
Level: 45
HP: 8,250
Attack: 72
DC-17m Repeating Blaster Rifle: 200 (352) [1,056]
Defense: 72
Phase 1 Clone Commando Armor: 300 (412)
Agility: 108 (93)
Skill: 117
Speed: 108
Movement: 5
Items:
DC-17m Repeating Blaster Rifle: The main blaster rifle used by Republic Clone commandos during the Clone Wars. Boasts a high fire-rate and high damage. Deals 50% more damage at 1-range. Attacks twice. Base 200 Energy-type damage.
Barrage Launcher Attachment: Equipped on DC-17m Repeating Blaster Rifle. This launcher can be loaded with grenades. Base 500 Explosion-type damage.
3- HE Grenade: Ammo for Barrage Launcher. Contains a high-explosive, anti-armor/anti-infantry yield. Deals half damage to units adjacent to target.
Phase 1 Clone Commando Armor: -15 Agility. A set of stark white armor composed of thick 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. Heavily reinforced. Grants resistance to Energy-type damage. Base 300 Armor.
Abilities:
Battle Focus: Clone Commando Signature Ability. Once per battle, this unit may use a subaction to enter an empowered state. When activated, this unit will increase their damage by 25% and will reduce all incoming damage by 25%. Any ally units affected by “Inspiration” from this unit will gain these buffs as well. Costs 8 exp
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
Bold Fighter: This unit ignores any abilities or items that would prevent this unit from attacking multiple times (such as “Wary Fighter“); however, this unit will take 25% more damage from counter-attacks. Costs 4 exp
Engagement: Any unit that passes within range of this unit must halt all of their movement. If they attempt to continue moving, they will be struck with a “Critical Hit“. Costs 4 exp
Inspiration: Ally units within 2 spaces of this unit will receive a +10 boost to Skill and Speed, as well as a 25% boost to their total Attack damage. 4 exp
Perfect Strike: This unit may take a turn to prepare a precise and powerful strike. If the attack lands, it will deal 3x damage. Cannot be used with Activatable Abilities. This can be done 3 times per battle. 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
Proficiency:
1A Marksman: 40
1A Energy: 40
1A Explosion: 40
1A Armor: 40
Weak to Plasma and Explosion.
Caps:
HP: Normal
Attack: 80
Defense: 80
Agility: 120
Skill: 130
Speed: 120
