RC-5311 "STRIX" by jessewisener

Species
Clone
Career
Clone Soldier
Specializations
Trooper, Marksman
System
Age of Rebellion

5
Threshold 15
Current 0
Threshold 13
Current 1
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
4
2
2
3
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1 🟦 🟦
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) 2
Deception (Cun) 0
Discipline (Will) X 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 0
Negotiation (Pr) 0
Perception (Cun) X 1 🟦
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 1 🟦 🟦
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1 🟦
Brawl (Br) X 1
Gunnery (Ag) X 3
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) X 4 +4 dam on 1st hit of turn
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 1
Knowledge: Xenology (Int) 0

Attacks

DC-17m - Rifle *YYYYBBB B
Range
Long
Skill
Ranged: Heavy
+1☆, -1⬛️, +3🟦, (+1🟦 -1🟪 @long/extreme), Autofire, Accurate 3, pierce 1, Stun Setting
Damage
9+4
Critical
3
DC-17m - Sniper *YYYYBBBB B
Range
Long
Skill
Ranged: Heavy
+1☆, -1⬛️, +4🟦, (+1🟦 -1🟪 @long/extreme), Pierce 3, Accurate 4, Slow-firing 1, upgrade difficulty for engaged combat checks in this mode.
Damage
10+4
Critical
2
DC-17m - Anti-armor GGGGBB
Range
Medium
Skill
Gunnery
+1☆, -1⬛️, +2🟦, Blast 3, Breach 1, Accurate 2, Limited Ammo 4, takes maneuver to reload.
Damage
10+4
Critical
2
Retractable Wrist Blades
Range
Engaged
Skill
Melee
Pierce 1. Deploy a wrist blade as an incidental.
Damage
+1
Critical
3

10
210
1000
9

Weapons & Armor

Mk I Katarn-class Commando Armour - https://star-wars-rpg-ffg.fandom.com/wiki/Mk_I_Katarn-class_Commando_Armour

DC-17m Interchangeable Weapon System
- Telescopic Optical Sight: Reduce the difficulty of long or extreme range combat checks by one.
- Custom Grip: Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it.

Integrated Targeting Computer - Add 1 boost dice to all Ranged attacks at Long or Extreme range.

Retractable Wrist Blades
https://star-wars-rpg-ffg.fandom.com/wiki/Retractable_Wrist_Blades

Squad Tactical Systems - Add 1 boost dice to all Perception and Vigilance checks while within medium range of one or more allies using this attachment. Includes integrated comlink.

Modular Backpack Frame - Increase encumbrance threshold by 3.

4 Shaped Thermal Grenades
4 total charges of Flex-5 Detonite Tape
1 anti-armor round.

Personal Gear

Ascension Gun

Assets & Resources

Rishi tooth & scale
14k group credits

Critical Injuries & Conditions

Duty: 65

Talents

Name Rank Book & Page Description
Physical Training 2 https://star-wars-rpg-ffg.fandom.com/wiki/Physical_Training_talent The character adds a boost dice per rank of Physical Training to their Athletics and Resilience checks.
Clanker Killer 1 https://star-wars-rpg-ffg.fandom.com/wiki/Clanker_Killer_talent Before rolling a combat check that targets a droid (including a droid vehicle or a vehicle piloted by a droid), the character may remove boost dice up to their ranks in Clanker Killer from the pool, and add an equal number of success or advantage results (in any combination) to the results
Deadly Accuracy 1 https://star-wars-rpg-ffg.fandom.com/wiki/Deadly_Accuracy_talent Each time the character gains a rank of Deadly Accuracy, they must choose one combat skill. The character may add their ranks in that combat skill as additional damage to one hit of successful attacks made with that skill using a personal-scale weapon. They cannot choose the same combat skill twice.
Well Rounded 1 https://star-wars-rpg-ffg.fandom.com/wiki/Well_Rounded_talent The character chooses any two skills. They permanently become career skills.
Sniper Shot 1 https://star-wars-rpg-ffg.fandom.com/wiki/Sniper_Shot_talent Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of their ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range).
Armor Master 1 https://star-wars-rpg-ffg.fandom.com/wiki/Armor_Master_talent While wearing armor, the character increases their total soak value by one.
Rapid Reaction 2 https://star-wars-rpg-ffg.fandom.com/wiki/Rapid_Reaction_talent The character may suffer a number of strain to add an equal number of success results to any Vigilance or Cool check to determine Initiative order. The number may not exceed [their] ranks in Rapid Reaction.
True Aim 2 https://star-wars-rpg-ffg.fandom.com/wiki/True_Aim_talent Once per round, before the character makes a ranged attack, [they] may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades [their] attack roll once per rank of True Aim.
Lethal Blows 2 https://star-wars-rpg-ffg.fandom.com/wiki/Lethal_Blows_talent The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Crippling Blow 1 https://star-wars-rpg-ffg.fandom.com/wiki/Crippling_Blow_talent The character may voluntarily increase the difficulty of a combat check by one to deal a crippling blow. If [they] succeed and deals damage to the target's wound threshold, the target suffers one strain whenever [they] move for the remainder of the encounter.
Toughened 1 https://star-wars-rpg-ffg.fandom.com/wiki/Toughened_talent The character increases [their] wound threshold by two per rank of Toughened.

Background

Motivation

Duties

Description

Other Notes

☆ = success
⬛️ = setback
🟦 = boost
🟪 = difficulty

https://star-wars-rpg-ffg.fandom.com/wiki/Clone_Trooper
https://star-wars-rpg-ffg.fandom.com/wiki/Mk_I_Katarn-class_Commando_Armour
https://star-wars-rpg-ffg.fandom.com/wiki/Industrial_Automaton_%22Accu-Strike%22_Integrated_Targeting_Computer
https://star-wars-rpg-ffg.fandom.com/wiki/Squad_Tactical_Systems
https://star-wars-rpg-ffg.fandom.com/wiki/Military_Modular_Backpack_Frame
https://star-wars-rpg-ffg.fandom.com/wiki/Retractable_Wrist_Blades
https://star-wars-rpg-ffg.fandom.com/wiki/Telescopic_Optical_Sight
https://star-wars-rpg-ffg.fandom.com/wiki/Custom_Grip

DC-17m Interchangeable Weapon System - Costs 1 maneuver to switch between modes. 5 hard points to the whole Chassis, any mod you apply to your rifle will apply to any mode.
Rifle Mode - Ranged (heavy) Damage 9 Crit 3 Range long, Autofire, Accurate 1, pierce 1, stun setting
Sniper Mode - Ranged (heavy) Damage 10, crit 2, Pierce 3, Slow-firing 1, Accurate 2, upgrade difficulty for engaged combat checks in this mode
Anti-armor - Gunnery Damage 10, Crit 2, range Medium, Blast 3, Breach 1, Limited Ammo 4, takes maneuver to reload.

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