[Star Wars Saga Edition] Republic Commando - Crimson Squad (Recruiting)

RC-2266, Call sign "Doc"

2266, the squads medical expert, has a quiet nature and hates his nick-name "Dog".

He is very dependable, but prefers the lowest risk (for health) way in any situation. Just saves me the work, he says.

More to come :)
 

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So, how's everyone getting characters together? Lets see, we have:

drothgery - '01 - Recon - Almost ready, looks good to me.
Possum - '84 - Demolitions - Halfway through?
Phaezen - '47 - Heavy weapons - ?
renau1g - Melee - ?
WD - Medic - ?

Well, I've been looking through all my books, and I can't find anything that would make him better. All I need, in my opinion, is a real name. And I'm going to need a little help with that one.
 


First Attempt. Gears has been trained on vehicle combat, vehicle repairs and melee weapons. He favours the hammer, as it works well on repairing metal so it feels comfortable to him. How do you want us to do the extra hp (4d10) should we roll on IC or use an average?:

[sblock=RC-2250 "Gears"]
RC-2250 "Gears" CL 5
Medium Clone Soldier 5
Destiny 5; Force 7
Init +10; Senses Perception +10
Languages Basic, Mando'a, Military Sign
──────────────────────────────────
Defenses Ref 22 (19 flat-footed), Fort 21, Will 18
hp 40+4d10; Threshold 21
──────────────────────────────────
Speed 6 squares
Melee Power Hammer +9 (2d12+10) on charge +13 (2d12+12)
Melee vibroknucklers +9 (1d4+7)
Ranged blaster rifle, heavy +8 (3d10+2)
Ranged blaster pistol, heavy +8 (3d8+2)
Ranged grenade, emp +8 (3d6+2)
Ranged grenade, frag +8 (4d6+2)
Ranged thermal detonator +8 (8d6+2)
Base Atk +3; Grp +6
Atk Options autofire (heavy blaster rifle), Powerful Charge, Withdrawal Strike (advanced melee)

──────────────────────────────────
Abilities Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 8
Special Qualities Bonus Trained Skill, Bonus Feat
Talents Weapon Specialization [Advanced Melee], Armored Defense [soldier, bonus], Improved Armor Defense, Second Skin
Feats Grand Army of the Republic Training (CWCG 31), Powerful Charge, Withdrawal Strike (KOTOR 35), Weapon Proficiency (advanced melee), Weapon Focus (advanced melee), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple), Armor Proficiency (light), Armor Proficiency (medium)
Skills Endurance +4, Initiative +10, Mechanics +8, Perception +10, Pilot +10, Treat Injury +8, Stealth +5
Possessions power hammer, heavy blaster rifle, heavy blaster pistol, vibroknucklers, EMP grenade, frag grenade, thermal detonator, utility belt, bandolier, Clone Trooper Armor (Stormtrooper Armor), Special Helmet Package (Additional funtions*), Commando Shield Generator (Special rules**)
[/sblock]
 

Stealing and modifying r1's sheet:

[sblock=RC-2266 "Doc"]
RC-2266 "Doc" CL 5
Medium Clone Soldier 5
Destiny 5; Force 7
Init +10; Senses Perception +10
Languages Basic, Mando'a, Military Sign
──────────────────────────────────
Defenses Ref 22 (19 flat-footed), Fort 21, Will 18
hp 40+4d10; Threshold 21
──────────────────────────────────
Speed 6 squares
Melee Power Hammer +9 (2d12+10) on charge +13 (2d12+12)
Melee vibroknucklers +9 (1d4+7)
Ranged blaster rifle, heavy +8 (3d10+2)
Ranged blaster pistol, heavy +8 (3d8+2)
Ranged grenade, emp +8 (3d6+2)
Ranged grenade, frag +8 (4d6+2)
Ranged thermal detonator +8 (8d6+2)
Base Atk +3; Grp +6
Atk Options autofire (heavy blaster rifle), Powerful Charge, Withdrawal Strike (advanced melee)

──────────────────────────────────
Abilities Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 8
Special Qualities Bonus Trained Skill, Bonus Feat
Talents Weapon Specialization [Advanced Melee], Armored Defense [soldier, bonus], Improved Armor Defense, Second Skin
Feats Grand Army of the Republic Training (CWCG 31), Powerful Charge, Withdrawal Strike (KOTOR 35), Weapon Proficiency (advanced melee), Weapon Focus (advanced melee), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple), Armor Proficiency (light), Armor Proficiency (medium)
Skills Endurance +4, Initiative +10, Mechanics +8, Perception +10, Pilot +10, Treat Injury +8, Stealth +5
Possessions power hammer, heavy blaster rifle, heavy blaster pistol, vibroknucklers, EMP grenade, frag grenade, thermal detonator, utility belt, bandolier, Clone Trooper Armor (Stormtrooper Armor), Special Helmet Package (Additional funtions*), Commando Shield Generator (Special rules**)
[/sblock]

Found the Expert Medic Feat in the Clone Wars Setting :)
 




Nah, actually it's my vacation holding things up :D. I've less time to spend in the internet for the next 3 weeks so things might progress a bit sluggishly...
 

Thinking about a bit multiclassing or going straight soldier...

Soldier 4 / Scout 1

Str 14 (1), Dex 16 (3)*, Con 13 (0)*, Int 14 (2), Wis 14 (4), Cha 8


Feats:
Bonus: Light & medium Armor Proficiency, pistols, rifles, simple weapons
Human: Surgical Expertise
1: Point Blank Shot
Soldier 2: Skill Focus (Treat Injury)
2: Martial Arts I
Soldier 4: Experienced Medic (Clone Wars p29)
Scout: Shake it off


Talents:
Bonus: Armored Defense
1: Improved Armored Defense
3: ?
Scout 1: Evasion

Skills (6= 3 base + 2 Int + 1 'human'):
Initiative, Perception, Treat Injury, Mechanics, Pilot, Endurance
 

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