ARC Trooper

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Advanced Recon Commandos, also known as Advanced Recon Clone troopers or simply ARC troopers, were elite variants of clone troopers in the Grand Army of the Republic during the Clone Wars. They were among the most skilled soldiers in the galaxy; however, they were less numerous than other clones.

The best of the best.
The best of the best.

Contents

Weapons & Abilities

Clone Pistol

The DC-15s side arm blaster (or "Clone Pistol") was a blaster pistol created by BlasTech Industries for the Grand Army of the Republic. DC-15s pistols were commonly used by clone commandos as a backup weapon. The energy cell kept the blaster recharging at a slow but steady rate.

  • Level 1: A standard-issue pistol.
Point Cost: 0
  • Level 2: Enables secondary charged bouncing shot.1
Point Cost: 4
  • Level 3: Enables the ARC Trooper to dual wield the Clone Pistol.
Point Cost: 10
  • Level 4: Every shot now has the power of pistol 3. Primary fire consumes more ammo but the delay between shots is smaller and do more damage. Secondary fire consumes less ammo and 2 bounce shots are fired together but the delay is longer and the shots deal less damage.
(FA only)

1 Charging the shot affects the number of bounces only, not the damage it inflicts.

Westar M5

The WESTAR-M5 blaster rifle was a blaster rifle used during the Clone Wars by the Grand Army of the Republic. They were mainly used by Advanced Recon Commandos and Galactic Marines during the later years of the conflict. They were very efficient and deadly weapons.

The 3 models of the Westar M5.
The 3 models of the Westar M5.
  • Westar M5: A standard-issue WESTAR-M5 blaster rifle .
Point Cost: 10
  • Westar M5 Scope: Gives a Zooming option to the Rifle. While in Zoom the damage output is higher than normal but each shot consumes 20 ammo.
Point Cost: 10
  • Westar M5 Grenade Launcher: Allows the Arc Trooper to use the Rifle to launch sticky Pulse Grenades. Pulse grenades travel much faster and farther this way than being hand-thrown.
  • Level 1: Gives the Grenade Launcher and 1 extra Pulse Grenade.
Point Cost: 15
  • Level 2: Gives 1 extra Pulse Grenade and decreases the delay of launching the pulse grenades..
Point Cost: 5

You can only select Scope or Grenade Launcher. Using both is not possible.

PLX-1 Portable Missle System

The Merr-Sonn PLX, or Plex, was a powerful missile launcher that was in service almost from the beginning of the Clone Wars and continues on to be used in different militaries well after the conclusion of that cataclysmic conflict.

Produced by the tens if not hundreds of thousands, these versatile weapons were developed to give the standard clone infantryman a powerful anti-vehicle or anti-emplacement weapon and become a real force to be reckoned with on the battlefield. Small enough to be easily portable by a single soldier and powerful enough to destroy an Armored Assault Tank in a few shots, a battery of troopers using these could prove a truly devastating anti-vehicle force on the battlefield.

  • Level 1: Allows use of the PLX-1, and supplies the Trooper with 1 rocket.
Point Cost: 10
  • Level 2: Supplies the Trooper with a second rocket (total of two), and allows the use of Pulse Rockets.1
Point Cost: 20
  • Level 3: Supplies the Trooper with four additional rockets (total of six).
Point Cost: 30

The ARC Trooper will automatically go into a crouch to fire this weapon. Also note that when equipped, the launcher must be loaded prior to firing. This is also true if you load it, switch to another weapon, then switch back.

1 Requires purchase of Pulse Grenades. Pulse Rockets are given on a 1-for-1 basis with Pulse Grenades. Toggle between firing modes using the Weapon Mode key.

Pulse Grenade

The Reverse Pulse Polarity grenade was a specialized weapon that emitted a reversing polarity pulse wave upon detonation that would literally crush droids caught within the blast radius of the grenade. The RPPG grenade was a favorite weapon of ARC Troopers, but did not see much use by Clone Troopers.

  • Level 1: Trooper is armed with one Pulse Grenade.
Point Cost: 10
  • Level 2: Trooper is armed with two Pulse Grenades.
Point Cost: 10
  • Level 3: Trooper is armed with three Pulse Grenades.
Point Cost: 10

Primary Fire of the Pulse Grenade will throw the grenade a distance based on how long the fire button is held. Secondary Fire will throw the grenade at maximum power, bypassing the need to charge for distance.

The explosion of a Pulse Grenade causes electrical damage to anything it hits, resulting in knockdown (for most classes) and ammo drain. This electrical damage will nullify a Droideka’s shield for a few seconds in addition to preventing movement and completely draining ammo. A Super Battle Droid will also lose the ability to fire for a short period of time once it is pulsed. Also, Jedi and Sith damage reduction does not work against electrical damage.

The Pulse Grenade may also be used in conjunction with the PLX-1 Portable Missle System for a Pulse Rocket.

Dexterity

Determines the extent of the Trooper's abilities in acrobatic movements.

  • Level 1: Trooper can roll while using weapon, and also allows the Trooper to dive.
Point Cost: 5
  • Level 2: Trooper can perform Highjumps and Flipjumps.1
Point Cost: 10
  • Level 3: Allows the ARC to Recovery Roll quickly back to his feet when knocked over.
Point Cost: 15

Using Dexterity moves will drain part of your Stamina each time you perform them. If you don't have enough Stamina to perform the move (For example, doing a Recovery Roll after being knocked down) you will be unable to perform the move. The only exception is when you are standing on top of a droideka. When it discharges its shield, the ARC will automatically auto-roll when a direction key is pressed once the ARC lands. If no direction key is pressed, the ARC will stay standing still.

1 Be aware that if Force Pushed/Pulled while executing a flip, you are vulnerable to being knocked down.

Stamina

Determines the ability of the ARC Trooper to Sprint and perform Dexterity based moves over time.

  • Level 1: Regenerates 3 points per second while walking or crouching.
Point Cost: 5
  • Level 2: Regenerates 5 points per second while walking or crouching.
Point Cost: 5
  • Level 3: Regenerates 7 points per second. Can regenerate Stamina while running.
Point Cost: 5

Other Buyable Items

Class Specials

Special 1 - Sprint

Enables the ARC Trooper to temporarily run at an increased speed.

If pressed and released (tapped), the Trooper's Stamina bar will decrease as you sprint. The increased running rate stops automatically when you press the Walk key, or when your stamina expires. You must have stamina left (blue bar at right) to initiate a sprint. Sprint will work even when firing the pistols but will automatically deactivate when the rifle is fired (just like the clone trooper).

Special 2 - Dive

A quick evasive move, in the direction you're moving in:

  • Special 2 + Forward = Performs a forward dive that covers quite a lot of ground. Uses stamina.
  • Special 2 + Strafe = Performs a quick side roll which does not cover much ground. Consumes no stamina.
  • Special 2 + Backpedal = Performs a quick backwards roll that covers the normal roll distance. Consumes no stamina.


NOTE: If the ARC Trooper possesses Level 3 Dexterity, and is pushed or injured by an explosion during the Dive execution, a Recovery Roll will ensue after the completion of the Special 2 Dive roll; however, with Levels 1 and 2, the ARC Trooper will be knocked over mid-roll.

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