Health Regeneration. If the ARC Trooper goes 3 rounds in combat without taking any damage, it begins to regenerate 1d10 hit points per each consecutive round that it does not take damage.
Helmet Scanner. The ARC Trooper activates its helmets scanner and can see the location of any enemy within 60 ft. of it. This scanning lasts 1d6 rounds
Shock Trap. The ARC Trooper throws down a shock trap anywhere within 30 ft. of it. As a bonus action the ARC Trooper can detonate the shock trap and any creature within 10 ft. of the trap (excluding the ARC Trooper or any other) takes 2d6 electric damage and is knocked prone.
Vibro Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) [Bludgeoning] damage.
DC-17. Ranged Weapon Attack: +6 to hit, range 20/100 ft., 1 target. Hit: #13 (4d4 + 5) [Radiant] damage. ARC Trooper makes four DC-17 attacks if this option is chosen. (not all have to be the same target.)
Combat Roll. As a reaction to being hit the ARC Trooper my initiate a combat roll, taking half the original damage and is moved 5 ft. in any direction. This ability may be used 3 times before it requires a 1 round recharge.
Description
Look at picture. ARC Troopers are special trained clone trooper of the grand army of the galactic republic. They serve as captains and commanders and lead many of the assaults.
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