Lt. Hack, CT-8015 by SJSkerjanec

Species
Clone
Career
Clone Soldier
Specializations
ARC Trooper
System
Age of Rebellion

4
Threshold 15
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
2
2
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 0
Coordination (Ag) X 0
Deception (Cun) 0
Discipline (Will) X 0
Leadership (Pr) 0
Mechanics (Int) X 0
Medicine (Int) X 4
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) 0
Resilience (Br) 1
Skulduggery (Cun) 0
Stealth (Ag) X 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) 1
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) X 0
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

Dual DC-17
Range
Medium
Skill
Ranged: Light
Accurate 1, Stun setting
Damage
7
Critical
3
Mk II EMP Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Disorient 3, Ion, Limited Ammo 3
Damage
8
Critical
4

100
150

Weapons & Armor

BlasTech DC-17 Hand Blaster: dual use -- Increase difficulty by one. Success means you hit with your "primary" weapon. On success, you can spend 2 advantage to hit with the second weapon. Each deals it's base damage + 1 per uncanceled success.

Accurate: Accurate weapons are easier to aim or wield, whether through design or technology. For each level of this trait, the attacker adds a Bonus Die (Blue Die) to his attack dice pools while using this weapon.

Stun setting: As a free action, the wielder can choose to switch the setting of his weapon to “Stun”. The weapon deals damage as strain instead of wounds. This damage is still reduced by a target’s soak.

A weapon with Auto-Fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs, or other types of projectiles. The advantage in using Auto-Fire is that it has the chance to hit multiple targets or hit a single target multiple times.

Attacking with a weapon on Auto-Fire is generally less accurate and the attacker must increase the difficulty of the attack by an additional Difficulty level. The user may choose to not use the Auto-Fire quality on a weapon; in this case, he cannot trigger the quality but also does not suffer the aforementioned penalty.

If the attack hits, the attacker can trigger Auto-Fire by spending two Advantages. Auto-Fire can be triggered multiple times. Each time the attacker triggers auto-fire, it deals an additional hit to the target. Each of these counts as an additional hit from that weapon, and each hit deals base damage plus the number of uncancelled Successes on the check.

These additional hits can be allocated to the target or other targets within range of the weapon. If the attacker wishes to hit multiple targets, he must decide to do so before making the check. Furthermore, if he wishes to hit multiple targets, his initial target must always be against the initial target with the highest difficulty and highest defense (if this is two separate targets, the GM chooses which target is the initial target). The initial hit must always be against the initial target, subsequent hits generated can be allocated to any of the other designated targets.

Auto-Fire weapons can also activate one Critical Injury for each hit generated on the attack per the normal cost: the Critical must target the target of the specific hit.

Phase II ARC Armor: + 2 soak

Droid poppers: If the attack is successful and Blast activates, each character (friend or foe) engaged with the original target suffers wounds equal to the weapon’s Blast rating (plus an additional wound per success as usual).

In a relatively small and enclosed area, the GM might decide that everyone in the room suffers damage.

If the Blast quality doesn’t activate, the ordnance still detonates, but bad ,uck or poor aim on the part of the firer (or quick reactions on part of the victims) means the explosion may not catch anyone else in the radius. However, the user may also trigger Blast if the attack misses, by spending three Advantages. In this case, the original target and every target engaged with the original target suffers damage equal to the Blast rating of the weapon.

When Disorient is triggered, the target is disoriented for a number of rounds equal to the weapon’s Disorient rating. A disoriented target adds a Setback Die (Black Die) to all skill checks he performs.

Ion weapons are designed to affect electrical systems as opposed to dealing raw damage.

Personal Gear

Helmet comm link

Ascension Gun Attachment: Base Modifier: Make an Easy (1 difficulty) Ranged (Light) or Coordination check to fire the grappling hook onto an object up to medium range. As an action, can reel in the cord to pull themselves to the surface (1 range band per round).

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Knockdown 1 After hitting with a melee attack, may spend Triumph to knock the target prone.
Clanker Killer 2 Before rolling a combat check that targets a droid, remove blue die up to the character's ranks in Clanker Killer from the pool, and add an equal number of success and advantage to the results.
Toughened 1 Gain +2 wound threshold for every rank of Toughened.
Get the Drop 1 Twice per session, the character and any number of allies in the encounter may add succes equal to the character's ranks in Stealth to their checks to determine initiative order.
Tactical Evasion 1 Upgrade the difficulty of ranged combat checks targeting the character a number of times equal to the number of maneauvers they performed to move during this round.
Swift 1 Do not suffer usual penalities for moving through difficult terrain.
Quick Strike 2 Add blue die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Rapid Fire 1 Twice per session, may add Auto-fire item quality to a Ranged (Life) combat check and perform Auto-Fire quality. After resolving the attack, the weapon runs out of ammo.

Background

I have embraced the professionalism of the Galactic Marines. I've made the 21st Nova Corps proud by demonstrating tactical awareness, seeing the motions of battle almost as well as my Jedi commander.

Motivation

To perform my function as an ARC Trooper with precisions, and win the war for the Republic.

Duties

Combat Victory – The Player Character is driven to show that the Republic can and will defeat the Confederacy in any and all troop vs. troop engagement. He wants to engage the droid army – their best, whenever possible – and provide more victories for the Republic to tout to the galaxy as proof it will ultimately win the war. This means daring raids, excellent tactics, and acquiring the best firepower possible.

Description

Other Notes

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