ARC Trooper
Saga Edition Core Rulebook, page 282.
The ARC Troopers (Advanced Recon Commandos) are elite clone units that were personally trained by Jango Fett. Whereas most clone troopers are trained to work as a unit, ARC Troopers function well as individuals, making them even more formidable as foes.
ARC Trooper (CL 8)

Saga Edition Core Rulebook, page 282.
Medium Human nonheroic 6 / soldier 3 / elite trooper 3 NPC
Destiny: 1; Force: 4; Dark Side: 2
Initiative: +12; Senses: low-light vision;Perception +13
Languages: Basic, Mando’a
Defenses: Ref 23 (flat-footed 21), Fort 24, Will 16; delay damage
Hit Points: 57; DR: 1; Damage Threshold: 24
Speed: 6 squares
Melee: unarmed +12 (1d4+5)
Ranged: heavy repeating blaster +10 (5d10+5) with Burst Fire or
Ranged: heavy repeating blaster +10 (3d10+5) with autofire or
Ranged: missle launcher +12 (6d6+5, 2-square splash) or
Ranged: heavy blaster pistol +6 (3d8+3) and heavy blaster pistol +6 (3d8+3) or
Ranged: frag grenade +11 (4d6+3, 2-square burst) or
Ranged: ion grenade +11 (4d6+3 ion, 2-square burst)
Base Attack: +4; Grapple: +5
Attack Options: Point Blank Shot
Abilities: Str 12, Dex 13, Con 12, Int 9, Wis 10, Cha 8
Special Qualities: delay damage
Feats: Armor Proficiency (light), Improved Damage Threshold, Point Blank ShotH, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)
Skills: Initiative +9, Perception +8H
Possessions: blast helmet and vest (+2 armor), blaster pistol, 2 frag grenades, encrypted comlink
H Human bonus feat or trained skill
ARC Trooper (revised)
Clone Wars Campaign Guide, page 147.
Advanced Recon Commandos—known to most as “ARC troopers”—are elite clone troops personally trained by Jango Fett to be every bit as efficient and ruthless as himself. Unlike the standard infantry clone trooper or even clone commandos (described below), ARC troopers are genetically engineered and specially trained to be as self-sufficient as possible without being entirely independent.
ARC troopers see their first combat when the Separatist droid army assaults Kamino and Prime Minister Lama Su releases the troopers from their cryogenic storage to help drive off the invaders. They are famously employed at the Battle of Muunilinst, where they help Jedi General Obi‑Wan Kenobi subdue the Separatist commander, the bounty hunter Durge, and again at the Battle of Hypori, rescuing stranded Jedi from General Grievous.
ARC Trooper (revised) (CL 8)
Saga Edition Core Rulebook, page 282.
Medium Human nonheroic 6 / soldier 3 / elite trooper 3 NPC
Destiny: 1; Force: 4; Dark Side: 2
Initiative: +12; Senses: low-light vision;Perception +13
Languages: Basic, Mando’a
Defenses: Ref 23 (flat-footed 21), Fort 22, Will 16; delay damage
Hit Points: 51; DR: 1; Damage Threshold: 22
Speed: 6 squares, Running Attack
Melee: unarmed +12 (1d4+5)
Ranged: heavy blaster pistol +6 (3d8+3) and
heavy blaster pistol +6 (3d8+3) or
Ranged: heavy blaster pistol +4 (5d8+3) with Burst Fire and
heavy blaster pistol +4 (3d8+3, 2×2 area) with autofire or
Ranged: heavy blaster pistol +4 (3d8+3, 2×2 area) with autofire and
heavy blaster pistol +4 (5d8+3) with Burst Fire or
Ranged: frag grenade +11 (4d6+3, 2-square burst) or
Ranged: ion grenade +11 (4d6+3 ion, 2-square burst) or
Ranged: blaster rifle +11 (3d8+3)
Base Attack: +10; Grapple: +12
Attack Options: autofire (heavy blaster pistol, blaster rifle), Burst Fire (heavy blaster pistol, blaster rifle), Point Blank Shot, rangefinder, targeting scope (blaster rifle)
Special Actions: delay damage
Abilities: Str 16, Dex 13, Con 10, Int 12, Wis 10, Cha 8
Special Qualities: delay damage
Talents: Armored Defense, Improved Armored Defense, Weapon Specialization (heavy)
Feats: Armor Proficiency (light), Burst Fire, Dual Weapon Mastery (I), Martial Arts (I), Point Blank Shot, Running Attack, Weapon Focus (heavy), Weapon Proficiency (heavy, pistols, rifles, simple)
Skills: Initiative +12, Perception +13, Stealth+12
Possessions: ARC trooper armor, heavy blaster pistols, blaster rifle, 2 frag grenades, 2 ion grenades, 6 power packs, utility belt with medpac, missile launcher with 4 missiles
Commander
To counter the threat of the Trade Federation’s droid armies, the Republic deploys an army of cloned warriors. The clone’s creators, the Kaminoans, concieve the clones from a single genetic blueprint (that of the Bounty Hunter Jango Fett, making a few alterations to ensure the trooper’ rapid maturation and unwavering obedience. The true loyalty of the clone troopers is revealed at the end of the Clone Wars, when Darth Sidious issues Order 66 and turns the clones against the Jedi order.
Although identical in appearance, clone troopers have different levels of training, which accounts for their varying levels of ability. Clone toopers can’t be bribed, blackmailed, or seduced. Any such attempt automatically fails.
Clone Trooper Commander (CL 2)

Saga Edition Core Rulebook, page 282.
Medium Human nonheroic 6 / soldier 2 / officer 1 NPC
Force: 3; Dark Side: 5
Initiative: +4; Senses: low-light vision;Perception +11
Languages: Basic, High Galactic
Defenses: Ref 18 (flat-footed 18), Fort 17, Will 17
Hit Points: 30; Damage Threshold: 17
Speed: 6 squares
Melee: unarmed +7 (1d4+1)
Ranged: heavy blaster rifle +8 (3d10+1) or
Ranged: frag grenade +7 (4d6+1, 2-square burst) or
Ranged: ion grenade +7 (4d6+1 ion, 2-square burst)
Base Attack: +7; Grapple: 7
Attack Options: autofire (heavy blaster rifle)
Special Actions: Assault Tactics, Battle Analysis, Coordinated Attack, Vehicular Combat
Abilities: Str 11, Dex 10, Con 10, Int 13, Wis 10, Cha 12
Feats: Armor Proficiency (light), Coordinated Attack, Point Blank Shot, Skill Training (Perception, Pilot) Vehicular Combat, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)
Skills: Endurance +9, Knowledge [tactics]+10, Perception +11, Persuasion +11, Pilot +11
Possessions: clone trooper armor (+6 armor, +2 equipment), heavy blaster rifle, frag grenade, ion grenade, comlink (encrypted, long-range [minaturized], holo capability), utility belt with medpac
Trooper
To counter the threat of the Trade Federation’s droid armies, the Republic deploys an army of cloned warriors. The clone’s creators, the Kaminoans, concieve the clones from a single genetic blueprint (that of the Bounty Hunter Jango Fett, making a few alterations to ensure the trooper’ rapid maturation and unwavering obedience. The true loyalty of the clone troopers is revealed at the end of the [Clone Wars, when Darth Sidious issues Order 66 and turns the clones against the Jedi order.
Although identical in appearance, clone troopers have different levels of training, which accounts for their varying levels of ability. Clone toopers can’t be bribed, blackmailed, or seduced. Any such attempt automatically fails.
Clone Trooper (CL 2)

Saga Edition Core Rulebook, page 281.
Initiative: +9; Senses: Perception +9
Languages: Basic
Defenses: Ref 17 (flat-footed 16), Fort 13, Will 9
Hit Points: 21; Damage Threshold: 13
Speed: 6 squares
Melee: by weapon +5
Ranged: blaster rifle +5 (3d8+3)
Base Attack: +4; Grapple: 5
Attack Options: Careful Shot
Special Actions: Point Blank Shot
Abilities: Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Feats: Armor Proficiency (light), Careful Shot, Coordinated Attack, Point Blank Shot, Weapon Proficiency (pistols, rifles, simple)
Skills: Initiative +9, Perception +4
Possessions: clone trooper armor (+6 armor, +2 equipment), blaster rifle, comlink