
Coruscant Shock Trooper
TR 3Humanoid · Medium·Recommended levels: 3-7
Abilities
Saves
- CON +5
- WIS +4
Skills
- Intimidation +4
- Perception +4
- Athletics +5
- Insight +4
Languages
- Galactic Basic
Equipment
Traits
The shock trooper has advantage on saving throws against being frightened or charmed, and on Strength checks to hold a line or shove. While within 5 feet of another shock trooper, it has resistance to the first 5 damage from any single hit.
The shock trooper is trained to subdue, not kill. When it hits with its Stun Baton or a Stun Grenade, the save DC to resist being stunned is increased by 1, and it has advantage on attacks against a creature that is already stunned or restrained.
(Bonus Action) Against a creature within 5 feet that is grappled, restrained, prone, or stunned, the trooper applies stun cuffs: the target makes a DC 13 Strength saving throw or is Restrained until it or an ally uses an action to break free (DC 15 Strength check).
Advantage on attack rolls against a creature that has at least one of the trooper's allies within 5 feet of it.
Actions
The trooper throws one of its 2 stun grenades at a point within 30 feet. Each creature in a 15-foot radius makes a DC 14 Constitution saving throw or is Stunned until the end of its next turn.
Lore
The red-marked clones of the Coruscant Guard are the war's face at home: military police, riot control, and security on the Republic capital, escorting senators, guarding prisoners, and keeping order in a city of a trillion. Steadier and more disciplined than line troopers — and far more willing to point a weapon at a civilian — the Shock Troopers occupy an uncomfortable space between soldier and enforcer.
A shock trooper's kit reflects the job: a blaster set to stun as often as to kill, a baton, restraints, and gas. They are trained to control a crowd, take a target alive, and hold a line against unarmed people — skills the line clones on the front never needed. That made them indispensable to the Chancellor's office, and it put them at the heart of some of the war's darkest moments, from the arrest of a wrongly-accused Jedi to the execution of orders that no soldier should have been asked to carry out.
In Play
Shock Troopers fight to control, not just to kill: they stun, cuff, and hold ground in interlocking pairs (Riot Discipline rewards staying close). Use them as the law the party has to get around — checkpoints, arrests, prisoner escorts, lockdowns — or as the muscle of a corrupt authority. Their nonlethal options make them perfect for an encounter the party isn't meant to simply blast through, and their place in the Order 66 story makes them a chilling foe when the capital turns.
Adventure Hooks
- Detained on Coruscant — The party is arrested — rightly or in a frame-up — by the Coruscant Guard and must talk, bluff, or break their way out of a detention level run by clones who are just following procedure, and very good at it.
- The Quiet Order — A shock trooper sergeant confides that the Guard has been handed a sealed directive that 'doesn't sit right' — names, no charges, immediate detention. The party can help him stall it, expose it, or watch what happens when it executes.