HISTORY OF DERECHO SQUAD Derecho: [də-REH-choh] a widespread, long-lived wind storm associated with bands of rapidly moving showers or thunderstorms. Derecho Squad, also known as D-Squad, is an elite republic strike team of the Special Operations Brigade. Formed soon after the Battle of Pengalan IV, Derecho Squad has been involved in numerous covert and direct action missions, mostly in the Outer Rim region, including: Operation Meltdown --Destruction of Ord Canfre's Ordnance Depot: While Republic Command did not believe it possible to retake Ord Canfre from the Separatists, D-Squad was tasked to destroy the major ordnance depot on the planet before Separatist forces could offload the weapons. Operation Bankrupt -- Battle of Aargonar: Having received intel that the Separatists were setting up a new base on desert planet, D-Squad was sent to recon the target and disrupt Separatist operations if possible. Though the enemy outnumbered them 4-to-1, Derecho succeeded in its mission, bringing the base production to a halt. This was the first mission to which Padawan Martel was attached to lead D-Squad. Operation Brainchild -- Mission to Ketaris: Derecho was tasked to extract a leading research scientist and deflector to the Republic from Separatist controlled Ketaris. Operation Windfall – Loss on Garos IV: Republic Command, believing that Separatist forces were using Garos IV as a secret droid research facility, sent Derecho to search and destroy the structure. The intel proved bad, and D-Squad walked into an ambush. The squad managed to hold out until General Ki-Adi-Mundi and his marines were able to extract them. Operation Dropbox – Mission to Botajef: Derecho, under cover of darkness, infiltrated a Botajef shipyard in obtain design schematics for a new class of Separatist droid fighters. Operation Tempest – Mission to Charros IV: After Republic Command was able to analyze the schematics retrieved from Botajef, Derecho was sent to Charros IV to disrupt production the new line of vulture droids. Operation Dark Sunset – Mission to Plinth: Three planetary systems along the Braxant Run hyperspace lane collect and send data of all spectrums of energy that approach the sector. The first closest to Republic Territory with its strong garrison of troops; the second further down the way but safer in its proximity to Confederate space. The third – with its massive booster to gather and transmit the long distance to Mygeeto – is the least expected to be assaulted...and the very one that the Derecho Squad has in its sites. Shut it down and the outer two go silent and the Republic Navy can converge. Operation Wayward Falcon – Mission to intercept the Ardent Falcon: Glitterstim - better known as Spice throughout the galaxy - has always been in demand by the weak who wish to escape the hardship of their lives and made available by those who wished to reap its rewards. Derecho Squad will find itself immersed in this new form of war - a battle that they may not be skilled at fighting - while the galaxy continues to rage with combat. |
Medium Human (Clone) scout 5/soldier 2/gunslinger 1 Force 7; Destiny 8; Dark Side 0 Init +12; Senses normal, Low-light vision; Perception +12 Languages Basic, Mando'a ------------------------------------------------------ Defenses Ref 25 (flat-footed 22), Fort 23, Will 21 hp 81; second wind +20/40 Current 33/81; DR 2; Threshold 23 Condition normal (no penalty) ------------------------------------------------------ Speed 6 squares Melee unarmed +8 (1d4+4) Melee combat gloves +8 (1d4+7) Ranged S-5 heavy blaster pistol (ascension gun) +9 (3d8+4) or Ranged S-5 heavy blaster pistol (ascension gun) +10 (3d8+5) with Point Blank Shot or Ranged sniper rifle* +10 (3d8+7) or Ranged sniper rifle* +11 (3d8+8) with Point Blank Shot or Ranged sniper rifle* +10 (4d8+7; CT -1) with Deadeye and Debilitating Shot (requires Aim) or Ranged sniper rifle* +11 (4d8+8; CT -1) with Point Blank Shot and Deadeye and Debilitating Shot (requires Aim) or Ranged HH-15 projectile launcher +9 (6d6+4, 1-square splash) or Ranged HH-15 projectile launcher +10 (6d6+5, 1-square splash) with Point Blank Shot or Ranged frag grenade +9 (4d6+4, 2-square burst) or Ranged ion grenade +9 (4d6+4 ion, 2-square burst) *sniper rifle is considered accurate so no penalties at point blank or short range Base Atk +6; Grp +9 Atk Options Deadeye [if you aim before you attack, and the attack is successful, you gain an additional die of damage - Core p.84] ♦ Debilitating Shot [if you aim before an attack and the attack is successful, you move the target down one step on the condition track - Core p.216] ♦ Point blank shot [+1 to attack and damage if firing within point blank - Core p.87] ♦ Precise Shot [may shoot or throw a ranged weapon at a target engaged in melee with no penalty - Core p.87] ♦ Sniper [ignore soft cover when making a ranged attack - Core p.88] Special Actions Quick draw [draw or holster as Swift action - Core p.87] ♦ Shake It Off [two swift actions to reduce CT by 1 - Core p.88] ------------------------------------------------------ Abilities Str 14 (+2), Dex 16 (+3), Con 13 (+1), Int 12 (+1), Wis 12 (+1), Cha 8 (-1) Talents Acute Senses [may reroll any Perception test, but must take new roll - Core p.49] ♦ Armored Defense [may either add heroic level or armor level to Reflex defense - Core p.52] ♦ Debilitating Shot [if you aim before an attack and the attack is successful, you move the target down one step on the condition track - Core p.216] ♦ Hidden Movement [no penalty on Stealth checks while moving at normal speed - Core p.49] ♦ Improved Stealth [may reroll any Stealth check but must take the new roll - Core p.49] |
Medium Human noble 1/Jedi 7 Force 5; Destiny 6 Init +13; Senses normal; Perception +11 Languages Basic, High Galactic, Huttese ------------------------------------------------------ Defenses Ref 23 (flat-footed 19), Fort 20, Will 22; Deflect [as reaction, may deflect a ranged attack with an opposed Use the Force, -5 penalty for each successive deflect in a turn - Core p.41] hp 82; second wind +20/41; Current 23/96; Threshold 20 Condition CT (-1) ------------------------------------------------------ Speed 6 squares Melee lightsaber +11 (2d8+5) or Melee lightsaber +11 (2d8+6) with both hands or Melee lightsaber +9 (2d8+5) with each hand for dual strike Ranged by weapon +11 base Atk +7; Grp +11 Atk Options Dual Weapon Mastery Special Actions Battle Meditation [full-round action, may spend a Force Point to extend all allies within 6-squares a +1 Insight bonus to attacks - Core p.40] ♦ Damage Reduction 10 [may spend a Force Point to gain Damage Reduction 10 for 1 minute - Core p.101] ♦ Redirect Shot [once per round when you successfully deflect a blaster bolt, you make an immediate ranged attack against a target in your line of sight, apply normal range penalties, and if successful it deals normal damage - Core p.41] ♦ Telekinetic Savant [once per encounter as a Swift action, you may return one of the following Force Powers to your suite without having to spend a Force Point: Force Disarm, Force Grip, Force Slam, Force Thrust, Move Object - Core p.100] |
force blast (2) [TFU p.86] | (standard; one target within 12 squares and line of sight) • Telekinetic DC 15: +12 vs. Reflex, 2d6 damage DC 20: +12 vs. Reflex 3d6 damage DC 25: +12 vs. Reflex 4d6 damage DC 30: +12 vs. Reflex 5d6 damage Spend a Force Point to add a bonus of 4 damage |
force disarm (2) [Core p.97] | (standard; one creature within 6 squares and line of sight) • Telekinetic +12 Use the Force check check in place of your attack roll in an attempt to disarm against opponents REF+10 (+5 more if opponent is holding weapon with two hands); item may drop to the opponent's feet or fly into your hand (must have a free hand) Spend a Force Point to damage or destroy weapon instead; if attack is successful, items takes damage equal to check result; must declare this option before making roll |
move object [Core p.98] | (standard; one character or object within 12 squares and line of sight) • Telekinetic +12 vs Will if target resists, hurl or drop object vs. target's Reflex, both take damage according to DC below DC 15: Move up to medium object, 2d6 damage DC 20: Move up to large object, 4d6 damage DC 25: Move up to huge object, 6d6 damage DC 30: Move up to gargantuan object, 8d6 damage DC 35: Move up to colossal object, 10d6 damage Moving or hovering target opposes Use the Force with a grapple check Spend a Force Point to increase max size of object one category and +2d6 damage (max 12d6) Spend a Destiny Point to increase max size three categories and +6d6 damage (max 16d6) |
sever force [Core p.100] | (standard; one dark side Force user within 12 squares and line of sight) • Light Side +12 vs. Will; no effect if Dark Side score is 0 DC 25: target cannot spend Force Points for a number of hours equal to its Dark Side score DC 30: as DC 25 except the target also moves -1 step down the condition track if it uses Force powers within duration" DC 35: as DC 30 except the target moves -2 steps down the condition track Spend a Force Point to double the duration Spend a Destiny Point to increase to days instead of hours |
Medium Human soldier 6/scoundrel 1/saboteur 1 Force 6; Destiny 8; Force 10 Init +12; Senses normal, low-light vision; Perception +11 Languages Basic, Mando'a, Sullustese ------------------------------------------------------ Defenses Ref 27 (flat-footed 23), Fort 24, Will 22 hp 81; second wind +20/40; Current 20/81; DR 2; Threshold 24 Condition normal (no penalty) ------------------------------------------------------ Speed 6 squares, Running Attack [may move both before and after an attack as long as the maximum moved is equal to your speed - Core p.88] Melee combat gloves +7 (1d6+6) Ranged S-5 heavy blaster pistol (ascension gun) +9 (3d8+4) or Ranged S-5 heavy blaster pistol (ascension gun) +10 (3d8+5) with Point Blank Shot or Ranged assault blaster rifle* +10 (3d8+4) or Ranged assault blaster rifle* +11 (3d8+5) with Point Blank Shot or Ranged assault blaster rifle* +5 (3d8+4) with autofire or Ranged assault blaster rifle* +6 (3d8+5) with autofire and Point Blank Shot or Ranged grenade launcher +9 (4d6+4, 2-square burst) or Ranged grenade launcher +10 (4d6+5, 2-square burst) with Point Blank Shot *assault blaster rifle is considered accurate so no penalties at point blank or short range Base Atk +6; Grp +9 Atk Options autofire (assault blaster rifle) [may target 2x2 area at -5 penalty and roll against all targets' Reflex in that area; hits do full damage, misses do half damage; costs 10 shots - Core p.156] ♦ Point Blank Shot [+1 to attack and damage if firing within point blank - Core p.87] ♦ Precise Shot [may shoot or throw a ranged weapon at a target engaged in melee with no penalty - Core p.87] |
Medium Human scout 1/soldier 7 Destiny 7; Force 10; Dark Side 0 Init +12; Senses normal, low-light vision; Perception +11 Languages Basic, Mando'a ------------------------------------------------------ Defenses Ref 27 (flat-footed 23), Fort 24, Will 18; Evasion [area attacks do half or no damage - Core p.50] hp 91; second wind +22/45; Current 0/91; DR 2; Threshold 24 Condition normal (no penalty) ------------------------------------------------------ Speed 6 squares Melee combat gloves +9 (1d6+7) Ranged S-5 heavy blaster pistol (ascension gun) +10 (3d8+4) or Ranged S-5 heavy blaster pistol (ascension gun) +11 (3d8+1) with Point Blank Shot or Ranged heavy assault blaster rifle* +11 (3d10+7) or Ranged heavy assault blaster rifle* +12 (3d10+8) with Point Blank Shot or Ranged heavy assault blaster rifle* +6 (3d10+7) with autofire or Ranged heavy assault blaster rifle* +7 (3d10+8) with autofire and Point Blank Shot or Ranged heavy assault blaster rifle* +9 (3d10+7) when braced on autofire or Ranged heavy assault blaster rifle* +10 (3d10+8) when braced on autofire and Point Blank Range or Ranged heavy assault blaster rifle* +6 (5d10+7) with Burst Fire or Ranged heavy assault blaster rifle* +7 (5d10+8) with Burst Fire and Point Blank Shot or Ranged heavy assault blaster rifle* +9 (5d10+7) with Burst Fire and braced or Ranged heavy assault blaster rifle* +10 (5d10+8) with Burst Fire and braced and Point Blank Shot or Ranged grenade launcher +10 (4d6+4, 2-square burst) or Ranged grenade launcher +11 (4d6+5, 2-square burst) with Point Blank Shot *heavy assault blaster rifle is considered inaccurate, it cannot be fired on targets at long range or greater Base Atk +7; Grp +10 Atk Options autofire (heavy assault blaster rifle) [may target 2x2 area at -5 penalty and roll against all targets' Reflex in that area; hits do full damage, misses do half damage; costs 10 shots - Core p.156] ♦ Autofire Assault [when making an autofire attack, you may brace a weapon that is not restricted to autofire only; must be proficient with weapon - GAW p.22] ♦ Autofire Sweep [when making an autofire attack, can attack all targets in a six-square cone; origin square can be any in line of sight and within Point Blank range - LECG p.34] ♦ Burst Fire [when firing a weapon in autofire mode, can fire a shorth burst at a single target, -5 penalty but +2 dice of damage; does not stack with Rapid Shot or Deadeye - Core p.82] ♦ Improved Suppression Fire [when you successfully suppress a target using Aid Another, the target takes a -5 penalty to all attacks until the start of your next turn; also, all targets in an autofire attack area take a -2 penalty to all attacks until the start of your next turn - LECG p.31] ♦ Point Blank Shot [+1 to attack and damage if firing within point blank - Core p.87] ♦ Precise Shot [may shoot or throw a ranged weapon at a target engaged in melee with no penalty - Core p.87] |
Medium Human scout 1/soldier 6/medic 1 Destiny 8; Force 9 Init +12; Senses normal, low-light vision; Perception +12 Languages Basic, Kaminoan, Mando'a ------------------------------------------------------ Defenses Ref 27 (flat-footed 23), Fort 25, Will 21 hp 80; second wind +20/40 [can catch a second wind one extra time a day, but only once per encounter - Core p.85]; Current 44/80; DR 2; Threshold 25 Condition CT (-1) ------------------------------------------------------ Speed 8 squares, Running Attack [may move both before and after an attack as long as the maximum moved is equal to your speed - Core p.88] Melee combat gloves +8 (1d6+7) Ranged S-5 heavy blaster pistol (ascension gun) +9 (3d8+4) or Ranged S-5 heavy blaster pistol (ascension gun) +10 (3d8+5) with Point Blank Shot or Ranged blaster carbine +9 (3d8+4) or Ranged blaster carbine +10 (3d8+5) with Point Blank Shot or Ranged blaster carbine +4 (3d8+4) with autofire or Ranged blaster carbine +5 (3d8+5) with autofire and Point Blank Shot or Ranged blaster carbine +7 (3d8+4) when autofire and braced or Ranged blaster carbine +8 (3d8+5) when autofire and braced and Point Blank Shot or Ranged frag grenade +9 (4d6+4, 2-square burst) or Ranged ion grenade +9 (4d6+4 ion, 2-square burst) Base Atk +6; Grp +9 Atk Options autofire (blaster carbine) [may target 2x2 area at -5 penalty and roll against all targets' Reflex in that area; hits do full damage, misses do half damage; costs 10 shots - Core p.156] ♦ Point Blank Shot [[+1 to attack and damage if firing within point blank - Core p.87] ♦ Riflemaster [can brace a blaster carbine set to auto-fire - GAW p.25] Special Actions brace (blaster carbine) [when using an autofire-only weapon with an extended stock, you may brace it by using two Swift Actions in the same round immediately before your attack, you take only a -2 penalty to the attack - Core p.156] ------------------------------------------------------ Abilities Str 13 (+1), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 8 (-1) Talents Armored Defense [when calculating Reflex, may add either armor or heroic level - Core p.52] ♦ Battlefield Remedy [when you succed on a Treat Injury check the tended creature also moves +1 step on the condition track - GAW p.21] ♦ Bring them Back [can use the revivify application of the Treat Injury skill on a target that has died anytime within a number of rounds equal to one-hal your heroic level - TFU p.54] ♦ Improved Armor Defense [when calculating Reflex Defense, you may use your heroic level plus one half your armor bonus – Core p.52] ♦ Long Stride [speed increases by 2 squares with light or no armor - Core p.50] |