The Clone Wars

By Vestij Jai Galaar, in Star Wars: Edge of the Empire RPG

I don't see a problem with loadouts. Perhaps make them part of a variation on Knight Level play...Trooper Level play (or something similar)? The same additional XP as Knight Level, but instead of a lightsaber or additional credits, they get a loadout appropriate to their more advanced station (while beginner level "shinies" get standard armor/blaster rifle).

"Shinies", took me a moment to remember that term. So anyways, would you like me to work on making some possible loadouts for about five or six troopers? If you already have some ideas don't be afraid to tell them. You have never pitched anything less than great so far so don't stop now.

Loudout List? ARC, Engineer, Pilot, Heavy, Basic or Infantry, and a Scout

Go right ahead.

I'm thinking, to make it easy on character creation, make the basic loadout cost the 500 credits that you get at character creation, with the stipulation that it can only be purchased by a clone trooper, and only at character creation. (Yeah...it's quite a bargain.) The more advanced loadouts would be available when using "Trooper Level" play, and only one per character.

In the meantime, I'll set up a board where those of us working on it can toss ideas around. I was hoping to just tie it in to mySWRPG.com (just to make life easy), but I'm not liking the forum plugins for WordPress. So, I may just go standalone, which means I won't have it ready til maybe tomorrow evening, if not Friday. (I've gotta get SOME sleep before work tomorrow. :wacko: )

Loadouts would be interesting. Perhaps we should make specialized rules for ARC players, such as they have to be commanding a battalion of regular troopers or a squad of commandos, or running a highly specialized mission.

I suggest that there be an option for those who don't start as an ARC to become one later in the game. This could take the form of a quest of sorts. The trooper gains so much XP, GM rules that they will be promoted but need a special training crash course, player buys x tree. Could do the same for commando too.

Which leads to the question of which trees/specializations would troopers use?

I think for sure most of the ones in AoR Core, and a lot of the ones from EotE would be applicable (but probably not colonist!)

Do you people think that we need a list of the specializations/combos that would be best for troopers? I will make one and post it if you do.

6 hours ago, Nytwyng said:

Go right ahead.

I'm thinking, to make it easy on character creation, make the basic loadout cost the 500 credits that you get at character creation, with the stipulation that it can only be purchased by a clone trooper, and only at character creation. (Yeah...it's quite a bargain.) The more advanced loadouts would be available when using "Trooper Level" play, and only one per character.

In the meantime, I'll set up a board where those of us working on it can toss ideas around. I was hoping to just tie it in to mySWRPG.com (just to make life easy), but I'm not liking the forum plugins for WordPress. So, I may just go standalone, which means I won't have it ready til maybe tomorrow evening, if not Friday. (I've gotta get SOME sleep before work tomorrow. :wacko: )

Did clones carry around cash? Haven't seen as much of the Clone Wars as I should have, so uncertain on that. Because it would be interesting I think to have starting characters have to turn over all credits they may 'find' and only get an allowance when they go on leave, say if they go back to Coruscant.

8 minutes ago, Vestij Jai Galaar said:

Did clones carry around cash? Haven't seen as much of the Clone Wars as I should have, so uncertain on that. Because it would be interesting I think to have starting characters have to turn over all credits they may 'find' and only get an allowance when they go on leave, say if they go back to Coruscant.

Fives went to that clone bar on Coruscant during the storyline where he discovered the implants, but I don't recall if we saw any exchanges of cash.

But, that's why I say have the starter loadout kit cost the 500 starter credits. ;)

ARC Troopers aren't supposed to be commanders, they recon specialists. In particular, they operate alone, unlike most clones that operate in squads or larger formations. Clone commanders are "normal" clones that tested highly for leadership qualities and received training to reinforce that predilection.

Wasn't Rex an ARC? I had thought he had some command duties. Either way, what do you think of the principal of the PC's rising in rank like that?

Wookipedia doesn't say anything about him being an ARC, but his gear does resemble an ARC's.

Most of the clone commanders had slightly different gear, I suspect it was mostly to set them apart visually for the viewer's sake. The clones' HUD would let them know who they were looking at through their buckets, so it seems like a dramatic choice.

Could you tie rank to Duty? I'm picturing Duty thresholds as providing equipment and/or material rewards and/or promotion. The issue, then, becomes how do you keep the party together when all the members are of a rank that should be a leadership position? I suppose that squads and mass combat rules are the answers, though that's vaguely dissatisfying. If the PCs are all commandos, ARCs, or other mission specialists, they could hold higher ranks while still functioning as part of the same team but that rank would entitle them to deference and possibly unit command in certain situations.

Hey, any updates on this? I've been asked to run a Clone Wars Era game, and I would love to have a nice additional reference point.