Make your own free website on Tripod.com



Zerek Squad
Clone Commandos
[Back to Rise of the Empire Characters]



    Zerek Squad is a squad of elite clone commandos similar to the legendary Delta and Omega Squads. As with the other clone commando squads, Zerek was deployed during the Battle of Geonosis to secure key objectives. The Zereks cut their teeth in standard phase I clone armor, in the same fashion the commandos of Omega Squad had. After the Battle of Geonosis, Zerek Squad was assigned to the Arca Jeth.
    A rough and tumble group of clones, the Zereks are highly effective and efficient. The team is lead by commando RC-1066, a serious, no-nonsense first sergeant who sees it as his job to keep the rest of Zerek Squad alive, a job hes good at. In charge of espionage is commando RC-2263, a somewhat nervous and anxious commando who prefers to remain in the shadows. The demolitions expert of the squad is commando RC-1278, whose flamboyant personality can be off-putting, especially when he cracks jokes while setting charges. The master sniper of the Zereks is commando RC-1657, cool and calculating, he likes to be left alone with his DC-17 and sniper attachment.


RC-1066 ("Six"): Male Human Soldier 4/Scout 3/Officer 1; Age 10; Height 1.8m; Weight 85kg; Eyes Brown; Hair Black; Skin Medium; Init +2 (+2 Dex); Defense 18 (+6 class, +2 Dex); DR 6; Spd 8m; VP/WP 69/14; Atk +8/+3 melee (1d3+2, unarmed) or +4/-1 melee (1d6+2/20, vibroblade) or +8/+3 ranged (3d8+2/19-20, sniper rifle) or +8/+3 or +0/+0/+0/-5 ranged (3d8/19-20, blaster rifle) or +8/+3 ranged (4d8/20, anti-armor) or +8/+3 or +0/+0/+0/-5 ranged (3d6/20, blaster pistol); SQ Trailblazing, Heart +1, Leadership; SV Fort +9, Ref +6, Will +5; SZ M; FP 2; Rep +2; Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 10.
    Equipment: Katarn-class battle armor (+2 Listen, +2 Spot, +2 on Fort saves vs. hostile environments), blaster rifle, sniper attachment, anti-armor attachment, blaster pistol, backpack (10 power packs, 4 energy cells, 3 fragmentation grenades, 2 ion grenades, 6 anti-armor shells).
    Skills: Computer Use +6, Demolitions +5, Diplomacy +6, Hide +8, Knowledge (tactics) +6, Read/Write Basic, Search +6, Sense Motive +2, Speak Basic, Spot +7, Treat Injury +6.
    Feats: Alertness, Armour Proficiency (light), Armour Proficiency (medium), Armour Proficiency (powered), Point Blank Shot, Precise Shot, Rapid Shot, Sharp-Eyed, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons).


RC-2263 ("Wiley"): Male Human Soldier 4/Scout 3; Age 10; Height 1.8m; Weight 85kg; Eyes Brown; Hair Black; Skin Medium; Init +2 (+2 Dex); Defense 17 (+5 class, +2 Dex); DR 6; Spd 8m; VP/WP 63/14; Atk +8/+3 melee (1d3+2, unarmed) or +4/-1 melee (1d6+2/20, vibroblade) or +8/+3 ranged (3d8+2/19-20, sniper rifle) or +8/+3 or +0/+0/+0/-5 ranged (3d8/19-20, blaster rifle) or +8/+3 ranged (4d8/20, anti-armor) or +8/+3 or +0/+0/+0/-5 ranged (3d6/20, blaster pistol); SQ Trailblazing, Heart +1; SV Fort +8, Ref +5, Will +4; SZ M; FP 2; Rep +1; Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 9.
    Equipment: Katarn-class battle armor (+2 Listen, +2 Spot, +2 on Fort saves vs. hostile environments), blaster rifle, sniper attachment, anti-armor attachment, blaster pistol, backpack (10 power packs, 4 energy cells, 3 fragmentation grenades, 2 ion grenades, 6 anti-armor shells).
    Skills: Balance +8, Computer Use +6, Demolitions +6, Disable Device +2, Hide +12, Knowledge (tactics) +2, Move Silently +12, Read/Write Basic, Repair +2, Speak Basic.
    Feats: Armour Proficiency (light), Armour Proficiency (medium), Armour Proficiency (powered), Cautious, Gearhead, Point Blank Shot, Rapid Shot, Stealthy, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons).


RC-1278 ("Det"): Male Human Soldier 3/Scout 2/Tech Specialist 2; Age 10; Height 1.8m; Weight 85kg; Eyes Brown; Hair Black; Skin Medium; Init +2 (+2 Dex); Defense 16 (+4 class, +2 Dex); DR 6; Spd 8m; VP/WP 46/14; Atk +7 melee (1d3+2, unarmed) or +3 melee (1d6+2/20, vibroblade) or +7 ranged (3d8+2/19-20, sniper rifle) or +7 or 1/-1/-1 ranged (3d8/19-20, blaster rifle) or +7 ranged (4d8/20, anti-armor) or +7 or 1/-1/-1 ranged (3d6/20, blaster pistol); SQ Trailblazing, Research; SV Fort +7, Ref +8, Will +5; SZ M; FP 2; Rep +2; Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 9.
    Equipment: Katarn-class battle armor (+2 Listen, +2 Spot, +2 on Fort saves vs. hostile environments), blaster rifle, sniper attachment, anti-armor attachment, blaster pistol, backpack (10 power packs, 4 energy cells, 3 fragmentation grenades, 2 ion grenades, 6 anti-armor shells).
    Skills: Computer Use +6, Demolitions +16, Disable Device +8, Hide +8, Knowledge (tactics) +6, Move Silently +8, Read/Write Basic, Speak Basic, Treat Injury +7.
    Feats: Armour Proficiency (light), Armour Proficiency (medium), Armour Proficiency (powered), Cautious, Lightning Reflexes, Point Blank Shot, Precise Shot, Rapid Shot, Sharp-Eyed, Skill Emphasis (Demolitions), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons).


RC-1657 ("Snipes"): Male Human Soldier 3/Scout 2/Sharpshooter 2; Age 10; Height 1.8m; Weight 85kg; Eyes Brown; Hair Black; Skin Medium; Init +2 (+2 Dex); Defense 17 (+5 class, +2 Dex); DR 6; Spd 8m; VP/WP 61/14; Atk +7 melee (1d3+2, unarmed) or +3 melee (1d6+2/20, vibroblade) or +8 ranged (3d8+2/19-20, sniper rifle) or +8 ranged (3d8/19-20, blaster rifle) or +7 ranged (4d8/20, anti-armor) or +7 ranged (3d6/20, blaster pistol); SQ Trailblazing, Preferred weapon (blaster rifle), Ranged sneak attack +1d6; SV Fort +7, Ref +7, Will +7; SZ M; FP 2; Rep +1; Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 9.
    Equipment: Katarn-class battle armor (+2 Listen, +2 Spot, +2 on Fort saves vs. hostile environments), blaster rifle, sniper attachment, anti-armor attachment, blaster pistol, backpack (10 power packs, 4 energy cells, 3 fragmentation grenades, 2 ion grenades, 6 anti-armor shells).
    Skills: Computer Use +6, Demolitions +6, Hide +11, Knowledge (tactics) +6, Move Silently +8, Read/Write Basic, Speak Basic, Spot +10, Treat Injury +7.
    Feats: Armour Proficiency (light), Armour Proficiency (medium), Armour Proficiency (powered), Far Shot, Point Blank Shot, Precise Shot, Shadow, Track, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons).


Equipment
    Armor: The Katarn-class battle armor includes a built in commlink, and helmet light (equivalent to a glow-rod), 2 days rations, retractable vibrodagger built into left forearm, built in macrobinoculars with low light vision. +2 equipment bonus to Listen and Spot checks, and +2 to Fortitude saves against hostile environments.
Armor Cost Damage Reduction Maximum Dex Bonus Armor Check Penalty Speed (10m) Weight
Katarn-class battle armor 10,000 6 +2 -3 8m 18kg

    BlasTech DC-17m Pulse Rifle System: The DC-17m is a weapon on the cutting-edge of technology. It supports attachments that change its profile from a pulse rifle to a sniper rifle to an anti-armor grenade launcher.
    BlasTech DC-15s Blaster Pistol: The DC-15s is a variation on the DC-15 pistol. It has a regenerating power pack.
Weapon Damage Critical Range Increment Weight Type Cost
Pulse rifle 3d8 19-20 30m 5.8kg Energy 2,500
Sniper rifle 3d8+2 19-20 50m 5.5kg Energy 2,500
Anti-armor grenade launcher 4d8 20 20m (2m) 6.0kg Energy 2,500
Blaster pistol 3d6 20 12m 2.1kg Energy 1,000
Vibroblade 1d6 20 - 0.5kg Energy -
Fragmentation grenade 4d6 - 4m (4m) 0.5kg Slashing 500
Ion grenade 3d6 - 4m (4m) 0.5kg Ionization 700