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Arc Trooper
Advanced Recon Commando
Clone Wars Veteran. The ARC Trooper has advantage on Initiative rolls and cannot be surprised while conscious.
Rigorous Training . The ARC ignores the first instance of being frightened, charmed, or intimidated each combat.
Combat Instincts . Once each turn, after moving at least 10 feet, the ARC Trooper gains one of the following benefits: • Advantage on its next attack. • +2 AC until the start of its next turn. • Ignore half and three-quarters cover on its next ranged attack.
Jet Pack Training. ARC troopers can fly as part of their movement
Actions
Dual DC-17 Blaster Pistols. +7 to hit Range 60/180 ft. Hit: 1d8 + 4 Energy Damage If both pistol attacks hit the same target during the turn, the target cannot take reactions until the start of the ARC Trooper's next turn.
DC-15A Blaster Carbine. +7 to hit Range 100/300 ft. Hit: 1d10 + 4 Energy Damage
Multi Attack. The ARC Trooper makes two DC-17 Blaster Pistol or DC-15A Carbine attacks, in any combination.
Vibro Knife. +6 to hit Reach 5 ft. Hit: 2d4 + 4 Piercing Damage
EMP Grenade (BA). Range 60 ft. 10-foot radius Creatures: Constitution Save DC 15 Droids: Constitution Save DC 15 with disadvantage. Failure: • 3d8 Lightning Damage • Cannot take reactions until the end of its next turn.
Tactical Reposition (BA). Move up to 15 feet. This movement does not provoke opportunity attacks.
Wartime Inspiration (BA). Choose one allied Republic soldier within 30 feet. That ally may immediately: • Move up to half its speed, or • Gain advantage on its next attack before the end of its next turn.
Reactions
Combat Reflexes. When a hostile creature moves within 20 feet of the ARC Trooper, make one ranged or melee weapon attack against that creature.
Cover Fire. When an ally within 20 feet is targeted by a ranged attack, impose disadvantage on that attack. Once per round.