ARC Trooper Captain (CWSB)

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Clones*

*Affiliations: The Galactic Republic*

Advanced Recon Commandos were genetically designed by the Kaminoans and trained by Jango Fett to function as one-man armies. Their DNA was drastically modified from the donor to enhance their physical attributes to near-peak levels, and their mental faculties were unencumbered by the genetic tampering that made regular front line troopers blindly obedient. While they were trained to conduct all manner of covert operations, ARC Troopers are most comfortable fighting alone against overwhelming odds using a mixture of guerilla tactics and bold assaults.

Only one hundred Alpha-Class ARC Troopers were created, though they were put into cryo-stasis before the war, deemed far too dangerous and unreliable to actually use. However, when the Confederacy assaults Kamino in the second month of the Clone Wars, the ARCs are unleashed as a desperate measure to retain control of Tipoca City. Once reactivated, ARC Troopers often serve as liaisons between Jedi commanders and their troops until that role was delegated to the ARC-trained clone commanders. ARC Troopers not specifically attached to Jedi work out of the Special Operations Brigade, often deployed as independent units, though some worked together at squad strength, or in joint commands featuring specialist clone troopers.

While many seeks to emulate their beloved instructor Jango Fett, just as many honor him by finding their own path; for at least four of the ARC Troopers, that path leads to abandoning the GAR. With only one hundred ARC Troopers, it isn't long before casualties and desertion significantly degrades their operational strength. To refill the ranks, Republic Command implements a cross-training program that gives the best of the clone infantry a way to become ARC Troopers. This gives the Republic a chance to replenish its Special Forces with battle-hardened warriors.

### Procurement

Weaponry issued to ARC Troopers included either a pair of DC-17 Blaster Pistols or the WESTAR-M5 Blaster Rifle. Of course, ARCs have access to the entire GAR armory, and frequently change their equipment to suit the mission. Utility Belts and a pair of Grenades often supplement the ARC kit; typically EMP Grenades, but Ion Grenades are sometimes used as well. Thermal Detonators are often deployed against heavy armor, and Concussion Grenades are used against organic targets.

### Deployment

ARC Troopers often function alone or with a Jedi. They like to fight up close, and will often charge right in the middle of enemy formations and lay waste to everything around them not unlike a holovid. ARC Troopers will often take the Full Attack Action, using either their Autofire attacks to mow down groups of Droids, or their Double Attack and Triple Attack feats to make pin-point attacks in rapid sequence. Unless an ARC Trooper has a truly superior cover position to control, they rarely remain stationary for more than two or three rounds, preferring to stay on the move to avoid enemy flanking actions or Area Attacks.

When fighting alongside a Jedi, the ARC Trooper will utilize a higher percentage of charging attacks and their better than average foot speed to keep pace with their Jedi commanders. ARCs are also not afraid to get up close to the enemy, providing a Flanking bonus to their Jedi allies while taking out longer range opponents, especially those equipped with weapons that are not easily deflected by the Jedi.

## ARC Trooper Captain Statistics (CL 16)

Medium Human Nonheroic 3/Soldier 8/Elite Trooper 7

**Force Points:** 11

**Initiative:** +18; **Senses:** Low-Light Vision, Perception +18

**Languages:** Basic, Military Sign, 2 Unassigned

### Defenses

Reflex Defense: 32 (Flat-Footed: 27), Fortitude Defense: 36, Will Defense: 27

Hit Points: 150, Damage Reduction: 5, Damage Threshold: 36; **Tested in Battle**

**Immune:** Vacuum

### Offense

**Speed:** 6 Squares; Fleet-Footed, Mandalorian Training

**Melee:** Unarmed +21 (1d6+11)

**Ranged:** DC-17 Blaster Pistol +21 (4d6+7)

**Ranged:** DC-17 Blaster Pistol +19 (6d6+7) with Burst Fire

**Ranged:** WESTAR-M5 Blaster Rifle +21 (3d8+7)

**Ranged:** WESTAR-M5 Blaster Rifle +19 (5d8+7) with Burst Fire

**Ranged:** WESTAR-M5 Blaster Rifle +18 (3d8+7) and WESTAR-M5 Blaster Rifle +18 (3d8+7) with Double Attack

**Ranged:** WESTAR-M5 Blaster Rifle +13 (3d8+7) and WESTAR-M5 Blaster Rifle +13 (3d8+7) and WESTAR-M5 Blaster Rifle +13 (3d8+7) with Triple Attack

**Ranged:** Wrist Rocket Launcher +21 (Varies)

**Ranged:** EMP Grenade (2) +21 (3d6+7 (Ion), 2-Square Burst)

**Base Attack Bonus:** +17, **Grapple:** +21

**Attack Options:** Accelerated Strike, Autofire (DC-17 Blaster Pistol, WESTAR-M5 Blaster Rifle), Burst Fire, **Controlled Burst**, Double Attack (Rifles), **Ferocious Assault**, Point-Blank Shot, Triple Attack (Rifles)

**Special Actions:** **Autofire Assault**, Delay Damage, **Rapid Reload**

### Base Stats

**Abilities:** Strength 18, Dexterity 18, Constitution 18, Intelligence 16, Wisdom 14, Charisma 11

**Talents:** **Armored Defense**, **Autofire Assault**, **Controlled Burst**, **Ferocious Assault**, **Multiattack Proficiency (Rifles)**, **Rapid Reload**, **Tested in Battle**

**Feats:** Accelerated Strike, Armor Proficiency (Light), Burst Fire, Charging Fire, Double Attack (Rifles), Dual Weapon Mastery I, Fleet-Footed, Mandalorian Training, Martial Arts I, Point-Blank Shot, Running Attack, Triple Attack (Rifles), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons), Wookiee Grip

**Skills:** Endurance +18, Initiative +18, Knowledge (Tactics) +17, Perception +18, Survival +16

**Possessions:** ARC Trooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision; Blast Pauldron, Bracer Computer, Breath Mask, Decibel Shielding, Fortifying Armor, Halo Lamp, Kama, Polarized Lenses, Rangefinder, Reinforced Armor, Vacuum Seals, Weapon Mount (Wrist Rocket Launcher)), DC-17 Blaster Pistol (2), WESTAR-M5 Blaster Rifle, EMP Grenade (2), Field Kit, Hands-Free Comlink, Medpac, Power Pack (2), Ration Pack (6), Utility Belt (Liquid Cable Dispenser with Grappling Hook)

### Heroic Traits

**Age Acceleration:** This clone has had their age accelerated (x2), and while physically an Adult, their mental attributes (Intelligence, Wisdom, and Charisma) are still those of a Child and suffer the normal -2 penalties (see Aging).

**Loyal Worker:** ARC Troopers cannot make Deception checks against, be bribed, blackmailed, seduced, or otherwise convinced to act against their organization or individual of their loyalty. Any such attempt automatically fails.