ARC Trooper
From MovieBattles II Wiki
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. Image:Arc.jpg
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Weapons and 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 have power of pistol 3.
- (FA only)
1 Charging the shot affects the number of bounces only, not the damage it inflicts.
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
1 Be aware that if Force Pushed/Pulled while executing a flip, you are vulnerable to being knocked down.
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.
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
Armor
ARC Troopers have some of the strongest armor in the game.
- Level 1: 50 Armor Points
- Point Cost: 0
- Level 2: 75 Armor Points
- Point Cost: 4
- Level 3: 100 Armor Points
- Point Cost: 6
ARC Troopers have a standard Hit Point value of 100, regardless of Armor level purchased.
Ammo
Allows the ARC Trooper to carry additional ammunition for the DC-15s.1
- Level 1: 400 Rounds
- Point Cost: 0
- Level 2: 550 Rounds
- Point Cost: 4
- Level 3: 750 Rounds
- Point Cost: 6
1 Number of rounds shown based on Clone Pistol 3 being purchased. Lesser levels will result in less ammunition.
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.
If pressed and held, the Trooper may also move at a faster pace (slower than a sprint, faster than a run)without stamina drain.
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.
- 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.
