Name: Standard Republic Clone Commando
Tier: High 3
Background: Clone Commandos, also known as Republic Commandos, were elite clone troopers of the Grand Army of the Republic. Cloned from the genetic template of the famous Mandalorian bounty hunter Jango Fett, clones selected for the commando program were trained by Mandalorian drill sergeants that were recruited by Fett himself to train them to become the deadliest soldiers in the Clone Army. Often working in Squads of four, clone commandos were assigned to carry out special operations that the average clone trooper couldn't handle. These missions included covert infiltration, sabotage, demolition and assassination, all of which were standard tasks for the clone commandos.
Speed: Middle D Combat Speed
Abilities: Mastery in Mandalorian Sabre Combat, Espionage, Traps, Environmental Conditioning, and Camouflage. High Proficiency in Hunting/Tracking, Deception, Slicing, Ship Boarding, Vehicle Boarding, Throwables, Blaster Pistols, and Ground Vehicles. Proficient in Manipulation, Projectors, Survival Skills, Mandalorian Hand-to-Hand Combat, Jetpacks, Sniper Rifles, Blaster Rifles, Rocket Launchers, Shotguns, Slugthrowers, Blaster Carbines, Blaster Cannons, Chainguns, Mental Shielding, Dagger Combat, Throwing Knives, Treatment & Aid, and Explosives. Skilled in Energy Shields and Grenade Launchers.
Republic Commandos cannot be detected by enemy fleets when entering and leaving a hostile planet.
Turning up with a full player Republic Commando squad results in the two following sub-perks:
Speed Cola (Lawsuit Pending)
With a full squad, the Commandos do not suffer a speed penalty by changing DC-17m configurations (which normally takes an action on its own).
Republic Commando squads are fully in sync. With a full squad in the same channel, they can put a temporary time stop to the channel they are in to discuss amongst themselves what action to take. Once they end the time stop (max time = 5 minutes), they can perform an action they likely discussed amongst themselves out of RP in sync.
Equipment: Highly Proficient in all DC-17M Configurations, with Mastery in the configuration that matches their position in the squad; DC-15s Sidearm Blaster Pistol; MK 3 Katarn Armour; Knuckle Plate Vibroblade; 2 Thermal Detonators, 2 EMP Grenades; 2 Flashbang Grenades; 2 Smoke Grenades; Commando Recon Droid; Utility Belt with: Ammunition, Grappling Hook, Basic Medical Supplies, Explosive Charges, Thermal Tape, EMP Stylus, Circuit Disruptors, Multitool
Weaknesses: The Commando Armour sacrifices agility for durability, and thus this burden can be exploited by an agile or fast opponent. The time it takes to swap the DC-17m attachment leaves any commando vulnerable to attack. Applying an electric shock or Mechu Deru to their vibroblade could short it out and electrocute them. Commandos function in squads. Inhibiting squad cohesion via an external method such as mind control or standard squad cohesion will ruin each and every single one, thus significantly reducing their combat efficiency. A commando is a specific tool for a purpose. Forcing a commando outside that purpose will render them less effective.
Wiki Page Link:
The Squad Roles for the Republic Commandos are key in how the clones themselves function. Each member of the four man squad serves a specific purpose, and is better at a particular aspect of combat. This means that Squads can tactically think about which members need to do what during an event.
Each role will change the skills by certain levels, giving benefits and drawbacks; though it should be noted that all roles share the same perk.
Hack into enemy systems and fix the mechanisms around you, and enable your Squad to get past any technological terror that may come their way