ARC Trooper (DMF)

*Homebrew Reference Book: DMF's Big List of SWSE NPCs*

*Affiliations: The Galactic Republic*

The most advanced troops of the Republic Army, the Advanced Recon Clone Troopers are much more independent than the average Clone Trooper, owing to the minimal level of genetic modification they have undergone. Given the most dangerous of missions to complete, ARC Troopers are the living embodiment of the Clone Army's chant of "An army of one man, but the right man for the job!"

ARC Troopers can't be bribed, blackmailed, or seduced. Any such attempt automatically fails.

### Use in Play

ARC Troopers tend to work alone, as befits their reputation as "one man armies," employing heavy firepower to crush their targets as fast as possible.

### Build Options

* Replace Burst Fire and Double Attack (Rifles) with Dual Weapon Mastery I and Dual Weapon Mastery II, **Autofire Assault** with Devastating Attack (Pistols), and the Blaster Pistol and Commando Special Rifle with a pair of Heavy Blaster Pistols for an ARC Trooper that uses paired blasters instead of a single big gun.
* Exchange **Rapid Reload** for **Strength in Numbers** if operating as part of a squad to give the ARC Trooper increased durability in battle.
* Trade Burst Fire for Rapid Shot, **Autofire Assault** for **Devastating Attack (Rifles)**, and the Commando Special Rifle for either a standard Blaster Rifle or a Sniper Blaster Rifle to represent an ARC Trooper marksman.

## ARC Trooper Statistics (CL 8)

Medium Republic Clone Nonheroic 6/Soldier 3/Elite Trooper 3

**Force Points:** 4; **Dark Side Score:** 2

**Initiative:** +13; **Senses:** Low-Light Vision, Perception +15

**Languages:** Basic, Mando'a

### Defenses

Reflex Defense: 22 (Flat-Footed: 19), Fortitude Defense: 24, Will Defense: 18

Hit Points: 75, Damage Reduction: 1, Damage Threshold: 24; **Tested in Battle**

### Offense

**Speed:** 4 Squares

**Melee:** Combat Gloves +12 (1d6+6)

**Ranged:** Blaster Pistol +12 (3d6+3)

**Ranged:** Commando Special Rifle +12 (3d10+3)

**Ranged:** Commando Special Rifle +10 (5d10+3) with Burst Fire

**Ranged:** Commando Special Rifle +10 (3d10+3, 2-Square Autofire) with **Controlled Burst**

**Ranged:** Commando Special Rifle +7 (3d10+3) and Commando Special Rifle +7 (3d10+3) with Double Attack

**Ranged:** Missile Launcher +12 (6d6+3, 2-Square Burst)

**Ranged:** Frag Grenade (3) +12 (4d6+3, 2-Square Burst)

**Ranged:** Ion Grenade (3) +12 (4d6+3 (Ion), 2-Square Burst)

**Base Attack Bonus:** +10, **Grapple:** +12

**Attack Options:** Burst Fire, **Controlled Burst**, Double Attack (Rifles), Point-Blank Shot

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

### Base Stats

**Abilities:** Strength 15, Dexterity 15, Constitution 14, Intelligence 13, Wisdom 14, Charisma 8

**Talents:** **Autofire Assault**, **Controlled Burst**, **Rapid Reload**, **Tested in Battle**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Burst Fire, Double Attack (Rifles), Martial Arts I, Point-Blank Shot, Skill Training (Mechanics), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +13, Mechanics +12, Perception +15, Stealth +13

**Possessions:** ARC Trooper Armor (As Powered Battle Armor (+7 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision)), Blaster Pistol, Combat Gloves, Commando Special Rifle (Extra Power Source), Missile Launcher (4 Missiles), Frag Grenade (3), Ion Grenade (3), Bandolier, Utility Belt with Power Pack