Medical Drone

HK-51 “S-5K”'s page

1 post. Alias of thunderbeard.


Full Name

HK-51-A303/"S-5K3-GG3"

Race

Type 4 Droid

Classes/Levels

Soldier 4/Scoundrel 3/Gunslinger 1

Size

M

Age

6

Alignment

Obedient

Languages

Basic, Binary, Bocce, Huttese, + protocol droid translator unit

Occupation

Double Agent, "Protocol Droid"

Strength 14
Dexterity 22
Intelligence 14
Wisdom 12
Charisma 12

About HK-51 “S-5K”

Str 14
Dex 22 (incl racial +2, levels +2, enhanced dex +2)
Con —
Int 14 (incl racial -2, levels +2)
Wis 12
Cha 12 (incl racial -2)

Background:

Never more than an illegal prototype line, the HK-51 series was designed by the Czerka Corporation in secret a few years before the Treaty of Coruscant. Unlike previous assassin droid models, the ’51 was designed with two failsafes against flaws in earlier lines: 1) It contained an optional “loyalty subroutine” that would imprint on the “master” who initially activated it, unable to betray that person’s orders until their death no matter how much it was reprogrammed; and 2) its combat training was designed to deteriorate during long periods of inactivity, to the point of becoming a normal protocol droid, with abilities and software gradually re-activating after successful combat incidents. Still, during the chaos of the war, a few small shipments containing deactivated HK-51 droids disappeared from Czerka cargo hauls, and it was inevitable that at least some of them might fall into the hands of Jedi agents.

This droid is one such exception. Deactivated from manufacture until being found by an intrepid scout in service of the Republic cause, he was reprogrammed and activated deep in a shielded test facility, with a loyalty subroutine successfully activated to accept orders only in the service of the Republic. While most HK droid units have seen use on open battlefields, the line’s armor does contain hard points for attachment of a “disguise” droid chassis, and this particular droid has been encased in the outer patterned shell of “S-5K3-GG3,” a bulky protocol droid with extensive etiquette subroutines also manufactured by the Czerka corporation. The deception has proved extremely valuable to his Republic handlers on special missions; mimicry software allows “S-5K” to pose as a well-respected and common (and interchangeable) protocol model, providing translation, infiltration, and a false sense of unimportance on intelligence-gathering missions, while underlying Sith protocols and the ability to identify himself as an undercover Czerka assassin droid have allowed the same robot to briefly gain the trust of Sith soldiers and undercover agents alike.

Still, being a convincing double-agent was never the function of major HK-51 programming. S-5K is also a skilled killer, though his combat software has been gradually replaced and remodulated over his time of service. Thanks to the unnecessary bulk of certain parts of his chassis, the droid has gradually replaced many of his own panels with secret compartments, able to conceal a variety of deadly and tiny weapons inside of his chest, legs, or even his own hand. Beyond this, he’s also been sent on personnel retrieval missions against Sith agents whose trust he might gain; and so S-5K has also learned close-combat routines centered around unarmed fighting, gaining experience in sucker-punching and strangling target into unconsciousness just before a targeted extraction.

Of course, being reprogrammed for nonlethal combat has its own quirks, and S-5K’s heuristic processor—one that could not easily be wiped without having to rebuild his custom programming from scratch—has, expected, picked up a bit of personality. Specifically, S-5K is an insufferable optimist, something of a true rarity among both assassin and protocol droids, and carrying with it a poorly-developed sense of comedy and artistry.

S-5K’s role in the mission on Carratos is strictly need-to-know; and, as an experimental (and secret, illegal, and frequently disavowed) Republic asset, he’s not quite someone who needs to know. Still, his Sith identification tag should allow him to easily identify himself, make contact with and call out at least some part of the Sith spy network on [REDACTED, AWAIT PERIODIC UPDATE], as well as allowing him to scout ahead, gaining access to [CONFIDENTIAL] computer system, find an ideal location in [AWAIT PERIODIC UPDATE] for any necessary suppressive sniper fire, as well as [CONTINGENCY SCENARIO ONLY] take out [REDACTED TARGET] in hand-to-hand combat and/or deliver [CONTINGENCY SCENARIO REQUIRING ADDITIONAL PROVISIONING] chemical agents for maximum exposure.

Stats:

Defense:
HP: 65/65 (30+3d10+3d6+1d8)
SR 10, 10 vs ion
Ref [evasion]: 30/35 vs grenades+missiles (Level 8, Half Armor +4, Class +4 [gunslinger], Dex +5, +0/+5 deflection)
Fort: 22 (Level 8, Str +2, Class +2 [soldier])
Will: 21 (Level 8, Wis +1, Class +2 [gunslinger])

Offense:
BAB +7, Initiative +15, Speed 6

Melee:
Unarmed +14 or +12/+12 (1d4+6) (may provoke)
Vibrodagger +13 or +11 if dual (2d4+6+2d6 ion)
Disarm +14 (may provoke)
Grab +14
Grapple +15

Ranged:
Iridonian heavy blaster pistol +14 (3d8+8)
Heavy sonic pistol +14 (2d8+6)
Subrepeating blaster +15 (3d6+6)
Disarm +15

Feats:
(Wishlist: Toughness? Power Blast? Double Attack? Improved Disarm? Martial Arts? Crush?)
Weapon Focus (Pistols) (Soldier Campaign Bonus 1) (+1 to hit)
Weapon Proficiency (Advanced Melee Weapons) (Soldier Campaign Bonus 1)
Point Blank Shot (Scoundrel Bonus 1) (+1/+1 at point-blank)
Weapon Finesse (Soldier 2) (use dex with melee weapons)
Precise Shot (Soldier 4) (Core) (Grapple after Grab to immobilize enemy)
Quick Draw (Scoundrel 2)
Dual Mastery I (Level 1) (TWF penalty at -5)
Pin (Level 3)
Crush (Level 5) (Deal unarmed damage to grappled enemy, treating as flat-footed)
Dual Mastery II (Level 7) (TWF penalty at -2)

Talents:
(Wishlist: Ranged Flank? Counterpunch? Defensive Jab? Disarming Attack? Second Skin? Seize Object? Modification Specialist? Repair Self? Droid Smash?)
Armored Defense (Soldier Campaign Bonus 1) (Core) (use level or armor bonus to ref def)
Dastardly Strike (Scoundrel Campaign Bonus 1) (Core) (-1 to condition on hit vs. flat-footed)
Improved Armored Defense (Soldier 1) (Core) (level +1/2 armor to AC)
Grabber (Soldier 1) (LE) (no -5 to grab enemies)
Weapon Specialization (Pistols) (Soldier 3) (Core) (+2 to damage)
Expert Grappler (Soldier 3) (Core) (+2 on grapple checks)
Cheap Trick (Scoundrel 1) (GaW) (advantage on checks to feint w/in 6 feet)
Surprise Strike (Scoundrel 1) (FU) (if caught in a lie, can immediately begin combat, automatically gaining free surprise round)
Easy Prey (Scoundrel 3) (GaW) (after hitting enemy with standard action, can halve damage to deny dex until end of next turn)
Evasion (Scoundrel 3) (Core) (reduces damage from area effects)
Ranged Disarm (Gunslinger 1) (Core) (can disarm with ranged weapons)
Multitrack Proficiency (Pistols) (Gunslinger 1) (Core) (Reduce penalty by -2)
**

Skills:
(Class skills: All except Force, Survival)
Trained in 3+Int+Background (6)
-Deception
-Initiative
-Mechanics (use on self at only -3)
-Stealth
-Computer Use
-Knowledge (Technology)
-Perception (not trained, but +2 from equipment)
**

Equipment:
(Approximately 600 credits remaining)

Droid Parts (11350):
-Magnetic Feet, Walking, Jump Servos (1080) (can take 10 on jump, always a running start)
-2 hand appendages (100)
-2 tool appendages (not sure what these do on something with two hands, but they’re standard on HK models) (20)
-Heuristic Processor
-Internal commlink (250)
-Vocabulator (50)
-Improved sensor package + darkvision (350) (perception +2)
-Translator Unit (DC 5) (2k)
-Locked access (50)
-10 kg Internal Storage (concealment compartment) (500)
-Verpine Shield Generator (military, 7000 with license) (SR 10, DR 10 vs ion)

Secret Compartment Items (11242.5, 9.8 kg):
>>Subrepeating blaster, quick-draw, scope, rangefinder, improved accuracy (military, 1280 with license; 2.3 kg) (3d6 damage, retractable stock, 50 shots, +1 to hit)
>>Iridonian heavy blaster pistol, quick-draw, scope, rangefinder, increased weapon damage (illegal, 5510 with license; 1.3 kg) (3d8+2 damage or 2d8+2 stun, +2 to power blast damage, 50 shots)
>>Heavy sonic pistol, quick-draw, scope, rangefinder (licensed, 1737.5 with license; 1 kg) (2d8 damage, 50 shots)
>>Vibrodagger, quick-draw, ion charger (licensed, 1250 with license; 1 kg) (2d4+2d6 ion damage)
>>Security kit (military, 900 with license; 1 kg)
>>Code cylinder (500; 1 kg) (contains license and clearance ID)
>>Liquid cable (10; 0.2 kg)
>>Mesh tape (5; 0.5 kg)
>>Binder cuffs (50; 0.5 kg)

Body Enhancements (4400)
-Enhanced Droid, +2 Dex (2k)
-Improved Accuracy (Hand) (2k)
-Droid Diagnostic (GaW) (400, +2 to Self-Mechanics)

Armor and integrated systems (20365)
-Durasteel Armor, Agile, Armorplast (restricted, 12960 with license) (+8 ref bonus, +4 max dex, reduced weight)
>Cloaked (licensed, +787.5 with license) (+5 to Deception checks to appear as normal droid plating)
>Integrated Equipment (5 slots) (1k)
>>Blaster pistol, hold-out, cloaked, quick-draw (illegal, 1267.5 with license) (3d4 damage, +10 vs detection, 6 shots)
>>ABC Scrambler (3k, +5 deflection to ref against grenades/missiles)
>>Electrobinoculars (1k, reduces range penalties to perception)
>>Videorecorder (100)
>>Tool kit (250)