Star Wars: A Flicker of Hope
Zurek Ohim
Imperial Guard, Former Captain of the Senate Commandos
Description:
Medium Human soldier 7/elite trooper 2/officer 2/martial arts master 1
Force 12; Dark Side 10
Init +13; Senses Perception +16; low-light vision (superior helmet package)
Languages Basic, Military Sign, Huttese
Defenses Fort 28, Ref 28 (flat-footed 24), Will 26
hp 115; Threshold 28; DR 1
Speed 4 squares (6 squares when unarmored)
Melee force pike +15 (2d8 +13) two-handed or
force pike +13 (3d8 +13) two-handed with Rapid Strike
Melee unarmed +16 (2d10 +11) with combat gloves or
unarmed +14 (3d10 +11) with combat gloves and Rapid Strike
Ranged heavy blaster pistol +14 (3d8 +6)
Base Atk +12; Grp +15
Atk Options Melee Defense, Point Blank Shot, Stunning Strike
Special Actions Assault Tactics, share talent (Assault Tactics, one ally)
Abilities Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Special Qualities command cover, delay damage
Talents Armored Defense, Assault Tactics, Hijkata Expertise, Melee Smash, Indomitable, Stunning Strike, Teräs Käsi Basics
Feats Armor Proficiency (light, medium), Combat Reflexes, Hijkata Training, Martial Arts I, Martial Arts II, Melee Defense, Point Blank Shot, Rapid Strike, Teräs Käsi Training, Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
Skills Endurance +13, Gather Information +11, Initiative +13, Knowledge (tactics) +13, Perception +11 ( +16 with superior helmet package ), Pilot +13
Possessions combat gloves (improved accuracy), force pike, heavy blaster pistol, royal guard armor (ceremonial armor with superior helmet package), utility belt
When on a purely combat-oriented mission, Zurek Ohim will generally wear a dark-blue customized superior fortifying GTU AV-1S scout armor upgraded with armorplast and a powered exoskeleton, with a camouflage poncho and a BlasTech’s DC-15A heavy variable blaster rifle:
Init +13; Senses Perception +13; low-light vision (helmet package)
Defenses Fort 32, Ref 28 (flat-footed 24), Will 26
hp 115; Threshold 32; DR 1
Speed 4 squares, fly 4 squares (armor)
Melee force pike +16 (2d8 +15) two-handed or
force pike +14 (3d8 +15) two-handed with Rapid Strike
Melee unarmed +17 (2d10 +12) with combat gloves or
unarmed +15 (3d10 +12) with combat gloves and Rapid Strike
Ranged heavy variable blaster rifle +14 ( 3d6, 3d8 or 3d10 +6 )
Base Atk +12; Grp +16
Abilities Str 19, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Skills Endurance +13, Gather Information +11, Initiative +13, Knowledge (tactics) +13, Perception +11 ( +13 with helmet package ), Pilot +13
BACKGROUND
Occupation—Law Enforcement: You receive a +2 competence bonus to untrained Acrobatics and Knowledge (bureaucracy) skill checks.
Gather Information is a class skill.
- AS OF SEASON 01, EPISODE 02:
Medium Human soldier 7/elite trooper 1/officer 2
Force 11; Dark Side 5
Init +12; Senses Perception +12; low-light vision (helmet package)
Languages Basic, Military Sign
Defenses Fort 26, Ref 26 (flat-footed 22), Will 24
hp 99; Threshold 26
Speed 4 squares (6 squares when unarmored)
Melee force pike +13 (2d8 +12) two-handed or
force pike +11 (3d8 +12) two-handed with Rapid Strike
Melee unarmed +13 (2d8 +10) with combat gloves or
unarmed +11 (3d8 +10) with combat gloves and Rapid Strike
Ranged heavy blaster pistol +12 (3d8 +5)
Base Atk +10; Grp +13
Atk Options Melee Defense, Point Blank Shot, Stunning Strike
Special Actions Assault Tactics, share talent (Assault Tactics, one ally)
Abilities Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 10
Special Qualities command cover, delay damage
Talents Armored Defense, Assault Tactics, Melee Smash, Indomitable, Stunning Strike, Teräs Käsi Basics
Feats Armor Proficiency (light, medium), Combat Reflexes, Hijkata Training, Martial Arts I, Martial Arts II, Melee Defense, Point Blank Shot, Rapid Strike, Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
Skills Endurance +12, Gather Information +10, Initiative +12, Knowledge (tactics) +11, Perception +10 ( +12 with helmet package )
Possessions combat gloves, blaster carbine, force pike, royal guard armor (ceremonial armor with helmet package), utility belt
When on a purely military-oriented mission, Zurek Ohim will generally wear a dark-blue customized GTU AV-1S scout armor upgraded with armorplast and a powered exoskeleton, along with a blaster carbine:
Defenses Fort 28, Ref 26 (flat-footed 22), Will 24
hp 99; Threshold 28
Speed 4 squares, fly 4 squares
Melee force pike +14 (2d8 +14) two-handed or
force pike +12 (3d8 +14) two-handed with Rapid Strike
Melee unarmed +14 (2d8 +11) with combat gloves or
unarmed +12 (3d8 +11) with combat gloves and Rapid Strike
Ranged blaster carbine +12 (3d8 +5)
Base Atk +10; Grp +14
Abilities Str 18, Dex 14, Con 14, Int 13, Wis 10, Cha 10
Bio:
Zurek Ohim was Eshu Tahal‘s former commanding officer in the senate commandos. Shortly after leading a failed mission that ultimately led to Eshu’s imprisonment, Zurek Ohim was mysteriously promoted to the rank of Captain.
Dispatched to Aeten II, he provided direct assistance to Leran Zarin in capturing Vora Synn and vanquishing Kieran Tasiri.
Leran Zarin claimed that Ohim is not his personal ally, but a favored agent of the Emperor. He should be present on the Sky Citadel, having been chosen by the Emperor to supervise the Red Nova VI’s launch and surveil the various corporate and civilian factions involved.