Senior Trooper CT-3456 "Count" by DT01816

Species
Clone
Career
Clone Soldier
Specializations
Clone Trooper, Gunner
System
Age of Rebellion

6
Threshold 20
Current 4
Threshold 13
Current 0
Ranged 2
Melee 1

Placeholder Image

Characteristics

3
4
4
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 4 🟦🟦🟦
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) 1 🟦
Deception (Cun) 0
Discipline (Will) X 2 🟦
Leadership (Pr) 0
Mechanics (Int) 0 🟦🟦
Medicine (Int) X 2 🟦
Negotiation (Pr) 0
Perception (Cun) X 3 🟦 -⬛ , +2 with DC-15, + 🟦 sq,
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 2 🟦🟦🟦
Skulduggery (Cun) 0
Stealth (Ag) 1
Streetwise (Cun) 0
Survival (Cun) 1 🟦
Vigilance (Will) X 2 @ + 🟦 sq
Brawl (Br) X 1
Gunnery (Ag) X 4 @
Lightsaber (Br) 0
Melee (Br) 1
Ranged: Light (Ag) X 2
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) 1 🟦
Knowledge: Xenology (Int) 0 🟦

Attacks

DC-15A
Range
Medium
Skill
Ranged: Heavy
Auto fire, pierce 2, , accurate 2, stun setting
Damage
15(12)
Critical
2
M8 Combat Knife
Range
Engaged
Skill
Melee
Accurate 1, pierce 1, vicious 1
Damage
+1
Critical
3
Mk II EMP Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Disorient 3, Ion
Damage
8
Critical
4
Grenade Launcher (Ion Grenades)
Range
Medium
Skill
Gunnery
Accurate 2, Blast 7, Disorient 5, Stun Damage (Droid Only), Limited Ammo 6
Damage
10
Critical
5
E-Tool
Range
Engaged
Skill
Melee
Improvised, automatic t
Damage
+2
Critical
4
SX-21 Scatter Blaster
Range
Short
Skill
Ranged: Heavy
Blast 6, Prepare 1 (Engaged Pierce 4)
Damage
(13)10 +2 on droids
Critical
3
Explorer's Knife
Range
Engaged
Skill
Melee
Vicious +1
Damage
+1
Critical
3

0
710
1295
18/19

Weapons & Armor

Clone Trooper Kit

Phase II Clone Trooper Armor
Soak 2 Encumbrance 4 | HP 5
Includes the following Attachments:
β€’ Clone Polarized Electrobinoculars
β€’ Multi-Band Comlink
Repulsor-Assisted Lifting: Add 7 to wearer's Brawn score for the purposes of determining Encumbrance threshold.
Physiological Enhancement System
Whenever the character suffers strain involuntarily, reduce the amount of strain suffered by 1, to a minimum of 1. The wearer adds to 🟦 all Athletics, Coordination and Resilience checks. 1 Athletics Skill, 1 Resilience Skill, 1 Coordination skill
Reverse Engineered
Squad Tactical System 1 hp - Wearer adds 🟦 to all Perception and Vigilance checks while within medium range of one or more allies also using armor with this attachment. 1 Perception mod, 1 vigilance mod

DC-15A Carbine
Augmented spin barrel - Increases Damage by +1, Adds ⬛ to all Mechanics checks when performing maintenance. 2 damage +1 Mods, 1 Weapon Quality (Accurate +1) Mod, 1 Weapon Quality (Pierce +1) Mod.
Custom Grip Remove ⬛ from all combat checks.
1 Weapon Quality (accurate +1) Mod
Multi-Optic Sight Removes up to ⬛⬛ on any checks to use this weapon due to smoke, darkness or other environmental conditions that obstruct vision 2 Skill perception Mods
/ Chaos Maker's Mark rifle.
Jury Rigged 2 crit.
Combat Tested: 🟦 to Discipline checks. 1 Add🟦 to checks to resist Fear Mod
3 Encumbrance

Grenade Launcher 3 hp - Ion Grenades x6
Lightweight Frame -2 ENC
Custom Grip - ⬛ . +⬛ ⬛ if not me.
+ 1 accurate mod (enhanced)
3 enc

Ion Grenade 10dmg crit5 Blast 7, Disorient 5, Stun Damage (Droid Only), Limited Ammo 1
x6 (In Launcher)

Mk II EMP Grenade
8 damage 4 crit short range blast 6 disorient 3 Ion
x2

9 Encumbrance Total

Personal Gear

Load Bearing Gear (Sub Load ) +3 Encumbrance

Utility Belt +1 Encumbrance

E-Tool - Dig trenches +2 crit 4
1 Encumbrance

Field Rations - 1 week of food x2

Military Belt Pouch x4 - Can hold two items that have encumbrance 0 and user can draw these items as an incidental.

Modular Backpack Frame
A frame that can hold two of the following at extra cost:

-Comms Unit Encumbrance 2. This pack functions as a Comms hub, routing Alliance communications up to long range on the planetary scale. Its encryption adds ⬛⬛ to checks made to unscramble the signal.

-Sensor Unit Encumbrance 2: This unit features a raised rotating dish not unlike the similar, smaller unit common to astromech droids. The sensor feeds a wrist- mounted touchscreen and can be set to alert a soldier to movement nearby, or scan the area in general up to long range. In addition to receiving narrative benefits such as advance warning of movement, the wearer adds automatic a to vigilance checks

Stimstick - A character who chews a stimstick removes ⬛ from their discipline, Perception, Resilience or Vigilance checks to stay awake or notice something due to fatigue or lack of sleep until the end of the encounter, at the end of the encounter the character suffers 1 strain. x8

Nullicane - Character may apply Nullicaine to themselves or an engaged character by making an Easy (d) Medicine check and choosing 1 Easy (d), Average (dd) or Hard (ddd) Critical injury the target is currently suffering, if successful target suffers 3 strain and ignores the chosen critical injury until the end of the encounter
x10

Stimpack - Requires one maneuver to use on self or other, Immediately heals 5 wounds, a second stimpack heals 4 wounds, third 3 wounds and so on, six stimpacks in a single day has no effect x4

Medpac In addition to effects of Emergency Medpack , grants 🟦 to all Medicine Skill Checks 2 enc.

Merr-Sonn 'Rider' Ascension Pistol - As an action make a Average (dd) Ranged (Light) check to fire a grappling hook onto a object at medium range, as an action he may reel in the cord pulling himself to the target or an unsecured object to himself. To pull up a passenger as well make a Average (dd) Athletics Check to avoid losing grip of the pistol or partner. 1 enc

Targeting Goggles - Increase the silhouette of a target by one when making a gunnery check targeting a starship or vehicle 1 enc

9 Encumbrance

Assets & Resources

Republic Insignia Candidate - Operation Yarr
Clone Casualty Medal - Alesia

Achievement Medal: +5 duty and 🟦 on knowledge checks

Durable Battle Scar

Macrobinoculars - Magnify targets up to 10 km. 1 encumbrance

Explorer's Knife - grants 🟦 to all Survival Checks 1 enc

Flare x1

Weapon Maintenance Kit Blaster Rifle) Each provides 2 boost to any Mechanics checks made to repair maintain or modify a weapon, but only for that specific class of weapon.

Extra Reload - Allows a character to reload after that character experiences a "out of ammo" y result by spending a maneuver x1

M8 Combat Knife
Serrated Edge Grants the weapon the Vicious (+1) Quality
1 Encumbrance

Extra Reload - Allows a character to reload after that character experiences a "out of ammo" y result by spending a maneuver x7

Recon Remote x2 - Remote droid used for Recon and surveillance, 20 kilometer range. 1 enc each.

-Power Unit
Encumbrance 3, Rarity 3): This portable power unit can recharge a depleted piece of equipment as an action, or a droid or larger piece of machinery in two hours, Once per encounter it can allow the wearer of the backpack to ignore an "out of ammo" result in the same manner as an extra reload.

-Storage Unit
This unit increases the wearer's encumbrance capacity by 3.

Integrated Ascension Gear - Make an Average (dd) Ranged (Light) check to secure the grappling hook to an object within medium range, on success as an action may reel cable in. Pulling another character with him requires an Easy (d) Athletics check
1 Encumbrance

X5R Heavy demolitions Kit - Gives 🟦🟦 on Mechanics checks to Prepare, set or disarm explosives, in addition, once per session, a character using a X5R can remove one y or up to ttt from a mechanics check dealing with explosives. 4 encumbrance

Pioneer Squad Tool Kit The tools and equipment included in a pioneer squad tool kit adds 🟦🟦 on checks made to clear land, build structures, set up obstacles, set up or disable explosives, or engage in other construction or engineering tasks in the field. 25 enc.

Military Traumapac - A traumapac only allows a character to use the Medicine skill to attempt to remove Critical Injuries from others without penalty.

Climbing Gear - Allows user to scale walls or tall structures. Includes wire and grappling hook/adhesion pads. 1 enc

SX-21 Scatter Blaster - Dam:10. Crit:3. Range: Short, 4 hp Cumbersome 3, Blast 6, and Prepare 1
a target in Engaged Range, it loses Blast 6 and gain Pierce 4.
Custom Grip: remove ⬛
Forearm Grip: decrease engaged Ranged (Heavy) attacks by 1
Ionising Focusing Coils 800 Increase weapon damage by 2 when targeting droids. Opponents may spend tt or y on a combat check using the weapon to damage the weapon one step. 6en

Antishock Blanket - When a character uses an antishock blanket to help heal a Critical Injury, the character may reduce the difficulty of the Medicine check made to heal the injury by one to a minimum of Easy (d). 2 enc.

Q-22 Retinal Tracker - Provides an automatic a on gunnery and Ranged (Heavy) checks.

CR1:
Grenade Launcher
Repulsor-Assisted Lifting

CR2:
Pioneer Squad Tool Kit
Cybernetic Reflexes

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Physical Training 2 Age of Rebelion - Core Rulebook P:154 The character adds boost per rank of Physical Training to his Athletics and Resilience checks.
Clanker Killer 2 Rise of the Separatists - 23 Before rolling a combat check targeting a droid, remove (boost) up to the characters ranks in Clanker Killer from the pool, and add an equal number of (success) or (advantage) to the results
Deadly Accuracy 1 Age of Rebelion - Core Rulebook P:145 Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill to any damage inflicted while using it. He may not choose the same combat skill twice.
Natural Trooper 1 Rise of the Separatists - 23 Once per session, may re-roll any one Gunnery or Ranged (Heavy) check.
Dedication 2 Age of Rebelion - Core Rulebook P:145 Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six.
Toughened 3 Rise of the Separatists - 23 +2 Wound threshhold
Brace 1 Rise of the Separatists - 23 As a maneuver, the character may Brace himself. This allows a character to remove ⬛ per rank of Brace 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.
Armor Master (Improved ) 1 Rise of the Separatists - 23 When wearing armor with a soak value of two or higher. The character increases his defense by one.
Armor Master 1 Rise of the Separatists - 23 When wearing armor, the character increases his total soak value by one.
Durable 3 AoR - CRB P:146 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Spare Clip 1 AoR - CRB P:157 The character does not run out of ammo on a despair. Items with a listed clip size run out of ammo as normal.
True Aim 2 AoR - CRB P:145 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 may also upgrade his attack roll once per rank of True Aim.
Overwhelm Defenses 2 AoR - CRB P:154 Upon making an unsuccessful attack with a starship or vehicle weapon, the character may spend aa per rank of Overwhelm Defenses. Reduce the defense rating in the defense zone targeted by of the encounter by 1 for every aa spent.
Debilitating Shot 1 AoR - CRB P:145 Upon making a successful attack with a starship or vehicle weapon, may spend aa 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.
Jury Rigged 2 AoR - CRB P: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 a cost on its Critical Hit or any single other effect by 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 or armor.
Enduring 3 AoR - CRB P:150 +1 Soak
Lateral Thinking 1 Once per encounter spend a destiny point to force an enemy to re-roll a successful combat check. No destiny point if its a droid.
Exhaust Port 1 AoR - CRB P:154 Before an attack, spend Destiny to ignore massive rule.
Rapid Reaction 1 Cybernetic Reflexes The character may suffer a number of strain to add an equal number of s to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.

Force Powers

Force Rating
Power
Unmatched Teamwork - Sig Ability
Description
Once per session as an incidental, the character may spend 2 Destiny Points to activate Unmatched Teamwork. Until the end of the encounter, the character may assist another character as an incidental once per round.
Upgrade Effect
Increase Range The character may assist another character up to Short range

Background

Back-fill, FNG, shiny - whatever you call it he's new.
Fresh from accelerated training on Kamino, Count, knows nothing but the clinical, whitewashed hallways and drenched, rainy climate of his homeworld.
Count developed a bad habit of making snippy remarks towards to training NCOs who oversaw his unit. It got him a few disciplinary actions and time in the reconditioning chamber. The time was worth it to Count - anything to make the time go faster and keep his vat-mates entertained.

Count's gotten his feet wet; he's seen fighting on Chyyra and made it out mostly unscathed. He now serves in the 4/231 "Mud Castles" Special Missions Battalion.

Count was captured on a mission deep within enemy lines. During his captivity he was interrogated but held firm. On the failed rescue he was injured by falling debris. After he was recovered he struggled with the guilt of his perceived failure and loss of his brothers. Only by visiting the scenes of his trauma on a later mission was he able to process and move passed the experience.

He has redoubled his efforts and thrown himself at the 7th's newest tasks.

In Sector Vaar Count was sent into a bacta tank after a mission deep into the wasteland. Given time to contemplate what went wrong, he vowed never to be caught unawares again.

Motivation

Quest - Glory AoR pg 106.

Count wants to get out into the galaxy and prove himself to his command at the first opportunity. He has taken in every bit of Republic propaganda and wants to be 'that trooper' on the war posters. He often falls far from the mark, but he trusts that his comrades will be there to pick him up when he is down.

Duties

CR 2

85- Morale - 'Works to keep everyone's spirits up with well timed jokes and or inspirational gestures'

Description

Nose bent slightly to the left where Dix broke it. scar across right side from disruptor round,
Helmet has a spiderweb crack in the left side of the visor. Blue winged lightsaber (advantage symbol) roughly painted on the left chest plate. 7 vertical ticks scratched on the left inside gauntlet, 1 on the right inside gauntlet. Grenades and combat knife on the right leg, traumapack on the left leg.

"basic training" shaved head.

Other Notes

-Clone Trooper-
β–‘ β–  β–  β– 
β–‘ β–  β–‘ β– 
β–  β–  β–‘ β–‘
β–‘ β–  β–  β–‘
β–  β–  β–  β– 

-Gunner-
β–  β–‘ β–  β– 
β–‘ β–‘ β–  β– 
β–  β–  β–  β– 
β–  β–  β–‘ β– 
β–‘ β–  β–  β– 

Prof: 🟑 Abil: 🟩 Bst: 🟦
Tri: ✨ Suc: πŸ’₯ Adv: πŸŽ†
Chal: πŸ”΄ Diff: πŸŸͺ Setb: ⬛
Desp: ☠️ Fail: β›› Thrt: πŸ’’
Force Die: ⬜ Force Pips: πŸŒ“βš«βšͺ

Planetary Peacekeeping, A Strong Arrival 20xp, 15 duty, credits 1000, 24hrs 1000cr Spent 15xp on 3rd rank of Ranged Heavy
Objective: Deploy by LAAT and secure a land zone for reinforcements. Shot at stuff in a LAAT turret

Milk Run 20 xp 15 duty/1000cr
Briefing: PCs have been assigned to babysit a shipment of bacta on its way from thyferra. It is critical the fleet receives this shipment
Got ass whooped by Dix / 3 crits, fought droids poorly, RC 5031 died in an explosion., bad stealth droideka to the chest., dix down, ran into melee with tactical droid and dropped a grenade on him, out of grenades. stimmed a jedi, first clone to use a lightsaber. killed droideka

Operation Yarr 35xp 10 duty/1000cr spent 40 on armor master / improved armor master 10 left. money on sensor unit. no more money.
Objective: Intel has a report of some local pirates being funded by the CIS. We have orders to seize one of their ships and gather any intelligence we can off of it.
Shot asteroids. Lead the speeders through the wastes. shot speeder door open while driving, jumped onto moving speeder. Shot trandoshan. Speeder crashed. Pimp slapped down by a lizard. Mando cut up a prisoner during interrogation. attacked ship and hit engines, despair on natural trooper, got disruptorer and got bleeding out crit.

Operation Keen Kath Hound
25 xp /15 duty / 1000cr / 48 hours - 24 in bacta
spent 30 on Gunner tree and 5 on durable. 0 remains.
Briefing: A massive Separatist droid army has invaded Malastare! The 270th and 429th Legions have been sent to secure the Viridian Corridor.
11 droids dead. all shooting.

Of Mercenary Mind: 35/15/1000/24hrs. 48 0n 5 xp spent 30 on overwhelm defenses, true aim, spare clip, and debilitating shot. 10 left
Objective: The final battle for Chyyra rages as the GAR forces close in on the final remnants of Red Skulls on planet. Their mountain hideout is all that remains between control and chaos on the planet. Can the GAR subdue the gangers in this final climatic battle? Or will this turn into another long siege in the rim?
Calling for Fire for days.

Operation Listen Here: 20 XP, 15 Duty, 24 Hours, 1000 credits - 15 xp on gunnery 3, 15 on jury rigged.
Objective: Intelligence recovered from Chyyra shows an enemy listening post in the jungle. It may hold intelligence on Vepam’s location. Get the intel, and if possible, scuttle the base.
set up OP bond. Starting fighting droids with disruptors. got shot.
Weapon damaged one step - natural troopered. killed 2 special commando droids. searched scientists. base blew up. shot a nexu. Only trooper to kill these cool guy droids.

Alesia Date/Time: 4/5/2020 15:00 UTC Themes: Trench Defense 48 hours on 5xp, enduring for 20 and 5 on battle scar.
Objective: Separatist forces in a nearby sector are advancing on a hill recently captured by another legion. We need to hold this hill at all costs or the supply ships currently inbound will get destroyed by the AA position, the troopers will be in charge of holding a section of the trench and bunker system.
shot a few times. everyone ran forward. shot commandos in the trenches. average crit.

Blood and Soil: Defensive Battle, Heavy Combat, Mass Combat 25xp/15duty/1100cr/24hrs - 25 on lateral thinking.
Objective: The nearby 331st had been stretch thin. There most western flank risk collapse and reinforcements are being scrambled from the 7th's reserves to stop the CIS from pushing through. 7 MAY 2020
Assisted some calls for fire. blasting tanks with big guns. Fought a phalanx

In Defense of Grek: Defense / Combined Arms / Mass Combat
Date/Time: 5/9/20 25xp/20 Duty 48hr for 5xp
The majority of the 805th Assault Regiment prepared for a brazen assault on Sector Krenth, but were intercepted by a full regiment of droid infantry pouring out of Sector Leth. With a massive screen of infantry to support them, the armored regiment in Sector Krenth has been able to mobilize a counter attack, forcing the 805th to assume defensive positions against the combined forces of two enemy sectors.
Shot down a gunship, 3 triumphs! Killed several tanks and an MTT.

Rollin' Out: Stealth tank, behind enemy lines
Objective: Assault the command center nern, going from forn through krill in the Rollin edge
Shot a bunch of droids. disabled an MTT. grappled a saboteur. killed 2 hmps. murdered many hyenas Mission Name: Rollin' Out 45 xp, 15 duty, credits, 1100 c, 24hrs. spent 5 on 1 rank of discipline, overwhelm defenses, and exhaust port. 15 left. Got 2 crits from the rescue. Spent 24 hours on healing.

War Correspondent 15xp/15Duty/24hrs/1000*Cr
5 xp on brawl 1. 25 on true aim. 275 ascension pistol.

Clanker Catching: 10xp/15d/1100/24hr Fell off a cliff. shot a staap.

Praevalidum Defensiones: Part 1: 20xp/20duty/1200cr/24hrs Recon Remote. Set bomb. CR 2 now 72 hours. 25 xp on Intel to 4.

Front-Line Fighters: 30/15/1200/24hrs triple triumph medicine check. shots some droids. burn all hours for 10xp. 25 on jury rigged, 20 on enduring. heavy demo kit 1000

Praevalidum Defensiones: Part 2: 25/15/1200/24hrs Set all the bombs! 20xp on gunnery 4

Convoy Conundrums: 30/15/1200/24hrs burn 48 for 5xp. 20 xp on toughened, 10xp medicine 2, 10xp discipline 2.
Shot some air power. passed around some stims. went to save a downed laat. Shot some saboteurs, fought droids in close combat and gunships. went down fighting.

Blunting the Spear: 30xp, 15 duty, 1200, 24hrs. Cliff diving and droid ambush. Attacked by commandos, crab droids and an octuparra. Medium fall and knocked out. carried out of the fight. 24hrs on bacta. 15xp on Durable 3, 15 on Enduring. 700cr on mods, 1700 Squad Tacs Negotiated

For Whom The Bell Tolls 35/20/1200/24. Fought off a battalion of droids, octupparas, crabs, commandos, and dwarves. Saved by air support. Grenade launcher for days. Went down and got a crit. Came back up. 48 hours for 5xp. 0 left.

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