
ARC Trooper
TR 5Humanoid · Medium·Recommended levels: 7-11
Abilities
Saves
- DEX +8
- CON +7
- WIS +6
Skills
- Athletics +7
- Stealth +8
- Perception +6
- Knowledge: Tactics +6
- Survival +6
Languages
- Mando'a
- Galactic Basic
Equipment
Traits
Unlike standard clones, the ARC trooper acts on its own initiative and judgment — it is immune to effects that would magically force it to obey a command, and it can take the Dash, Disengage, or Hide action as a Bonus Action on each of its turns.
The ARC fights with a matched pair of DC-17 hand blasters and suffers no penalty for two-weapon fighting, allowing its off-hand attack in the Multiattack below. (The *Dual Wielder II* trait.)
(Reaction, when subjected to a Dexterity saving throw for half damage) The ARC takes no damage on a success and only half on a failure. (The Commando *Evasive Maneuvers* feature.)
Once per turn, when the ARC hits a creature with a ranged attack, the next two allies to attack that creature before the end of their next turn gain +2 to hit and +2 damage against it. (The Commando feature.)
The ARC trooper rolls initiative with advantage.
The ARC can't be surprised while conscious, and has advantage on saving throws against being frightened.
The ARC trooper gains a +1 bonus to attack and damage rolls with ranged weapons against targets within 30 feet (already included against close targets). (The *Point Blank Shot* trait.)
Actions
The ARC trooper makes three attacks with its twin DC-17 hand blasters.
(Reaction, when hit by an attack) The ARC moves up to half its speed without provoking opportunity attacks. If this moves it into cover, the triggering attack is made with disadvantage.
Lore
Advanced Recon Commandos are the elite of the Grand Army — clones trained on the parts of the Jango template the Kaminoans deliberately left intact in only a handful of men: aggression, initiative, and a streak of fierce independence the standard conditioning was meant to breed out. An ARC trooper thinks for himself, leads from the front, and routinely accomplishes alone what a platoon could not. Fives, Echo, Colt, Blitz — the army remembered the ARCs by name, because they were the clones who most insisted on being people.
An ARC's signature is a matched pair of DC-17 hand blasters fired on the move, a kama and pauldron over heavier armor, and a willingness to improvise that terrifies a tidy chain of command. They were the troubleshooters: dropped behind enemy lines, handed the missions with no good plan, and trusted to make one up. That same independence is why ARC troopers were among the first clones to start asking the dangerous questions — about the chips, about the war, about who was really giving the orders.
In Play
ARC troopers are a mobile, high-tempo threat: three pistol attacks a round (Dual Wielder II), Evasion against the party's area effects, and Tactical Reposition to slip a killing blow into cover. They don't hold a line — they flank, infiltrate, and decapitate, and Coordinated Barrage turns the party's focus-fire problem into the ARC's advantage. Because they're Independent Operators, an ARC is also the clone most likely to disobey an unjust order, which makes them as powerful in a story as in a fight: field one as a rival, a reluctant executioner, or the party's most dangerous ally.
Adventure Hooks
- The Clone Who Asks Why — An ARC trooper has gone off-mission, chasing a conspiracy he says runs all the way up — inhibitor chips, a hidden order, a war that was never meant to be won. He's right, and the party can help him prove it before the army silences him.
- Solo Insertion — A single ARC trooper is already inside the objective when the party arrives — and he's not interested in waiting for backup. Match his pace and run the op as a team, or spend the whole mission trying to keep up with a clone who works alone by design.