Human Clone Trooper Elite

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Clone troopers, also known as Republic troops, Republic soldiers or the "Boys in White," were highly trained soldiers in the Grand Army of the Republic. Bred on the extragalactic planet Kamino, clone troopers were engineered by Kaminoan scientists—using the human bounty hunter Jango Fett as a genetic template for the entire clone army—and represented the latest evolution in galactic warfare, having been designed to be superior to battle droids, by the time the Galactic Republic entered its final years. Their formal introduction to the galaxy as the newly formed Republic military coincided with the Separatist Crisis that ultimately spawned the Confederacy of Independent Systems. The ensuing conflict, the Clone Wars, was named for the clones that made their debut on the Separatist world of Geonosis in 22 BBY, marking the first engagement in the first pan-galactic conflict since the founding of the modern Galactic Republic approximately one thousand years prior.

**Species Traits**

• • 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents. See Chapter: Feats.

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

**Class Abilities**

• • ***Battle Analysis:** As swift action, may make Knowledge (tactics) check vs. TN 15 to know which opponents within line of sight of you are at ½ HPs or less.*

• • ***Cover Fire:*** (Prerequisite: Battle Analysis) When making ranged attack (pistol or rifle), all allies within 6 meters of you gain +1 to Defense Class until start of your next turn. Allies within 6 meters but not in line of sight still gain benefit.

• • ***Improved Cover Fire:*** (Prerequisite: *Battle Analysis, Cover Fire*) When you successfully suppress an enemy using the *Cover Fire* talent, that enemy takes a -5 penalty on its attack rolls until the start of your next turn. When targeting an area with an autofire weapon, each enemy in the attack area takes a -2 penalty on its attack rolls until the start of your next turn, regardless of whether your attack hits.

• • ***Combined Fire:*** (Prerequisite: Battle Analysis) +2 bonus to damage rolls on attacks against targets that have been damaged by an ally since the end of your last turn

• • ***Deployment Tactics:*** As a move action make a Knowledge (tactics) TN 15 check to direct allies in combat. If check succeeds, all allies who can hear/understand/see you gain a +1 competence bonus on attacks vs. flanked targets OR a +1 dodge bonus to Defense Class vs. attacks of opportunity, your choice. Last until the start of your next turn.

• • ***Field Tactics:*** (Prerequisite: Deployment Tactics) As a move action make a Knowledge (tactics) TN 15 check to direct allies in the field. If check succeeds, all allies who can hear/understand/see you and within 10 meters of you can use whatever cover is available to gain a +10 cover bonus to Defense Class Lasts until start of your next turn, and does not work for those with no cover.

• • ***Outmaneuver:*** (Prerequisite: Deployment Tactics, Field Tactics) As a standard action may make a Knowledge (tactics) check TN 15. If success, all opponents within line of sight who are at least 1 level lower level than you are lose all competence, Insight, and morale bonus on attack rolls, as well as any Dodge bonus to Defense Class until the start of your next turn. If one or more opponents are Officers, the highest level among them can attempt a Knowledge (tactics) roll to oppose you (as a reaction), and if the total is higher than yours, your Outmaneuver fails.

• • ***Assault Tactics:*** (Prerequisite: Deployment Tactics) As a move action may designate one object or creature for an assault. If you succeed on a Knowledge (tactics) TN 15 roll, you and all allies who can hear/understand you deal an extra +1D6 damage with each successful melee or ranged attack on it until the start of your next turn.

• • ***Exploit Weakness:*** (Prerequisite: Assault Tactics) When you use the Assault Tactics talent on an enemy, the target takes a cumulative -1 to Defense Class each time it is damaged by an ally (maximum -5). This penalty applies until the end of your next turn.

• • ***Tactical Edge:*** You can use your Assault Tactics, Deployment Tactics, or Field Tactics talent as a swift action instead of a move action provided you have the appropriate talent in question.

• • ***Strength in Numbers:*** If you are within 10 squares of an ally, you can add +2 to your DR.

• • ***Hunker Down:*** Whenever you benefit from cover you may spend a standard action to hunker down and maximize the cover by one step, from cover to improved cover, and improved cover to total cover.

• • **Tactical Aid:** As a full-round action, the Soldier provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point.

This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half of the Soldier’s level in the advanced class, rounded down.

• • **Improved Reaction:** At 7th level, a Soldier gains a +2 competence bonus on initiative checks.