Rom Salka by gringo

Species
Mandalorian Human
Career
Soldier
Specializations
Heavy; Recruit; Medic; Instructor; Archaeologist; Doctor; Gunslinger
System
Age of Rebellion

12
Threshold 36
Current 0
Threshold 28
Current 0
Ranged 3
Melee 3

Placeholder Image

Characteristics

6
5
4
3
4
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 3
Charm (Pr) 0
Coercion (Will) X 2
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) X 2
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) X 3
Mechanics (Int) 1
Medicine (Int) X 4
Negotiation (Pr) 0
Perception (Cun) X 3
Piloting: Planetary (Ag) X 3
Piloting: Space (Ag) 0
Resilience (Br) X 3
Skulduggery (Cun) 0
Stealth (Ag) X 3
Streetwise (Cun) 0
Survival (Cun) X 2
Vigilance (Will) X 3
Brawl (Br) X 3
Gunnery (Ag) X 3
Lightsaber (Br) 0
Melee (Br) X 3
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) X 3
Knowledge: Core Worlds (Int) X 1
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 2
Knowledge: Xenology (Int) X 1

Attacks

Customisêd Pistolée d'Énergée du Maniac "Shh.."
Range
Medium
Skill
Ranged: Light
Accurate 2, Vicous 2, Pierce 2, Stun Setting, Suppressed
Damage
8
Critical
2
Boot Blade
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
7
Critical
2
Sap Gloves "High Five!"
Range
Engaged
Skill
Brawl
Concussive 1, Stun 5
Damage
8
Critical
5
Vibro-Bastard-Sword "Tactical Scalpel"
Range
Engaged
Skill
Melee
Pierce 5, Accurate 2, Vicious 2, Superior
Damage
11
Critical
1
Model 77 Air Rifle "We Need To Talk!"
Range
Long
Skill
Ranged: Heavy
Pierce 4, Accurate 2, Stun Damage
Damage
6
Critical
Verpine Heavy Shatter Rifle "No Bodybags"
Range
Extreme
Skill
Gunnery
Pierce 6, Accurate 5, Knockdown
Damage
18
Critical
2
2x Concealable Disc Launcher "Duel Discs"
Range
Short
Skill
Ranged: Light
Limited Ammo 4(x2), Pierce 1, Vicious 1, Accurate 1
Damage
6
Critical
3
Under-Barrel Flame Projector "Portable BBQ"
Range
Short
Skill
Ranged: Heavy
Burn 5, Blast 2
Damage
10
Critical
2
Heavy Repeating Blaster "BRRRRRRT..."
Range
Long
Skill
Gunnery
Auto-Fire; Pierce 4; Accurate 1; Vicious 1;
Damage
18
Critical
1
RPS-6 Rocket Launcher "Boomstick"
Range
Extreme
Skill
Gunnery
Breach 1; Blast 14; Guided 2; Limited Ammo 7; Accurate 1; Superior
Damage
26
Critical
2

25
2755
18800
23/23

Weapons & Armor

===========================
Armour:
===========================
Augmentative Armour:
Soak 3, HP (8/8), RDef 3, MDef 3, Enc 3, Sealable

|Physiological Enhancement System:
||Reduce the amount of suffered ||involuntarily by 1 to min. 1
||□ to Athletics, Coordination,
||Resilience checks
||+1 Athletics
||+1 Resilience
||+1 Coordination

|Tactical Squad Systems
||+1 Perception
||+1 Vigilance

|Low Friction Coating
||+1 MDef
||Add ■■ to Mechanics checks to modify
||or maintain armor.
||+1 Coordination

|Boot Blade (Melee; Damage: +1; Crit 2)
||+2 Pierce, +1 Vicious

|Optical Camouflage System
||Upgrade Stealth checks twice
||Innate Master of Shadows
||+1 Stealth

|SES
||+1 Brawn
||+2 Athletics
||+2 Brace

|Multi-Band Comlink
===========================
Weapons:
===========================
Verpine Heavy Shatter Rifle:
D:18; Crit: 2; Range: Extreme; Gunnery
Pierce 6; Accurate 5; Knockdown
|Custom Grip +1 Accurate
|Multi-Optics-Sight +2 Perception
|Under-Barrell Flame Projector
||Damage 10; Crit 2; Burn 5; Blast 2;
||Short; Ranged [Heavy]
----------------------------------------------
2x Concealed Disc Launcher "Duel Discs"
|6 Dmg; Crit 3; Short; R. Light
|Pierce 1, Vicious 1, Limited Ammo 4(x2)
||Linked 2 and no two weapon penalty
||if both shot; Blast 6 if all ammo was
||spend by shooting in arc
||ESS +1 Accurate
||each launcher prepared
||with Neurparalytic
----------------------------------------------
Built-In Customisêd Energey Pistolée:
|D. 9, C 2, Accurate 2, Vicous 2, Stun
|Setting; Medium HP (4/4)
||Custom Grip +1 Accurate
||Suppressor
||BAM +3 Damage, +2 Pierce
||Blaster Energy Dampener -1 Dmg
|||Add ■ to checks made to detect this |||weapon's fire
----------------------------------------------
Vibro-Bastard-Sword (Dmg: 7+4, Crit 1) HP(4/4)
|Vicious 3, Pierce 5, Accurate 2, Superior
||Custom Grip +1 Accurate
||Mono Molecular Edge -1 Crit +2 Pierce
||Augmented Vibro-Motor fully modded
----------------------------------------------
Sap Gloves (Damage: 6+2; Crit 5) HP(1/1)
|Stun Pulse (Stun 5)
----------------------------------------------
2x KWS Mk1 Saberdart
|D: 1; Enc. 3; Long; R. Light; (2/2)HP;
|Limited Ammo 1
||Bantha's Eye +1 Adv.
||Paired
--------------------------------------------------
RPS-6 Rocket Launcher: Damage 26; Breach 1; Blast 14; Guided 2; Crit 2; Enc. 3; Cumbersome 1; Extreme Range; Gunnery; Limited Ammo 7; HP (4/4)
|Lightweight Frame -2 Enc.
|Custom Grip: Accurate 1
|Telescopic Sight
|Superior

Personal Gear

Mk III Backpack Frame +2 Storages
Combat Scanner
Utility Belt
Military Belt Pouch (2x)
Load-Bearing Gear
Garotte Chrono
5 Binders
Earbud Comlink
Ascension Pistol
6x Vutalamine
8x Sleeppack
Personal Stealth Field
Comlink (handheld)
Medicine Specialists tool (+1 Suc&Adv)
Anti-Shock Blanket
1 Mini Med Droid
Syntherope
Breath Mask
Climbing Gear
Infrabinoculars (Long Range)
Explorer's Knife

Aratech R82 Jump Boots:
|Sil.: 1
|Speed: 2
|Handling: -1
|SS: 3
|Max. Alt.: 35 m

Req: 10 Stims

Assets & Resources

24 hrs

Datapad
Cerebral Stabilizer
Grav-Chute
Entrenching Tool
10 Nannarium Roots
Holo Image Disguiser
Holo Disuguise Matrix
Thermal Cloak
Endless supply of the best coffee beans in the sector.
14 doses of Synthetic Standard Neuroparalytic
6 doses of Gunjack Spice
Military Modular Backpack Frame
+Oxygen Unit
+Storage Unit
Mk. IV Modular Backpack Frame
+Accessory Pouch Attachment
ECM-598 Medical Pack
Sound Dampener
Military Pack
4 Mini Med Droids
Mechanics Spec. Tool (2 Enc.)
[sa]

DLT-19D Heavy Blaster Rifle
|ESS +1 Accurate
--------------------------------------------------
|Vacuum Seal

|Amphibious Modification

2x Wrist Blaster
|D: 6; Crit 3; Enc. 1; Engaged; R. Light;
|Limited Ammo 1; Pierce 4
--------------------------------------------------
Morgukai Cortosis Staff
|D:8; C:1; Melee;
|Breach 1; Cortosis; Defensive 1
-----------------------------------------------
Heavy Repeating Blaster:
D: 18; C: 1; Long; Gunnery; Vicious 1;
Enc. 4; Accurate 1; Pierce 4
|Lightweight Frame: -2 Enc.
|Enhanced Xciter: +2 Pierce
|Custom Grip Accurate 1

Recoprocating Quad Blaster Cannon:
D: 13; C: 2; Breach 1; Prepare 2; Accurate 2; Gunnery; Long; Enc. 3; HP (3/4)
|Lightweight Frame Enc -2
|Custom Grip +1 Accurate
|Electronic Sighting System +1 Accurate

Escutcheon (Dmg: 8+1, Crit 5) HP(5/5) (broken)
|Ensnare 1, Def. 3, Deflection 3, Stun 5
||Stun Pulse (Stun 5)
||Weighted Head (Concussive 1, +1 Dmg)
||Shield Discharge Pack (Disorient 2,
||Innates Defensive Stance)
||Weapon Siganture Reduction

Model 77 Air Rifle
|Damage 6; Ranged Heavy; Long Range;
|Stun Damage; Pierce 4
||Custom Grip +1 Accurate
||ESS +1 Accurate
||Bantha's Eye: +1 Adv.

SakTek D-29 Repulsor Rifle
|D: 11; C: 4; Enc. 3; (3/3)HP; Medium;
|Gunnery; Disorient 3; Knockdown;
|Stun Damage
||Custom Grip +1 Accurate
||ESS +1 Accurate
||Marked Target Firing Lock -2 Thr.

Tenloss L70 Acid Projector
|D: 6; Crit: 2; Short; R. Heavy; (1/1)HP;
|Blast 6; Burn 3; Vicious 1
||ESS +1 Accurate

2x Stealth 2VX Palm Shooter
|D: 1; C: 5; Short; Enc. 0; Limited Ammo 3

Reinforced Clothing
|Integrated Holsters
||Add ■■ to perception checks
||Can hold up to 4 Weapons up to Enc. 3

DH-X Heavy Blaster Rifle:

| Custom Grip:
||Remove ■ from all attack checks
||+ Accurate 1

|Augmented Spin Barrell
||+3 Damage
||+1 Accurate
||+1 Pierce

Coordination Hologoggles:
|Coordination becomes Career Skill

Q-22 Retinal Tracker
|1 adv. per Gunnery, Ranged (Heavy) check

|Integrated Illuminator (Medium Range)
||Disorient 2

|Optimized Energy Cell
||When GM spends [d] or [t] to
||cause the weapon to run out of ammo,
||it requires an additional [t]

|Forearm Grip
||Innate Talent Point Blank
||+1 Accurate

||Magnetic Weapon Tether (Quickdraw)

Customizable Armor (R4 875):
Soak 2, HP (5/5), R+MDef 1, Enc 1, Sealable

|Custom Fit:
||Remove ■■ for all Athletics and
||Stealth checks

|OmniScan 3
|Threat Monitor
|Enhanced Optics Suite

Verpine Heavy Shatter Rifle (1d)
Verpine Heavy Shatter Rifle (2d)

Cybernetic Reflexes
|Adds Rapid Reaction

HWK-290:
http://swsheets.com/v/piz8t3zci-roaster

Critical Injuries & Conditions

Cybernetic Appendages(7/7):

Biofeedback Regulator

Immune Implant:
|+1 Resilience

Brain Implant:
|+1 Intellect

Cybernetic Eyes:
|+1 Vigilance
|+1 Perception

Implant Armor
|+1 Soak

|Surge Override Switch

Left Arm:
|Agility +1

Integrated Tools:
|Athletics: Retractable metal-spikes on the sole for crossing a slippery surface, climbing things like that

|Resilience: Premium coating, against heat, acid (environmental stuff) -> may hold it into a pool of lava or acid for a minute or so

|Survival: Axe-like tool to cut down things/trees

Builtin Weapon:
|Customisêd Energey Pistolée
|D. 7, C 2, Accurate 2, Vicous 2, Medium
|HP (4/4), Stun Setting
||Custom Grip (Accurate 1)
||Blaster Suppressor: ■■ to locate shooter
||BAM +3 Dmg. +2 Pierce
||Bantha's Eye: 1 Adv.

Legs:
|Brawn +1
|Unobtrusive: [s] to identify as Cybernetic

Integrated Tools:
|Athletics: Retractable metal-spikes on the sole for crossing a slippery surface, climbing things like that

|Resilience: Premium coating, against heat, acid (environmental stuff) -> may hold it into a pool of lava or acid for a minute or so

|Coordination: Tiny clamps(magnetic) to grapple onto a surface and hang upside down having arms free

|Stealth: Tiny, high-sensitivity Repulsors that allow teeny tiny floating moments to slide(avoiding activation of pressureplates/mines?)

Battlescars:
From Scattered Senses:
"Headtrauma"
Grit x1 for 15XP

From Agonizing Wound:
"What Doesn't Kill Me.."
Durable x1 for 15 XP

From Bleeding Out:
"What Doesn't Kill Me.."
Durable x1 for 5 XP

From Blinded
"Head Trauma"
Resolve x1 for 10 XP

From Maimed
"Impressive Scar"
Steely Nerves for 10 XP

Crits:
Stunned (d)

1 use of Vutalamine on OP Steel Nerves
1 use of Vutalamine on OP Frontline

Talents

Name Rank Book & Page Description
Toughened x10 Heavy (2); Recruit (2); Medic (1); Instructor (2); Archaeologist (1); Doctor (1); Gunslinger (1) Gain +2 wound threshold
Second Wind x3 Recruit (3) Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Barrage x3 Heavy Add one damage per rank of Barrage to one hit of successful Ranged (Heavy) or Gunnery attacks with non- starship/vehicle weapons at long or extreme range.
Grit x15 Heavy (1); Recruit (2); Medic (2); Instructor (2); Archaeologist (2); Doctor (3); Gunslinger (2); Battlescar (1) Each rank of Grit increases a character's strain threshold by one.
Brace x2 +2 Heavy (2) (+2 SES) Perform the Brace maneuver to remove ■ per rank of Brace from next Action. This may only remove ■ added by environmental circumstances.
Quick Strike x2 Gunslinger (2) Get a □ to attack checks on targets that have not yet acted.
Burly x3 Heavy (3) Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1.
Side Step x1 Heavy Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number. Strain suffered this way cannot exceed ranks in Side Step.
Durable x4 Heavy (1); Archaeologist (1); Battlescar (2) May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
Dedication x6 Heavy; Recruit; Medic; Instructor; Archaeologist; Doctor Agility x1; Brawn x1; Presence x2, Willpower x1; Intellect x1
Armour Master Heavy When wearing armor, increase total soak value by 1
Outdoorsman Recruit Remove ■ per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
Tactical Combat Training Recruit Melee and Ranged (Heavy) become career skills.
Vehicle Combat Training Recruit Gunnery and Piloting (Planetary) become career skills
Spare Clip Heavy Cannot run out of ammo due to Despair. Items with Limited Ammo quality run out of ammo as normal.
Jump Up Recruit Once per round, may stand from seated or prone as an incidental.
Rapid Reaction x2 Gunslinger (2) The character may suffer a number of strain to add an equal number of successes to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.
Enduring x2 Recruit (1); Archaeologist (1) Gain +1 Soak Value
Quick Draw Recruit Once per round, draw or holster a weapon or accessible item as an incidental.
Forager Medic Remove up to ■■ from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Stimpack Specialization x5 Medic (3); Instructor (2) Stimpacks heal 1 additional wound per rank of Stimpack Specialization.
Surgeon x5 Medic (2); Doctor (3) When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
Well Rounded Medic Cool and Stealth become Career Skills
Bacta Specialist x3 Medic (1); Doctor (2) Patients heal 1 additional wound per rank of Bacta Specialist when they heal wounds via bacta tanks or long-term care.
Dodge x3 Medic (1); Doctor (1); Gunslinger (1) When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number
Natural Doctor Medic Once per session, may reroll any 1 Medicine check.
Anatomy Lessons Medic After a making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
Stim Application (Improved) Medic When performing Stim Application Action, may increase difficulty of check to Hard [◆◆◆], and target only suffers 1 strain.
Stim Application Medic Take the Stim Application action; make a [◆◆] Medicine check. If successful, one engaged ally increases one characterstic by 1 for the encounter and suffers 4 Strain
Master Doctor Medic Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.
Stim Application (Supreme) Medic When performing the Stim Application action, spend Triumph to increase an additional characteristic by 1.
Conditioned x2 Instructor (2) Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
It's Not That Bad! Medic Once per session when an ally would suffer a Critical Injury, may take an It's Not That Bad action; make a [◆◆◆] Medicine check to stop the ally from gaining the Critical Injury.
Physical Training x2 Instructor (2) Add □ per rank of Physical Training to Athletics and Resilience checks.
Master of Shadows Armour (OCS) Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy [◆]
Body Guard x2 Instructor (2) Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.
Improved Bodyguard Instructor Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.
Master Instructor Instructor Once per round as an out of turn incidental, may suffer 2 strain to allow ally to use character’s ranks in Discipline for next Discipline check an ally makes.
Natural Instructor Instructor Once per session, may reroll one Discipline or Leadership check
Heroic Fortitude Heavy May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn and Agility checks until the end of the encounter.
Well Travelled Recruit K. Core Worlds and K. Outer Rim become career skills.
Well Rounded Archaeologist Leadership and Coercion become career skills
Researcher x2 Archaeologist (2) Remove ■ per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Hard Headed x2 Archaeologist (2) When staggered or disoriented, perform the Hard Headed action; make a (♦♦♦) Discipline check to remove status. (Difficulty reduced per rank of Hard Headed.)
Resolve x4 Archaeologist (1); Doctor (2); Battlescar (1) When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, to a minimum of 1
Stunning Blow Archaeologist When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
Pin Archaeologist Take Pin action; make an Opposed Athletics check to immobilize an engaged opponent until the end of the character’s next turn. Spend :Triumph: to extend duration one round.
Field Commander Instructor Take the Field Commander action; make a Average (♦♦) Leadership check A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
Impr. Field Commander Instructor Field Commander action affects allies equal to double Presence, and may spend :triumph: to allow one ally to suffer 1 strain and perform 1 free action instead.
Dynamic Fire Recruit When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1.
Knockdown Archaeologist After hitting with a melee attack, may spend :Thriumph: to knock the target prone.
Knowledge Specialization (K. Warfare) Archaeologist When making that skill check, may spend :triumph: result to gain additional successes equal to ranks in Knowledge Specialization.
Pressure Points Doctor
Impr. Quick Draw Gunslinger The character may activate the Quick Draw talent twice per round (instead of just once per round).
Lethal Blows x1 Gunslinger (1) Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
Heavy Hitter Heavy Once per session, the character may spend :triumph: on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1.
Sorry About The Mess Gunslinger The character decreases the critical rating of any nonstarship weapon he wields by 1 (to a minimum of 1) against targets that have not yet acted this encounter.
Steely Nerves Battlescar The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Presence or Willpower related checks until the end of the encounter. He still suffers from the injury itself.
Guns Blazing Gunslinger As an incidental, suffer 2 Strain to avoid increasing the difficulty of a Ranged (Light) check to attack with two weapons
Natural Marksman Gunslinger Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.
Deadly Accuracy (Gunnery) Gunslinger Add ranks of Gunnery to damage to all Non-Starship/Vehicle checks.

Force Powers

Force Rating
0
Power
Unmatched Courage
Description
Once per game session, as an out of turn incidental, the character may spend 2 Destiny Points to ignore the effects of all Critical Injuries for 6 rounds. When this effect ends, he suffers the effects of these Critical Injuries as normal.
Upgrade Effect
Finish The Job While Unmatched Courage is active, the character adds +2 damage for each Critical Injury he is suffering to the first hit of each successful combat check he makes.
See It Through While Unmatched Courage is active, the character does not become incapacitated when his wounds exceed his wound threshold.
Increase Effect When Unmatched Courage is active, whenever the character would suffer strain, he may suffer that many wounds instead.
Survivor x2 While Unmatched Courage is active, add □□ to all checks to remove Critical Injuries.
Duration x2 2 rounds longer active.
Too Tough To Die When Unmatched Courage ends, make a Hard [◆◆◆] Resilience check to remove one Critical Injury. If successful, remove one Critical Injury, plus 1 additional Critical Injury per Triumph he spends on the check.

Background

Beginnings - The Outsider
Reason for Adventure - Opportunity Knocks

Born and raised at a remote Mandalorian outpost on Concordia, Rom was tought the traditional, combat and battle orientated Mandalorian way. Though things have been complicated, due to inner conflicts of the Mandalorians, which included phases of pacifism and movements towards a modern non-violent way of life, he was somehow protected from these disputes up to a certain point. A lifechanging incident occured when he was a teenager. and he first had contact with the empire. Under Imperial occupation, it was only a matter of time, when a civil war would emerge on the surface of Mandalore and Rom's Tribe could no longer maintain its hidden and neutral position. Inevitability the bloody conflicts left him homeless, orphaned and full of hate towards the empire and Clan Xerton, which was responsible for his Clan's demise.. A dangerous and wild oddysey finally drove him to the Alliance when his despair was about to take over.

Complete backstory:
https://docs.google.com/document/d/1cZleSHlW27B60-1HjFSU8eh5VMTxGFV2Oy-ujov56qU/edit?usp=sharing

Motivation

Motivation: Squadmates (Coffee)
```Self explanatory: His SFL comrades became his new family. He has to keep them safe and bring them home.```

Duty: Experimental Warfare
```The countless individual circumstances that SFL Operatives are facing demand a flexible and specialised approach to technology and fighting techniques. In order to explore and exploit any potential way of dealing damage, it is Rom's duty to set his feet on unexplored warfare territory, be it new stimulants, substances, gear or unorthodox approaches to a threat. Creativity is a welcome aspect to reveal unknown depths of killing.```

Duties

Experimental Warfare - 1715
CR - 1 [Multi-Optics-Sight] [Enhanced Optics Suite]
CR - 2 [Left Leg (Brawn) Cybernetic] [Failed Cybernetic Crafting attempt.. much pain]
CR - 3 [Implant Armor] [Cybernetic Eyes]
CR - 4 [Brain Implant] [Coordination Hologoggles]
CR - 5 [SES] [Immune Implant]
CR - 6 [Verpine Heavy Shatter Rifle] [Personal Stealth Field]
CR - 7 [Augmentative Armour Parts] [Augemantative Armour Parts]
CR - 8 [Aratech R82 Jump Boots] [HWK-290]
CR - 9 [Cybernetic Eyes] [Medical Workshop]
CR - 10 [Plasma Protein Replicator] [Low Gravity Workshop]
CR - 11 [Morgukai Cortosis Staff] [Holographic Disguise Matrix]
CR - 12 [Verpine Heavy Shatter Rifle] [Physiological Enhancement System]
CR - 13 [RPS-6 Rocket Launcher] [Verpine Heavy Shatter Rifle]
CR - 14 [Reciprocating Quad Blaster Cannon ] [Heavy Repeating Blaster]
CR - 15 [...] [...]
CR - 16 [...] [...]
CR - 17 [...] [...]

Description

Gender: Male
Age: 24
Height: 187 cm
Hair: bald, proper moustache
Eyes: pale-blue

Other Notes

used 1776 hrs for 185 XP
used 168 hrs for 40 Duty

Heavy Talent Tree
· 5: ■ ■ ■ ■ Burly | Barrage | Grit | Toughened
10: ■ ■ ■ ■ Barrage | Brace| Spare Clip | Durable
15: ■ ■ ■ ■ Side Step |Burly | Heroic Fortitude | Toughened
20: ■ ■ □ □ Brace | Barrage
25: ■ ■ ■ ■ Burly | Dedication | Armor Master | Heavy Hitter

Unmatched Courage
30: Base Signature Ability
10: ■ ■ ■ ■ Increase Effect | Duration | Survivor | Duration
15: ■ ■ ■ ■ See It Through | Finish The Job | Survivor | Too Tough To Die

Recruit Talent Tree
· 5: □ ■ ■ ■ Second Wind | Outdoorsman | Tactical Combat Training
10: ■ ■ ■ ■ Second Wind | Vehicle Combat Training | Well Travelled | Toughened
15: ■ ■ ■ ■ Quick Draw | Grit | Toughened | Spare Clip
20: ■ ■ ■ □ Second Wind | Jump Up | Grit
25: ■ ■ ■ ■ Dynamic Fire | Dedication | Toughened | Enduring

Medic Talent Tree
· 5: ■ ■ ■ ■ Forager | Stimpack Specialization | Grit | Surgeon
10: ■ ■ ■ ■ Toughened | Surgeon | Stimpack Specialization | Bacta Specialist
15: ■ ■ ■ ■ Well Rounded | Grit | Stim Application | Master Doctor
20: ■ ■ ■ ■ Dodge | Natural Doctor | Stim Application (Impr.) | Stimpack Specialization
25: ■ ■ ■ ■ Anatomy Lessons | Dedication | It's Not That Bad! | Stim Application (Supreme)

Instructor Talent Tree
· 5: ■ ■ ■ ■ Conditioned | Physical Training | Body Guard | Grit
10: ■ □ ■ ■ Toughened | Conditioned | Stimpack Specialization
15: ■ ■ ■ ■ Physical Training | Master Instructor | Body Guard | Improved Bodyguard
20: ■ ■ ■ ■ Field Commander | Grit | Stimpack Specialization | Toughened
25: ■ ■ □ ■ Impr. Field Commander | Natural Instructor | Dedication

Archaeologist Talent Tree
· 5: ■ ■ ■ ■ Well Rounded | Hard Headed | Researcher | Grit
10: ■ ■ ■ ■ Durable | Toughened | Resolve | K. Spec. (Warfare)
15: ■ ■ □ ■ Stunning Blow | Knockdown | Researcher
20: ■ ■ ■ □ Hard Headed | Enduring | Grit
25: ■ ■ □ □ Pin | Dedication

Doctor Talent Tree
· 5: ■ ■ ■ ■ Surgeon | Bacta Specialist | Grit | Resolve
10: ■ ■ ■ ■ Stim Appl. (s) | Grit | Surgeon | Resolve
15: ■ ■ ■ ■ Surgeon | Grit | Bacta Specialist | Pressure Points
20: ■ ■ ■ ■ Impr. St. Appl. (s) | Natural Doctor (s) | Toughened | Anatomy Lessons (s)
25: ■ ■ ■ ■ Supr. St. Appl. (s) | Master Doctor (s) | Dedication | Dodge

Gunslinger Talent Tree
· 5: ■ ■ ■ ■ Grit | Quick Strike | Rapid Reaction | Quick Draw (s)
10: ■ ■ ■ ■ Lethal Blows | Grit | Quick Strike | Impr. Quick Draw
15: ■ □ ■ ■ Toughened | Dodge | Sorry About The Mess
20: □ □ ■ ■ Guns Blazing |Rapid Reaction
25: □ □ □ □

1. Operation Blitzkrieg: 20 XP; 20 Duty; 24 hrs; 300 Credits
2. Operation Hike: 20 XP; 20 Duty; 24 hrs; 1175 Credits
3. Operation Gouda: 20 XP; 20 Duty; 24 hrs; 300 Credits
4. Operation Aerial Deployment; 25 XP; 15 Duty; 24 hrs; 300 Credits
5. No Operation at all/Vacation with Bart: 25XP
6. Operation Aggressive Engineering: 25XP; 25 Duty; 24 hrs; 400 Credits
7. Operation Troubled Stars: 25XP; 20 Duty; 24 hrs; 400 Credits
8. Operation Cheddar: 20XP; 20 Duty; 24 hrs; 400 Credits
9. Operation Sandbar: 20XP; 20 Duty; 24 hrs; 400 Credits
10. Operation Scrapper Hunt: 15XP; 10 Duty; 24 hrs; 400 Credits
11. Operation Column Toppler: 25XP; 20 Duty; 24 hrs; 500 Credits
12. Operation Stormy Night: 25XP; 5 Duty; 24 hrs; 1700 Credits
13. Operation Planetoid Psychology: 25 XP; 25 Duty; 24 hrs; 500 Credits
14. Operation Hunger Pains: 25 XP; 20 Duty; 24 hrs; 500 Credits
15. Operation Puppet Master: 20XP; 25 Duty; 24 hrs; 500 Credits
16. Operation Charger: 25XP; 20 Duty; 24 hrs; 600 Credits
17. Operation Burn Hazard: 25 XP; 20 Duty; 24 hrs; 600+3500 Credits
18. Operation Emancipation Arsenal: 25 XP; 20 Duty; 24 hrs; 600 Credits
19. Operation Jasper Calling: 25 XP; 20 Duty; 24 hrs; 600 Credits
20. Operation Sunday Driver: 20 XP; 20 Duty; 24 hrs; 2650 Credits
21. Operation Semester at Sea: 25 XP; 10 Duty; 24 hrs; 700 Credits
22. Operation Iron Vulture: 25 XP; 20 Duty; 24 hrs; 700 Credits
23. Operation Gizer Shuffle Part 2: 15 XP; 10 Duty; 24 hrs; 700 Credits
24. Operation Trident I: 25 XP, 10 Duty, 24 hrs; 700 Credits
25. Operation Shadow Class: 25 XP; 15 Duty; 24 hrs; 700 Credits
26. Operation Long Tall Sally: 20 XP; 25 Duty; 24 hrs; 700 Credits
27. Operation Take Me Home: 25 XP; 15 Duty; 24 hrs; 800 Credits
28. Operation Stress Test: 25XP; 25 Duty; 24 hrs; 800 Credits
29. Operation Low Angle Shots: 20 XP; 10 Duty; 24 hrs; 800 Credits
30. Operation En Passant: 25 XP; 25 Duty; 24 hrs; 1150 Credits
31. Operation Steel Teardrop: 25XP; 15 Duty; 24 hrs; 800 Credits
32. Operation IntroDROXion: 15XP; 5 Duty
33. Operation Frozen Wampa: 25XP; 20 Duty; 24 hrs; 900 Credits
34. Operation Kerberos: 20XP; 20 Duty; 900+3500 Credits
35. Operation Pitter Patter: 25XP; 10 Duty; 24 hrs; 900 Credits
36. Operation Crypt Creeper: 25XP; 5 Duty, 24 hrs; 900 Credits
37. Operation Foxtrot Tango: 25XP; 30 Duty; 24 hrs; 900 Credits
38. Operation Cookie Cutter: 20XP; 10 Duty; 24 hrs; 1000 Credits
GMed Operation Broken Shackles: 20XP; 10 Duty; 12 hrs; 300 Credits
GMed Operation Missing Obol: 20XP; 15 Duty; 12 hrs; 300 Credits
39. Operation Steel Whisper: 25 XP; 10 Duty; 1000 Credits; 24 hrs
40. Operation Party After: 25 XP; 15 Duty; 1000 Credits; 24 hrs
GMed Operation Stuck In Traffic: 20 XP; 15 Duty; 300 Credits; 12 hrs
41. Operation Kerbal: 25 XP; 20 Duty; 24 hrs; 1000 Credits
42. Operation Spice of Life: 20XP; 10 Duty; 24 hrs; 1100 + 500 Credits
43. Operation Tundra: 25 XP; 25 Duty; 24hrs; 1100 Credits
44. Operation Country Road: 20XP; 10 Duty; 24 hrs; 1100 Credits
45. Operation RAbbiT Hole: 15 XP; 15 Duty; 24 hrs; 1100 Credits
46. Operation Promotion: 15 XP; 20 Duty; 24 hrs; 1100 Credits
47. Operation Droid Don't Kniw: 20 XP; 20 Duty; 24 hrs; 1100 Credits
48. Operation Emancipation Arsenal II: 25 XP; 20 Duty; 24 hrs; 1000 Credits
49. Operation Solo: 20 XP; 10 Duty; 24 hrs; 1200 Credits
50. Operation Bronze Fulcrum: 25XP; 15 Duty; 24hrs; 1200 Credits
51. Operation Black Spot II: 25XP; 25 Duty; 24 hrs; 1200 Credits
52. Operation Silver Scalpel: 25XP; 15 Duty; 24 hrs; 1200 Credits
53. Operation Scholar's Mate: 25XP; 15 Duty; 24 hrs; 1200 Credits
54. Operation Gavel: 25XP; 10 Duty; 24 hrs; 1200 Credits
55. Operation Gizer Moonwalk: 20 XP; 20 Duty; 24 hrs; 1300 Credits
56. Operation We Be Winging It: 25XP; 20 Duty; 24hrs; 1300 Credits
57. Operation Carpet Planner: 25XP; 15 Duty; 24 hrs; 1300 Credits
58. Operation Hamstring: 20XP; 15 Duty; 24 hrs; 1300 Credits
59. Operation Pinions: 20XP; 15 Duty; 24 hrs; 1300 Credits
60. Operation Huttball Glory 1: 25XP; 25 Duty; 24 hrs; 2800 Credits
61. Operation Walnut: 25 XP; 20 Duty; 24 hrs; 1400 Credits
62. Operation Declaw: 25XP; 25 Duty; 24hrs; 1400 Credits
63. Operation Crate Crawler: 25 XP; 5 Duty; 24 hrs; 1400 Credits; Stupid amount of supreme coffee beans
64. Operation Training Wheels: 20 XP; 20 Duty; 24 hrs; 1400 Credits
65. Operation Wild Hunt: 25XP; 15 Duty; 24hrs; 1400 Credits
66. Operation System Reset: 25 XP; 10 Duty; 24hrs; 1500 Credits
67. Operation Within Ear Shot: 20 XP; 20 Duty; 24hrs; 1500 Credits
68. Operation Face Off: 20 XP; 10 Duty; 24 hrs; 1500 Credits
69. Operation Placebo Effect: 25 XP; 15 Duty; 24 hrs; 1500 Credits
70. Operation Antiquity: 20XP; 15 Duty; 24hrs; 1500 Credits
71. Operation Huttball (Not so) Glory 2: 25XP; 25 Duty; 24 hrs; 1500 Credits; a DLT-19 Heavy Blaster Rifle
72. Operation Steel Nerves: 15XP; 20 Duty; 24 hrs; 1600 Credits
73. Operation Looking Glass: 15XP; 10 Duty; 24 hrs; 1600 Credits
74. Operation Bastion: 15XP; 10 Duty; 24 hrs; 1600 Credits
75. Operation Rust Vultures: 20XP; 20 Duty; 24 hrs; 1600 Credits
76. Operation Silent Guardian: 20 XP; 15 Duty; 24 hrs; 1600 Credits
77. Operation KTB: 15 XP (OTB)
78. Operation Cloak And Dagger: 20 XP; 5 Duty; 24 hrs; 1600 Credits
79. Operation Surgical Strike: 25 XP; 5 Duty; 24 hrs; 1600-700 in mission expenditures= 900 Credits
80. Operation Sudden Strike 2: 20 XP; 10 Duty; 24hrs; 1600 Credits
81. Operation Puño Sangriento: 20 XP; 20 Duty; 24 hrs; 1700 Credits
82. Operation Road Block: 25 XP; 15 Duty; 24 hrs; 1700 Credits
83. Operation Return to Mount Doom: 20 XP; 15 Duty; 24 hrs; 1700 credits
84. Operation Beach Bodybag: 25 XP; 10 Duty; 24 hrs; 1700 Credits
85. Operation Trainline: 20 XP; 10 Duty; 24 hrs; 1700 Credits
86. Operation Frontline: 25 XP; 20 Duty; 24 hrs; 1700 Credits (no thermal detonator)
87. Operation Within Reach: 25 XP; 20 Duty; 24 hrs; 1700 Credits
88. Operation Braha What: 20 XP; 15 Duty; 24 hrs; 1800 Credits
89. Operation Durasteel Heart: 25 XP; 10 Duty; 24 hrs; 1800 Credits
90. Operation Party Crashing: 20 XP; 10 Duty; 24 hrs; 1800 Credits
91. Operation Frost: 25XP; 15 Duty; 24 hrs; 1800 Credits
92. Operation OLD Man: 20XP; 20 Duty; 24 hrs; 1800 Credits
93. Operation Pass the Baton: 10XP; 10 Duty (should be -100); 24 hrs; 1800 Credits
94. Operation Durasteel Artifact: 25 XP; 15 Duty; 24 hrs; 1800 Credits
95. Operation Commencement: 25XP; 10 Duty; 24 hrs; 1800 Credits
96. Operation Newsflash: 20XP; 15 Duty; 24 hrs; 1900 Credits
97. Operation Good Intentions: 20XP; 10 Duty; 24 hrs; 1900 Credits
98. Operation Durasteel Relics: 25XP; 15 Duty; 24 hrs; 1900 Credits
99. Operation Gripcord: 25XP; 10 Duty; 24 hrs; 1900 Credits
100. Operation Baron's Tax: 20XP; 15 Duty; 24 hrs; 1900 Credits
101. OTB Don't Be A Prick: 25XP
102. Operation Overlord III: 25 XP; 15 Duty; 24 hrs; 1900 Credits
103. Operation TSSAGSIRASAG: 20 XP; 20 Duty; 24 hrs; 1900 Credits
104. Operation Ice Age: 25 XP; 15 Duty; 24 hrs; 2000 Credits
105. Operation Crypt Pillager: 25 XP; 10 Duty; 24 hrs; 2000 Credits

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