The Clone Army manual

by DrakeRyzer

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The Clone Army Handbook

Table of Contents

Additional weapons

If a weapon used here does not exist on the website, it can be found here
Weapons 2.0 + Calculator Errata

Table of Contents

The Clone Army

History

Armor

The Mandalorians

The Clone Army

Tier 11, lawful balanced


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 8 (-1)

  • Assocation Proficiencies
    Strength +18, Dexterity +7, Constitution +8, Wisdom +15,

Goals

Beliefs

Traits

Insignia

Headquarters

Becoming a Clone Trooper

Maintaining Membership

The ranks of the mando'ade

1st Rank - Clone Private

2nd Rank - Clone Sergeant

3rd Rank - Clone Captain

4th Rank - Clone Commnader

5th Rank - Clone Marshal Commander

The Mandalorians

Faction Training.

Clones have three faction training options. They place a heavy emphasis on tools of war, with armstech's implements, demolitions kit, and munitions kit.

Faction Activities.

Mandalorians have three faction activities: Crafting, Espionage, and Training.

Enhanced Insignia.

Clone Sergeant rank or higher Clones have an enhanced insignia. While wearing their insignia, all Clones can cast the encrypted message at-will tech power. Intelligence is their casting ability for this tech power.

Premium Item Stockpile.

Clone Sergeant rank or higher Clones can spend 50 days of downtime furthering Clone interests, they gain access to a ---, a Fine suit of armor, a Fine shield, or a Fine Weapon and can purchase it at the item's full value. Provided that the item is undamaged, they can return it to your faction for a full refund.

Prototype Item Stockpile.

Clone Captain rank or higher Clones can spend 100 days of downtime furthering Clone interests, they gain access to a set of ---, an Improved suit of armor, an Improved shield, or an Improved Weapon and can purchase it at the item's full value. Provided that the item is undamaged, they can return it to your faction for a full refund.

Advanced Item Stockpile.

Clone Commnader rank or higher Clones can spend 200 days of downtime furthering Clone interests, they gain access to a ---, a Superior suit of armor, a Superior shield, or a Superior Weapon and can purchase it at the item's full value. Provided that the item is undamaged, they can return it to your faction for a full refund.


Clone Trooper

Medium humanoid (any), any alignment


  • Armor Class 17 (composite armor)
  • Hit Points 19 (3d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 13 (+1) 14 (+2) 8 (-1)

  • Skills Athletics +4, Perception +4, Survival +4
  • Senses passive Perception 14
  • Languages Galactic Basic
  • Challenge 1 (200 XP)

Brave. The trooper has advantage on saving throws against being frightened.

Standard issue blaster The clone trooper carries one of two weapons. A DC-15S heavy carbine or a DC-15A heavy blaster rifle.

If using the DC-15A heavy blaster rifle, change the energy damage dealt by the clone's Ranged attack to 2d4 (rapid 4d4) and its range to 100/400 ft.

Actions

DC-15S heavy carbine. Ranged: (60/240 ft.), To hit +5, 1d8+3 (8) energy + 1d2 (1) ion.

Rapid. (recharge 5-6) DC 13 Dex save: (60/240 ft.), 2d8+3 (12) [fail] energy + 2d2 (3) ion.

Stock Strike. Melee: (5 ft.) To hit +4, 1d4+2 (5) kinetic.

Fragmentation Grenade. (1/day) DC 14 Dex save:
2d10 (11) [fail] or half [success] kinetic.
The mandalorian throws a grenade at a point it can see within 40ft feet of it. It explodes, affecting each creature within 10 feet.

Credit: Drake Ryzer

Clone Troopers

Clone troopers were highly trained soldiers in the Grand Army of the Republic. Representing the future of galactic warfare, clones were designed to be far superior to battle droids. All clone troopers received basic training in core military skills, such as weapons handling, marksmanship, drill, and other essentials. Though often viewed as the "flesh and blood" equivalent of battle droids, clone troopers possessed a limited capacity for individuality. They were bred for no other purpose than combat, but nevertheless they developed as individuals under the guidance of their Jedi officers. The Jedi's unique abilities and leadership prowess earned them the admiration and respect of the clones who served under them.

Variant: Phase I Clone Armor

The statblocks listed here are using Phase II armor (Composite armor without the Bulky property). If you want your clones to use Phase I armor, consider giving them basic Composite armor instead.


Clone Trooper, Heavy

Medium humanoid (any), any alignment


  • Armor Class 17 (composite armor)
  • Hit Points 26 (4d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 13 (+1) 14 (+2) 8 (-1)

  • Skills Athletics +4, Perception +4, Survival +4
  • Senses passive Perception 14
  • Languages Galactic Basic
  • Challenge 1 (200 XP)

Brave. The trooper has advantage on saving throws against being frightened.

Gunning Style. When a creature rolls a 1 on the saving throw against the blaster cannon, it takes damage as if it had rolled the maximum.

Actions

Z-6 Rotary Cannon. DC 13 Dex save: (75/300 ft.), 2d12+3 (16) [fail] or half [success] energy.

Bash. Melee: (5 ft.) To hit +4, 1d4+2 (5) kinetic.

Credit: Drake Ryzer

Troopers


Alpha-class ARC Trooper

Medium humanoid (human), lawful good


  • Armor Class 18 (composite armor)
  • Hit Points 150 (20d8+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 18 (+4) 18 (+4) 18 (+4) 14(+2)

  • Saving Throws Str +7, Dex +11, Wis +8
  • Skills Athletics +7, Investigation +8, Medicine +8, Intimidation +6, Perception +8, Piloting +8, Stealth +10, Survival +8
  • Damage Resistances Energy and Kinetic from unenhanced sources
  • Senses darkvision 60 ft, passive Perception 18
  • Languages Galactic Basic and Mando'a
  • Challenge 11 (7,200 XP)

Brave. The trooper has advantage on saving throws against being frightened.

Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

Cunning Action. On each of his turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

Keen Hearing and Sight. The trooper has advantage on Wisdom (Perception) checks that
rely on hearing or sight.

Actions

Multiattack. The trooper makes three attacks, one of which can be a grenade.

WESTAR-M5. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d8+6) energy damage.

WESTAR-M5 Rapid fire. One target within range must succeed on a Dexterity saving throw (DC ) or take 15 (2d8+6) energy damage.

Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) kinetic damage.

WESTAR-M5 Grenade Launcher. The trooper loads and fires a grenade from the list below, choosing a point within 60/240 feet. If the grenade is fired at long range, the saving throw is made at advantage.

Fragmentation Grenade (3/Day). Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.

Flash Grenade (2/Day). Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success.

Ion Grenade (3/Day). Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) ion damage on a failed save, or half as much as on a successful one. Any electronic objects within the blast radius are disabled until rebooted.

Reactions

Leadership 1/day. The trooper can utter a special command or warning whenever a friendly creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the ARC trooper. A creature can benefit from this feature only once before a long rest.

          Credit: Drake Ryzer











Null-class
Advanced Recon Commandos

Consider adding Advantage to
Charmed as well as running
these troopers more aggressively if
adding Null-class ARCs to your campaign.

Alpha-class ARC Troopers

The Alpha-class Advanced Recon Clones were a group of 100 Advanced Recon Clones created from Jango Fett's DNA by the cloners of Kamino. After completing     standard flash training and accelerated      growth, these clones were placed under the     direct tutelage of Jango Fett. Under Fett's strict     discipline they learned to use their fierce    independence, innate creativity, and physical    superiority in combination with their training in   advanced weapons and vehicles to become virtual    one-man armies. After completing their training,     the ARC troopers were locked in stasis on    Kamino until they were required.

Humanoids

Designated ARC Troopers

During the war, the shortening supply of ARCs and their high demand for tactical missions forced the GAR to look for clone troopers to fill their role. As early as 21 BBY, clone troopers who demonstrated exceptional ability could be promoted to ARC trooper and would receive similar duties, though they were not genetically engineered in the same ways as the Alpha and Null classes and lacked ARC training. In this manner, clone troopers Fives and Echo of the 501st Legion were given the designation of ARC Trooper following their successful defense of Kamino.










ARC Trooper

Medium humanoid (human), lawful good


  • Armor Class 19 (composite armor)
  • Hit Points 120 (16d8+48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 16 (+3) 17 (+3) 15 (+2) 14 (+2)

  • Saving Throws Dex +8, Wis +5
  • Skills Acrobatics +8, Investigation +6, Perception +5, Persuasion +5, Piloting +6, Stealth +8, Survival +5
  • Damage Resistances Energy and Kinetic from unenhanced sources
  • Senses darkvision 60 ft, passive Perception 15
  • Languages Galactic Basic
  • Challenge 8 (3,900 XP)

Brave. The trooper has advantage on saving throws against being frightened.

Cunning Action. On each of his turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

Keen Hearing and Sight. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Snapshot. Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks. Additionally they can make two opportunity attacks using both of their blaster pistols.


Actions

Multiattack. The trooper makes three attacks with its pistols or two attacks and throws a grenade.

Blaster pistol. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 8 (1d6+5) energy damage.

Vibrodagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) kinetic damage.

Fragmentation Grenade (3/Day). The soldier throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.

Flash Grenade (2/Day). The trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success.

Ion Grenade (3/Day). The trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

Reactions

Leadership 1/day. The trooper can utter a special command or warning whenever a friendly creature that it
can see within 30 feet of it makes an
attack roll or saving throw. The creature
can add a d6 to its roll provided it can
hear and understand the trooper.
A creature can benefit from this feature
only once before a long rest.

Credit: Drake Ryzer

Arc Troopers

WIP



Clone Shadow Trooper

Medium humanoid (human), lawful good


  • Armor Class 14 (weave armor)
  • Hit Points 120 (16d8+48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 15 (+2) 16 (+3) 10 (+1)

  • Saving Throws Dex +8, Wis +5
  • Skills Acrobatics +8, Investigation +6, Perception +5, Persuasion +5, Piloting +6, Stealth +8, Survival +5
  • Senses darkvision 60 ft, passive Perception 15
  • Languages Galactic Basic
  • Challenge 8 (3,900 XP)

Brave. The trooper has advantage on saving throws against being frightened.

Cunning Action. On each of his turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

Keen Hearing and Sight. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Sneak Attack. Once per turn, the trooper can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the trooper that isn't incapacitated and the trooper doesn't have disadvantage on the roll.

Stealth field generator. As a bonus action, The trooper can activate or deactivate their stealth generator, while active, it has advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute and can be recharged by a power source or replacing the power cell. This effect ends early if you make an attack or cast a force- or tech- power.

Actions

Multiattack. The trooper makes three attacks with its pistols or two attacks and throws a grenade.

DC-19 Stealth Carbine. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 8 (1d6+5) energy damage.

Blaster pistol. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 8 (1d6+5) energy damage.

Vibrodagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) kinetic damage.

Reactions

Uncanny Dodge. When the trooper is dealt damage with an attack by an attacker it can see, it can halve the attack’s damage against it.

Credit: GrimdarkCrusader, SW5E Reddit;

Clone Shadow Troopers

Clone shadow troopers were an elite cadre of clone troopers, devised by Director Armand Isard of Republic Intelligence during the Clone Wars. Since the numbers of the Advanced Recon Commandos were dwindling, Isard created the shadow troopers as a reconnaissance unit, who, with the benefit of greatly modified and expensive armor, could operate covertly and undercover. Using magseals installed in their armor, shadow troopers could attach plates to themselves that could pass them off as mercenaries belonging to certain factions. With that advantage, they could infiltrate facilities and gather intelligence with ease.

The Clone Army | Credits: Okarinrentarou, Deviantart | Humanoids

Aquatic Trooper

Medium humanoid, any alignment


  • Armor Class 15 (light battle armor)
  • Hit Points 15 (2d10+4)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 9 (-1) 12 (+1) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic and one other
  • Challenge 1/2 (100 XP)

Aquatic Rebreather. Can breathe air and water.

Actions

SCUBA-Modified Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft. or 80/320 ft. underwater, one target. Hit: 7 (1d8 + 3) energy damage, or 7 (1d8 +3) energy or kinetic damage underwater.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.

Credit: Djemb; SW5E Discord


Riot Control Trooper

Medium humanoid, any alignment


  • Armor Class 20 (powered durasteel armor, heavy shield)
  • Hit Points 42 (5d10+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 17 (+3) 9 (-1) 10 (+0) 10 (+0)

  • Skills Athletics +5, Intimidation +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 5 (1,800 XP)

Actions

Riot Control Baton. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.

Credit: Djemb; SW5E Discord


Blaze Trooper

Medium humanoid, any alignment


  • Armor Class 18 (heavy armor)
  • Hit Points 75 (10d10+20)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 9 (-1) 12 (+1) 10 (+0)

  • Damage Immunities fire
  • Skills Acrobatics +6, Athletics +7
  • Senses passive Perception 11
  • Languages Galactic Basic and one other
  • Challenge 7 (2,900 XP)

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the trooper has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

Knockdown Charge. If the blaze trooper moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the creature can make one attack against it as a bonus action.

Actions

Multiattack. The blaze trooper makes one slam or throw attack and one attack with its wrist flamethrower.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.

Wrist Flamethrower. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw. A creature takes 13 (3d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. If centred on a prone target or a point within five feet of the blaze trooper, it may activate its jetpack without a bonus action at the same time.

Throw. The blaze trooper attempts to throw a grappled opponent of size Medium or smaller to the ground. The targeted grappled creature is now prone, and must make a DC 17 Dexterity saving throw, taking 13 (2d8+4) kinetic damage on a failed save or half as much on a successful one.

Credit: Djemb; SW5E Discord

The Clone Army | Special Forces

Assassin Trooper

Medium humanoid, any alignment


  • Armor Class 16 (durasteel armor)
  • Hit Points 45 (7d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Dex +6
  • Skills Acrobatics +6, Perception +5, Stealth +6
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic and one other
  • Challenge 7 (2,900 XP)

Trained Mind. Assassin troopers are specifically trained to resist force-based mind tricks. The assassin trooper has advantage on Intelligence and Wisdom saving throws against force powers.

Assassinate. During its first turn, the assassin trooper has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the assassin trooper is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin trooper instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn). The assassin trooper deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin trooper makes two weapon attacks.

Arm-Mounted Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) kinetic damage.

Blaster Pistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft. one target. Hit: 7 (1d6+3) energy damage.

Credit: Djemb; SW5E Discord

The Clone Army | Special Forces

BARC speeder

Large construct, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 59 (9d10+9)
  • Speed 0 ft., fly 90 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dex +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses -
  • Challenge 1 (200)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Hovering. Creatures of medium size or smaller can stand in the construct's space.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Actions

Multiattack. The construct makes two attacks with its blaster cannon.

Twin Blaster Cannon Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 14 (2d10+3) energy damage.

Doubledash. The construct can travel at up to two times its speed in addition to its normal movement.

Reactions

Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

Credit: Drake Ryzer


BARC speeder, sidecar

Large construct, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 59 (9d10+9)
  • Speed 0 ft., fly 80 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dex +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses -
  • Challenge 2 (450)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Hovering. Creatures of medium size or smaller can stand in the construct's space.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or the doubledash or twin blaster cannon actions granted by the construct.

Gunner. The construct requires an active gunner to operate the vehicles weaponry. Gunner controls the Ion cannon

Actions

Pilot Multiattack. The pilot can two attacks with the twin blaster cannon.

Twin Blaster Cannon Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 14 (2d10+3) energy damage.

Doubledash. The construct can travel at up to two times its speed in addition to its normal movement.

Gunner Multiattack. The gunner makes two attacks with the ion cannon.

Ion Cannon Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 7 (1d8+3) energy damage.

Reactions

Redirect. If the construct's pilot or gunner take damage from a source they aware of and can see, the construct can use its reaction to instead take that damage.

Credit: Drake Ryzer

The Clone Army | Vehicles

Clone Trooper armor

Clone trooper armor was the armor worn by clone troopers of the Grand Army of the Republic during the Clone Wars. With some design assistance from Jango Fett, the basic armor design became composed of twenty form-fitting plates of lightweight plastoid-alloy composite, sealed to a black bodysuit, and loosely resembled Mandalorian shock trooper armor. Phase I Clone armor was heavy, uncomfortable, and not very well liked by the clone troopers, replaced by Phase II later in the war. Their helmets and armor were fairly modular, being able to support various attachments. Other types existed, such as the Alpha-class ARC trooper armor and Katarn-class armor, as well as more specialized variants of the Phase I and II armor types.

Clone Trooper Helmet

Adventuring gear (head), standard,
Requires Attunement

This helmet comes equipped with a commlink, hands-free and flashlight attachment. Additionally, while wearing this helmet, you have darkvision out to 30 feet.

Clone Officer Helmet

Adventuring gear (head), premium,
Requires Attunement

This helmet comes equipped with a commlink, hands-free, rangefinder, and flashlight attachment. Additionally, while wearing this helmet, you have darkvision out to 60 feet.

Phase I Clone Trooper armor

Armor (composite), premium

This armor grants a +1 bonus to AC against ranged weapon attacks and comes equipped with a utility belt with 12 slots that can each hold a single item that weighs less than 2 lb. Once per turn, drawing an item from the utility belt does not require your object interaction.

Additionally, this armor has the impermeable 1 (space suit) property and while wearing it you have advantage on saving throws against the effects of extreme cold and extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.

Phase II Clone Trooper armor

Armor (composite), premium
Requires Attunement

This armor loses the bulky property, you can add 3, rather than 2, to your AC from Dexterity, and is equipped with mag-lock boots and a utility belt with 12 slots that can each hold a single item that weighs less than 2 lb. Once per turn, drawing an item from the utility belt does not require your object interaction.

Additionally, this armor has the impermeable 1 (space suit) property and while wearing it you have advantage on saving throws against the effects of extreme cold and extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.

ARC Trooper armor

Armor (composite), prototype
Requires Attunement

This armor grants a +1 bonus to AC and loses the bulky property, you can add 3, rather than 2, to your AC from Dexterity, and is equipped with mag-lock boots and a utility belt with 12 slots that can each hold a single item that weighs less than 2 lb. Once per turn, drawing an item from the utility belt does not require your object interaction.

Additionally, this armor has the impermeable 1 (space suit) property and while wearing it you have advantage on saving throws against the effects of extreme cold and extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.

Alpha-class ARC Trooper armor

Armor (composite), advanced
Requires Attunement

This armor grants a +2 bonus to AC and loses the bulky property, you can add 3, rather than 2, to your AC from Dexterity, and is equipped with a holoprojector, mag-lock boots, and a utility belt with 24 slots that can each hold a single item that weighs less than 2 lb. Once per turn, drawing an item from the utility belt does not require your object interaction.

Additionally, this armor has the impermeable 1 (space suit) property and while wearing it you have advantage on saving throws against the effects of extreme cold and extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.

Blaze Trooper armor

Armor (heavy exoskeleton), advanced
Requires Attunement

This armor grants a +2 bonus to AC and is equipped with a commlink, hands-free, integrated jetpack, a fixed vapor projector, and grants a +2 bonus to attack and damage rolls made with your unarmed strikes.

Additionally, while wearing this armor, this armor has the impermeable 2 (Flame-Proof Suit, space suit) property and while wearing it you have advantage on saving throws against the effects of extreme cold and extreme heat, as described in chapter 5 of the Dungeon Master’s Guide. You are unable to wear other items on your hands or head while wearing this armor.

Clone Shadow Trooper armor

Armor (weave), prototype
Requires Attunement

This armor grants a +1 bonus to AC and is equipped with mag-lock boots, you can add 3, rather than 2, to your AC from Dexterity, and a utility belt with 12 slots that can each hold a single item that weighs less than 2 lb. Once per turn, drawing an item from the utility belt does not require your object interaction.

Additionally, this armor has the impermeable 1 (space suit) property and while wearing it you have advantage on saving throws against the effects of extreme cold and extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.

Equipment

Clone Trooper Hazard helmet

Adventuring Gear (head), premium

This helmet comes equipped with a commlink, hands-free and flashlight attachment. Additionally, while wearing this helmet, you have darkvision out to 30 feet.

Finally, while wearing this helmet, you gain the impermeable 1 (Hazard Suit) property and while wearing it, if you would have advantage on saving throws against the effects of extreme cold and extreme heat, you instead automatically succeed on these saving throws, as described in chapter 5 of the Dungeon Master’s Guide.

Kama

Adventuring Gear (armor accessory), premium

This flexible anti-blast armor is worn on a belt. When you take damage from an explosive or similar effect, the damage is reduced by 2.

Clone Commandos

Katarn-class Helmet

Adventuring gear (head), premium,
Requires Attunement

This helmet comes equipped with a commlink, hands-free, macrobinoculars, and flashlight attachment. Additionally, while wearing this helmet, you have darkvision out to 60 feet.

Katarn-class Vestments: While you are attuned to and wearing two or more enhanced items that have this named property, you gain additional properties as shown under Katarn-class Vestments.

Katarn-class armor

Armor (composite), advanced
Requires Attunement

This armor grants a +2 bonus to AC and loses the bulky property, you can add 3, rather than 2, to your AC from Dexterity, and comes equipped with a wristblade, commlink, hands-free, chronometer, and utility belt with 12 slots that can each hold a single item that weighs less than 2 lb. Once per turn, drawing an item from the utility belt does not require your object interaction.

Katarn-class Vestments: While you are attuned to and wearing two or more enhanced items that have this named property, you gain additional properties as shown under Katarn-class Vestments.

Katarn-class survival pack

Adventuring gear (backpack), premium

This specialized backpack comes equipped with a long-range commlink with an increased range of 60 miles and the ability to reach space. Additionally it stores 60 lb instead of 30 lb., not exceeding 1 cubic foot.

Katarn-class Vestments: While you are attuned to and wearing two or more enhanced items that have this named property, you gain additional properties as shown under Katarn-class Vestments.

Katarn-class Vestments.

While you are attuned to and in contact with multiple enhanced items with this named property, you gain the following additional benefits:


  • (2) You gain advantage on Wisdom (Perception) checks that rely on sight within 60 feet, you gain the impermeable property and you have advantage on saving throws against the effects of extreme cold and extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.
  • (3) You gain advantage on Intelligence (Investigation) checks within 5 feet. Additionally, this set now grants a +1 bonus to AC
Equipment

Weapons

Carbines

DC-15A Blaster Carbine

Weapon (heavy carbine or blaster carbine), premium

When you deal damage with this weapon, you deal an additional 1d4 ion damage.

One of the standard-issue weapons for the clone troopers during the Clone Wars, the DC-15A was a reliable blaster capable of both sustained fire and slower, long-range accuracy.

DC-19 Stealth Carbine

Weapon (stealth carbine), prototype

You have a +1 bonus to attack and damage rolls with this weapon. Additionally, when you deal damage with this weapon, you deal an additional 1d4 ion damage and attacks with this weapon made while hidden no longer require a contested check to stay hidden.

The DC-19 was equipped with a sound suppressor unit for silent operations and an optional stealth function, which used a refined tibanna gas mixture that made the DC-19's plasma bolts invisible to the naked eye.

Rifles

DC-15A Blaster Rifle

Weapon (heavy blaster rifle), premium

When you deal damage with this weapon, you deal an additional 1d4 ion damage.

One of the standard-issue weapons of the Galactic Republic's clone troopers, this blaster was a larger, heavier and more powerful long-range alternative to the DC-15A blaster carbine.

DC-15LE Blaster Rifle

Weapon (heavy blaster rifle), prototype

You have a +1 bonus to attack and damage rolls with this weapon and it loses the burst property. Additionally, hit or miss, the blaster bolt then explodes. The target and each creature within 5 feet must make a DC 15 Dexterity saving throw, taking 1d6 ion damage on a failed save or half as much on a successful one.

The DC-15LE was a blaster rifle and variant of the standard DC-15A blaster rifle, which could fire explosive blaster bolts.

DC-15X Sniper Rifle

Weapon (sniper rifle), premium

When you deal damage with this weapon, you deal an additional 1d4 ion damage.

Featuring additional sights, the DC-15x boasted exceptional accuracy and fired powerful blue, hyper-ionized plasma bolts that were highly effective against droids and organics alike.

Pistols

DC-17 hand blaster

Weapon (hand blaster), prototype

You have a +1 bonus to attack and damage rolls with this weapon. Additionally, when you deal damage with this weapon, you deal an additional 1d4 ion and 1d4 energy damage.

Capable of a much higher rate of sustained fire than its predecessors, the DC-17 was known for its efficiency and deadliness.

DC-15s side arm blaster

Weapon (light pistol), prototype

You have a +1 bonus to attack and damage rolls with this weapon. Additionally, when you deal damage with this weapon, you deal an additional 1d4 ion damage and every two rounds this blaster adds one to its reload.

While not as powerful as regular DC-15 blasters; the DC-15s was handy in close-quarters combat or when conserving ammo was necessary as the energy cell kept the blaster recharging at a slow but steady rate.

To-do

DC-17m ICWS — Modular blaster rifle design carried by clone commandos
DP-23 Shotgun — Utilized primarily for close quarter combat
WESTAR-M5 blaster rifle—Used by elite forces like the ARC troopers
Plasma disruptor and electric weapons
"Phoenix II" plasma disruptor — Pushed into combat service by the GAR
"DN bolt caster" plasma disruptor — Highly popular anti-droid weapon
Electromagnetic pulse launcher — Carried by jet troopers of the Grand Army

Repeating blasters


Chaingun — Used extensively by Galactic Marines of the 21st Nova Corps
Z-6 rotary blaster cannon — Carried by clone troopers and ARC heavy gunners as an man-potable as heavy repeating blaster cannon
EWHB-12 heavy repeating blaster — Tripod mounted heavy fire support platform
Reciprocating quad blaster — A heavier alternative the Z-6 blaster cannon

Melee weapons


Knuckle plate vibro blade — Equipped on all clone commandos' Katarn-class commando armor
Baton — Used for non-lethal combat
Shield
Riot shield — Provided to riot troopers for non-lethal combat
Blast shield — Used by infantry for defense against blasterbolts.
Electrostaff — Issued to riot troopers in republic prisons

Explosive Devices


Thermal detonator tape
Detonation pack
Ribbon charge
EMP grenade
Ion grenade[27] — Electronic disruption device
Class-A thermal detonator — Used by Republic grenadiers and many other clone troopers
Baradium-core code key thermal detonator — Equipped on all clone troopers' battle armor
V-1 thermal detonator
Fragmentation grenade[27]
Reverse-polarity pulse grenade
V-6 haywire grenade
HX2 antipersonnel mine — Area denial explosive

Projectile launchers


Grenade launcher
RPS-6 rocket launcher — Anti-Vehicular and anti-infrastructure weapons system
MiniMag PTL missile launcher[28]
PLX-1 portable missile launcher
PLX-2M portable missile launcher (Prototype) — Only saw limited service before the reorganization
Clone mortar[29]

Flamethrowers


BT X-42 flamethrower — Carried by clone flametroopers and used against inflammable targets like Geonosians or buildings.

Armor and equipment

Combat Armor

Attachments


Rangefinder
Helmet Mounted Rangefinder
Handheld Rangefinder
JT-12 jetpack — Lightly modified variant used by clone jet troopers

Others


F-187 fusioncutter — Cutting tool used by clone engineer
Macrobinoculars — Used for long range visual reconnaissance

Clone Trooper

Roles and loadouts

The Clone troopers of The Grand Army of the Republic utilized many roles during the Clone Wars.

Starting Clone trooper equipment

These following loadouts are meant to be used as an alternative to taking Starting Equipment when running a all Clone trooper campaign.

All included names ("DC-15a" for example) are merely for flavor, the name after the name in parentheses is the actual weapon.

Each role also has a Premium rarity item or modification that comes with it. They are not required, but your GM can decide to allow them or not. They simply serve to give each role a define identity in the squad.

Any class that requires use of an item, like a Wristpad for techcasters, or an item or tool required for an archetype, gets thier required item/s as part of their starting equipment. Additionally, all troopers get the following items.

Standard Clone equipment

The following equipment is given to every member of a clone trooper squad.

  • Secondary Weapon: "DC-15s" light pistol, three power cells, and one vibrodagger
  • Armor: (a) fiber armor and a light shield generator, or (b) weave armor
  • Utility: Helmet with incorporated commlink, hands-free, two glowrods, a bandolier (flavored as utility belt), a grappling hook, two days of rations, trauma kit, one medpac, and one set of either a demolitions kit, security kit, or slicer's kit.

The equipment detailed on the following pages are in addition to the equipment above. Each member of the squad chooses one of the following loadouts to determine the rest of their starting equipment.

Clone Rifleman

The frontline fighter of a clone trooper squad.

Rifleman loadout

The front-line soldier of the Grand Army of the Republic.

  • Primary Weapon: "DC-15a" blaster rifle, and six power cells
  • Explosives: two fragmentation grenades, one ion grenade, and one flash grenade
  • Utility: a tool you are proficient in.
  • Premium Equipment: fine weapon chassis (of the type chosen primary weapon above) with the accuracy focus mark II, fine amplifying barrel, and rapid core mods installed

Clone Grenadier

Grenadier loadout

Clone troopers developed to offer concentrated firepower using grenades.

  • Primary Weapon: Grenade launcher.
  • Explosives: two fragmentation grenades, two stun grenades, two flash grenades, and two gas grenades.
  • Premium Equipment: two average fragmentation grenades, two average ion grenade and a fine grenade launcher chassis with the Fine Expanded Magazine mod installed.

Clone Heavy Gunner

Heavy Gunner

"Send the Heavy Gunner in first—he has better armor and more firepower."

  • Primary Weapon: "Z-6" assault cannon and five power cells.
  • Explosives: one fragmentation grenades and one ion grenade.
  • Utility: bandolier and ten power cells.
  • Premium Equipment: fine armor chassis (of the type chosen above) with the bonded plates mark II, fine reinforced underlay, and bioenhancement matrix mark I mods installed.

Clone Medic

Medic loadout

Clone trooper medics were equipped to diagnose and treat wounded soldiers.

  • Primary Weapon: "DC-15s" blaster
    carbine and five power cells
  • Secondary Weapon:
    (a) "DC-15s" light pistol or
    (b) one "DC-17" blaster pistol,
    and a power cell.
  • Explosives: one flash grenade
    and one gas grenade.
  • Medic utility: two trauma kits, three medpacs
    and a tool you are proficient in.
  • Premium Equipment: two fine medpacs and a fine armor chassis (of the type chosen above) with the avoidant reinforcement and optimized actuators mark I mods installed.

Clone Officer

Officer loadout

"There are some officers on the way, so I want everything squared away for inspection."

  • Primary Weapon: (a) "DC-15" blaster rifle or (b) two "DC-17" blaster pistols, and six power cells
  • Explosives: one fragmentation grenade, one ion grenade.
  • Officer utility: a holocomm, and a tool you are proficient in.
  • Premium Equipment: fine armor chassis (of the type chosen above) with the darkvision visor and regulated reinforcement mods installed.

Clone Sharpshooter

Sharpshooter loadout

Clone sharpshooters received special flash training, teaching them the intricacies of being good snipers.

  • Primary Weapon: "DC-15x" sniper rifle and ten power cells.
  • Explosives: one gas grenade and one flash grenade.
  • Sniper Utility: comm jammer, macrobinoculars.
  • Premium Equipment: fine sniper rifle chassis with the accuracy focus mark II, dire core, and recoil dampener mods installed.

Clone Special Ops

Special Ops loadout

Trained to move quickly and quietly and detect enemies at a distance.

  • Primary Weapon: (a) "DC-15a" blaster carbine and five power cells or (b) a vibrorapier.
  • Additional Secondary Weapon: (a) one "DC-15s" light pistols and three power cells or (b) two techblades.
  • Explosives: two flash grenades, one stun grenade.
  • Spec Ops utility: comm jammer, pocket scrambler, one tool you are proficient in.
  • Premium Equipment: fine armor chassis (of the type chosen above) with the obscured armoring and agile reinforcement mods installed.
 

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