ARC-7400 "Zero" LEGENDS by GTKitsune

Species
Clone
Career
Clone Soldier
Specializations
ARC/Sharpshooter/Assassin
System
Age of Rebellion

5
Threshold 19
Current 0
Threshold 15
Current 0
Ranged 3
Melee 3

Placeholder Image

Characteristics

2
5
2
4
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 3
Charm (Pr) X 1
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 3
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) X 0
Mechanics (Int) X 0
Medicine (Int) X 4
Negotiation (Pr) X 2
Perception (Cun) X 4
Piloting: Planetary (Ag) X 2
Piloting: Space (Ag) X 0
Resilience (Br) 1
Skulduggery (Cun) 0
Stealth (Ag) X 5
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) X 2
Gunnery (Ag) X 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) X 5
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 1
Knowledge: Xenology (Int) X 1

Attacks

Mk II EMP Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Disorent 3, Ion, Limited Ammo 1
Damage
8
Critical
4
Model 38 (Custom Slug thrower(Superior) "Fenrir"
Range
Extreme
Skill
Ranged: Heavy
Blast 6, Knockdown, Accurate 2+1, Pierce 3
Damage
9+5
Critical
3
Basic Lightsaber
Range
Engaged
Skill
Brawl
Breach 1, Sunder, HP 5
Damage
6
Critical
2
DC-17 "Plan B"
Range
Medium
Skill
Ranged: Light
Accurate 3, Stun Setting, Blast 9, Pierce 2
Damage
11
Critical
3

10
1065
15092
9/22

Weapons & Armor

ARC Trooper Armor - Phase 1
-4 Encum(1 when wearing)
-Sealed
-Has 4 Hard Points 5/11 (2HP Added due to crafting)
-Integrated encrypted comlink
Survival pack
Clone Polarized Electrobinoculars:
-(BBB to perception, remove ss from low light/distance)
-(water filtration system, 3x emergency rations, microfiber rope line, distress beacon)
- 1 Advantage to Stealth

MODEL 38
-Encum 5
-Knockdown: spend 2 Advantage to knock an enemy to prone. and an extra advantage for each silhouette upgrade.
-HP 6

-Telescopic Optical Sight:
Reduces the DIF of ranged combat checks at long and extreme range by ONE.

- 1 HP Custom Grip:
Remove 1 SETBACK from all combat checks. if not owner adds 2 step backs to all combat checks. 1 Weapon Quality (accurate +1) Mod

- 1 HP Marked-Target Firing Lock:
As an incidental designate a target while performing the Aim maneuver. This weapon will only fire at that designated target, All combat checks against that target cancel one additional T for every A. Only 1 target may be designated at a time, disengaging a lock requires a maneuver.
Cancel 2 threat Mod

-1HP Weapon Sling:
1 Innate Talent (Quick Draw) Mod. as an incidental it's in your hand.

- 2HP Integrated Scanner:
Mod adds a General purpose scanner. Wielder adds an automatic 2 Advantage to initiative checks while the weapon is drawn. 2 Setback Removed from initiative checks Mods.

-1HP Slug-thrower Suppressor:
Adds ⬛⬛ to any perception or vigilance checks made to locate a concealed shooter firing a silenced Slug-thrower

Personal Gear

Species Database
-Add +2 Boosts to Knowledge (Xenology) checks
-Encum 2

UTILITY ARM - (Modded to take only 1 slot)
Provides the character with an additional mechanical arm that can function as one of the character's normal limbs, although it does not provide the character with additional actions or maneuver. The utility arm adds a boost to Mechanics checks and may modify other checks at the CM's discretion.

1 Add ⬛ to Mechanics checks Mod, 1 Spend 1 strain to gain an additional free maneuver per turn (character still may not perform more than two maneuvers) per turn Mod.

Stealth Field Generator-
Upgrades the difficulty of all opposed perception checks to spot the wearer once.
2 add ⬛ to opposed perception checks to notice the wearer mod.

SQUAD TACTICAL SYSTEMS-
wearer adds 1 BOOST to all PERCEPTION & VIGILANCE checks while withing medium range of one or more allies also using armor with this attachment. IncludesIntegrated comlink

PASSIVE FOLIAGE SUIT- 1HP
Adds 1 SETBACK to any Perception or Vigilance checks made to detect a character in appropriate environments who is wearing this armor

Environment types:
Mossy
Jungle
Woodland
Swap
Urban
Arid
Desert
Tundra
Snow
Mountainous
Autumn
Red rock (Possibly for Canyons or red clay soil)
Leafy




Integrated Holsters- 1HP (Modded):

Increases encumbrance by 4. The character may holster up to 2 weapons of Encumbrance 3 or lower in the armor. While holstered, these weapons do not count towards the character's encumbrance value.

2 Add to other characters perception checks to find weapons stored in the armor Mods, 3 holsters up to 1 additional weapon of Encumbrance 3 or lower in the armor Mods, 1 innate talent (Quick Draw) Mod

MK.III Modular Backpack
-Increases the wearer's encumbrance Threshold by 2.

X6 MK.III Modular Backpack Extra Pouch
-Adds on to the MK III Modular backpack, increasing the wearer's encumbrance by 1 for each pouch added (max of 6)

Load-Bearing Gear
-increases the wearer's encumbrance threshold by 3

Utility Belt
-increases the wearer's encumbrance threshold by 1

X3 Military Belt Pouch
-Can hold two items that have encumbrance 0 and the user can draw these items as an incidental.

X7 Stim packs
-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

x2 Mk II EMP Grenade
- Encum1

4x Extra reloads

Assets & Resources

Weapons Expert:
10% discount on weapons/attachments

Search and Rescue Medal
[B] on Perception, Vigilance, and Survival

Republic Insignia:
A character with this adds BOOST to checks made to impress or persuade others pased on past service.

Intelligence Star-

Commando Cross-

Lightsaber Dojo- Grants Lightsaber as a career skill (I'llara)
Master Kodem's Workshop- Grants Mechanics as a career skill (Kodem)
Anadel's Archive- Grants Knowledge/Education Lore as a career skill (Anadel)
Zero's Range- Grants Ranged Heavy as a career skill. (Zero)

Star of Coruscant

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Contitioned Collapse of the Republic Pg. 21 21 Remove 1 setback per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned
Point Blank Collapse of the Republic Pg. 21 Add 1 damage per rank of Point Blank to damage of one hit of successful attack using Ranged (Heavy) or Ranged (Light) skills at short range or engaged.
Guns Blazing Collapse of the Republic Pg. 21 As an incidental. suffer 2 strain to avoid increasing the difficulty of a Ranged (Light) check to attack with two weapons.
Natural Commando Collapse of the Republic Pg. 21 Once per session, the character may reroll one Ranged (Light) or Stealth check.
Rapid Fire Collapse of the Republic Pg. 21 May preform add the Auto-fire item quality to a Ranged (light) combat check. After resolving the attack, the weapon runs out of ammo.
Dedication Collapse of the Republic Pg. 21 Gain +1 to a single characteristic. This cannot bring a characteristics above 6.
Sniper Shot Age Of Rebellion Before making a non-thrown ranged attack, as a maneuver increase the weapon's Range by up to one band per rank. Upgrade the attack's difficulty by 1 per range increase.
True Aim x2 Age Of Rebellion Once per round, may preform a True Aim maneuver to gain the benefits of aiming and upgrade combat check once per rank of True Aim.
Toughened x2 Collapse of the Republic Pg. 21 Gain +2 wound threshold
Grit x2 Collapse of the Republic Pg. 21, Age Of Rebellion Gain +1 Strain Threshold
Lethal Blows x5 Age Of Rebellion Sharpshooter, Assassin Bounty Hunter ADD +10 Per Rank of Lethal Blows to any Critical Injury result inflicted on opponents
Deadly Accuracy (Ranged Heavy) Age of Rebellion, Sharpshooter When acquired, choose one combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.
Deadly Accuracy (Ranged Light) Age of Rebellion, Sharpshooter When acquired, choose one combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.
Toughened Age of Rebellion, Sharpshooter Gain +2 wound threshold
Physical Training Collapse of the Republic Pg. 21 ADD 1 boost per rank of Physical Training to Athletic and Resilience Checks
Natural Marksmen Age of Rebellion, Sharpshooter Once Per Session may re-roll any one Ranged (Light) or Ranged (Heavy) check.
Dedication Age of Rebellion, Sharpshooter Gain +1 to a single characteristic. This cannot bring a characteristics above 6.
Clanker Killer x2 Collapse of the Republic Pg. 21 Before rolling a combat check that targets a droid. Remove a boost up to the Ranks in Clanker Killer from the pool, and add an Equal number of SUCCESS or ADVANTAGE to the result
Get The Drop Collapse of the Republic Pg. 21 Once per session, the character and any number of allies in the encounter may add SUCCESS equal to the characters ranks in Stealth to their Checks to their check to determine initiative order
Tactical Evasion Collapse of the Republic Pg. 21 Upgrade the difficulty of ranged combat checks targeting the character a number of times equal to the number of maneuvers they performed to move during this round
Quick Strike x2 Collapse of the Republic Pg. 21, Assassin Bounty Hunter Add 1 BOOST per rank of Quick Strike to Combat checks against targets that have not acted yet this encounter.
Unmatched Teamwork Base Ability Collapse of the Republic Pg. 21 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 (Instead of a Maneuver once per round.
Increase Effect MK.3 Collapse of the Republic Pg. 21 The Character's Assistance instead adds a TRIUMPH
Quick Draw EoE Assassin Bounty Hunter Once Per round, draw or holster a weapon or item as an incidental
Anatomy Lessons EoE Assassin Bounty Hunter After Making a successful attack, may spend a destiny point to ADD damage equal to Intellect to one hit
Stalker EoE Assassin Bounty Hunter ADD BOOST PER RANK of Stalker to ALL STEALTH/COORDINATION CHECKS

Background

ARC-7400 was originally CT-7400 of the 501st Legion. During his time as a trooper in the 501st, he served as one of the legions designated marksmen. He quickly earned a reputation for being one of the legions best sharpshooters earning him the name "Zero" because his squadmates claimed he was "Always zeroed in on the target".

His skills as a marksman made him a prime candidate for ARC training. During his time he honed his skills as a marksman and began specializing in CQC with DC-17's.

Zero doesn't care much for ranks or regulations but he's loyal to his brothers and comrades. He respects the Caliber of one's character and actions over their rank or words. "Actions show who you are, words show what you want or claim to be. Don't tell me, show me!" Experience to him also outranks everything. He'll be civil to those he hasn't served with but don't expect respect or like you until you've proved yourself.

As a result of this personality trait, he has a sort of chip on his shoulder when it comes to Jedi due to their poor tactical decisions during the battle of Geonosis.
There aren't many Jedi he likes but the few Jedi who have proved themselves like skywalker has he would be more than willing to lay down his life in service to.

Because of his unique personality, he gets mistaken for a null or Alpha class Arc
to which he responds: "Nah but I wouldn't be surprised if someone fucked up my tank when I was made"


"Working with him is a pain in the ass. when he gets in the zone he doesn't answer his radio so you start to worry, until hearing the constant snap of his rifle. then you know he's just tuning you out"
- Comment from one of Zero's fellow ARC's

Motivation

SQUADMATES:

One can never truly know his colleagues until he serves with them in battle. While Zero maybe a bit distant from non-veterans, he is a true and loyal friend to anyone with whom he has fought alongside.

Duties

SUPPORT:

Individually, the lone agents of the Republic don’t stand a chance against the combined might of the CIS. Only by working together can they hope to achieve a victory in this war. Zero is devoted to helping his fellow
Clones fulfill their Duties by providing whatever assistance they need. Although he might not get the same amount of reward or recognition as the people he is helping, Zero has many more opportunities than his fellows to fulfill his duty to the Republic.

Curren Duty: 715
Contribution Rank 7
ARC COMMANDER
Current Available R&R: 100 HR
CR 1: Requested rewards: Model 38 & Anubis
CR 2: Requested rewards: Anubis 2.0
CR 3: Requested rewards: BARC Speeder
CR 4: Requested rewards: Cortosis Gauntlet (Came as a pair for thumper) & The Wyvern
CR 5: Requested rewards: The Lindwurm & The Drake
CR 6: Requested rewards:
CR 7: Requested rewards:

Description

Zero has a large well kept lumberjack beard. High Command doesn't like it cause its not regulation but what are they gonna do argue with an ARC? Zero also wears an IG-100's cloak as a poncho he takes it into battle. On his helmet, on the rear, it has a Z to represent his loyalty to Zeta. he also has on the right of his helmet on the temple "If you can read this, It means I can see you"

K1-03"Anubis"- Is a droid modeled after the R-4 recon Droid. Zero uses him as a hacker, computer, and a spotter droid.



Fuck sith or whatever, I killed some wannabe sith and I'm keeping the lightsaber over my fireplace fuck command I'm keeping it

During an Hvt escort operation. A sniper attempted to take a shot at a senator Zero was guarding with Aegis and several Jedi. even under fire and taking heavy hits zero still has managed to crack jokes and kept his cool in the fight. he enjoyed the challenge and in a way enjoyed the thrill of knocking an enemy marksman down a peg or two.

During: The Best Kind of Party
We fucking fought an IG-100 MagnaGuard HOLY FUCK! THAT WAS AWESOME AND I SHOT ITS LEG OFF!
also, I got a nice cloak out of it from that IG-100 MagnaGuard. totally wearing this from now on. Also got a nice Weapons Expert medal, bet Windu was annoyed having to fill out the forms for that.

Snipers I've put in their place:
Master Bounty Hunter: Kyler Asimov
-Guy pisses me off BUT! he made the mistake on not hitting his first shot. fought a Null? HA GUESS IM BETTER

ZEROES and ZETA SQUADS TROPHIES:
-----------------------------------------------------
Sith Acolyte Lightsaber Hilt
IG-100 Staff x1
IG-100 Cloak x3
piece of the ARC LAAT shark eye
Broken Pauldron
Mando Cloak
Mando Helmet
Rakata Skull
Rakata Holocron

Other Notes

7/27/19
Session 1: Duty 15 | 25 XP | 1000 cred
Session 2: Duty 15 | 15 XP | 1500 cred 24 R&R
8/3/2019
Session 3: Duty 15 | 15 XP | 1000 cred 24 R&R
8/5/2019
Session 4: Duty 15 | 25 XP | 1000 cred 24 R&R
8/6/2019
Session 5: Duty 15 | 20 XP | 1000 cred 24 R&R
Session 6: Duty 15 | 25 XP | 1500 cred 24 R&R
8/8/2019
Session 7: Duty 15 | 25 XP | 1000 cred 24 R&R
8/10/2019
Session 8: Duty 15 | 25 XP | 1500 cred 24 R&R
Session 9: Duty 15 | 25 XP | 1500 cred 36 R&R
Session 10: Duty 25 | 35 XP | 2000 cred 48 R&R
8/11/2019
Session 11: 25 XP | 15 Duty | 1500 Credits | 36 Hours
Session 12: 25 XP | 15 Duty | 1500 Credits | 24 hours
Session 13: 25 XP | 20 Duty | 1500 Credits | 24 hours
Session 14: 15 XP | 15 Duty | 1000 Credits | 24 hours
8/18/19
Session 15: 30 XP | 15 Duty | 1500 Credits | 24 Hours
25 xp l 15 duty l 2000 Credits l 24 hrs
20 xp | 20 Duty| 2000Cr | 48 hrs

8/23/2019
25 XP l 20 duty l 2000 Credits l 24 hrs (POSITIVE SPIN) GMing
20 XP l 20 duty l 1000 Credits l 24 hrs (Positive Spin)
8/24/2019
25xp 20 duty l 1000 Credits l 24 hrs (Positive Spin)
25 xp l 20 l 1500 credits 24 hrs (Positive Spin)
8/28/2019
20 xp | 20 Duty | 2,000Cr | 24 hours
15 XP | 10 Duty | 1000 CR | 24 hrs
35 XP | 25 Duty | 2500 | 48 Hrs
25 XP | 20 Duty | 1200 | 26 Hrs
15xp | 15 duty | 2000 Credits | 36hr R&R

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