Lt. Cheek, CT-3851 by SJSkerjanec

Species
Clone
Career
Clone Soldier
Specializations
Clone Veteran
System
Age of Rebellion

5
Threshold 16
Current 0
Threshold 14
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
3
2
2
2
2

Skills

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

Attacks

Wrist vibroknife, x2
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
1
Critical
2
DC-17m sniper configuration
Range
Extreme
Skill
Ranged: Heavy
Cumbersome 3, Accurate 1, Pierce 1, Two-Handed
Damage
11
Critical
2
DC-17m default configuration
Range
Medium
Skill
Ranged: Heavy
AutoFire, Pierce 1
Damage
9
Critical
3

100
150

Weapons & Armor

Vibroknives:
Pierce: An attack made with this weapon ignores one point of soak for each rank of Pierce.
Viscious: When this weapon scores a critical injury or hit, the character adds ten times the Vicious rating to the critical roll. With Vicious 3, for example, the victim adds +30 to his critical result.
Note: releasing one from your wrist is an incidental; releasing both is a maneuver

DC-17:
Attacking with a weapon on Auto-Fire is generally less accurate and the attacker must increase the difficulty of the attack by an additional Difficulty level. The user may choose to not use the Auto-Fire quality on a weapon; in this case, he cannot trigger the quality but also does not suffer the aforementioned penalty.

If the attack hits, the attacker can trigger Auto-Fire by spending two Advantages. Auto-Fire can be triggered multiple times. Each time the attacker triggers auto-fire, it deals an additional hit to the target. Each of these counts as an additional hit from that weapon, and each hit deals base damage plus the number of uncancelled Successes on the check.

These additional hits can be allocated to the target or other targets within range of the weapon. If the attacker wishes to hit multiple targets, he must decide to do so before making the check. Furthermore, if he wishes to hit multiple targets, his initial target must always be against the initial target with the highest difficulty and highest defense (if this is two separate targets, the GM chooses which target is the initial target). The initial hit must always be against the initial target, subsequent hits generated can be allocated to any of the other designated targets.

Auto-Fire weapons can also activate one Critical Injury for each hit generated on the attack per the normal cost: the Critical must target the target of the specific hit.

To wield a Cumbersome weapon properly, the character needs a Brawn characteristic equal to or greater than the weapon’s Cumbersome rating. For each point a character is deficient, he must increase the Difficulty Level of all checks made while using the weapon by one.

Accurate: For each level of this trait, the attacker adds a Bonus Die (Blue Die) to his attack dice pools while using this weapon.

Two-Handed: firing with one hand adds a black die to the check

Pierce: For every rank of Pierce, ignore 1 Soak.

NOTE: In order to switch from default to sniper configuration, it requires two maneuvers. To switch from sniper to default takes one maneuver if you are putting your materials away. Consider it an incidental if you intend to leave the materials behind.

Mk I Katarn-class Commando Armour: +1 Defense, +2 Soak
6 hours of constant combat oxygen, add two blue die to all toxin, radiation, and hazardous material resilience checks. Remove one black die for heat and cold environments.
Equipped with one medpac, long-range comms, helmet comm link
Integrated combat scanner: remove setback die on darkness checks

Personal Gear

Clanker Marker

Ascension Gun Attachment: Base Modifier: Make an Easy (1 difficulty) Ranged (Light) or Coordination check to fire the grappling hook onto an object up to medium range. As an action, can reel in the cord to pull themselves to the surface (1 range band per round).

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Combat Veteran 1 The character adds blue die to their Brawl and Discipline checks equal to their ranks in Combat Veteran.
Toughened 1 Gain +2 wound threshold per rank of Toughened.
Grit 1 Gain +1 strain threshold per rank of Grit.
Quick Draw 1 Once per round, draw or holster a weapon or accessible item as an incidental.
Clanker Killer 1 Before rolling a combat check that targets a droid, remove blue die up to the character's ranks in Clanker Killer from the pool, and add an equal number of success or advantage to the results.
Rapid Reaction 1 Suffer a number of strain to add an equal number of success to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
Known Programming 1 Twice per session, make a Hard Vigilance check to upgrade the difficulty of a certain droid model's checks against the character, plus one ally per success after the first, once for the rest of the encounter.
Multiple Opponents 1 Add blue die to Lighsaber, Brawl, and Melee checks when engaged with multiple opponents.

Background

I am among the only commandos left of the 212th's Foxtrot Commando Group, where my CO, Captain Gregor, is MIA. I am the most senior surviving commando from Foxtrot. My specialty is marksmanship. I like things a bit more personal with your modified DC-17m sniper rifle and commando-standard vibro blades. And of course, your trusted Clanker Marker.

Motivation

Fulfill your objective, and win the war for the Republic.

Duties

Sabotage – Clone commandos often do not fare well in open battle, but excel in subverting the ability of the enemy. The PC is focused on sabotaging Separatist operations, in whatever way possible, no matter what it is.

Description

Other Notes

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