
Level: 40
HP: 6,500
Attack: 64
DC-17: 50 (194) [582]
RPS-6 Rocket Launcher: 500 (644) [1,932]
Defense: 64
Agility: 96 (116)
Skill: 104
Speed: 96 (106) [116 w/”Darting Blow“]
Movement: 5 (9 w/ Jetpack)
Items:
DC-17: 1-2 range. +10 Speed. Fast firing pistol, serving as the Officer’s primary blaster. 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 50 Energy-type damage.
RPS-6 Rocket Launcher: 1-3 range. A model of missile launcher manufactured by Sienar Fleet Systems. They were the main model of infantry-portable shoulder-fired rocket launcher used in the Grand Army of the Republic during the Clone Wars. Deals 50% more damage to Vehicles. Deals half damage to units adjacent to the target. Base 500 Explosion-type damage.
3- RPS-6 HE Rocket: Ammo used in the RPS-6 Rocket Launcher. Contains a high-explosive, anti-armor/anti-infantry yield.
1- RPS-6 Ion Rocket: Ammo used in the RPS-6 Rocket Launcher. Contains a ion-disruptor charge that deals triple damage to Vehicles.
Republic Jetpack: +10 Agility. An aerial personal transportation device. This device will grant its wearer access to Flying-type movement. When flying, this unit will gain +4 movement; however, they may be knocked out of the sky by explosive ordnance or attacks aimed at the jetpack. This unit must land at the end of their turn if not in a low-gravity environment.
Phase 1 Clone Jet Trooper 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. Modified to be lightweight and mobile at the expense of some protection. Grants resistance to Energy-type damage. Base 50 Armor.
Abilities:
Jet Boost: Republic Jet Trooper Ability. This unit may charge their jetpack to boost them away to avoid an attack. If this unit’s Agility is higher than the attacker’s Skill, they have a 60% chance to boost away. They may move anywhere within their movement range; however, this unit will not be able to move on their next turn. Costs 4 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
Charge Shot: The unit may take a turn and charge their ranged weapon. If they do not move from their current space, their next attack is multiplied by 2x. Costs 3 exp
Darting Blow: When initiating attack, add 10 to this unit’s speed. Costs 3 exp
Fast Flier: Once per day, this unit may multiply their movement by 1.5x if moving in a straight line. Costs 3 exp
Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. Costs 3 exp (4 exp for vehicles)
Jet Dodge: If this unit has higher Skill than the unit attacking them, they have a 30% chance to boost a space away and completely avoid the attack. If they attempt to do the jet dodge, they cannot defend with their shield. Regardless, after each series of attacks, they can choose to dodge a space away from their current space. This can allow for escaping out of the attacker’s range, or even boosting into counterattack range. Costs 4 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
