Incentive rules abstract the various forces that drive characters in Fantasy Flight’s series of Star Wars games. In Edge of the Empire, Incentive takes the form of Obligation; the rogues and scoundrels operating at the fringes of the Empire have some sort of impetus that compels them to act within their roles. In Age of Rebellion, the characters are soldiers, and Incentive takes the form of Duty.

For the purposes of this campaign, Duty applies to the characters very narrowly. And troopers must also manage a new, additional Incentive type: Dissociation. It represents the psychological struggle between a clone’s natural personality and tendencies and those given him by flash-imprinting.


In addition to Duty, clone troopers have another Incentive type called Dissociation. Dissociation is mechanically identical to Obligation from Edge of the Empire, except that its particulars are each psychological phenomena. Rules for Obligation can be found in the Edge of the Empire core rulebook.

Dissociation plays a small but important role in defining a clone trooper. It is sometimes called “clone madness,” and it represents psychological defects that express themselves in moments of stress. These defects come from the clone’s two conflicting natures and have very tangible effects on his development.

Over the course of the campaign, Duty can come into conflict with Dissociations. A creative plan can win recognition for the soldier, but eschewing the Command Code diminishes personal discipline. And this risks aggravating the clone’s psychoses. Sometimes a soldier must decide between innovative, effective tactics or strict adherence to the Code.

Starting Dissociation

Each character starts with five points of Dissociation. This is in addition to, and completely separate from, the character’s Duty points.

A player can select Dissociation in one of several ways. He may roll randomly from the list found on the Dissociation Table. Alternately, if a particular Dissociation fits his character’s personality, he may simply choose one of the Dissociations from that table. Finally, he may make up his own Dissociation if he has a concept that better fits his character and the GM specifically allows it.

Just like Obligation, clone troopers can increase their starting Dissociation scores by 5 points or by 10 points to gain additional experience points or credits (Requisition). As of a rule-change effective 5/23/16, the benefits differ from Obligation in Edge of the Empire; they are as follows.

For taking + 5 Dissociation (10 total at character creation), choose one of the following benefits:
— 15 additional starting experience points
— 1,000 additional Requisition credits (1,500 total)
For taking + 10 Dissociation (15 total at character creation), choose one of the following benefits.
— 45 additional starting experience points
— 15 additional starting experience points and 1,000 additional Requisition credits (1,500 total)
— 2,500 additional Requisition credits (3,000 total)

Dissociation in Play

A trooper’s Dissociation is always present but it is usually quite subtle. Each player should roleplay the struggle against clone madness when and where it is appropriate. Normally, no mechanical effects are applied.

The GM rolls to check for Dissociation at the start of a game, just like Obligation. This implicates group and individual strain thresholds, just like Obligation.

Dissociation as a Resource

Over the course of a campaign, Dissociation ratings can rise and fall, usually in small increments. Sometimes Dissociations increase due to extreme battle stress, but usually an increase occurs as a result of character decisions.

Sometimes a character chooses to act with loose discipline, to reject his nature as a clone, to disobey orders, or to otherwise contravene the Command Code. This usually results in an increase in Dissociation, particularly if some advantage is gained from this philosophical flexibility.

The GM can choose to increase a Dissociation type by a point (sometimes as much as two points) for such decisions. The GM chooses which Dissociation type to increase, if the clone has more than one, or can choose to give the trooper a new Dissociation type.

Any time an action would go against the Command Code in such a serious way, the GM should warn the player that a Dissociation increase might result. All clone troopers know the Code well enough to be aware of the difference between minor infractions and serious violations. Players should therefore not be surprised by any increase in Dissociation.

Clones lose Dissociation by embracing their roles, strictly adhering to orders, and otherwise serving the Grand Army of the Republic, particularly when at personal risk or cost. The GM may also remove one point from a Dissociation he selects at the end of a session where that Dissociation triggers, provided the player suitably roleplays the trooper’s lapse and his struggle to maintain discipline. If the Dissociation triggered in a roll of doubles, the GM may remove two points.

Regardless of reductions, clones can never reduce their Dissociation scores below five points.


Results (d100) Dissociation Type
01-08 Addiction: The character has a strong addiction he must keep feeding. Whether it’s a physical addiction to stims, dust, or alcohol, or a mental addiction to gambling, risky behavior, or grotesque trophy taking, the character devotes a lot of time, energy, and resources to pursuing or obtaining the object of his addiction. Avoiding the addiction creates immediate withdrawal symptoms. The exact nature depends on the addiction, but the character finds it increasingly difficult to concentrate on even mundane tasks, reflected by the GM adding anywhere from Setback to SetbackSetbackSetback to skill checks.
09-16 Death Wish: The character loses his sense of self-preservation as his fervor to serve the Republic winds up. The clone does not seek to kill himself, he simply stops contemplating his own safety in battle. The clone will not make use of stealth, seek out cover, perform the Guarded Stance maneuver, or otherwise act in the interests of his personal safety. The Game Master will determine on a case-by-case basis whether talents that increase Defense are applicable in any particular situation.
17-24 Rage Fugue: The character suffers from rare onsets of blind rage. In combat, convert one Difficulty to a Challenge in attack pools. The Game Master can spend Despair to redirect an attack; the clone has accidentally targeted an ally or bystander. Reroll the attack against a new target selected by the Game Master, without the modification to difficulty.
25-32 Hallucinations: The clone sees and hears things that are not there. It is difficult for him to discern which of these come from within and which are external stimuli; the hallucinations are credible in form as they are based on the clone’s own experiences and immediate surroundings. In combat, because of the clone’s uncertainty as to which threats are real, those fighting the clone add Boost to their attacks and the clone suffers Setback to his attacks. Outside of combat, all skill checks downgrade one Difficulty to a Challenge.
33-40 Shell Shock: The character suffers episodes of hyper vigilance. Add BoostBoost to the clone’s Vigilance checks but all his fear checks are Formidable (DifficultyDifficultyDifficultyDifficultyDifficulty) regardless of sources or circumstances. See the rules for using fear on pages 202-204.
41-48 Compulsion: The character becomes fixated on symmetry, routines, consecutive occurrences, and the like. His compulsive activities, like counting his steps out loud and not standing under discolored ceiling tiles, interfere with his movements. The clone must make a Hard (DifficultyDifficultyDifficulty) Discipline check for each round he wants to take an action or maneuver. Each net Failure inflicts one strain on the clone. Because suppressed anxiety has a way of building up, each previous consecutive round wherein the clone succeeded in the Discipline check adds Setback to this pool.
49-56 Regressive Personality: The character retreats into himself when faced with stress. Any loss of strain beyond one point alters the clone’s personality—the more strain lost, the greater the shift. Sometimes the new traits are recurring, creating one or more sets that manifest as unique personalities. The manifested psychology is unstable and sometimes irrational; at two strain lost, and for every two thereafter, add Setback to all skill checks not related to Agility or Brawn. Even when the strain is recovered, the effect is not lost until the clone enjoys a good night’s sleep.
57-64 Identity Crisis: Faced with his own commonality, the clone suffers a compelling need to assert himself as an individual. This usually manifests as a breakdown in the grooming standard; the trooper might make non-regulation changes to his armor and equipment, dramatically alter his hairstyle, acquire tattoos, take on new hobbies, or otherwise attempt to declare his distinctiveness. This need often expresses itself in the way the clone follows orders or adheres to military procedures. (“I do it my way!”) The clone’s flamboyant appearance and divergent behavior give foes Boost to hit him in combat or to spot him while he uses stealth. The clone also suffers Setback on checks for any of following skills: Athletics, Brawl, Discipline, Gunnery, Melee, Ranged (Heavy), Ranged (Light), and Vigilance.
65-72 Reset: Like Secondary Personalities, this instability causes the clone’s psyche to retreat inward. What remains is a base personality, the memories and psychology of a newly-minted clone. This manifests quite disturbingly. The clone is often shocked at his whereabouts. He sees his allies as complete strangers. Reset occurs when the clone suffers from more than four points of strain or the GM can spend Despair to activate it. The trooper forgets his training in all but the following skills: Athletics, Brawl, Discipline, Gunnery, Melee, Ranged (Heavy), Ranged (Light), and Vigilance. Apply SetbackSetbackSetbackSetback to any other skill pools. Even when strain is recovered, the effect is not lost until the clone enjoys a good night’s sleep.
73-80 Paranoia: The character ceases to trust anyone, including his own brothers in arms. His suspicions begin small and seem rational or merely cautious, but they quickly escalate out of control. The clone will not sleep in the same room as others. He constantly checks his weapons and armor for sabotage and his food for poison. A paranoid character thinks any positive occurrence is too good to be true. Under even mildly stressful circumstances, ignore any net Advantage gained after Threat cancellations in all roll results; the clone refuses to capitalize on any advantages presented to him because he won’t trust that they’re real.
81-88 Obsession: The clone has some unhealthy obsession that tends to interfere in his life. The obsession might be with a particular superior officer, a region, a philosophical movement, a cultural icon, or some other facet of life. The trooper must pursue this, possibly to the detriment of his health or well-being. Add SetbackSetback to all skill checks attempted while the clone is not directly pursuing his obsession. A character with this Dissociation tends to get along well with others that share his interest, but is looked at with pity, amusement, or even a bit of fear from those who don’t understand.
89-96 Military Focus: The clone clings to duty, becoming fanatical about doing things the right way. He questions orders for their lack of military precision or adherence to accepted combat doctrine, real or imagined. He challenges fellow troopers who fail to adhere to grooming standards or otherwise fail to live up to the clone’s heightened sense of military propriety. The mental fatigue of doing everything right at every moment adds up to SetbackSetbackSetback for skill checks relying upon Cunning, Intellect, or Willpower. The trooper is moody and in a constant state of exhaustion.
97-00 Random: The trooper’s dissociation manifests randomly. Every time this block of the character’s Dissociation triggers, roll on the chart to determine which Dissociation type applies that session.


Clone soldiers don’t have the same torn or flexible loyalties as the revolutionary fighters in Age of Rebellion. They are all devoted members of an established military force, cast from the same die. The Duty rules apply more narrowly to clone troopers.

Individual Duty

The standard rules for Duty represent the commitment and preferences of a cell of rebels, a cell that acts somewhat independently of, and probably with only a single point of contact to, the greater Rebellion. For this dynamic, Duty as a group rating makes sense. But clone troopers earn accolades and promotions individually; they carry their individual ranks with them wherever they may be transferred. In this campaign, Duty is therefore tracked as a separate rating for each character.

A clone trooper gains an additional contribution rank upon reaching 100 Duty, after which his Duty rating resets to zero. Contribution ranks do not correspond to military ranks but do represent recognition of accomplishments, which can lead to promotions, service medals, and most importantly, a heightened degree of trust and investment from the quartermaster corps.

Starting Duty

Each member of the squad begins with 25 points of Duty. Clone troopers cannot modify starting Duty to gain additional experience points or credits. They may only gain these advantages by modifying Dissociation, described above.

Because all clones are foot soldiers in the Grand Army of the Republic, built to meet enemy soldiers on the field of battle, they all have the standard “Combat Victory” Duty type:

Combat Victory: The Player Character is driven to show the [Republic] can hold its own against [Separatist] forces in any troop vs troop engagement. He wants to engage the [Separatists’] military―their best whenever possible―and provide more victories for the [Republic] to tout to the galaxy as proof they can ultimately win the war. This means daring raids, excellent tactics, and acquiring the best firepower possible.

Clones cannot take any of the other Duty types because their roles are so tightly defined. The Republic could hardly acknowledge a clone’s contributions in any other areas of the conflict.

Duty in Play

Duty is not rolled against at the start of each session. Instead, as the GM rolls for Dissociation, if the roll is higher than the characters’ accumulated Dissociation, Duty is triggered instead. Positive effects related to achieving combat victory embolden the group’s efforts, giving them the strength to push through any challenges, even injury.

When Duty triggers, all characters increase their wound thresholds by 1 for the remainder of the session. If the roll triggering Duty was doubles (a “77” or a “99,” for example), the effect doubles; all characters increase their wound thresholds by 2 for the remainder of the session.

Alliance Rewards

The Republic does not motivate its regular soldiers with intermittent gifts of gear, vehicles, or other assets. Ignore the system for piecemeal rewards when the group’s contribution rank increases. Instead, new Requisition rules replace the rewards for increasing contribution ranks; each rank increase improves the trooper’s requisitioning power.

New rules for requisition and equipment are described on the Equipment page.

Fame and Recognition

The homogeneous nature of clones makes it hard for anyone outside the Grand Army to distinguish these soldiers from one another. Clone troopers have difficulty becoming famous among non-clones. Halve a trooper’s contribution rank (rounding down) when comparing it to Table 9-3: Group Contribution Rank Guidelines; by virtue of their stark similarity, clone troopers get less recognition from regular members of the Republic and they draw less enmity from the Separatists and their sympathizers.


The Grand Army of the Republic Randy Randy