
Level: 40
HP: 6,500
Attack: 64
DC-17: 50 (194) [582]
Shock Trap: 100 (244) [732]
Defense: 64
Phase 1 ARC Trooper Armor: 150 (254)
Agility: 96 [116 when against Ranged]
Skill: 104 (119) [139 when against Ranged]
Speed: 96 (106)
Movement: 5
Items:
2- DC-17: 1-2 range. +10 Speed. Fast firing pistol, serving as the Officer’s primary blaster. This weapon was carried by the clone troopers of the Galactic Republic during the Clone Wars. It was also in service in the earlier years of the Galactic Empire. Attacks twice. Base 50 Energy-type damage.
3- Shock Trap: 1-2 range. A compact, shock mine. This ordnance delivers a painful and debilitating shock to any units that are in range. Has a 80% chance to Stun. Deals 100 Lightning-type damage.
Phase 1 ARC Trooper Armor: +15 Skill. A set of stark white armor composed of plastoid-alloy plating. This armor is pressurized, giving temporary protection from the vacuum of space. While the armor offers quite adequate protection, it is not the most suitable for humans, as it is quite restrictive. Reinforced to with more armor plating without loss of mobility. Comes with a Helmet Scanner that highlights targets, making them easier to detect and hit. Grants resistance to Energy-type damage. Base 150 Armor.
Abilities:
ARC Trooper Training: Republic ARC Trooper Signature Ability. This unit gains +20 Skill when attacking ranged units and gains +20 Agility when being attacked by ranged units. Costs 4 exp
Bred to Fight: Republic Clone Trooper Signature Ability. This unit has been born with exceptional genetics and trained from birth to fight. When using familiar weaponry (blasters, vehicles, ordnance, etc.), this unit will not lose the boost from “Proficiency“, so long as the weapons are single element. Costs 2 exp
Aim: This unit may take a turn to steady their sights on a particular target. If they attack that target next turn, they gain +30 to their hit chance. Costs 2 exp
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3x damage and ignore shields, force fields, and cannot be countered. 3 exp
Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away (3 at night). 1 exp
Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended
Inspiration: Ally units within 2 spaces of this unit will receive a +10 boost to Skill and Speed, as well as a 25% boost to their total Attack damage. 4 exp
Proficiency (II): If this unit uses a single attack type, they may triple that attack type’s total damage. Costs 12 exp
Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs 4 exp
Rapid Fire: This unit may fire their weapons rapidly. This will increase their Speed while attacking by +15, but decrease their Skill while attacking by -15. Costs 3 exp
Proficiency:
1A Marksman: 40
1A Energy: 40
1A Explosion: 40
1A Armor: 40
Weak to Plasma and Explosion.
Caps:
HP: Normal
Attack: 80
Defense: 80
Agility: 120
Skill: 130
Speed: 120
