Character Name

CC-9525 'Hotshot' (1000 XP) by MegaGeek2468

Tactician, Sharpshooter
Age of Rebellion

Threshold 22
Current 0
Threshold 15
Current 0
Ranged 1
Melee 1

Placeholder Image




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


WESTAR-M5 Blaster Rifle
Ranged: Heavy
Accurate 3, Cumbersome 3, Pierce 3; S to all Mechanics checks when performing maintenance
Armour-Piercing Grenade
Ranged: Light
Blast 4, Limited Ammo 1, Pierce 3
Frag Grenade
Ranged: Light
Blast 6, Limited Ammo 1
Entrenching Tool


Weapons & Armor

WESTAR-M5 Blaster Rifle (Enc 7, HP 0, 1,900cr)
- Augmented Spin Barrel (HP 2, 2750cr)
- Marksman Scope (HP 2, 1500cr)
Phase 1 ARC Trooper Armour (Enc 4 [1], HP 2, 5,000cr)
- Remove S from Perception checks, add B to Perception checks to detect movement/hidden enemies, add B to all Ranged attacks at Long/Extreme range, Innate Talent (Natural Marksman)
- Hardened Comlink (HP 0)
- Integrated Scanner (HP 1, 1100cr)
- Integrated Targeting Computer (HP 1, 3100cr)
- Vacuum-Sealed (HP 1, 1000cr)
3x Armour-Piercing Grenades (Enc 3, 300cr)
- 3x Grenade Clings (210cr)
4x Frag Grenades (Enc 4, 200cr)

Personal Gear

Modular Backpack Frame + 2 Storage Units (+6 Enc, 60cr)
Load-Bearing Gear (+3 Enc, 100cr)
Utility Belt (+1 Enc, 25cr)
Holo-Messenger (Enc 0, 250cr)
Combat Scanner (Enc 1, 2000cr)
Binders (Enc 0, 25cr)
Datapad (Enc 1, 75cr)
Military Field Manual (Enc 1, 25cr)
Recon Remote (Enc 1, 250cr)
Entrenching Tool (Enc 1, 20cr)
Symbol of Command (Kama) (Enc 1, 100cr)

Assets & Resources

Critical Injuries & Conditions


Name Book & Page Description
Grit 3 AoR p.75 +3 ST
Toughened 5 AoR p.75 +10 WT
Outdoorsman 2 AoR p.75 Remove SS from checks to move through terrain or manage environmental effects
Improved Outdoorsman AoR p.75 Once per session reroll 1 Resilience/Survival check
Side Step 2 AoR p.75 Suffer Strain to upgrade difficulty of ranged attacks by equal value; no more than 2 Strain
Commanding Presence 2 AoR p.75 Remove SS from Leadership/Cool checks
Confidence 1 AoR p.75 Decrease difficulty of Discipline checks to avoid fear by 1
Swift AoR p.75 Do not suffer difficult terrain movement penalties
Quick Draw AoR p.75 Once per round, draw/holster weapon/accessible item as incidental
Body Guard 1 AoR p.75 Once per round, perform manoeuvre to guard engaged character: suffer 1 strain to upgrade difficulty of attacks on character 1 time
Field Commander AoR p.75 Action: make an Average Leadership check; number of allies equal to Pr may suffer 1 strain to perform 1 free manoeuvre
Improved Field Commander AoR p.75 Affects allies equal to double Presence, may spend Tr to allow an ally to perform a free action instead
Natural Leader AoR p.75 Once per session, reroll 1 Cool/Leadership check
Coordinated Assault AoR p.75 Manoeuvre: number of engaged allies equal to Leadership get 1A on all combat checks until beginning of next turn; range increases per rank
Dedication 3 AoR p.75 +1 Agility, Intellect, Willpower
Sniper Shot 2 AoR p.93 Before making non-thrown ranged attack, perform manoeuvre: increase weapon range by 1 per rank; increase difficulty by same number
Lethal Blows 2 AoR p.93 Add +20 to any Critical Injuries inflicted
Deadly Accuracy (Ranged Heavy) 2 AoR p.93 Add 2 damage to attacks with this skill
True Aim 2 AoR p.93 Aim also upgrade attacks twice
Crippling Blow AoR p.93 Increase difficulty of next combat check by 1; if successful target takes 1 strain on movement for rest of encounter
Natural Marksman AoR p.93 Once per session reroll 1 Ranged check
Targeted Blow AoR p.93 Spend DP to add 4 damage to a hit
Steady Aim DoR p.107 Do not lose benefits of Aim on performing other manoeuvres/actions
Spare Clip DoR p.107 Cannot run out of ammo due to Despair
Familiar Suns DoR p.107 Manoeuvre: Hard Knowledge (Core Worlds or Outer Rim) check to reveal current planetary environment and useful information
Combat Veteran 2 DoR p.107 BB to Brawl/Discipline checks
Powerful Blast 2 DoR p.107 +2 Blast damage from explosives/explosive weapons/grenades
Persistent Targeting DoR p.107 After making a successful combat check on a target, add B to combat checks on them for rest of encounter
Comrades in Arms DoR p.107 Action: Hard Discipline check, if successful character and one ally per Suc gain +1 Defence
Improved Comrades in Arms DoR p.107 Spend 3A/1T on check to give character or one ally +1 Soak as well
Durable 1 DoR p.107 Reduce any Crit suffered by 10
Enduring 1 DoR p.107 +1 Soak


When the Clone designated CC-9525 was born, there was no great universal fanfare. Stars did not live or die, angels did not come down from heavens and no great storms were raised (save those already raging in Kamino's seas). Instead, the universe sedately sailed on and on.

Despite this, the Clone rose in leaps and bounds. His instructors soon observed in him a natural tendency towards leadership: the other young Clones gravitated to him, even at an early age. He rose through the ranks of cadets in leaps and bounds, soon being made Lieutenant. This, coupled with his talent for accuracy, led to the instructors christening the young trooper 'Hotshot'.

Taken under the wing of the Mandalorian Kal Skirata, Hotshot trained for a time with the ARC Troopers, completing basic training for their service before transfer to the Officers' Course. Despite this, he was still considered worthy of wielding the otherwise-restricted WESTAR-M5 rifle. Hotshot earned his wings by completing three training jumps at the biological age of just nineteen, being assigned to the 2nd Airborne Division as commander of their elite sniper platoon.

This auspicious career led ultimately for decorations for valour following Geonosis, where his courage in saving his unit which had been pinned down by a Geonosian gun position saw him given the Star of Merit (Second Class) and promoted to Captain. A proud officer, decorated for bravery, who had seen command and bore his own set of skills: he was the natural choice to be named as the GAR's attache to the Jedi Order.


Brothers All - Hotshot has one priority that drives him above all others: his brothers. His fellow Clones, who fight and die in the service of the Republic. He would see them through to the end of the war: all of them.


Duty to the Republic - 10 - Despite his upbringing and training, Hotshot has always had a certain level of an independent streak. Yet despite his best efforts to separate himself from it, to work for himself, he is inexorably drawn back again, unable to separate himself from his sworn service to an often distant, even hostile, body.


Hotshot looks much like every other Clone birthed on Kamino, yet he is in himself subtly different, as are almost all his brothers. His face is unscarred, but he wears his hair in a mohawk-style cut, which bisects a tattoo of the Republic sigil around the crown of his head.

His armour is heavily customised. In base, it is a standard Mark-1 suit, highlighted in orange to reflect his native unit. However, he also wears an Airborne helmet, a carryover from his time in the 2nd Airborne, which sports a flip-down magnifying visor that can he lowered across his eyepieces when needed. Likewise he sports the Airborne's up-armoured torso and left shoulder pad, while across his chest he bears a load-bearing bandolier and belt with pouches containing spare ammo, grenades, gear and a pistol and on his back he carries more gear in a pack. Completing the look is his traditional kama and a pauldron marked with the orange of his old unit.

Hotshot seems the perfect soldier, yet this conceals deeper flaws. He is too quick to hew close to his orders instead of branching out, and is considered a brave but unimaginative soldier by his non-Clone superiors. He sees the tactical side of things with a keen eye, and is considered a master of squad- and platoon-level combat amongst his brothers, but on the theatre and strategic levels he will follow orders instead of risking interfering with the 'bigger picture'. Very courageous, and always first into any sort of firefight, he is nonetheless unsure of his own capacity to manage plans on a larger scale.

Hotshot's training at the hands of the Mandalorian Kal Skirata led to his exposure to the Mandalorian way of life, and the Clones' own branch of it. While all Clones knew of their heritage in some way, Hotshot took it to heart, teaching it to all Clones who served under him. An advocate of the Resol'nare, he is fluent in Mando'a, and has studied the history of the ancient wars with the Republic. Now he travels amongst his brothers, spreading the word of the Mandalorian people - and his own creed, the Vode An: Brothers All.

Ultimately though, the Clone designated CC-9525 is cheerful and loyal to his brothers to the very end.

Other Notes


Starting - 110
Earned - 900

Stealth 1 - Human
Survival 1 - Human
Cool 1 - Commander
Discipline 1 - Commander
Knowledge (Warfare) 1 - Commander
Vigilance 1 - Commander
Leadership 1 - Tactician
Ranged (Heavy) 1 - Tactician

Brawn 3 - 30XP
Agility 3 - 30XP
Presence 3 - 30XP

Sharpshooter - 30XP
Clone Trooper - 30XP

Ranged (Heavy) 2 - 10XP
Ranged (Heavy) 3 - 15XP
Ranged (Light) 1 - 5XP
Melee 1 - 10XP
Cool 2 - 10XP
Vigilance 2 - 10XP
Survival 2 - 15XP
Stealth 2 - 15XP
Discipline 2 - 10XP
Leadership 2 - 10XP
Resilience 1 - 5XP
Resilience 2 - 10XP
Perception 1 - 5XP
Knowledge (Warfare) 2 - 10XP

Side Step 1 - 5XP
Outdoorsman 1 - 5XP
Toughened 1 - 5XP
Commanding Presence 1 - 5XP
Confidence 1 - 10XP
Outdoorsman 2 - 10XP
Swift - 10XP
Quick Draw - 10XP
Natural Outdoorsman - 15XP
Toughened 2 - 15XP
Body Guard 1 - 15XP
Commanding Presence 2 - 20XP
Field Commander - 20XP
Side Step 2 - 20XP
Improved Field Commander - 25XP
Natural Leader - 25XP
Coordinated Assault - 25XP
Dedication (Intellect) - 25XP

Sniper Shot 1 - 5XP
Grit 1 - 5XP
Lethal Blows 1 - 10XP
Deadly Accuracy (Ranged Heavy) 1 - 10XP
True Aim 1 - 10XP
True Aim 2 - 15XP
Sniper Shot 2 - 15XP
Lethal Blows 2 - 15XP
Crippling Blow - 20XP
Deadly Accuracy 2 - 20XP
Toughened 3 - 20XP
Targeted Blow - 25XP
Dedication (Agility) - 25XP

Grit 2 - 5XP
Toughened 4 - 5XP
Steady Aim - 5XP
Spare Clip - 5XP
Familiar Suns - 10XP
Combat Veteran 1 - 10XP
Durable 1 - 10XP
Swift - 0XP
Grit 3 - 15XP
Toughened 5 - 15XP
Combat Veteran 2 - 20XP
Powerful Blast 1 - 20XP
Powerful Blast 2 - 20XP
Persistent Targeting - 20XP
Comrades in Arms - 25XP
Improved Comrades in Arms - 25XP
Enduring 1 - 25XP
Dedication (Willpower) - 25XP

Return to Top