CT-2464 "Siege" by Vanath

Species
Clone
Career
Engineer
Specializations
Sapper, Gunner
System
Age of Rebellion

6
Threshold 18
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
3
4
2
2
2

Skills

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

Attacks

Assault Cannon
Range
Long
Skill
Gunnery
Blast 9, Auto-Fire, Accurate 2, Pierce 1, Cumbersome 3
Damage
14
Critical
3
DC-15A Blaster Carbine
Range
Engaged
Skill
Ranged: Heavy
Auto-fire, Pierce 1, Accurate 2, Stun Setting, Innate Point Blank
Damage
9
Critical
3
M8 Combat Knife
Range
Engaged
Skill
Melee
Accurate 1, Pierce 1
Damage
+1
Critical
3
Engineer's Hammer
Range
Short
Skill
Melee
Cumbersome 3, Disorient 1, Knockdown
Damage
+3
Critical
5
AP-M1 Armour Piercing Grenade
Range
Short
Skill
Ranged: Light
Blast 4, Limited Ammo 1, Pierce 4
Damage
13
Critical
3
Concussion Grenade
Range
Short
Skill
Ranged: Light
Blast 8, Concussive 2, Disorient 5, Limited Ammo 1
Damage
10
Critical
5
Plasma Grenade
Range
Short
Skill
Ranged: Light
Blast 10, Limited Ammo 1
Damage
12
Critical
3
Ion Grenade
Range
Short
Skill
Ranged: Light
Blast 7, Disorient 5, Stun Damage (Droid Only), Limited Ammo 1
Damage
10
Critical
5

0
465
3075
25/25

Weapons & Armor

=Worn=
Phase II Clone Armor (0 DEF; 2 Soak; 4 ENC; 4/4 HP)
Integrated Polarized Electrobinoculars
- Boost sight-based Perception checks. Remove 1 setback from Perception due to distance or low-light
Integrated Multi-Band Comlink
- Integrated long-range com
Utility Arm
- Boost to Mechanics, any checks benefit from additional arms
Repulsor-Assisted Lifting
- Add 5 to Brawn for ENC threshold

=Storage=

-------------------------------------

=On Person=
Assault Cannon (6 ENC; 4/4 HP)
Augmented Spin Barrel (2 HP)
- DMG +1; 1 K to maintenance
- 2x Damage +1
- 1x Accurate +1
- 1x Pierce +1
Amplifying Chamber (1 HP)
- Blast +4
- Setback to repairs
Telescopic Optical Sight (1 HP)
- Reduce difficulty of long/extreme checks by 1

=Storage=
DC-15A Blaster Carbine (3 ENC; 2/4 HP)
Forearm Grip (1 HP)
- Decrease difficulty of Ranged(Heavy) when engaged by 1
- 1x Point Blank Talent
- 1x Accurate +1
Electronic Sighting System (1 HP)
- Aim incidental at short
- Decrease difficulty of PERC to locate shooter by 1
- 1x Accurate +1

M8 Combat Knife (1 ENC; 0/1 HP)

Personal Gear

=On Person=
Mk. III Pack (Upgraded; ENC +8)
Load-Bearing Gear (ENC +3)
Utility Belt (ENC +1)
4x Military Belt Pouch (2 ENC 0 items; incidental draw)

Tool Kit (4 ENC; Mechanics)

"Breaker" Heavy Hydrospanner (3 ENC; ADV to mechanics)

Engineer's Hammer (2 ENC; 2 boost to demolish/build structures)

X5R Heavy Demolitions Kit (4 ENC; Stores 4 ENC of explosives; 2 Boost on Mechanics to prepare, set or disarm explosives. Once a session, may remove Despair or 3K results from a check dealing with explosives)

=Storage=
Military Medpac (2 ENC; medical, add 1 rank to medicine if no medicine)

Climbing Gear (1 ENC; B to climbing)

Entrenching Tool (1 ENC; dig holes)

AG/L Mk.III Targeting Goggles (1 ENC; Gunnery check against ship/vehicle SIL +1)

Fusion Cutter (2 ENC)

Weapon Maintenance Kit (2 ENC; 2 Boost to Mechanics for repairing, maintaining and modifying blasters.)

Mine Detector (1 ENC; Reveal all mines and explosive devices within medium range by using a 3P Computers or 2P Vigilance check.)

Assets & Resources

=On Person=
4x Proton Grenade (X5R)
6 Stimpacks
2 Nullicane
1 Extra Reload
6 Ion Grenades

=Storage=
6x Proton Grenade
3x EMP Grenade
8x Stimpack

=Other=
116 hours

Critical Injuries & Conditions

Stims:
2/5

Crits:

Talents

Name Rank Book & Page Description
Physical Training 1 Clone - SWA02 154 The character adds Boost per rank of Physical Training to his Athletics and Resilience checks.
Toughened 2 Sapper/Gunner - SWA02 158 The character increases his wound threshold by two per rank of Toughened.
Grit 1 Sapper - SWA02 148 Each rank of Grit increases a character's strain threshold by one.
Powerful Blast 1 Sapper - SWA02 154 The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades he uses by 1 per rank of Powerful Blast.
Contraption 1 Sapper - SWA02 144 Once per game session, the character can take a Contraption action. With a successful 3P Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. 1 Triumph may be spent to allow the tools to be recovered to be reused later.
Durable 2 Sapper/Gunner - SWA02 146 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Brace 1 Gunner - SWA02 144 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.
Enduring 1 Gunner - SWA02 144 The character gains + 1 soak value per rank of Enduring.
Debilitating Shot 1 Gunner - SWA02 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.
True Aim 1 Gunner - SWA02 158 Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim.
Point Blank 1 DC-15A - SWA02 154 The character adds 1 damage per rank of Point Blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Improvised Defenses 1 Sapper - SWA47 30 The character may attempt a 3P Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can provide cover for up to 4 characters for the rest of the encounter. The character may spend 2 Advantage or 1 Triumph from the check to increase the ranged defense the structure provides to 2.
Overwhelm Defenses 1 Gunner - SWA02 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.
Improvised Detonation 1 Sapper - SWA47 30 Once per session, the character may make a 3P Mechanics check to perform the Improvised Detonation action and build and explosive device out of available materials. The device can be detonated via any logical means (timed delay, pressure activated, or even a fuse) and when it explodes deals damage equal to the character's ranks in Intellect plus ranks in Mechanics plus Successes on the initial check, and possesses the Blast quality at an equal value. The character can spent 1 Triumph to increase the damage by an additional 2. Despair causes the device to detonate immediately in the owner's face. If the check would have been otherwise successful, the premature detonation does damage based on the successful check (and has an equivalent Blast quality). If the check would have failed, the premature detonation only does damage equal to ranks in Mechanics plus ranks in Intellect.
Improvised Position 1 Sapper - SWA47 31 The character may make a 3P Mechanics check and spend 12 hours constructing a secure position that can contain the group and its vehicles. The sum of its vehicles' silhouettes must be 4 or less. The position provides cover and can have additional narrative benefits at the GM's discretion. The character may spend 2 Advantage or 1 Triumph from the check to increase the ranged defense the position provides to 2.
Dedication (Intellect) 1 Sapper - SWA02 145 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Master Demolitionist 1 Sapper - SWA47 31 When resolving an attack from a personal (non starship/vehicle) explosive or ordnance weapon, the character may spend ADV or Triumph to have the weapon's Blast quality affect all characters within short range (rather than engaged). If the weapon normally affects all characters within short range, then the range of the effect is increased to medium instead.
Master Grenadier 1 Sapper - SWA02 151 The character decreases the ADV cost to activate the Blast quality on any weapon he uses by 1 to a minimum of 1. This includes the cost to activate the Blast quality if the weapon misses.

Background

CT-2464 "Siege" is a graduate from the clone combat engineering program. Siege was trained in the usage, creation, and disposal of fortifications, weapon emplacements, and explosives. Siege is just as comfortable with assaulting a dug in enemy position as he is with creating a bunker or operating heavy weapons.

Motivation

Motivation
Efficiency - In a war of attrition the CIS has the advantage. Clankers are inferior to Clones in every way except for cost and creation time so it is imperative that we use our resources as efficiently as possible.

Duties

CR1 - 135 Duty
Siege Engineering - The goal of combat engineering is to shape the operation environment to support the advance of friendly forces and maintain lines of supply and communication. Siege engineering achieves this through the creation of fortifications to protect friendly lines and the destruction or removal of enemy fortifications to assist offensives.

Description

Other Notes

https://docs.google.com/spreadsheets/d/1zxIY2UbIqb3lW-D2Evq1sOCxF8fc2p1OQk_lENmrUd0/edit?usp=sharing

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