CT-6851 "Anvil" (Retired) by Celharn

Species
Clone
Career
Clone Soldier
Specializations
Clone Trooper/Vanguard
System
Age of Rebellion

7
Threshold 18
Current 0
Threshold 14
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

4
4
2
2
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 2
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) 0
Mechanics (Int) 0
Medicine (Int) X 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 2
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 3
Brawl (Br) X 0
Gunnery (Ag) X 0
Lightsaber (Br) 0
Melee (Br) 0
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 1
Knowledge: Xenology (Int) 0

Attacks

Custom DC15 Blaster Rifle
Range
Extreme
Skill
Ranged: Heavy
Auto-Fire, Pierce 5, Accurate 7, Blast 9, Stun Setting, Deadly Accurate (3), Inaccurate 1 w/shield
Damage
14(17)
Critical
3
DC-17 Hand Blaster
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun Setting
Damage
7
Critical
3
M8 Combat Knife
Range
Engaged
Skill
Melee
Accurate 1, Pierce 1
Damage
+1
Critical
3
Mk II Emp Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Disorient 3, Ion, Limited Ammo 1
Damage
8
Critical
4
Z-6 Rotary Blaster Cannon
Range
Long
Skill
Ranged: Heavy
Auto-fire(only), Cumbersome 2, Prepare 1, Deadly Accurate(3)
Damage
12(15)
Critical
4
Exoglove
Range
Engaged
Skill
Brawl
Knockdown
Damage
+2
Critical
4
Activv1 Riot Shield
Range
Engaged
Skill
Melee
Inaccurate 1 w/ rheavy, Cumbersome 3, Defensive 2, Deflection 2, Disorient 1
Damage
+0
Critical
6

0
385
2690
17(17)/19

Weapons & Armor

Custom DC-15A Blaster Rifle (4E, HP 2/8)
+Integral Attachment (Superior)
+Customizable(+1HP)
+Reverse Engineered(+1HP)
+Intuitively Improved(+2HP):
+Custom grip(1HP): Remove ⬛ from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds ⬛⬛ to all combat checks made using it, Accurate 1.
+Forearm Grip(1HP): Decrease difficulty of shooting shooting Ranged(Heavy) in short range to 2p. Accurate 1, Point Blank 1
+Electronic Sighting System(1HP): Aim as an incidental at short range, decrease diffculty of perception checks to locate shooter in low light conditions. Accurate 1.
+Augmented Spin Barrel(2HP): +1Damage, add setback to mechanics checks when performing maintenance on weapon. +2 Damage, +1 Accurate, +1 Pierce
+Amplifying Chamber(1HP): Add blast 4 to weapon, add setback to mechanics checks to maintain or repair weapon. +1 Damage, +5 Blast
Exoglove (2E) (0/1HP): Increase brawn by 1, can use an action to make 2p ranged(light) check to secure grappling hook to object in medium range. If successful, next turn may spend a maneuver to pull themselves to object or vise versa. (Extra brawn adds extra soak, encum.)

DC-17 Hand Blaster(E2, HP 0/3) Stored
M8 Combat Knife(E1, HP 0/1) Stored
Integrated holsters slots- 2/5

Phase I Clone Trooper Armor (Def 0, Soak 2, E 4, HP 3/6)
-Intuitively Improved(+2HP), Reverse Engineered(+1HP)
-Integrated Comms
-1E when worn
-Squad Tactical Systems(1HP): Wearer adds boost dice to all Perception and Vigilance checks within medium range of one or more allies using this attachment. +1 Perception, +1 Vigilance
-Integrated Holsters (4E)(1HP): Stores 5 weapons of 3E or less, they don't count for encumbrance when stored. Quick Draw
- Enhanced Optics Suite(1HP): Removes up to ⬛⬛ added to Perception, Vigilance, and Combat skill checks due to darkness, smoke, of other vision obscuring effects. +1 Vigilance

Activv1 Riot Shield (5E) (0/0 HP)
+Adds ⬛ to checks combat checks with ranged heavy and shield when wielded with ranged heavy gun.

Personal Gear

Utility Belt(+1 E)
Military Backpack (2x storage, +6E)
Load Bearing Gear (+3E)
Stimpacks x4
Emergency Medpack(1E)
Extra Reload (1E)
Weapon Maintenance Kit for Blaster Rifles(2E) (+2 boost for mechanics to repair) not on missions
Electrobinoculars(1E): Remove setback from perception for lowlight or long distance.
3-MAL Secure Comlink: Planetary Medium range, adds setback to checks to intercept, can add 2b to knowledge checks to current events and conditions.
(Mass Combat req:
2 stimpacks
2 emp
extra reload)

Assets & Resources

Symbol of Command: Add boosts to social skill checks made to other members of the GAR.
Blaster Rifle Sample Roll:

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Z-6 Rotary Blaster Cannon(E6, HP 1/6)
+Weapon Sling. Cumbersome -1. (1HP) Quick draw
Intuitively Improved(+2HP), Reverse Engineered(+1HP)
Mk II Emp Grenade (E1) x3 Stored

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Physical Training (1) CS1B Additional bonus dice when making Athletics or Resilience checks.
Clanker Killer (1) CS2B Before rolling a combat check against a droid remove 🟦 up to ranks to add an equal number of SUCCESS or ADVANTAGE to the results
Deadly Accuracy CS3B (Ranged-Heavy) Add damage equal to ranks in skill to one hit of successful attack with skill
Armor Master CS3A When wearing armor, the character increases his total soak value by one.
Toughened (2) CS1D,CS4A +2 wound threshold per rank
Armor Master (Improved) CS1E When wearing armor with a soak value of two or higher, the character increases his defense by one.
Brace (1) CS1D Maneuver, remove ⬛ from next action, must be environmental
Supressing Fire (1) CS2A Character and allies in short range may spend 1 ADVANTAGE on a failed combat check once per round to inflict 1 strain per rank on the target
Conditioned (1) V1B Remove ⬛ per rank from Athletics and Coordination checks. Reduce damage and strain from falling by 1 per rank
Moving Target (1) V2B Add 1 to Ranged Defense per rank if character has already acted this round.
Bodyguard (1) V1A Once per round, spend a maneuver to guard an engaged ally. Suffer strain up to ranks to upgrade difficulty of attacks against that ally until the start of the next turn.
Natural Trooper CS2E One per session, may re-roll any one gunnery or ranged(heavy) check.
Dedication (Agility) CS3E Increase characteristic by 1
Point Blank Forearm Grip

Force Powers

Force Rating
Power
Unmatched Teamwork
Description
Once per game as an incidental, spend 2 destiny points to activate. Until end of encounter, may assist another character as an incidental once per round.
Upgrade Effect
Increased Effect Assistance instead adds success

Background

The stronger than the average clone, Anvil was given a Z-6 rotary blaster cannon during his training on Kamino. He relentless trains his mind, body, and skills to protect his fellow soldiers. Anvil was assigned to the 7th Systems Army after Geonosis and has recently proven himself above more common troopers.

After serving with the 7th System army on Christophsis, Anvil switched his Z-6 for a custom DC 15 to allow for easier manoeuvring to keep up with the jedi commanders he serves under.

Motivation

Comrades

Anvil wants to be the one to take fire to protect those who cannot withstand it. Fatalistic, he values the lives of others more than his own.

Duties

Combat Victory: Anvil believes he is superior to any droid and aims to prove that by crushing them in battle.

Duty:5
CR:1 Trooper

Description

Anvil has the standard clone military haircut. He has battleworn white phase 1 armor with a black anvil painted on the chestplate.

Other Notes

BASE : 100 exp, 500 credits
Base 100 exp, 30 brawn to 3, 30 willpower to 3, 30 agility to 3
Starting skills: Class: Athletics, cool, discipline, vigilance Specialization: Resilience, Ranged-Heavy
BONUS 150 exp, 900 credits
Skills: 10xp to ranged-heavy 2, 15xp to ranged-heavy 3, 10xp to athletics 3, 5xp to ranged light 1
Specializations: physical training-5xp, clanker killer-10xp, deadly accuracy(ranged-heavy)- 15xp, armor master-15xp, toughened-10xp and 20xp, Armor Master (Improved)- 25xp, brace 5xp, suppresing fire -10xp
Items
Heavy Gunner starter kit-4000 credits (phase 1 armor, 3 emp grenades, m8 combat knife, z-6 rotary blaster), DC17-1000 credits, utility belt-25 credits, military modular backpack frame-10 credits, Storage unit x2-50 credits, Load bearing Gear-100 credits, 4x stimpack- 100 credits, Emergency Medpack-100 credits, Extra Reload-25 credits, Weapon Maintenance Kit(Z-6)-450 credits, Custom grip-500credits, Squad tactical systems-2000 credits
Current:
Downtime: 142hrs
Skills/Specializations: Vanguard-30xp, Bodyguard-5xp, Conditioned-5xp, Moving Target-10xp, Natural Trooper-25xp, Dedication(Agility) -25xp, Unmatched Teamwork -30xp, Increased Effed-10xp
Items: 300 credits to mod custom grip and squad tactical system, Integrated holsters (300 cr), Enhanced optics suite (1750 cr), Weapon sling (100cr), modded those for free from Nero. Custom DC-15 Blaster Rifle (2T, 34A) 225cr(2hr), Electronic Sighting System (500), Forearm Grip (250), Amplifying Chamber(350), Electrobinoculars (250), 3-MAL Secure Comlink(250), Activv1 Riot Shield-heavy weapon adapted (400cr)

CR Rewards:
CR1: Augmented Spin Barrel, Exoglove
Missions:
Operation: Country Roads, Take Me Home:20xp, 15duty, 1000 credit, 24hrs downtime
Operation: General Nero's Chicken:25xp, 15 duty, 1000cr, 24hrs
Operation: LZ Dornmat:25xp, 15 duty, 1000cr, 24 hr
Operation: Galled Gizka II:20XP/20Duty/1000Credits/24Hrs
Operation: Oh no it’s the Reservists:20xp/15duty/1000cr/24hr
Backup:25xp/15duty/1100cr/24hr Hit CR, Symbol of Command



Gun Build1: Schematic
2 Triumphs, 34 advantages, 225 credits, 2 hours
2T, Integral Attachment (Superior)
4a, Auto-Fire
12a, Peirce 4
2a, Stun Setting
2a, Customizable
12a, Accurate 3
2a, Increased Range

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