ARC – The Underworld: Character Skills

E-Z: Look, Doc, we’re on our own for this one, and to make matters worse, we’re blind; we don’t have any intelligence on what we’re walking into. Just do what these guys say, move when they move. They’re hammers, to them, some things need fix’n while others just get nailed. 

Spider: I heard that. 

Hey, that’s very impressive, but watch this! 

At first glance, it may seem that ARC – The Underworld’s 16 ARC Operators were all stamped out at a Tier-1 Operator factory. While sharing common basic traits, their individual, unique Skill sets them apart from their brothers. Each Operator’s Skill is listed at the bottom of their character card. These are permanent and not transferable. 

While functionally similar, for the REZ, Skill allocation works a little bit differently. Their 10 Skills are not permanently assigned to the various Character classes or the individual Characters within those classes. Each scenario lists multiple available Skills. During the scenario’s course of play, the REZ player allocates the selected Skills to individual Characters as desired. They are then attached to those Characters for the duration of the scenario. The difference between the Skills and their allocation illustrates one aspect of the asymmetrical nature of the two forces. 

The Skills integrate seamlessly within the game’s various movement, combat, and other support actions. Some affect movement potential, some combat, and others have specific characteristics, e.g., controlling Tango the WMD (military working dog). 

Note that ARC Operator Kip’s card is the reverse side without RBA fitted. 

 ARC Skills 

  • Armorer: Weapon repair +2 CH. 
  • Comms: May carry a Manpack Radio. +4 CH for calling a supply drop. All ARC Operators are fitted with an MBITR (Multiband Inter/Intra Team Radio) for inter-operator communications. 
  • Grenadier: Off-target +1 DR and Moving +0 DR for Frag and Flash Crash grenades. May equip two sets of grenades, 4 total. 
  • Gunslinger: May reroll 1 PW die in Ranged Combat. 
  • Handler: May control a military working dog. 
  • Lethal: May reroll 1 attack die in Close Combat. 
  • Lucky: May reroll 1 defense die in Ranged Combat. 
  • Mech: May operate the TALOS V (Tactical Assault Light Armor Suit version 5). 
  • Medic: May self-heal or heal other Operators or Civilians. May carry a single Medpack or Medkit. 
  • Pistolero: May reroll 1 PWL or SW die in Ranged Combat. 
  • Quick: Move and Ranged Combat without a penalty. Does not apply to reload/non-combat actions. 
  • Sharpshooter: +1 AR @ Range ≥6. 
  • Tactician: Draws 1 additional Action card per turn. Increases max hand size to 12 Action Cards. REZ may not draw ARC discards. 
  • Technician: May carry a single Black Hornet or Switchblade. REZ door access +2 CH. 
  • Tough: May reroll 1 defense die in Close Combat. 
  • Veteran: Auto activation if within Command Range and LoS of an activated Leader. 

REZ Skills 

  • Boomer: May equip Burster, Trap Door, and/or Fun House grenades. 
  • Enforcer: +2 AR and +2 DR in Close Combat. 
  • Hawkeye: +1 AR with Long-Bolter, Cross-Bolter, Dart-Bolter, Mini-Bolter, or Beehive in Ranged Combat. 
  • Healer: May self-heal or heal other REZ Characters. May equip up to 4 Poultices. 
  • MACO: +1 AR with Beamer or Heavy Beamer in Ranged Combat. 
  • Oracle: Draws 1 additional Action card per turn. Increases max hand size to 12 Action Cards. ARC may not draw REZ discards. 
  • Rifleman: May reroll 1 PW or PWL die in Ranged Combat. 
  • Shadow: Cover die +2 DR in Ranged Combat (does not apply to the Character’s LO). 
  • Wizard: Controls Whisperer or Guardian, Leprechauns & Rippers. Device repair. Weapon repair +2 CH. 
  • Wrangler: Controls Creatures. 

For example, Kip equips an HK MP5SD6 SMG, which is classified as a PWL, as depicted in the lower right corner of the counter (not to scale). As described in the previous article, Combat Mechanics, the small red dots depicted under the dice sets indicate the available firing modes. In this case, Burst (two dots) or auto (three dots). 

If firing in Burst mode, either the d10 or the d4 may be rerolled. If firing in auto mode, the d12 may be rerolled. 


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James M. Day
Author: James M. Day

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