they chose for themselves, gallows humor, fierce loyalty to their units, and — buried under the conditioning — the capacity to question an order. Many came to love the worlds they liberated and the Jedi who led them. That humanity is exactly what the war machine that built them would one day turn against them.
Whether the party meets clone troopers as comrades-in-arms, as neutral garrison troops manning a checkpoint, or — after the rise of the Empire — as suddenly-hostile executioners is entirely a function of where and when your campaign sits. The trooper himself rarely gets a say in it.
In Play
Never field a lone clone trooper — run them in fire teams of four or more so Squad Tactics is always live. They take cover, lay down covering fire while one element moves, throw a frag to flush an entrenched target, and focus the most dangerous threat. As allies they are steady, disciplined, and dependable; as foes they grind a party down through coordination rather than individual lethality. Pull the squad's sergeant or commander and the survivors fight noticeably worse — clones are built to operate inside a chain of command.
Adventure Hooks
- Shoulder to Shoulder — The party is seconded to a clone squad for a mission behind Separatist lines. The clones are professional, wry, and quietly curious about life outside the army — use the bond that forms to make a later betrayal (or Order 66) land like a knife.
- The Order Comes Down — Mid-mission, every clone trooper alongside the party goes cold-eyed and turns their rifles on the Jedi in the group. The troopers aren't evil — a chip in their heads just rewrote their loyalty. Can the party fight free, escape, or somehow reach the men they thought were friends?
- Garrison Town — A clone garrison holds a frontier town the party needs to move through. The troopers are by-the-book but not cruel; the question is whether the party talks, sneaks, bribes, or shoots its way past men who are only doing their duty.