Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

Followers are Nonheroic characters that act as your allies and agents during adventures. Unlike other NPC allies, Followers are obtained through Talents an augmented by abilities of your choosing. A player that selects Follower-granting Talents can choose the role, function, and abilities of those Followers through further Talent selection. Unlike a Crime Lord's Minions, Followers do not gain Skills or Feats as they advance in level, and many of their statistics are tied directly to the hero who spent Talents and Feats to gain them. However, Followers go on adventures with you and provide assistance, both in combat and in noncombat encounters, and otherwise function as members of your party. Followers are considered your allies, as well as the allies of your party members.

In a Clone Wars campaign, Followers give the heroes an opportunity to lead troops into battle, command a crack squad of Republic Commandos, control a group of mercenaries hired to do reconnaissance, or retain a retinue of guards fitting for a Noble of stature. Though they serve the same functions as Nonheroic allies, they are different in that their actions are typically under the direct control of one of the heroes. A Jedi hero might lead Clone Trooper Followers into battle, while a Noble might have a team of loyal protectors and decoys accompanying her as she travels the galaxy. These followers are not just mindless, faceless drones who obey the hero's every bidding, but they do represent the many background characters that assist heroes in one way or another throughout the Star Wars saga.

For an individual hero, the presence of Followers represents a significant part of that character's development: leadership. When a hero takes a Talent that grants Followers, that hero has become a leader to a single Follower of a group of NPCs. Gamemasters that allow heroes to take Follower-granting Talents should encourage these heroes to act as good leaders should, taking care of their Followers, ensuring they are healthy and prepared, and watching out for their emotional and physical welfare.

Each individual Gamemaster can determine how much or how little time they devote to fleshing out the personalities and mannerisms of a hero's followers. For some, assigning a name to a follower is enough, but some Gamemasters might wish to flesh out the Followers as thoroughly as they would major NPCs for a campaign. Gamemasters should also consult with their players to determine how much detail they would like for their Followers. For example, a hero leading a squad of Clone Troopers as Followers might not care about their Followers' thoughts and motivations, and Gamemasters should be aware of how much attention their players want paid to Followers' personality details.

Talent Trees that allow for the use of Followers include:

For a reference of an example Follower, included is a Defensive Follower created for a 6th level Soldier: Gamma-383 "Trench"

Follower Statistics[edit | edit source]

A Follower's Statistics are determined by your Heroic Level, so when you take a Talent that grants you a Follower, you need not worry about building a character completely from scratch. Similarly, as you gain levels, the Follower's Statistics improve, helping your Followers stay active as your campaign progresses. When you gain a Follower, you can build a full stat block for that Follower by using the guidelines presented below:

Follower Templates[edit | edit source]

When you gain a Follower, you must choose one of three Follower Templates for your Follower. These Follower Templates provide unique skills and other mechanical benefits for your Followers that not only increase their usefulness, but also prevent all your Followers from having identical statistics (If you choose different Follower Templates for each Follower).

When you gain a Follower, choose one of the below Follower Templates and apply the mechanical modifications indicated in that Follower Template to the statistics of your Follower. Once chosen, a Follower's Follower Template cannot be changed. The three Follower Templates include:

Special Followers Types[edit | edit source]

Some Followers are fundamentally different than others, and thus have a set of special rules need to incorporate them.

Human Followers[edit | edit source]

Since Human Species Traits grant a bonus Feat and a bonus Trained Skill, Human Followers gain no Species bonus from the standard Follower Generation System. Instead, Human Followers can choose one item from any Follower Template (Other than their own Follower Template) and apply that to their own statistics instead. For example, a Human Follower with the Aggressive Follower Template could choose to gain the bonus to Reflex Defense from the Defensive Follower Template, or a Human Utility Follower could choose the +2 bonus to Constitution from the Aggressive Follower Template.

Droid Followers[edit | edit source]

Unlike the various alien Species of the Star Wars universe, Droids do not share a basic set of traits that can be used to quickly build a character. Heroes in a Clone Wars campaign with Droid Followers are likely to be members of the Confederacy (Or at least working with the Separatists). Rather than restrict Droid Followers to a single model of Droid, all Droid Followers use some of the same basic rules to cover their game mechanics, leaving the specifics of Droid Model and appearance to the Gamemaster. The Droids might be B2 Series Super Battle Droids, Droid Commandos, or IG-100 MagnaGuards depending on the needs and desires of the individual hero.

However, Droid Followers come with pitfalls that nondroid Followers no not. It is much easier to upgrade the combat capabilities of a Droid Follower simply by purchasing Equipment for it, such as Hardened Systems or a Shield Generator. Gamemasters should be careful when allowing PCs to take Droid Followers, as they can quickly become more powerful than their nondroid counterparts. Gamemasters must carefully consider the repercussions of giving heroes too free a hand in modifying their Droid Followers.

Use the following Species Traits when creating a Droid Follower:

  • Ability Scores: Droid Followers may choose to apply a +2 bonus to any one Ability Score of their choice (Except Constitution).
  • Size: Droid Followers should be Medium size. Gamemasters that wish to allow Droid Followers of different sizes can do so, but must make adjustments to statistics and Locomotion Speed based on the size of the Droid Follower.
  • Speed: Droid Followers can begin with Walking Locomotion or Tracked Locomotion, each of which confers a Speed of 6 squares.
  • Droid Traits: Droid Followers have all of the Droid Traits and Droid Immunities. They follow all the same rules as Droids, as outlined in the Droids page. All Droid Followers are considered to be 4th-Degree Droids, though Gamemasters are free to allow a different Droid Degree. Gamemasters should keep in mind, however, that Droids of other Degrees typically have limitations placed on the Actions they can take (Specifically in regards to combat).
  • Starting Equipment: Droid Followers begin with a Heuristic Processor, 2 Arm Appendages, and a Locomotion System. They gain normal starting credits as per the Follower rules, but these credits must be spent on nondroid Equipment or the following Droid Accessories: Appendages, Communications Devices, Internal Storage, Sensors, or Translating units.

Follower Actions in Character Combat[edit | edit source]

Unlike normal NPCs, Followers have a limited array of Actions that they can perform on any given round. They depend on you, the hero, to direct them.

Followers act on your Initiative Count and take Actions based on the Actions you choose to give them. Below is a summary of Actions your Followers can take (Along with the Action cost to you), both in Character Combat and in Vehicle Combat.

You must have line of sight to your Follower or be in communications with your Follower to be able to use any of the Actions below. Other Talents related to Followers might have their own Action or range requirements, as well.

Full-Round Actions[edit | edit source]

As a Full-Round Action, you can allow your Followers to take the following Action:

  • Run: When you take a Full-Round Action to Run, each of your Followers can Run up to their normal Run Speed. You can also use the Action to let one or more of your Followers perform this Action, even if you do not.

Standard Actions[edit | edit source]

You can give up your Standard Action to let one of your Followers take a Standard Action of it's own. On any round in which an individual Follower does not take a Standard Action (That is, if you do not grant that Follower a Standard Action from the list below or from a Talent-granted ability), that Follower is considered to be Fighting Defensively as their Standard Action.

As a Standard Action, you can cause one of your Followers to take one of the following Actions:

  • Attack: The Follower makes a Melee or Ranged Attack against a legal target. Followers can use Weapons set on different settings- such as Autofire or Stun- as normal.
  • Aid Another: The Follower uses the Aid Another Action as normal.
  • Charge: The Follower makes a Charge Attack against a single legal target.
  • Fight Defensively: The Follower takes the Fight Defensively Action as normal (It can still makes Attacks of Opportunity, see below).
  • Retrieve a Concealed Item: The Follower retrieves an item concealed with the Stealth Skill from their person.
  • Use Special Ability: If you have a Talent that allows one of your Followers to use a Special Ability as a Standard Action, it can do so.

Move Actions[edit | edit source]

As a Move Action, you can allow your Followers to take one of the following Actions:

  • Draw or Holster a Weapon: When you use a Move Action to Draw or Holster a Weapon, each of your Followers can do the same. You can also use the Action to let one or more of your Followers Draw or Holster a Weapon, even if you do not.
  • Manipulate an Item: Each of your Followers can pick up an item, load a Weapon, open or close a door, or move a heavy object.
  • Move With You: When you take a Move Action to Move, Stand Up, or Withdraw, each of your Followers can Move up to their Speed, Stand Up, or Withdraw as normal. You can also use the Action to let one or more of your Followers perform these Actions, even if you do not.

Swift Actions[edit | edit source]

As a Swift Action, you can allow your Followers to take one of the following Actions:

  • Activate an Item: When you use a Swift Action to Activate an Item, each of your Followers can do the same. You can use the Action to let one or more of your Followers Activate an Item, even if you do not.
  • Drop an Item: When you use a Swift Action to Drop an Item, each of your Followers can do the same. You can use the Action to let one or more of your Followers Drop an Item, even if you do not.
  • Fall Prone: When you use a Swift Action to Fall Prone, each of your Followers can do the same. You can use the Action to let one or more of your Followers Fall Prone, even if you do not.
  • Recover: When you use three Swift Actions to Recover in the same round or in consecutive rounds, each of your Followers can do the same. You can use the Actions to let one or more of your Followers Recover, even if you do not.
  • Switch Weapon Mode: When you use a Swift Action to Switch Weapon Mode, each of your Followers can do the same. You can use the Action to let one or more of your Followers Switch Weapon Mode, even if you do not.

Follower Actions in Vehicle Combat[edit | edit source]

Followers can Pilot or act as Gunners n Vehicles just like any other NPC ally. However, they operate under the same Action restrictions as they do in Character Combat. A Follower can take on any role on a Starship, including Pilot, but the Follower must abide by the same restrictions of that role that any other character would have. For example, Follower Pilots must still spend a Move Action Piloting their ships.

Full-Round Actions[edit | edit source]

As a Full-Round Action, you can allow your Followers to take the following Action:

  • All-Out Movement: When you take a Full-Round Action to move your Vehicle using the All-Out Movement Action, each of your Followers can take the All-Out Movement Action for Vehicles they Pilot as well.

Standard Actions[edit | edit source]

You can give up your Standard Action to let one of your Followers take a Standard Action of it's own. On any round in which an individual Follower in the Pilot's role does not take a Standard Action (That is, if you do not grant that Follower a Standard Action from the list below or from a Talent-granted ability), that Follower is considered to be Fighting Defensively as their Standard Action, though normal penalties to the attacks of Gunners still apply.

As a Standard Action, you can cause one of your Followers to take one of the following Actions:

  • Attack: The Follower can make a melee or ranged attack against a legal target, including an attack with a Vehicle Weapon.
  • Aid Another: The Follower uses the Aid Another Action as normal. The normal rules for the Aid Another Vehicle Action still apply.
  • Attack Run: The Follower can make an Attack Run against a legal target, provided that Follower is the Pilot of the Vehicle. Followers acting as Gunners cannot coordinate their attacks with this Attack Run, since they require a Standard Action to ready or make attacks.
  • Dogfight: The Follower initiates or participates in a Dogfight. When engaged in a Dogfight, your Follower can attack or disengage as normal, but this counts as your one Attack of Opportunity for the round (See Attacks of Opportunity, below).
  • Fight Defensively: The Follower takes the Fight Defensively Action as normal; it can still make Attacks of Opportunity (See Attacks of Opportunity, below). Your Follower must be the Pilot of the Vehicle to take this Action.
  • Use Special Ability: If you have a Talent that allows one of your Followers to use a Special Ability as a Standard Action, it can do so.

Move Actions[edit | edit source]

As a Move Action, you can cause your Followers to take the following Action:

  • Move Vehicle With You: When you take a Move Action to Move your Vehicle, each of your Followers can Move a Vehicle they Pilot up to their Vehicle's Speed. You can also use the Action to let one or more of your Followers perform this Action, even if you do not.

Swift Actions[edit | edit source]

As a Swift Action, you can allow your Followers to take one of the following Actions:

  • Full Stop: When you take a Swift Action to bring a Vehicle to a Full Stop, one or more of your Followers Piloting a Vehicle can take the Full Stop Action as well. You can also use the Action to let one or more of your Followers perform this Action, even if you do not.
  • Increase Vehicle Speed: When you take a Swift Action to Increase Vehicle Speed, one or more of your Followers Piloting a Vehicle can take the Increase Vehicle Speed Action as well. You can also use the Action to let one or more of your Followers perform this Action, even if you do not.
  • Raise or Lower Shields: When you take a Swift Action to Raise or Lower Shields, one or more of your Followers acting as System Operator can Raise or Lower Shields on their Vehicles as well. You can also use the Action to let one or more of your Followers perform this Action, even if you do not.
  • Recharge Shields: When you spend 3 Swift Actions in the same round or on consecutive rounds to Recharge Shields, you can also let one or more of your Followers acting as System Operator can make a DC 20 Mechanics check to increase their Vehicles' Shield Rating by 5, up to the Vehicle's normal maximum. You can also use the Action to let one or more of your Followers perform this Action, even if you do not.
  • Reroute Power: When you spend 3 Swift Actions in the same round or on consecutive rounds to Reroute Power, you can also let one or more of your Followers acting as Engineer can make a DC 20 Mechanics check to move their Vehicles +1 step along the Condition Track. You can also use the Action to let one or more of your Followers perform this Action, even if you do not.

Additional Follower Rules[edit | edit source]

Attacks of Opportunity[edit | edit source]

Like a normal hero, Followers that Threaten can make Attacks of Opportunity as normal. However, any Attack of Opportunity made by a Follower counts as an Attack of Opportunity made by you.

Equipping a Follower[edit | edit source]

Followers gain starting credits and can use those credits to purchase Equipment. A hero can provide Equipment to their Followers, though their limited number of Armor and Weapon Proficiencies keep Followers from becoming walking arsenals. Followers must abide by the normal rules for Carrying Capacity and Encumbrance, though they are otherwise unrestricted in the kinds or amounts of Equipment they can use.

Followers and Dark Side Scores[edit | edit source]

A good leader is responsible for the actions of those who follow them, and when it comes to the lure of the Dark Side, heroes with Followers are no exceptions. If you command one of your Followers to commit an act that would normally increase one's Dark Side Score, you increase the Dark Side Score of both you and your Follower. If a Follower's Dark Side Score equals it's Wisdom score, it becomes an NPC under Gamemaster control (As any hero normally would), but you can recruit a new Follower as though yours died.

Follower Death[edit | edit source]

When a Follower is reduced to 0 Hit Points by an attack that exceeds it's Damage Threshold, it dies. However, you can spend a Force Point to prevent the Follower from dying just as you would prevent yourself from dying from a similar wound. An attack that reduces a Follower to 0 Hit Points but does not exceed the Follower's Damage Threshold causes the Follower to go unconscious (Apply the normal rules for Unconsciousness, Death, and Dying).

If a Follower dies, you do not lose the benefits of the Talent that granted you the Follower. You can recruit another Follower to replace a dead one, abiding by the normal rules for gaining another Follower at that point. Recruiting a new Follower usually requires 8 hours of searching and recruitment, though Gamemasters can shorten or lengthen this amount of time based on the circumstances. However, Gamemasters should be careful not to delay this recruitment for too long, because until the hero gains a replacement Follower, that hero is at a disadvantage.

Sharing Actions[edit | edit source]

Players and Gamemasters may wonder why Followers, unlike all other NPCs in the galaxy, do not have a full suite of Actions each round. The primary reason is to prevent a single hero who takes the Follower Talents from gaining a longer turn than the other players, and also to keep the hero from unbalancing encounters due to the added firepower. Standard assumptions about round length and CL are affected by adding NPCs to the mix, and having each Follower act in concert with it's controller reduces the amount of extra work a Gamemaster must put into designing encounters. Therefore, each Follower Talent Tree features at least one Talent that allows the hero to act in concert.

In terms of an in-universe explanation for this discrepancy, a hero needs to direct their Followers, and doing so requires more than just shouting order; they need to assess the situation, determine the best course of action, and effectively communicate instructions to their Followers. When your turn comes up and your Followers take no Actions, they aren't just sitting there idle- they are taking cover, assessing the situation, and preparing to execute the plans you set forth for them.

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