ARC Trooper Captain

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

*Affiliations: The Galactic Republic*

Generally found commanding squads of elite Clone Trooper units, the ARC Trooper Captain may be even more dangerous than their regular ARC Trooper brethren due to their advanced tactical training, leading the men under their command to victory against odds that lesser soldiers would consider to be impossible.

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

### Use in Play

Rather than a single powerful attack, ARC Trooper Captains tend to favor the usage of a pair of Blaster Pistols, much like their genetic ancestor Jango Fett, but also use their tactical training to direct their squad's attacks to thin out enemy numbers quickly and efficiently.

### Build Options

* Trade Dual Weapon Mastery I and Dual Weapon Mastery II for Burst Fire and Double Attack (Rifles), **Strength in Numbers** for **Autofire Assault**, and the two Heavy Blaster Pistols for a Commando Special Rifle and a Blaster Pistol to give the ARC Trooper Captain a similar weapons load-out to the standard ARC Trooper.
* Exchange **Indomitable** for **Shift Defense I** to allow the ARC Trooper Captain to better tailor his squad's defenses against their foes, with Reflex Defense being the preferred defense to increase with this Talent.

## ARC Trooper Captain Statistics (CL 10)

Medium Republic Clone Nonheroic 6/Soldier 3/Elite Trooper 3/Officer 2

**Force Points:** 5; **Dark Side Score:** 2

**Initiative:** +14; **Senses:** Low-Light Vision, Perception +16

**Languages:** Basic, Mando'a, 1 Unassigned

### Defenses

Reflex Defense: 23 (Flat-Footed: 20), Fortitude Defense: 26, Will Defense: 23

Hit Points: 90, Damage Reduction: 1, Damage Threshold: 26; **Strength in Numbers**

### Offense

**Speed:** 4 Squares

**Melee:** Combat Gloves +14 (1d6+7)

**Ranged:** Heavy Blaster Pistol +14 (3d8+4)

**Ranged:** Heavy Blaster Pistol +12 (3d8+4) and Heavy Blaster Pistol +12 (3d8+4)

**Ranged:** Frag Grenade (5) +14 (4d6+4, 2-Square Burst)

**Ranged:** Ion Grenade (5) +14 (4d6+4 (Ion), 2-Square Burst)

**Base Attack Bonus:** +12, **Grapple:** +14

**Attack Options:** **Ambush**, Point-Blank Shot

**Special Actions:** **Assault Tactics**, Command Cover (+1), Delay Damage, **Indomitable**, Share Talent (**Indomitable**)

### Base Stats

**Abilities:** Strength 15, Dexterity 15, Constitution 14, Intelligence 14, Wisdom 14, Charisma 10

**Talents:** **Ambush**, **Armored Defense**, **Assault Tactics**, **Indomitable**, **Strength in Numbers**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Dual Weapon Mastery I, Dual Weapon Mastery II, 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 +14, Knowledge (Tactics) +14, Mechanics +14, Perception +16, Stealth +14

**Possessions:** ARC Trooper Armor (As Powered Battle Armor (+7 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision)), Combat Gloves, Heavy Blaster Pistol (2), Frag Grenade (5), Ion Grenade (5), Bandolier, Bracer Computer, Utility Belt with Power Pack