Specializations

Specializations are what make a person who they are. This is the determining factor on how they work in combat and what skills they take to battle every day. Ground units, pilots, mercenaries, and Jedi all have their own unique trees for specializations that fundamentally change the way they operate. Each specialization also includes skills that the user can pick one of and train for to further develop how they wish to operate. For instance, a clone may want to be a rifleman who focuses on their weapon, and chooses to get a skill for extra modifications to their weapons. Others may prefer a skill that gives them an item that aids them in combat, and so on. These are the core parts of a given person that create who they are.

### **Clone Specializations**

#### **BASIC SPECIALIZATIONS**

Basic Specializations for clones are the starting set up for them. At the first rank, Trooper, a clone has an option between six different specializations, however they can only choose *one*. These specializations come with set slots for weapons and equipment, however they are overwritten by roles if any are used.

**RIFLEMAN**

The clone Rifleman has access to a more generic set of weaponry, consisting of mostly blaster rifles and blaster pistols. However, these clones are by no means generic with gear, having access to most every form of equipment available at their rank. On top of this, they are known for their very viable skills that they are able to attain.

• Gun Nut - Gives +1 mod slot to rifles.

• Grenadier - Allows the use of a special equipment, a grenade launcher with six loaded thermal detonators.

Gunman - Capable of switching gun mods during missions.

**MEDIC**

The clone Medic has access to special equipment for medical use on and off the battlefield. Despite being oriented around medicine, these clones are still handy with a blaster rifle. They're well regarded for their bravery in battle, willing to risk life and limb to save the wounded.

• Stim - Gives access to a Bacta Stim that can temporarily numb pain and keep someone moving.

• Medicinal - The user has access to multiple medicines that can help with a variety of common to rare poisons and diseases.

• Protector - The medic has a deployable cover that can be placed down and forms a small metal barricade to protect the medic and the injured.

**HEAVY GUNNER**

The clone Heavy Gunner is the heavy hitter, and as such, their gear is reflective of that. They can utilize the GAR's most devastating handheld weaponry, capable of taking down squads of battle droids while also serving as tanks for their brethren. They're well-known for their reliability, often serving at the frontline in battle.

• Fortify - Once the user has planted himself fully, they can activate a full body shield that lasts six seconds. It can be used multiple times with a recharge of 3 posts and can take hits from blaster bolts only.

• Mounted - A special bipod mod that can be adjusted around the weapon, allowing for side and bottom mounts.

• Flare Gun - Adds a special mod that allows for a flare to be fired that scrambles droid sensors, blinding them for five seconds.

**DEMOLITIONS EXPERT**

The clone Demolitions Expert are the ones who tend to cause the most property damage, handling a variety of explosive gear and weapons that are sure to leave a resonating boom once used. If you need to defuse a bomb, or want to make something go ***boom***, then it's safe to say the demolition clones have you covered.

• Blast Padding - Gives armor increased resistance to explosives.

• Primed - Gains special explosive that can be tossed and blown up on command.

• Rocket Man - Gives a special rocket that is made for penetrating armor and fortified locations.

**MARKSMAN**

The clone Marksman is the silent killer, taking down targets from afar with deadly precision, though that doesn't mean they're just limited to range. Their accuracy and precision carry over different circumstances, and it's rare for them to miss a target. While far from the flashiest, their typically lighter gear and their deadly shots make them reliable assets to the GAR.

• Close-up - Acquire a collapsible sight which can be pushed down to allow access to iron sights for close range.

• Hunkered - Allowed access to special mines that blow up when a target crosses its path.

• Concealed - Allows for use of a camouflaged sheet that covers the entire body to blend in to environments

**ENGINEER**

The clone Engineer is trained in the mechanical workings of all types of Republic vehicles, rendering them capable of repairing—or disassembling if need be—just about anything that rolls across the battlefield. They're crucial to ensuring that their brothers don't die a flaming death trapped in metal shells of what were once functioning vehicles, and they keep everything in tip top shape for every battle that is to come.

• Combat Engineer - Carry one extra explosive.

• Handyman - Gain an extra usage out of equipment, this does not include throwables such as grenades.

• Architect - Deployable equipment that creates a fast wall made out of an expandable foam that hardens to absorb blaster bolts. It is not explosive resistant and covers only the user.

#### **EARNABLE SPECIALIZATIONS**

Earnable specializations can be received at any rank, though the latter two of the three tend to take more time to achieve, if at all. Like the rest of the specialization types, these specializations come with set slots for weapons and equipment.

**JET TROOPER**

Clone jet troopers, or aerial clone troopers, are clone troopers equipped with and trained in the use of jetpacks (not to be mistaken with Paratroopers who solely utilize jump packs). They utilize their limited flight jetpacks to rapidly cover great distances and gain aerial advantage over their enemies, getting the jump before their opponents know what's happening. The agility of a flying jet trooper makes them difficult to hit and enabled them to ambush their adversaries from behind before quickly retreating.

**ADVANCED RECON COMMANDO**

Advanced Recon Commandos, also known as ARC troopers, are an elite variant of the clone troopers that serve the Galactic Republic. Chosen from the ranks of the Grand Army of the Republic, the status of ARC trooper is bestowed to clones who serve with distinction on the battlefield, often painting themselves as capable leaders with a tactical mind who have the capacity to think outside of the box. They are more independent than regular clones, sometimes settling for typically unorthodox methods in order to achieve a goal.

**COVERT OPERATIONS**

The Covert Ops clone troopers are elite clone troopers serving with the Grand Army of the Republic directly under the Chancellor himself. These troopers are mainly assigned to perform the "dirty work" of the Republic that most clones would find questionable and unethical. They are standard clone troopers, drawn from rank-and-file formations, though what separates them is that they have shown some potential for "dirty work" based on personality and actions both. They are trained by Null ARCs, serving as a deadly weapon under the Chancellor's thumb.

#### **OTHER SPECIALIZATIONS**

Other Specializations can be chosen with a basic specialization for clones just starting off. At the first rank, Trooper, a clone can choose *one* of the six Other Specializations in addition to their Basic Specialization. Like Basic Specializations, Other Specializations come with set slots for weapons and equipment, and the same overwrites by roles apply if any are used.

**BARC TROOPER**

Biker Advanced Recon Commandos, also referred to as BARC troopers, are specialized clone troopers of the Grand Army of the Republic, trained to ride BARC speeders across difficult terrain or dangerous battlegrounds. BARC troopers are equipped with modified clone trooper armor that directs their attention forward to avoid distractions, which can be dangerous at high speeds, though also makes them incredibly effective.

**HEAVY VEHICLE OPERATOR**

Heavy Vehicle Operators, as the name suggests, operate all the GAR heavy attack vehicles. They are the clones directing the AT-TEs across the battlefield, and the men firing off volleys into enemy lines from a column of *Saber*-class fighter tanks. Like Demolition Clones, their endeavors often yield massive damage which can be seen as a positive or negative depending on the situation.

**ARF TROOPER**

Advanced Recon Force troopers, also referred to as ARF troopers or AT-RT drivers, are clone troopers who are equipped with lighter armor for stealth and speed. They often ride All Terrain Recon Transports into battle, the nimble vehicles allowing them to move quickly while putting out quite a bit of damage. They are more intelligent and better trained in survival skills than other clones, giving them a slight edge on the battlefield.

**MILITARY POLICE**

These clones are men who have been trained to handle clones that are causing trouble, though they have other responsibilities such as; patrolling in and around the base, manning entrances, and Guarding control towers/other areas of importance when in an active war zone. If there are unruly clones, the Clone Military Police will be tasked with setting them straight.

**PARATROOPER**

Clone paratroopers are specialized clone troopers trained for airborne operations in the Grand Army of the Republic. They're most recognizable by their "beehive" helmet and kama, sticking out from the rest of the standard clones because of these additional armor features.

**REPUBLIC COMMANDO**

Republic Commandos—also known as Clone Commandos—are elite clone troopers who in the Grand Army of the Republic's Special Operations Brigade. A result of the Kaminoans' genetic experimentation with the Jango Fett template, they are special forces soldiers noted for their training and elite status in the clone army. They work in squads, better and more effective together than alone, and as a group, they can be nearly unstoppable depending on their teamwork.

#### **MEDIUM SPECIALIZATIONS**

Medium Specializations can be trained for once a clone reaches the rank of Sergeant Major. There are six options to browse though only one can be chosen, and there are certain requirements in training that must be met in order for a clone to achieve a Medium Specialization. Differing from the prior tiers of specializations, Medium Specializations will typically add a weapons and/or equipment slot instead of having its own set slots.

**SPLICER**

Splicers are clones who excel at working within a complex computer network, capable of extracting information from this network with great skill. Often, this information is secured by any number and manner of encryption and lockout systems, and a skilled slicer can circumvent these systems without triggering alarms.

• Cyber Warfare - Able to remotely hack B1 Battle Droids, with a limit of ten per battle.

• Code Cracker - Gives increases efficiency to hacking, allowing the user to access more with one hack. For example, hacking a camera gives access to all cameras, not just the one.

• OpenSesame - An upgraded and reusable Data Spike, this device can nearly instantly openmost doors and significantly decrease the time to hack most items.

**ORDNANCE SPECIALIST**

Similar to demolition clones, Ordnance Specialists are clones who utilize a variety of explosives, specializing in grenades and artillery of all types. They're typically skilled with handling mortars, utilizing the weapons to their max capacity in order to deal the most damage, and wherever they set their next target to, a loud explosion is sure to follow.

• Recycle - Able to rearm defused bombs for use against a target of their choice.

• Drone - A special piece of equipment available to the user. A remote control drone to defuse bombs from a safe distance.

• Containment - A special modification for armor that covers the armor and its gaps with a special fabric that blocks out any radioactive, electrical, or toxic forces to best protect the user in most hostile bomb environments.

**COMMUNICATIONS TROOPER**

Communications Troopers are clones with enhanced comms equipment typically used for radioing in for reinforcements, artillery, air support, and other long range communication support.

• Hardwire - Able to give themself and five other people on the battlefield immunity to comms jammers.

• Wiretap - Able to tune into enemy frequencies for a brief time, the user has the chance to learn vital intel once during a battle before being locked out of the frequency.

• Garrison - Able to call in reinforcement NPCs via LAAT drops, which can also be used to get wounded back to base during a battle. Takes two turns for reinforcements to arrive.

**ENVIRONMENTAL SPECIALIST**

Environmental Specialists are clones with incredible environmental training, perfect for tracking, awareness, and position in the wild. Their gear and armor are modified in order to better fit harsher habitats, and they're the go to when it comes to tips on surviving in hostile environments. They tend to be craftier, accustomed to using whatever they have at their disposal in order to survive and help others survive as well.

• All Terrain - Modifications are made to the user’s armor to naturally tint to its environment. While it doesn’t fully change the armor, it will lightly camouflage itself to make being spotted at distance much harder.

• Hunter - An expert style tracking footprints, An addition to the user’s HUD allows for all footprints to be highlighted and instantly scanned into a database to see what could cause it and even when they were created.

• Survivalist - Able to survive in the wild if need be, the clone has a special equipment that creates a camouflaged tent that adapts to the environment. It can be deployed in trees or on the ground, and gives temporary shelter or cover.

**FLAME TROOPER**

The clone flame troopers, also known simply as the flame troopers, are a special branch of clone troopers that specialize in the use of BT X-42 heavy Republic flamethrowers as well as other incendiary weapons. Flame troopers wear specialized armor designed to counter heat that they were often in, and they are often pitted against organic targets in order to effectively eliminate them in masses. While deadly to the enemy, flame troopers can also be detrimental to their allies if their equipment is handled incorrectly.

• Arsonist - Grants access to a special incendiary grenades that will burn the affected are for three posts, perfect for locking down areas.

• Hellblazer - Grants access to a wrist mounted flamethrower that has a small amount of fuel, roughly enough to take out three enemies. Best against organics.

• Pyro - Gives the user a special HUD that filters out fire, giving clear view in otherwise obstructed sight lines.

**FRONTAL ASSAULT**

Following a similar path to heavies, clones who specialize in Frontal Assault are accustomed to getting up close and personal with the enemy. Often wanting to charge with the front lines, clones who pursue this specialization are exceptional at dealing mass amounts of damage right up front.

• Guardian - Allows for a one time use shield that covers the entire front of the body from any attack, including tank blasts. It lasts five seconds and is only viable once a battle.

• March - Modified clone armor that has experimental leg armor to increase movement speed.

• Scramble - Built in scrambler into the armor that affects all droids in a 5 yard area around the clone. The scrambler impedes targeting systems to make them less accurate, however they can still land a shot if the user isn’t careful.

#### **ADVANCED SPECIALIZATIONS**

Upon reaching the rank of Lieutenant, clones can train for an Advanced Specialization with six options to choose from (per usual). Just like every other specialization above other/basic, Advanced Specializations require rigorous training from the clone in question in order to achieve one, and there are requirements that must be met before one can tank on another Specialization. Like Medium Specializations, Advanced Specializations will typically add a weapons and/or equipment slot instead of having its own set slot

**DEFENSIVE SPECIALIST**

Clones who specialize in this are clones who have seen a lot and been through more. These clones are hardened mentally and physically by the war, capable of taking a lot more damage due to their experience and training. They are consistent, quick, reliable, and capable, their months or even years spent in the war sharpening their minds to turn them into effective soldiers.

• Plated - Special heavy plated armor that increases the durability of the armor itself. This plating will use surface tension to keep the armor secure, so after being hit five times by blaster bolts the tension will give and the extra protection is nullified. Two explosions will also cause this, however it will stop any damage from the explosion being inflicted on the clone until neutralized.

• Sheltered - A quick deployable cover that starts as a small metal barricade before expanding into a U shape and then a quick hardening foam forms around the barricade, making an explosive resistant cover that can fit up to 12 people.

• Braced - A special shield that can absorb blaster bolts and tank blasts and can be activated on command. It lasts five seconds and takes three posts to recharge. It covers a radius of 5 yards, so roughly ten people can fit within it.

**OFFENSIVE SPECIALIST**

Clones who specialize in overkill enjoy bringing a lot more into combat, training to be able to switch through weapons fast and be more adept in a variety of them. They are similar to clones who specialize in Frontal Assault, capable of dealing massive amounts of damage from the front, and they more or less serve as a jack of all trades when it comes to pressing the offensive.

• Attacker - Allows the user two more mods on all rifles and shotguns.

• Super Soldier - An under armor light exo suit to make clones run faster along with increasing their lifting power. Exo suit has a limited energy supply and only can do heavy energy bursts for up to ten seconds before falling back to light power to sustain quicker running.

• Geared Up - A shoulder mounted anti-personnel missile launcher that has six shots before it needs to be replenished.

**STEALTH SPECIALIST**

Stealth Specialists, as the name suggests, are clones who operate in stealth and are very good at keeping themselves hidden from the enemy. This specialization is best for clones who often find themselves traveling behind enemy lines, working well with ARC Troopers and other clones of that caliber.

• Deaf - Grants access to a “Mute Charge” equipment that can be deployed to silence an area around it. All sounds are completely silenced in its radius of 6 yards, so no one inside or outside it can hear what happens.

• X-Ray - An equipment piece that can be placed as cover to conceal the user but can be seen through from the back like a one way mirror. It uses experimental camouflage to match the environment.

• In Plain Sight - Gives the clone experimental armor that can adjust its look to fit the environment on command and take themselves off all thermal recognition. One use per event.

**SOLO OPERATOR**

Solo Operators are adept at fighting on their own on the battlefield, fitting the mold of "lone wolf" to the T. Typically clones who keep to themselves, these warlords are influential on the battlefield with their skill, though it's important to remember that they're not the only ones there and their brothers are there to provide support if ever needed.

• One Man Army - The clone is used to fighting on their own, and thus packs the firepower to match. They can choose one weapon to have all six possible mods on at a time.

• Berserk - A special armor modification that gives injections of a stimulant to aid the user in numbing pain and performing incredible physical feats. Can only be used once per battle.

• Battle Ready - An experimental shield made of Zillo Beast ‘skin.’ It is a circular shield that attaches to the forearm and can be used to block incoming blaster fire and even explosive forces, however the user will be knocked back or even injured by explosions that close still. The shield is only large enough to cover the torso, so moving it to cover an area exposes another.

**DUAL WIELDING**

Dual Wielding is for clones who enjoy their blaster pistols and have true aim. When clones pursue Dual Wielding, a second weapon slot is added for another pistol, allowing them to handle two at a time in order to double their bolt output. This specialization is good for adding more firepower to your arsenal with only a small blaster added on.

• Pocket Shotgun - A conversion kit to let blaster pistols fire like shotguns via an alternate firing mode. It can be switched to shoot normal bolts at one ammo per shot, or a shotgun mode to fire seven ammo per shot.

• Beam - Gives access to a special mod for blaster pistols. The mod is a special ammo modification that turns the pistol from firing bolts to instead firing a beam of plasma, allowing the user to simply fire ahead and swivel the gun to hit multiple droids.

• Gauntlet - Gives access to a special set of wrist blasters that are worn on the forearm. These gauntlets can’t be reloaded but come with 200 rounds each.

**CQB SPECIALIST**

Dual Wielding is for clones who enjoy their blaster pistols and have true aim. When clones pursue Dual Wielding, a second weapon slot is added for another pistol, allowing them to handle two at a time in order to double their bolt output. This specialization is good for adding more firepower to your arsenal with only a small blaster added on.

• Blade Runner - Grants the user two extra mod slots on all melee weapons.

• Boosted - A special armor modification that adds thrusters that can be used to clear a gap of up to 5 yards in a split second.

• Nose Breaker - Gives access to a special Vibro-knuckler to give extreme power behind a single punch, able to tear through droids and even organics.

**TACTICIAN**

Unlike the rest of the specializations in this list, Tactician does not technically have to be trained for. Upon reaching Major, clones receive a final specialization titled "Tactician", depicting clones with advanced tactical skill who are very adept at reading battlefields and surroundings in order to give the best course of action. These clones can make battle plans without the need of authority from higher command.

• Tactical Droid AI - A built in Tactical Droid AI into the clone’s armor to help analyze Separatist battle strategies and plan accordingly.

• Experimental HUD - An experimental HUD that can analyze and highlight individual targets on command from up to 300 yards. It can display a holographic map of the terrain to the user only and also display geographical information like whether, terrain, fauna, etc.

• Fighter Squadron - A personal fighter squadron that can be called in to do strafing runs to destroy fortified locations or large amounts of droids. Can be used once per battle, and can only be used in the post after they are signaled. Is not limited by air control.

### **Jedi Specializations**

#### **BASIC SPECIALIZATIONS**

The Basic Specializations for Jedi are relatively simple, solely consisting of the three schools of thought: Guardian, Consular, and Sentinel. Any can be chosen regardless of rank, though the last of the three is the hardest to achieve, limited to a select few. Out of the Force Abilities listed for each specialization, only a select few can be chosen. For Guardians, the number is 10, for Consulars, the number is 14, and for Sentinels, the number is 12.

**JEDI GUARDIAN**

Jedi Guardians are Jedi who preferr to take a physical stance against the Dark Side, and typically wield blades of a blue color. They focus more on their physical abilities, that being their lightsaber prowess along with their general skills in athletics and physical combat. Force abilities used by Guardians typically focus on building stamina as well as agility, allowing them to quickly disarm opponents and display their capabilities in combat. They are thought of to be the “Light Side mirror” to the Sith as their strengths and talents lie in battle.

- Acrobatics

- Mind-trick

- Art of Movement

- Telepathy

- Breath Control

- Force Body

- Battle Precognition

- Control Pain

- Force Listening/Sight

- Battle Meditation

- Tapas

- Force Barrier

- Force Slow

- Force Stasis

- Force Valor (RARE)

- Ionize (RARE)

- Force Orb (RARE)

- Tutaminis (RARE)

→ *Notable Guardians:*

- Anakin Skywalker

- Plo Koon

- Mace Windu

**JEDI CONSULAR**

Jedi Consulars are Jedi who focus on mastery of the Force itself as opposed to physical prowess, typically wielding blades of a green hue. These Jedi work with the Republic Diplomatic Corps and a handful of medical facilities as this is where their strengths tend to lie. They work as healers, prophets, researchers and more, serving as the epitome of non-aggressive Jedi-philosophy within the order. Overseen by the Council of Reconciliation, Consulars seek diplomatic measures in spreading peace across the galaxy and often emphasize only drawing their lightsabers as a last resort, though some ideals have changed since the beginning of the Clone Wars.

- Acrobatics

- Mind-trick

- Telepathy

- Breath Control

- Hibernation Trance

- Force Healing

- Beast Control

- Detoxify Poison

- Battle Precognition

- Control Pain

- Force Smell

- Force Listening/Sight

- Force Empathy

- Tapas

- Crucitorn

- Force Healing

- Force Slow

- Force Bellow

- Farsight (RARE)

- Force Concealment (RARE)

- Alter Environment (RARE)

- Psychometry (RARE)

- Tutaminis (RARE)

→ *Notable Consulars:*

- Yoda

- Qui Gon Jinn

- Kit Fisto

**JEDI SENTINEL**

The rarest out of the three schools of thought, Jedi Sentinels are Jedi who seek a balance between the two other branches—Guardians and Consulars—and typically wield yellow blades. They blend the teachings from both branches to form their own and also pull from a series of non-Force skills, such as demolitions, repair, stealth techniques, and more. Out of the three, Jedi Sentinels were the middle road; while a Guardian might bash down a locked door and a Consular may simply knock, a Sentinel will use the equipment at hand along with their own ingenuity to open it.

- Acrobatics

- Mind-trick

- Telepathy

- Breath Control

- Art of Movement

- Hibernation Trance

- Battle Precognition

- Control Pain

- Force Body

- Force Listening/Sight

- Force Empathy

- Force Barrier

- Force Stasis

- Force Bellow

- Combustion

- Force Repulse (RARE)

- Tutaminis (RARE)

- Force Concealment (RARE)

- Psychometry (RARE)

→ *Notable Sentinels:*

- Quinlan Vos

- Kam Solusar

- The Jedi Temple Guards

#### **ADVANCED SPECIALIZATIONS**

Jedi Advanced Specializations are defined by their lightsaber types, this aspect of their character typically staying constant throughout their journey though some have the capacity to change. Because of the fact that it is uncommon to see many exotic lightsaber types, most of the Advanced Specializations are locked to a certain amount of Jedi.

**FOLLOWER OF THE ORDER**

The *standard lightsaber* consists of a straight hilt approximately 20 to 30 centimeters long, the exact number differing based on the individual’s height. As it’s the typical design seen among the order, it has no defining features other than details on individual hilts based on the user’s preference. Each lightsaber is designed and created by the wielder, the weapon customized to suit their specifications.

*Strengths:*

• Easiest to wield

• No major weaknesses

• Accessible to many forms

*Weaknesses:*

• Commonly wielded

• No major strengths

• Predictable

**MIDGET MENACE**

A *lightsaber shoto* is normally used as a secondary, off-hand weapon for skilled duelists who are looking to employ the twin-blade technique of Jar’Kai. However, shoto sabers are also utilized by wielders whose stature makes it impractical—or in some cases, impossible—to wield a standard lightsaber. From a general standpoint, the shoto tends to be about half of a standard lightsaber in both hilt and blade, suitable for someone much smaller than the average height. They are relatively common among the order, and the wielding style was pretty much identical to that of a standard lightsaber.

*Strengths:*

• Easiest to wield

• No major weaknesses

• Accessible to many forms

*Weaknesses:*

• Commonly wielded

• No major strengths

• Predictable

**THE ORDER'S HAND**

Also referred to as *saberstaffs*, *double-bladed lightsabers* consist of a single hilt that projects a blade from both ends, resulting in a deadly weapon akin to a staff. The design originates from Dark Lords of the Sith Empire, originally made up of a single lightsaber mechanism with an emitter on either end. Contemporary saberstaff hilts tend to range from 40cm–60cm, much longer than the standard lightsaber due to the fact that they are now usually made up of two separate lightsabers connected at the pommels.

*Strengths:*

• Offensive and defensive capabilities

• Faster attack rate

• Bigger surface area for deflecting/parrying

*Weaknesses:*

• Hard to store

• Entirely different wielding style from Standard

• Often requires both hands to wield

**UNORTHODOX COMBAT**

*Curved-hilt lightsabers a*re of a design that features a hilt with a built in curve. This is usually done to allow the hilt to fit better into the palm, facilitating the use of one-handed fighting styles such as Form II, or to provide variable blade angle to confuse opponents in combat. The curve of the hilt also allows the wielder to slash and lunge at their opponent with greater precision than one might expect from a standard lightsaber due to the palm-held style of wielding.

*Strengths:*

• Unconventional/Unpredictable

• Offensive capabilities

• Made for dueling

*Weaknesses:*

• Open battlefields

• Average defensive capabilities

• Entirely different wielding style from Standard

**PROTECTOR OF PEACE**

The *lightsaber pike*—sometimes known as the *lightsaber lance*—is a uniquely designed weapon that bears resemblance to more “primitive” weapons such as a spear or primitive halberd. Resembling pole-arms in many respects, lightsaber pikes feature incredibly long handles with a singular, short plasma blade on one end of the shaft. The handles are made of lightsaber-resistant materials to make up for the shorter blade, the most common choice being phrik alloy. Lightsaber pikes are made to defend, not attack, symbolic of the role of the Jedi Temple Guards who each wield yellow-bladed pikes.

*Strengths:*

• Optimal defensive abilities

• Exotic/rare

• Close quarters combat

*Weaknesses:*

• Lacks offensive capabilities

• Bolt deflection

• Long range combat

**GUARDSMAN**

A *lightsaber tonfa*, also known as *guard shoto*, is a rare type of lightsaber that is seldom seen amongst the Jedi Order. What differentiates the tonfa from a regular shoto is the second handle that extends from the main hilt at a 90% angle. The lightsaber can be wielded by either hilt, however, when wielded by the perpendicular one, it is incredibly effective in blocking other lightsabers. The perpendicular grip was best for lightsaber on lightsaber combat (the weapon extremely deadly in the hands of a trained practitioner) while the main hilt was best used on an open battlefield.

*Strengths:*

• Versatile

• Defensive capabilities

• Lightsaber on lightsaber concept

*Weaknesses:*

• Deadly if used incorrectly

• Perpendicular grip results in loss of power behind attacks

• Open battlefields

**TWIN SUNS**

*Jar’Kai* is a wielding method that employed the use of two lightsabers instead of one. The utilization of Jar’Kai demands the user’s full attention and differs greatly from simply using a singular lightsaber. Many Jedi dabble in its uses, namely when retrieving the lightsaber of a fallen comrade, though there are few who utilize it consistently and to its full potential. For those who master Jar’Kai, it is deadly to their opponents and presents them with both an offensive and defensive boost. Unlike the others listed here, Jar’Kai is a wielding style, not a type of lightsaber. Jar’Kai is typically practiced with two blades of equal length, or a standard blade and a shoto. **DUAL WIELDING IS ONLY UTILIZED BY JEDI WHO ARE ALREADY SKILLED DUELISTS.**

*Strengths:*

• Versatile

• Defensive and offensive capabilities

• Attacks from multiple angles at once

*Weaknesses:*

• Deadly if used incorrectly

• Hard to master

• Loss of power (depending on the person)

**UNCONVENTIONAL**

*Exotic lightsaber designs*that are formed through a mix of more standard constructions—such as the hinged lightsaber, or dual blades that form into a singular staff—are referred to as “unconventional” for a reason. They are incredibly rare amongst the Order (as most Jedi stick to the standard, single grip blade) and only trusted in the hands of skilled practitioners who have been refining their bladework for years on end to reach/near mastery. While some are certainly more exotic than others, the lightsabers that fall under this category require extreme skill outside of the regular bladework to wield, leaving the option unavailable to **Jedi Padawans**.

*Strengths:*

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*Weaknesses:*

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#### **OTHER SPECIALIZATIONS**

Jedi Other Specializations branch from the Basic Specializations, often dictating specific paths chosen after the general School of Thoughts have been decided. These are not set in stone and can be altered every now and then, though the changes have to make sense for the character and some are locked to a specific School of Thought.

**JEDI ACE**

A Jedi Ace is a specialized path that can be taken by any Jedi Knight pursuant to becoming a Jedi Guardian. As members of the Jedi Starfighter Corps, aces combine their connection to the Force with their piloting skills to perform daring, and sometimes, seemingly impossible maneuvers to eliminate their enemies or avoid being shot down themselves. While the majority of the Jedi are given flight training, these Jedi go above and beyond when it comes to piloting a starfighter in order to Master the art of space combat. Flying on instinct and trust in the Force, victory in battle was achieved through a special Force-bond known as a Force Meld, a binding of two or more minds to coordinate attacks.

**JEDI SEER**

A Jedi Seer is a specialized Jedi Knight who pursues the teachings of the Jedi Consulars. Serving the Jedi Order as conduits to the Unifying Force, Jedi Seers are responsible for receiving Force visions and interpreting them for the Jedi High Council and the Council of First Knowledge. Working closely with their brother and sister Lore Keepers, the Seers update and provide new information to store in the holocrons of the Order. While Jedi can sometimes show aptitude in receiving visions from the Force, there are only a select few who have a propensity for witnessing the vivid Force dreams of a Seer. Capable of feeling the very will of the Force and seeing distant events, Seers are a vital part of the Order.

**JEDI HEALER**

A Jedi healer is a specialized field of study within the ranks of the Jedi Order, a specialization belonging to Jedi Consulars who wish to amplify the healing abilities taught to all at the Jedi academy. They work closely with the Circle of Jedi Healers and the Medical Corps, and while mediocre Force Healing isn’t an uncommon ability amongst the Jedi, Healers are capable of performing what can essentially be considered “miracles” when treating injured. A healer's role in the Order is self-evident and their existence has spanned millennia; the role is described in conjunction with ways of the Consular, and a number of Consulars were proficient in healing through use of their connection to the Force.

**JEDI DUELIST**

Jedi Duelists are Jedi who are highly skilled in lightsaber combat, so much to the point where they can face multiple opponents in blade-to-blade combat and continue to hold their own. Their prowess in lightsaber combat tends to exceed their connection to the Force (though this isn’t always the case, as it is possible for the two to be on par with each other), and their skill with a blade is undoubted. Saberstaffs and curved hilts are commonly seen amongst Jedi Duelists, however, there is still variety amongst them as long as there is skill to back the weapon. Duelists often focus on mastery of forms meant for lightsaber combat, so there are some forms that are incompatible with this specialization.

**JEDI LIBRARIAN**

While the name may be a little misleading as these Jedi don’t normally work directly with the archives, Jedi Librarians are members of the Order who take it upon themselves to study a mix of history, languages, and cultures in order to gain a better understanding of the Galaxy around them. Many of them spent hours on end in the Temple’s library and are no doubt familiar with the Jedi Order’s Chief Librarian, Jocasta Nu. These Jedi are often fluent in three languages or more, and hold a vast knowledge of other cultures along with the history of the Jedi Order. Their intelligence is noteworthy, however, this does not make them any wiser depending on how they decide to use this knowledge.

**JEDI SEEKER**

Seekers, also known as a Jedi Seekers, are a group of Jedi that search the galaxy for Force-sensitive younglings to recruit into the Jedi Order. Majority of the Jedi within the Order were taken by Seekers from their families in order to train in the ways of the Force, and these Jedi are given the authority to retrieve Force Sensitive children even if the family refuses to give up their child. However, their skill sets aren’t limited to just finding Force Sensitive children; while it’s harder to sense the presence of older Force Sensitives, as they tend to have better barriers set to keep others out, Seekers are adept at finding other Force Sensitives which can be helpful during investigations and similar situations.

**JEDI INVESTIGATOR**

Jedi Investigators are Jedi Sentinels appointed by the Council to uncover hidden and obscure threats to the galaxy such as powerful criminal syndicates, corruption and conspiracy against the Republic and other shady menaces. Since the shift of the Clone Wars, their job has expanded to working directly with the Clone Military Police in order to snuff out “defects” within the ranks of the GAR, the role of Investigator often a job that tipped toward “gray” in terms of morals. These Jedi are quick and efficient, getting their work done without the distraction of emotions or moral conflict, and their loyalty to the Republic and Order remains unquestioned.

**JEDI TECHNICIAN**

Jedi Technicians or “mechanics” are Jedi who are skilled in maintaining and repairing technology, whether it be as simple as fixing the disc of an image caster or toggling with the ion engines of a Jedi Interceptor after a particularly nasty dogfight. These Jedi employ both their connection to the Force and their knowledge of everyday tools in order to work through the problem at hand, and if something needs to be fixed, they’re on the job. They’ll sometimes work alongside Clone Engineers when repairing damaged vehicles and equipment, and they often put their skills to good use for the betterment of their men. The interceptors they fly are often modded to their liking, and it isn’t uncommon to see grease and soot stains marking their robes.

**JEDI CHAPLAIN**

Jedi Chaplains are essentially the missionaries of the Jedi Order, for lack of a better comparison. These Jedi often exude a warm, calm, and welcoming aura, painting them as a friendly face even to those who don’t know them. They make it their goal to educate friends and foes on the ways of the Force—which they are deeply connected to, even more so than other Jedi—and rejuvenate those around them with their words. Chaplains have a way with words, the effect of what they say working in a similar way to Battle Meditation, though more on the mental and emotional side than physical. Their purpose is to help others, and their presence alone can have a positive effect on allies and friends.

**JEDI TACTICIAN**

Jedi with advanced tactical skill and knowledge were known as Jedi Tacticians and respected among the GAR by other Jedi, and even the clones who fought under them. These Jedi are adept at thinking on the fly, reading battlefields and their general surroundings, and surveying what they have at their disposal in order to take the best course of action in a given situation. Whether it be during an Officer Meeting, or directly on the battlefield, these Jedi possess a tactical mind that is naturally inclined toward combat and strategy, many of them honing in on this skill in order to perfect it. Thanks to the outbreak of the Clone Wars, they’re on high demand, and many of them are expected to pass their military knowledge onto their Padawans as well as other Jedi.

### **Mercenary Specializations**

#### **BASIC SPECIALIZATIONS**

Basic Specializations for Mercenaries are the starting and only Specializations available to GAR Mercenaries, at least for now.

**ACE PILOT**

Unlike other mercs who are decent pilots at best, you’re exception, capable of holding your own in a significantly hectic dogfight. This specialization is perfect for those who enjoy naval battles and want to be a key asset on the ground and off.

• Dogfight - The Pilot excels at one on one engagements, having a front facing charged cannon that can instantly destroy most ships, however it can’t swivel

• Gunship - Adds a forward and backwards automated turret to allow for the pilot to focus on flying and less on shooting

• Proto-Bomb - Adds a special proton bomb that can be shot from the belly of the ship, perfect for taking out structures or even ships below

**CLOSE AND PERSONAL**

This specialization is good for melee/close-range weapons such as shotguns or blaster pistols. Your prowess at close engagements makes you perfect for front line attacks and ambush defense. If you often find yourself wanting to close the gap between yourself and the enemy, this is the specialization for you.

• Boomerang - A special mod that allows the user to throw a melee weapon and it to come back for them to catch

• Blind - Allows access to a pistol mod that adds an under barrel strobe light

• Plasma Slug - Allows for plasma shotguns to fire their shots in a concentrated blast

**GUNSLINGER**

Gunslinger is a specialization aimed to make you quick on the draw. You specialize in blaster pistols, being so good with them that you can dual wield them. In a standoff, you’re likely to be the first to shoot, able to fire from the hip with decent success with a blaster pistol. This specialization is perfect for fast shooters who want to be able to run and gun.

• Living Weapon - Allows for twin wrist blasters that hold two hundred bolts each, bth together require a weapon slot

• Quick Shot - Adds a pistol mod that increases fire rate of any pistol

• Boomstick - Adds a special mod that allows for a grenade launcher to be attached to any shotgun

**SHARPSHOOTER**

A true marksman, a sharpshooter mercenary excels from range, usually with a sniper rifle. These mercenaries take advantage of staying back and picking off enemies one by one, however, show prowess with using a sniper in some close range engagements due to their aim and reaction time.

• Reflection - Adds a special equipment that can reflect blaster bolts

• Zipped - Gives the user a special zip line tool that can be used upwards and downwards at the same speed

• Opportunist - Adds a special equipment that uses laser technology to be able to cut open most walls and doors, perfect for creating an opening to shoot through

**HIRED GUN**

Hired guns are your jack of all trades, master of none when it comes to blasters. They can find themselves using a variety of blaster types, and can handle them well, but are best trained as riflemen and show it. This specialization is best when used by someone who wants to be able to engage many enemies at a time with a rifle and keep consistent shots.

• Modular - Have all six mods on a single rifle of choice

• Variety - Gain one extra weapon slot

• Handy - Gain two extra equipment slots

**HACKER**

Hackers can use their technology for infiltration and combat purposes, usually running a hack grenade or some form of datapad, allowing them to get into the equipment. Wired, remote, you name it; the hacker can get it done.

• Skeleton Key - Grants access to a special skeleton key that works on all sub-military grade locks

• Experienced - Allows the user to hack into not only equipment but droids too

• Self Destruct - Allows the user to blow up or short out any hacked equipment

**TANK**

The Tank specialization is for those who want to be the center of attention on the battlefield. Specializing in heavy weapons and explosives, a tank mercenary outputs mass amounts of damage, although they tend to use heavy blasters with little accuracy, favoring quantity over quality. The tank specialization is usually for resilient mercenaries, ones who can take a hit or two before going down.

• Injector - Bacta injectors built into the armor to apply bacta once the armor is pierced by a blaster bolt, can be used three times before needing a refill

• Bulked - Armor is double plated, causing bolts to need more force to penetrate at the cost of movement speed

• Bull - Adds a special mod to the shoulder pauldron that include vibrospikes and ankle thrusters, allowing the user to charge into an enemy with a thrust and pierce their armor

**CLANKER**

Mercenaries who specialize in this can often be found obsessing over droids’ blueprints and functions. They usually tend to admire enemy droids as they blast a hole in them, rather than not thinking twice. Because of this, they normally bring a droid companion with them wherever they go, whether it be as a pet or an aid in combat.

• Bolthead - A special cybernetic implant to be able to link with your droid and see what it sees

• Doubled Up - Allows the user to have two droids, can’t be of the same class

• Modulator - Adds a voice modulator to allow any droid that normally can’t speak galactic standard to speak it

**BEAST TAMER**

Beast Tamers often rely on nature more than technology, and this shows in their usage of animals rather than droids. Whether it be a simple companion for long journeys or an animal that can help track down targets, these mercenaries rely on the call of the wild to get a job done.

• Cybernetic - Give your animal a cybernetic implant that will connect it to you and provide a near mental bond between it and you

• Twins - Allows for you to have two of the same animal

• Trainer - Temporarily tame wild animals as long as they are alone, cannot be taken with you to new locations

**AERIAL**

Beast Tamers often rely on nature more than technology, and this shows in their usage of animals rather than droids. Whether it be a simple companion for long journeys or an animal that can help track down targets, these mercenaries rely on the call of the wild to get a job done.

• Strapped - The Jetpack does not take up an equipment slot

• Ported - The JT-12’a missile is replaced with a homing-missile

• Hover - Allows the user’s jetpack to a have a proper hover function that allows staying in place or side to side movement with ease

**SUPPORT**

Beast Tamers often rely on nature more than technology, and this shows in their usage of animals rather than droids. Whether it be a simple companion for long journeys or an animal that can help track down targets, these mercenaries rely on the call of the wild to get a job done.

• Guardian - A special equipment for the user that consists of a blaster proof shield that can be placed on the back and equipped to shield the front

• Stim Gun - A special equipment for the dart gun that gives it darts that inject Bacta into the target for ranged healing

• Hunkered - Gives the user a full body energy shield that can absorb bolts for two posts before depletion, recharges every four posts