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
Clone Assassin
Created by a special order from Supreme Chancellor Palpatine to safeguard against the unlikely possibility that the Jedi Order might attempt a military coup against the Republic Senate, clone assassins are specially trained in martial arts techniques involving bladed weapons. Moving with blinding speed, a squad of clone assassins is a match for any one Jedi Knight, though they fare somewhat less well against a Jedi Master.
When the Jedi do rebel against Palpatine, the Supreme Chancellor assigns a unit of clone assassins to guard the Communication Center in the Jedi Temple and to arrest any Jedi who attempt to coordinate attacks against the Republic from there. These unfortunate troopers are wiped out when Yoda and Obi-Wan Kenobi infiltrate the temple at the end of the Clone Wars.
Clone Assassin (CL 8)
Clone Wars Campaign Guide, page 148.
Medium Human nonheroic 6 / soldier 3 / elite trooper 3 NPC
Destiny: 1; Force: 4; Dark Side: 8
Initiative: +; Senses: low-light vision;Perception +
Languages: Basic
Defenses: Ref 22 (flat-footed 18), Fort 23, Will 16; +6 armor
Hit Points: 63; DR: 1; Damage Threshold: 23
Speed: 6 squares
Melee: unarmed +11 (1d8+5) or
Melee: vibroblade +14 (2d6+7, greater devastating) or
Melee: vibroblade +12 (3d6+7, greater devastating) with Rapid Strike or
Melee: vibroblade +12 (2d6+7, greater devastating) and
vibroblade +12 (2d6+7, greater devastating) or
Melee: vibroblade +10 (3d6+7, greater devastating) with Rapid Strike and
vibroblade +10 (3d6+7, greater devastating) with Rapid Strike
Ranged: blaster pistol +12 (3d6+3)
Base Attack: +10; Grapple: +12
Attack Options: Greater Devastating Attack (advanced melee)
Special Actions: Combat Reflexes, delay damage
Abilities: Str 14, Dex 15, Con 12, Int 9, Wis 10, Cha 8
Special Qualities: delay damage
Talents: Devastating Attack (advanced melee), Greater Devastating Attack (advanced melee), Greater Weapon Focus (advanced melee), Weapon Specialization (advanced melee)
Feats: Armor Proficiency (light), Combat Reflexes, Dual Weapon Mastery (I, II), Martial Arts (I, II), Rapid Strike, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles)
Skills: Initiative+13, Perception+8, Stealth+13
Possessions: clone trooper armor, 2 wrist‑mounted vibroblades, blaster pistol
Clone Blaze Trooper
Specialized versions of the standard clone jet trooper (see below), blaze troopers wear heavier fire-resistant armor and wield wrist-mounted flamethrowers attached to the jet packs on their backs. They break through enemy lines by scattering adversaries with concentrated blasts of fire.
Clone Blaze Trooper (CL 5)
Clone Wars Campaign Guide, page 149.
Medium Human nonheroic 6 / soldier 3 NPC
Force: 3
Initiative: +10; Senses: low-light vision;Perception +5
Languages: Basic
Defenses: Ref 20 (flat-footed 20), Fort 20, Will 12; +9 armor
Hit Points: 43; DR: 5 (fire); Damage Threshold: 20
Speed: 6 squares
Melee: unarmed +8 (1d4+2)
Ranged: flamethrower +10 (3d6+3, 6-square cone, devastating attack) or
Ranged: blaster pistol +8 (3d6+1)
Base Attack: +7; Grapple: +9
Attack Options: Charging Fire, Devastating Attack (flamethrower)
Abilities: Str 11, Dex 14, Con 14, Int 10, Wis 9, Cha 8
Talents: Devastating Attack (flamethrower), Weapon Specialization (flamethrower)
Feats: Armor Proficiency (light, medium, heavy), Charging Fire, Exotic Weapon Proficiency (flamethrower), Running Attack, Weapon Focus (flamethrower), Weapon Proficiency (feat)
Skills: Initiative +10, Perception +5, Pilot +10
Possessions: fire‑resistant clone trooper armor, 2 flamethrowers (5 shots each), blaster pistol, jet pack
Clone Commando
Long before the Battle of Geonosis. Jango Fett suggests to the Kaminoan cloners that a special type of clone commando be created to handle infiltration and sabotage operations. What he envisions are the ARC troopers, but the Kaminoans are uncomfortable with clones having that level of autonomy after experiencing discipline problems with a previous prototype, so they suggest smaller squads of more highly trained clone troopers. In the end, they reach a compromise: Felt gets his ARC troopers, and the Kaminoans set aside a battalion of clone troopers to receive additional training.
These “clone commandos” are individually trained by a hand-selected team of mercenaries and Mandalorian soldiers—the Cuy’val Dar—in numerous specialized tasks, such as demolitions, computer slicing, infiltration, and sniping, until they can function in purpose-oriented four-clone squads, or, as needs arise, individually.
Clone commandos are often sent into enemy territory in advance of the main force of clone troopers to disable enemy resistance, secure critical locations, or even to eliminate key enemy personnel.
Clone Commando (CL 8)
Clone Wars Campaign Guide, page 150.
Medium Human nonheroic 6 / soldier 4 / elite trooper 2 NPC
Destiny: 1; Force: 4; Dark Side: 2
Initiative: +; Senses: low-light vision;Perception +13
Languages: Basic, Mando’a
Defenses: Ref 21 (flat-footed 18), Fort 23, Will 16; +6 armor
Hit Points: 62, Shoulder to Shoulder (6 hp); DR: 2; Damage Threshold: 23
Speed: 6 squares
Melee: unarmed +11 (1d6+4) or
Melee: vibrodagger +11 (2d4+4)
Ranged: blaster pistol+12 (3d6+3) or
Ranged: light repeating blaster rifle +7 (3d8+3, 2×2 autofire)
Base Attack: +10; Grapple: +12
Attack Options: Point Blank Shot
Special Actions: Coordinated Attack, delay damage
Abilities: Str 13, Dex 15, Con 102, Int 10, Wis 10, Cha 8
Special Qualities: delay damage
Talents: Armored Defense, Shoulder to Shoulder, and see “Special Training” below
Feats: Armor Proficiency (light), Careful Shot, Coordinated Attack, Martial Arts (I), Point Blank Shot, Running Attack, Weapon Proficiency (advanced melee, heavy, pistols, rifles), and see “Special Training” below
Skills: Initiative +13, Perception +13, and see “Special Training” below
Possessions: clone trooper armor, blaster pistol, light repeating vlaster rifle, 2 frag grenades, 2 ion grenades, 2 stun grenades, vibrodagger, utility belt with medpac
Special Training—Clone commandos are individually trained in different and complimentary tasks, including small-unit tactics, demolitions, slicing, andthe use of heavy weapons. For each type, adjust the clone commando’s game stats as follows to reflect their different talents and feats:
Command: Special Actions Battle Analysis; Talents Battle Analysis; Feats Skill Training (Knowledge [tactics]); Skills Knowledge [tactics] +11
Demolitions/Technical: Defenses Ref 24 (flat-footed 21); Talents Improved Armored Defense; Feats Skill Training (Mechanics); Skills Mechanics +11
Field Medicine: Special Actions Harm’s Way; Talents [Commando_(talent_tree)#harm
Heavy Weapons: Defenses Ref 24 (flat-footed 21); Ranged missile launcher + 12 (6d6+3, 2-square burst); Talents Improved Armored Defense; Feats Weapon Focus (heavy); Possessions missile launcher with 4 missiles
Infiltration: Defenses Ref 24 (flat-footed 21); Talents Improved Armored Defense; Feats Skill Training (Stealth); Skils Stealth +12
Clone Jet Trooper
Certain missions call for more mobility among the clone troopers. so the Kaminoans train a number of clones in the use of jet packs. While the average clone can strap on a jet pack and fly a few hundred feet, jet troopers are trained to optimize the limited fuel capacity of jet packs by alternating ground movemtnt with short “burst ” flights to get them over obstacles or circumvent diffitult terrain.
Nonplayer character archetype (CL 4)
Clone Wars Campaign Guide, page 150.
Medium Human nonheroic 6 / soldier 2 NPC
Force: 3
Initiative: +11; Senses: low-light vision;Perception +5
Languages: Basic
Defenses: Ref 19 (flat-footed 17), Fort 17, Will 11; +6 armor
Hit Points: 34; Damage Threshold: 17
Speed: 6 squares
Melee: unarmed +7 (1d4+2)
Ranged: EMP grenade launcher +8 (3d6 ion, 2‑square burst, devastating attack) or
Ranged: EMP grenade launcher +8 (4d6 ion, 2‑square burst, devastating attack) with Deadeye or
Ranged: blaster rifle +8 (3d8+1) or
Ranged: blaster rifle +8 (4d8+1) with Deadeye or
Ranged: blaster pistol +8 (3d6+1) or
Ranged: blaster pistol +8 (4d6+1) with Deadeye
Base Attack: +6; Grapple: +8
Attack Options: Deadeye, Devastating Attack (heavy), Point Blank Shot, Precise Shot
Special Actions: Coordinated Attack
Abilities: Str 12, Dex 14, Con 12, Int 10, Wis 9, Cha 8
Talents: Devastating Attack
Feats: Armor Proficiency (light), Coordinated Attack, Deadeye, Point Blank Shot, Weapon Proficiency (heavy, pistols, rifles, simple)
Skills: Initiative +11, Pilot +11
Possessions: clone trooper armor, blaster rifle with grenade launcher (mounted), 6 EMP grenades, blaster pistol, jet pack
Clone Pilot
NPC Text
Nonplayer character archetype (CL 1)
Clone Wars Campaign Guide, page 151.
Initiative: +; Senses: low-light vision;Perception +
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Clone Fighter Pilot
NPC Text
Nonplayer character archetype (CL 1)
Clone Wars Campaign Guide, page 152.
Initiative: +; Senses: low-light vision;Perception +
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Clone Scout Trooper
NPC Text
Nonplayer character archetype (CL 1)
Clone Wars Campaign Guide, page 152.
Initiative: +; Senses: low-light vision;Perception +
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Clone Shadow Trooper
NPC Text
Nonplayer character archetype (CL 1)
Clone Wars Campaign Guide, page 153.
Initiative: +; Senses: low-light vision;Perception +
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Clone Shocktrooper
NPC Text
Clone Shock Trooper (CL 1)
Clone Wars Campaign Guide, page 153.
Initiative: +; Senses: low-light vision;Perception +
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Clone Subtrooper
NPC Text
Nonplayer character archetype (CL 1)
Clone Wars Campaign Guide, page 154.
Initiative: +; Senses: low-light vision;Perception +
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Clone 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
Clone Trooper 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
Clone Trooper Veteran
Aging at twice the rate of an average Human, the original clone troopers are a rapidly vanishing force throughout the Dark Times. As they get older, they become less useful as frontline troops. The effects of aging begin to set in, and though they have years of hard combat experience under their belts, their bodies are beginning to decline. The reality of their advanced aging is something that few members of the Republic ever truly stopped to consider, and in the years following the Clone Wars the Empire must deal with the harsh reality that a large number of its veteran troops are becoming less useful on the battlefield every day.
However, the Emplre is not about to let any resource go to waste, and certainly not one as experienced as the clone troopers. Aging clone troopers are regularly cycled out of frontline units and reassigned to garrisoned posts or less volatile regions. In more peaceful areas, it hardly matters that the individual filling out the armor is no longer a crack soldier. The most experienced and capable are used for training new stormtrooper units or other Imperial forces. However, few of these veteran clone troopers are capable of embracing a life behind a desk or in a training center, leading many of them to fight with suicidal recklessness rather than grow old while training nonclone recruits.
Clone Trooper Veteran (CL 3)
Force Unleashed Campaign Guide, page 176.
Medium middle age Human nonheroic 10 NPC
Dark Side: 2
Initiative: +; Senses: low-light vision;Perception +10
Languages: Basic
Defenses: Ref 17 (flat-footed 16), Fort 12, Will 10
Hit Points: 27; Damage Threshold: 12
Speed: 6 squares
Melee: unarmed +8 (1d4+1)
Ranged: blaster rifle +8 (3d8+5)
Base Attack: +7; Grapple: +8
Attack Options: autofire (blaster rifle), Careful Shot, Point Blank Shot, Precise Shot
Special Actions: Coordinated Attack
Abilities: Str 12, Dex 12, Con 11, Int 12, Wis 10, Cha 9
Feats: Armor Proficiency (light), Careful Shot, Coordinated Attack, Point Blank Shot, Precise Shot, Weapon Proficiency (pistols, rifles, simple)
Skills: Initiative +11, Mechanics +11, Perception +10
Possessions: clone trooper armor (+ 6 armor, +2 equipment), blaster rifle, comlink
Galactic Marine
NPC Text
Nonplayer character archetype (CL 1)
Clone Wars Campaign Guide, page 153.
Initiative: +; Senses: low-light vision;Perception +
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills: