Republic Heavy Clone Trooper

Level: 30

HP: 3,500

Attack: 48

DC-15LE: 100 (188) [564]

Defense: 48

Phase 1 Clone Armor: 150 (218)

Agility: 72 (62)

Skill: 78

Speed: 72 (62)

Movement: 5

Items:

DC-15LE: 1-2 range. -10 Speed. Main battle rifle of the Clone Army, modified for long range engagements. This weapon was carried by the clone troopers of the Galactic Republic during the Clone Wars. It was also in service in the earlier years of the Galactic Empire. Attacks twice. Base 100 Energy-type damage.

Thermal Detonator: 1-2 range. A palm-sized, spherical device that contains an impressive explosive ordnance. This explosive will deal half damage to all adjacent spaces. Base 500 Explosion-type damage.

Heavy Phase 1 Clone Armor: -10 Agility. A set of stark white armor composed of plastoid-alloy plating. This armor is pressurized, giving temporary protection from the vacuum of space. While the armor offers quite adequate protection, it is not the most suitable for humans, as it is quite restrictive. Modified with extra plating for more protection. Grants resistance to Energy-type damage. Base 150 Armor.

Abilities:

Bred to Fight: Republic Clone Trooper Signature Ability. This unit has been born with exceptional genetics and trained from birth to fight. When using familiar weaponry (blasters, vehicles, ordnance, etc.), this unit will not lose the boost from “Proficiency“, so long as the weapons are single element. Costs 2 exp

Aim: This unit may take a turn to steady their sights on a particular target. If they attack that target next turn, they gain +30 to their hit chance. Costs 2 exp

Cover Fire: Once every 4 turns, this unit may triple the amount of times it would attack normally. However, each successive attack beyond the original amount will reduce this unit’s skill by 10. 5 exp

Proficiency (II): If this unit uses a single attack type, they may triple that attack type’s total damage. Costs 12 exp

Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs 4 exp

Suppressive Fire: If this unit misses its target, the target’s Skill and Agility are both reduced by 5. These debuffs last until this unit targets another unit, or the unit is 10 or more spaces away. 5 exp

Proficiency:

5 Marksman: 20

5 Energy: 20

5 Explosion: 20

5 Armor: 20

Weak to Plasma and Explosion.

Caps:

HP: Normal
Attack: 80
Defense: 80
Agility: 120
Skill: 130
Speed: 120

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