RC-4/7085 "Hawk" by P47Thunderbolt

Species
Clone
Career
Ace
Specializations
Gunner, Clone Pilot
System
Age of Rebellion

6
Threshold 14
Current 0
Threshold 16
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
4
2
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) 0 +1B
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 0
Leadership (Pr) 0
Mechanics (Int) X 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 0 +1B?
Piloting: Planetary (Ag) X 2 -1S
Piloting: Space (Ag) X 2 -1S
Resilience (Br) X 2 +1B
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0 +1B?
Brawl (Br) 0
Gunnery (Ag) X 2
Lightsaber (Br) 0
Melee (Br) 0
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) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 1
Knowledge: Xenology (Int) 0

Attacks

DC-17m
Range
Long
Skill
Ranged: Heavy
Auto-Fire, Pierce 1, Stun setting
Damage
9
Critical
3
DC-17m (Sniper Mode)
Range
Extreme
Skill
Ranged: Heavy
Accurate 1, Pierce 2, Slow-Firing 1
Damage
10
Critical
3
DC-17m (Anti-Armor Mode)
Range
Medium
Skill
Gunnery
Blast 3, Breach 1, Limited Ammo 4, Prepare 1
Damage
10
Critical
2
DC-17 Hand Blaster
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun setting
Damage
7
Critical
3
Frag Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Limited Ammo 1
Damage
8
Critical
4
Retractable Wrist Blades
Range
Engaged
Skill
Melee
Pierce 1
Damage
+1 [4]
Critical
3
BT X-42 Heavy Flame Projector
Range
Medium
Skill
Gunnery
Blast 6, Burn 4, Vicious 1
Damage
10
Critical
2
Thermal Detonator
Range
Short
Skill
Ranged: Light
Blast 15, Breach 1, Limited Ammo 1
Damage
20
Critical
2
Mk II Ion Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Disorient 3, Ion, Limited Ammo 1
Damage
8
Critical
4

0
280
15/15

Weapons & Armor

Katarn-Class Commando Armor (+2 Soak, +1 Defense) (2/3: Retractable Wrist Blades; Squad Tactical Systems [Boost to Perception and Vigilance when in Medium range of likewise-equipped allies]) The armor's backpack is modular, enabling it to incorporate modifications suited to specific battlefield needs such as survival gear, additional oxygen supplies, and field electronics.

DC-17m (0/3) The character may swap the weapon between modes as a Maneuver. When in Sniper Mode, add 2 Setback if using at Engaged or Short range.

DC-17 (1/3: Ascension Gun)

(1) EMP Grenade

(1) Thermal Detonator

Personal Gear

Military Modular Backpack (1: Sensor Unit; 2: Storage Unit)
Load-Bearing Gear
Utility Belt
Military Belt Pouch
Datapad
(1) Stimpack

Assets & Resources

Critical Injuries & Conditions

(Durable -10)
Easy: Stunned (Staggered until end of turn)

Talents

Name Rank Book & Page Description
Physical Training [Species] 1 AoR CRB 154 The character adds 1 Boost per rank of Physical Training to his Athletics and Resilience checks.
Grit [GUN], [CP] 3 AoR CRB 148 Increase ST by 1 per rank of Grit.
Enduring [GUN] 1 AoR CRB 146 Increase Soak by 1 per rank of Enduring.
Durable [GUN] 1 AoR CRB 146 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Brace [GUN] 1 AoR CRB 143 As a maneuver, the character may Brace himself. This allows a character to remove Setback per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable, surfaces, zero gravity, heavy gravity or other disruptive physical obstacles that would make a skill check more difficult.
Spare Clip [GUN] AoR CRB 157 The character does not run out of ammo on a Despair. Items with the Limited Ammo quality run out of ammo as normal.
Jury Rigged [GUN] 1 AoR CRB 150 The character chooses one personal weapon or piece of armor per rank of Jury Rigged. he may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece of armor.
Overwhelm Defenses [GUN] 1 AoR CRB 154 Upon making an unsuccessful attack with a starship or vehicle weapon, the character may spend 2 Advantage per rank of Overwhelm Defenses. Reduce the defense rating in the defense zone targeted by the attack for the remainder of the encounter by 1 for every 2 Advantage spent.
Debilitating Shot [GUN] AoR CRB 145 Upon making a successful attack with a starship or vehicle weapon, may spend 2 Advantage to reduce the maximum speed of the target by 1 (to a minimum of 1) until the end of the next round. If the starship or vehicle was traveling its maximum speed, it has its current speed reduced to the new maximum.
Fire Support [CP] 1 RotS 39 After the character makes a successful combat check using a vehicle weapon, the next ally to make a check adds Boost equal to the character's ranks of Fire Support.
Let's Ride [CP] AoR CRB 151 Once per round on the character's turn, the character may mount or dismount from a vehicle or beast, or slide into the cockpit or weapon station aboard a starship, as an incidental instead of a maneuver.
Skilled Jockey [CP] 1 AoR CRB 156 The character removes Setback per rank of Skilled Jockey from his Piloting (Planetary) and Piloting (Space) checks.
High-G Training [CP] 1 RotS 39 When a starship or vehicle the character is currently piloting would suffer system strain (either voluntarily or involuntarily), the character may suffer a number of strain up to his ranks in High-G Training. If he does, the amount of system strain the starship or vehicle suffers is reduced by that amount (to a minimum of 0).
Barrel Roll [CP] RotS 37 When a vehicle or starship the character is piloting suffers a hit from a combat check, after damage is calculated but before armor is applied, the character may take a Barrel Roll incidental. The ship suffers 3 system strain, and the damage of that hit is reduced by an amount equal to the character's ranks in the Piloting skill used for that vehicle. This talent may only be used once per attack and only when the character is piloting a vehicle or starship of silhouette 3 or less.

Background

His history began much like any other clone, selected before he was two-years decanted for clone pilot training, and then abruptly shifted into commando cross-training before another three years had passed.

The cross-training program was led by Teuro Jihira, a mercenary dropship pilot and ace starfighter jockey who'd fought in combats from the Tharin Piracy Pacification to the Cheelin Suppression, each time acquitting himself well and earning plaudits from the governments who hired him. Each time, he refused the awards.

His experience as a dropship pilot in the Cheelin Suppression, where dozens of gunships were grounded after disgorging their troops, leaving the pilots a liability, led him to establish a doctrine of dismount fighting.

Hawk learned this doctrine in painful detail, the grueling training regimen reinforcing his existing acumen for piloting and gunnery while giving him enhanced training in combat more generally and searing the tactics of a commando team into his brain.

Teuro didn't leave it at that, however. A classically-raised Mandalorian, he educated them in philosophy and Mandalorian life as he would his own sons, all with his characteristic bluntness and prodding questions.

While some of the clones took little interest in the philosophy, Hawk ate it up. He took the questions to heart, and set about answering them. If he couldn't, he let them stew. Questions need answers, and some answers need the questions asked.

The biggest one, posed by his sergeant, was "Why fight for the Republic?" He didn't elaborate further, and refused to answer any of their comments. For his part, Hawk wasn't able to answer it, not in a way that satisfied him.

While enjoying some well-deserved rest after graduating from the program, he stewed over the question. Finally, it clicked. It was a trick question. Teuro didn't fight for the governments who hired him, and he wasn't working for the Republic now. No, he fought for his comrades, his vode, his fellows in blood and toil; he fought for his honor, his professional pride, his passion; he fought to save lives, didn't he? The governments of Cheelit, or Montitia, or whoever else he fought for, were only the beneficiaries.

It was a liberating feeling.

Was it treasonous?

Hawk didn't think so. He would still fight for the Republic, and he would give it his all. Kyr'am jaon trattok.
(Death over failure)

Motivation

Belief: Life
Life must have value, for without life there is nothing. But if without life there is nothing, then a lack of life is nothing as well—in fact, by its nature, it is oblivion. A void, a total lack.

No, life has value. As much as they have tried to convince me otherwise, I know it's true. It's something that must be unlearned, never taught. The only question is whose. Does my enemy's life have value? To him, yes, and to others.

If life has value, value comes from somewhere. To have value, it must be valued by something external. Who values our lives? We value our lives. My brother beside me, and the brother beside him.

Quest: Reason
To make sense of the senseless is a daunting task. To find reason for the reasonless is a lost cause. When reason sleeps, monsters rise. If the monsters have risen, reason must awaken and restore order. But what order?

Though such existential consideration may be counter-productive for cannon fodder, it is essential for a man.

Duties

(-5=5XP)
Personnel (6):
Insert, cover, extract—that's the motto of the commando pilot corps, and that's my job. Each brother is my charge, my cargo, and my comrade. I will take them in, I will protect them, and I will bring them out. No brother will be left behind, no matter the cost to myself.

Rule #4: There are no cold LZs.
Rule #4 part 2: If there were, they wouldn't need us.

Description

Age: 20 (biologically; chronologically: 10)
Height: 6'0
Build: Muscular
Hair: Black, left rather messy
Eyes: Brown
Homeworld: Kamino
Armor: The helmet features a yellow cap in a similar design to that of clone pilots, as a nod to his other airborne brothers, and his shoulder plates are likewise painted yellow. A yellow triangle angles down across his chest from each shoulder, terminating in a stylized hawk's head, an image of a diving bird of prey. The rest of his armor is the standard white paint scheme, albeit already pocked and scarred after years of training.

Whenever he has some downtime, whether it's in the cockpit of a gunship waiting to set off on a mission or in his bunk after returning to a carrier, he will often pull out his datapad and either start taking notes on some matter or read up on whatever philosophical materials he can get his hands on, whether technically contraband or not.

Other Notes

XP:
Characteristics:
Brawn (3)
Agility (4)
Total: 100XP
Species Bonus:
Resilience, Knowledge (Warfare)
Career Skills:
Piloting (Planetary), Piloting (Space), Gunnery, Ranged (Light)
Spec Skills:
Resilience, Gunnery
Skills:
Ranged (Heavy) (1) 5XP (5)
Piloting (Planetary) (2) 10XP (10)
Piloting (Space) (2) 10XP (10)
Total: 25XP
Talents:
Gunner (starting spec):
Durable (A1) 5XP
Grit (A2) 5XP
Overwhelm Defenses (A3) 5XP
Debilitating Shot (A4) 5XP
Spare Clip (B3) 10XP
Jury Rigged (C3) 15XP
Enduring (D2) 20XP
Brace (D3) 20XP
Total: 85XP
Clone Pilot (free spec):
Let's Ride (A1) 5XP
Fire Support (A2) 5XP
Grit (A3) 5XP
Grit (A4) 5XP
High-G Training (B1) 10XP
Skilled Jockey (B4) 10XP
Assault Drop (C1) 15XP
Barrel Roll (C4) 15XP
Total: 70XP
Grand Total: 280XP

Encumbrance:
Katarn-Class Commando Armor (4-3=1)
BT X-42 Heavy Flame Projector (6)
DC-17 (2)
Ascension Gun (1)
Thermal Detonator (1)
EMP Grenade (1)
Datapad (1)
Sensor Unit (2)
Total: 15

Other:
DC-17m (4)

Earned XP:
Starting: 100XP
Duty: 5XP
Bonus: 150XP
Session One: 25XP
Total: 280XP

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