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WFPII

Republic Commando Campaign

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Posted (edited)

This summer I’m going to run monthly one-shot adventures to break up my groups’ long-term weekly game we did in fall and spring. Each player will be a Republic Commando and I want to use Rise of the Seperatists as a jumping off point. Here are my thoughts:

Species: Clone

Starting XP: 120 xp already spent by me to make everyone 3,3,3,2,3,2 in characteristics

Additional XP: 300 xp to be spent as desired by each player

Starting credits and gear: Mark 1 Katarn armor (KOF pg. 47), DC-17 (stats?), 5,000 credits worth of gear each

We would start just after the battle of Geonosis and then jump around doing missions. They will have a Jedi General and Commander giving them orders and mission intel. I might even bring in their Kamino trainer.

Any ideas of how to better character creation and avoid railroading with preset missions?

Edited by WFPII
details added

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I found @MouthyMerc suggested DC-17m stats are a combination of DH-X heavy blaster rifle (DC)/Grenade launcher (DC)/E-11s sniper rifle (EtU) and I will add a telescopic optical sight, forearm grip and weapon sling

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28 minutes ago, HappyDaze said:

All of your commandos have Intellect 3? Why?

I figured Commando clones are better than normal clones, don’t necessarily get to decide what they are, and they are all fundamentally the same. Their specific training separates them but maybe I’m overthinking that. 🤔

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Posted (edited)
27 minutes ago, WFPII said:

I figured Commando clones are better than normal clones, don’t necessarily get to decide what they are, and they are all fundamentally the same. Their specific training separates them but maybe I’m overthinking that. 🤔

I think you may be overthinking and underthinking to a degree. Even amongst the clones there is quite a bit of variance. Some are smarter, some are more aggressive, and some are better leaders. Some of this is by design and some by chance, but it does occur. 

Seems like you're pretty set on the stat array, but I’d strongly consider letting them decide which mental/personality based stat gets that last 3 at the very least. It’ll let the group be better rounded and help with player buy in.

Clone Commandoes aren’t your typical mass produced foot soldier either. They are specialists. It makes sense that the leader would have more presence and the tech have a higher intellect than the heavy weapons specialist of the group.

Edited by AnomalousAuthor

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18 hours ago, AnomalousAuthor said:

I think you may be overthinking and underthinking to a degree. Even amongst the clones there is quite a bit of variance. Some are smarter, some are more aggressive, and some are better leaders. Some of this is by design and some by chance, but it does occur. 

Seems like you're pretty set on the stat array, but I’d strongly consider letting them decide which mental/personality based stat gets that last 3 at the very least. It’ll let the group be better rounded and help with player buy in.

Clone Commandoes aren’t your typical mass produced foot soldier either. They are specialists. It makes sense that the leader would have more presence and the tech have a higher intellect than the heavy weapons specialist of the group.

I like the idea of letting them pick. I was over thinking the sameness importance.

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