We’re traveling back to the galaxy far far away to play D&D with a couple of thousand of our closest friends and brothers on Kamino.
May the Fourth this year kicked off early in the morning with a seventy-minute-long premiere episode The Bad Batch, for all of your tragic clone story arc viewing needs. Clone troopers have been a part of Star Wars for a long time, and seeing them get the individual appreciation that each of them deserves has always been one of the highlights of the various Star Wars animated series, so let’s celebrate the return of some of our favorite clones to the small screen by figuring out how we could work clone troopers into our next D&D session.
Obviously, if you’re watching the Bad Batch, you know that Clone Force 99 all deviate from the standard clone mold to a huge degree. Most clones though, as individually unique as they are, are built the same. It’s unfortunately just part of being mass-produced, manufactured, and commodified clones. And at their base, I think that most clones are a mixture of Paladin and Fighter because of how they are literally grown and programmed to fight for a specific cause or person.
As for their stats, I roll for every sheet individually and I rolled surprisingly well this time. Their intelligence is higher than you may expect because of how much time is spent in special clone education, but their wisdom is a little lower because most don’t ever have to spend a lot of time questioning how things are done – again, it’s just not in their programming and something individuals have to persue very specifically. I gave them a low dexterity because while some have incredible dex, the majority of clones are shown doing more of the stand-and-shoot thing, but the way that everyone on both sides of the screen manages to love every clone trooper earns them a high charisma score in my book.
Since their allegiance is more or less entirely fabricated, ideologically it almost doesn’t matter what kind of Paladin your clone trooper is, but I opted for Crown because they’re guardians of civilization, guardians, and upholding laws. Whether those are good laws or not. Also, Turn the Tide as a Divinity Option bolster’s an injured companion nearby, which works well for someone as team oriented as a clone trooper. For Fighter, I had considered using Matt Mercer’s Gunslinger subclass, and have enjoyed it greatly for personal characters, but in the end, Battle Master won out for the long-term benefits. A regular trooper would have some of those same combat, education, and maneuverability skills, but a captain clone trooper would easily have the skills afford by level 7 and Know Your Enemy.
From there, the rest of the Clone Troopers more or less falls into place. Unlike many characters I make they actually have full armor and carry a variety of weapons which you can find close enough approximations of in D&D. They’re proficient in just about every weapon and armor and spells are minimal, but they had to do with teamwork and protection above all else.
How would you make Clone Troopers for D&D? Would you want to see specific clones or even the Bad Batch in the future? What shows, movies, or games would you like to see character sheets from next time? Let us know in the comments!