Name: Hunter

Rank: Sergeant of the Bad Batch

Tier: Low 1

Background:  Hunter was the nickname of a genetically modified Clone trooper apart of the Grand Army who led a Special Forces squad of other experimental troopers referred to as “Clone Force 99.” Hunter’s genetic mutation allowed him to sense the electromagnetic waves of the world around him, something which made him an asset to his teams operations. Trained by the late Near Farr, Hunter and his squad spent the majority of their youth training on Kamino to become an elite force for the Republic. 

Hunter would be specially trained to hunt and track using his genetic enhancements, becoming the best tracker the Republic had to offer which would earn him the nickname "Hunter." By the time the Clone War started, Clone Force 99, or the “Bad Batch” as the team would call themselves, found themselves on the frontline of numerous battles and operations while spending their downtime at Arca Barracks. Hunter would come close to many Clones he met on the warfront, while becoming distrustful of many others. The team would obtain a reputation in the Republic, while good in some eyes, many higher ups would see them as reckless and insubordinate. Thanks to the genetic enhancements the members of the team had, the squad was able to form unique and exotic tactics that could only be performed by the likes of them. Using these tactics, the squad would earn themselves a 100% success rate across all their missions, but refusing any accolades which came their way. 

Some time into the war, Hunter and his squad would be called upon by Axis to join in an operation against the Eternal Empire which would send them on a path of helping people across the galaxy at Axis’ lead. Hunter would find his morals and allegiances change over the time spent with the team, and grew to enjoy helping others and changing the galaxy for the better.

Speed: Middle B Visibility | Low B Combat Speed 

Abilities: Extreme Acrobatics. Enhanced Senses. The Mastery in Hunting/Tracking. Extreme Mastery in Traps, Ship Boarding, Dagger Combat, Spears,  Knife Combat, and Mental Shielding. Mastery in Martial Weapons, Throwing Knives, Mandalorian Hand-to-Hand, Espionage, Environmental Conditioning, Vehicle Boarding, Camouflage, Slugthrowers, and Mandalorian Sabre Combat. Highly Proficient in Survival Skills, Manipulation, Ground Vehicles, Slicing, Projectors, Weapon Instinct, Deception, Jetpacks, Throwables, Explosives, and Blaster Rifles. Proficient in Blaster Carbines, Blaster Cannons, Treatment & Aid, Energy Shields, Blaster Pistols, Chain Guns, Shotguns, Sniper Rifles, and Rocket Launchers. 

Equipment: Modified Katarn-class Commando Armour; 2 Cortosis Daggers; Extreme Mastery with all forms of the DC-17m; Mastery with DC-17 Hand Pistol; 2 Thermal Detonators; 2 EMP Grenades; Utility Belt with: Ammunition, Grappling Hook, Basic Medical Supplies, Multitool; 2 Smoke Grenades. 

Weaknesses: Hunter will not lead his squad into death no matter what, the Bad Batch being seen as his responsibility. Compromising them will make him less combat effective. Hunter can sense the world around him with electromagnetic waves, but this can greatly be used to his disadvantage. Using bursts of electromagnetic waves, one could essentially blind Hunter, disabling him in combat completely as he completely loses his vision.