Building Character: Cassian Andor

". . . We've all done terrible things on behalf of the Rebellion. Spies, saboteurs, assassins. Everything I did, I did for the Rebellion."


BUILD CONCEPT

  • Character Creation Goal:
    • Transform from a petty criminal to a ruthless anti-hero fighting for a noble cause.
  • Party Role:
    • Sneaky rogue.
  • Ideal Affiliations:

DUTY

  • Duty Suggestions (AoR):
    • Intelligence
    • Resource Acquisition
    • Sabotage
  • Optional Obligation (EotE):
    Based on your character's commitment level to the Rebellion, you have the choice of giving your Rebel character an Obligation that prevents them from fully embracing the cause.

SPECIES

  • Human:
    • Brawn = 2
    • Agility = 2
    • Intellect = 2
    • Cunning = 2
    • Willpower = 2
    • Presence = 2
    • Wound Threshold = 10 + Brawn
    • Strain Threshold = 10 + Willpower
    • Starting Experience = 110 XP
    • Special Abilities = One rank each in two different non-career skills of their choice
      • Ranged (Heavy) + Ranged (Light)


CAREER & SPECIALIZATION

  • Smuggler Career (EotE):
    Your character is not necessarily a smuggler, but the skills available with that career represent those a scrappy rough-around-the-edges Rebel like Andor brings to the table.
    • Career Skills = Coordination, Deception, Knowledge (Underworld), Perception, Piloting (Space), Skulduggery, Streetwise, Vigilance
      • +1 rank for underlined choices
  • Thief Specialization:
    Cassian Andor's initial aptitude for thief of Imperial property allows him to thrive later on as a covert Intelligence operative.
    • Bonus Career Skills = Computers, Skulduggery, Stealth, Vigilance
      • +1 rank for underlined choices

INVEST XP

  • Starting XP Budget:
    • 110 XP
  • Characteristics:
    • Agility = 3
      • -30 XP = 80 XP remaining
    • Cunning = 4
      • -70 XP = 10 XP remaining
  • Skills:
    • Stealth = 2
      • -10 XP = 0 XP remaining

INITIAL ATTRIBUTES

  • Characteristics:
    • Brawn = 2
    • Agility = 3
    • Intellect = 2
    • Cunning = 4
    • Willpower = 2
    • Presence = 2
  • Derived Attributes:
    • Wound Threshold = 12
    • Strain Threshold = 12
    • Ranged Defense = 0
    • Melee Defense = 0
    • Soak Value = 2
    • Force Rating = 1
  • Skills:
    • Computers = 1
    • Deception = 1
    • Perception = 1
    • Piloting (Space) = 1
    • Ranged (Heavy) = 1
    • Ranged (Light) = 1
    • Skulduggery = 1
    • Stealth = 2

BACKGROUND & MOTIVATIONS

  • Background Suggestions:
    • Avenger
    • Child Soldier
    • Disadvantaged
    • Ex-Military
    • Mercenary
  • Motivation Suggestions:

    • Belief: Whereas other forces in your character's life might lure them towards escapist fantasies, a fundamental belief may compel them to keep on fighting, no matter the cost to their body and soul.
    • Relationship: Your character's home, friends, family, and loved ones are all things worth fighting for... or to avenge. Yet on the other hand, such attachments may distract them from their Duty, potentially at inconvenient times.
    • Reward: If you play a less ideologically committed operative, perhaps they are motivated by more individualistic and materialistic aims.
    • Secrecy: A secret agent character may be invigorated by the prospect of exploiting Imperial arrogance and hiding under their noses. In the field, they may also not think twice about eliminating a perceived problem or burning a compromised asset in order to make a getaway.


STARTING GEAR

  • Duty Exchange:
    • +1,000 credits for -5 Duty
      • For the alternate Action Loadout, choose the +2,500 credits for -10 Duty bonus instead.
  • Optional Obligation Exchange:
    • +10 XP for -10 Duty
    • +5 XP for -5 Duty
    • If you can afford only the +10 XP bonus, upgrade the Skulduggery or Perception skill to rank 2. If you can afford both bonuses, upgrade Ranged (Light) or Ranged (Heavy) instead.
  • Spy Loadout:
    An espionage-focused build, you will primarily depend on a blaster pistol as your character's chief means of defense. Choose this loadout if your campaign allows for the sort of intrigue thriller plots depicted in the Andor TV series.
    • Starting Budget
      • 1,500 credits (w/ -5 Duty)
    • Starting Encumbrance Threshold
      • 7
    • MW-20 Bryar Pistol (Andor Sourcebook homebrew)
      • -700 credits = 800 credits remaining
      • Available Hard Points = 3
      • Encumbrance = 2
    • Heavy Clothing
      • +1 soak
      • -50 credits = 750 credits remaining
      • Encumbrance = 1
    • Comlink (Handheld)
      • -25 credits = 725 credits remaining
    • Slicer Gear
      • -500 credits = 225 credits remaining
      • Encumbrance = 2
    • Utility Belt
      • -25 credits = 200 credits remaining
      • Adds +1 encumbrance
    • Slicewire (AoR: Cyphers and Masks)
      • -200 credits = 0 credits remaining
      • Encumbrance = 1
  • SpecForce Loadout:
    Geared more towards a combat-oriented role, this build utilizes a long-range blaster rifle as the character's primary weapon. If your other party members would rather prefer to go in with guns blazing, select this loadout.
    • Starting Budget
      • 3,000 credits (w/ -10 Duty)
    • Starting Encumbrance Threshold
      • 7
    • A280-CFE Convertible Heavy Blaster Pistol (AoR: Cyphers and Masks)
      • Andor's signature weapon from Rogue One requires GM permission to purchase at character creation, although you should be able to make a good case that an operative conducting black operations would likely possess this weapon. Alternatively, you can purchase the A280C Heavy Blaster Rifle from AoR: Forged in Battle along with a Weapon Sling attachment to negate the Cumbersome quality.
      • -1,700 credits = 1,300 credits remaining
      • Available Hard Points = 1
      • Encumbrance = 3
    • Telescopic Optical Sight
      • Attachment for A280-CFE (or A280C).
      • Hard Points Required = 1
      • -250 credits = 1,050 credits remaining
    • Light Blaster Pistol
      • -300 credits = 750 credits remaining
      • Available Hard Points = 2
      • Encumbrance = 1
    • Heavy Clothing
      • +1 soak
      • -50 credits = 700 credits remaining
      • Encumbrance = 1
    • 3-MAL Secure Comlink (AoR: Forged in Battle)
      • -250 credits = 450 credits remaining
    • Utility Belt
      • -25 credits = 425 credits remaining
      • Adds +1 encumbrance
    • Backpack
      • -50 credits = 375 credits remaining
      • Adds +4 encumbrance
    • Electrobinoculars
      • -250 credits = 125 credits remaining
      • Encumbrance = 1
    • Combat Knife
      • -25 credits = 100 credits remaining
      • Encumbrance = 1


HEROIC-LEVEL PLAY

  • On Heroic-Level Builds:
    Force and Destiny and FFG's Clone Wars supplements codify the concept of "Heroic-level" (AKA Knight-level) PCs, who better reflect the capabilities of main characters seen on-screen. Compared to characters made with default character creation, Heroic-level PCs enjoy an extra 150 XP (which can't be spent on Characteristics) and a bonus of 9,000 credits.

    Based on the Loadout you selected up above, you can choose either a Spy or a SpecForce path for your character. Which progression path you choose determines the optimal way to spend the extra XP and credits you receive either through Heroic-level character creation or via the normal course of gameplay.


SPY PATH
  • Extra XP Budget:
    • 150 XP
  • Extra Funds:
    • 9,000 credits
  • Thief Skills:
    • Stealth = 3
      • -15 XP = 135 XP remaining
    • Computers = 3
      • -25 XP = 100 XP remaining
    • Deception = 2
      • -10 XP = 90 XP remaining
    • Perception = 2
      • -10 XP = 80 XP remaining
    • Piloting (Space) = 2
      • -10 XP = 70 XP remaining
    • Skulduggery = 2
      • -10 XP = 60 XP remaining
    • Coordination = 1
      • -5 XP = 55 XP remaining
    • Knowledge (Underworld) = 1
      • -5 XP = 50 XP remaining
    • Streetwise = 1
      • -5 XP = 45 XP remaining
    • Vigilance = 1
      • -5 XP = 40 XP remaining
  • Scoundrel Skills (EotE Smuggler):
    • New Career Skills = Charm, Cool, Ranged (Light)
      • -20 XP = 20 XP remaining
    • Ranged (Light) = 2
      • -10 XP = 10 XP remaining
    • Cool = 1
      • -5 XP = 5 XP remaining
  • Scoundrel Talents:
    • Quick Draw
      • -5 XP = 0 XP remaining
  • Bonus Shopping Spree:
    • Smuggler's Trenchcoat (EotE: Fly Casual)
      • Replaces your starter set of Heavy Clothing.
      • -1,650 credits = 7,350 credits remaining
      • Encumbrance = 3
    • Shortened Barrel
      • Attachment for Bryar Pistol.
      • -250 credits = 7,100 credits remaining
      • Hard Points Required = 1
    • Overcharge Valve (EotE: Fly Casual)
      • Attachment for Bryar Pistol, loosely replicating the weapon's "charge-up" feature from prior EU depictions. As a Restricted item, your GM has leeway to deny it during Heroic-level character creation.
      • -1,500 credits = 5,600 credits remaining
      • Hard Points Required = 2
    • Earbud Comlink (AoR: Cyphers and Masks)
      • -75 credits = 5,525 credits remaining


SPECFORCE PATH
  • Extra XP Budget:
    • 150 XP
  • Extra Funds:
    • 9,000 credits
  • Thief Skills:
    • Stealth = 3
      • -15 XP = 135 XP remaining
    • Perception = 2
      • -10 XP = 125 XP remaining
    • Coordination = 1
      • -5 XP = 120 XP remaining
    • Vigilance = 1
      • -5 XP = 115 XP remaining
  • Sharpshooter Skills (AoR Soldier):
    • New Career Skills = Cool, Ranged (Heavy), Ranged (Light)
      • -30 XP = 95 XP remaining
    • Ranged (Heavy) = 3
      • -25 XP = 70 XP remaining
    • Cool = 2
      • -15 XP = 55 XP remaining
    • Ranged (Light) = 2
      • -10 XP = 45 XP remaining
  • Non-Career Skills:
    • Leadership = 2
      • -25 XP = 20 XP remaining
    • Coercion = 1
      • -10 XP = 10 XP remaining
    • Athletics = 1
      • -10 XP = 0 XP remaining
  • Bonus Shopping Spree:
    • Blast Vest (EotE: Fly Casual)
      • Replaces your starter set of Heavy Clothing. Blast vests used by the Rebels often come with basic helmets.
      • -200 credits = 8,800 credits remaining
      • Available Hard Points = 1
      • Encumbrance = 3
    • Enhanced Optics Suite
      • Attachment for Blast Vest, assuming it comes with helmet.
      • -1,750 credits = 7,050 credits remaining
      • Hard Points Required = 1
    • Filed Front Sight
      • Attachment for Light Blaster Pistol.
      • -25 credits = 7,025 credits remaining
      • Hard Points Required = 1
    • Set Trigger (EotE: Fly Casual)
      • Attachment for Light Blaster Pistol.
      • -450 credits = 6,575 credits remaining
      • Hard Points Required = 1

END-GAME TARGETS

  • Signature Talent (Thief):
    • Narrow Escape (EotE: Fly Casual)
  • Characteristic Upgrades:
    • Intellect = 3
    • Willpower = 4
  • Spy Path Extra Specialization:
    • Courier (AoR Spy: Cyphers and Masks)
  • SpecForce Path Extra Specialization:
    • Tactician (AoR Commander)
  • Approximate XP Expenditure
    • 345-370 XP
      • Projected total does not take optional skill improvements or talents into account.

APPENDIX: ANDOR STARSHIP BUILDS

  • Recommended Party Starships:

    • Breon Dayvan
    • U-wing
    • HWK-290

    The ships showcased in this appendix are those associated with either Cassian Andor or other Star Wars characters whom Andor potentially takes inspiration from. Each base starship costs 70,000 credits or less, allowing them to be chosen as starter ships for any SWRPG party, including those in FaD campaigns.

  • HOY-39 Dayvan Troop Transport (Homebrew):
    This is the ship Cassian Andor commandeers in the first episode of Andor. Being a junker, the Breon DayvanBreon Dayvan perfectly embodies the concept of the "starter ship".
    • Base Cost
      • 60,000 credits
    • Customization Hard Points
      • 3
    • Smuggling Compartments
      • Costs 1,200 credits (Restricted)
      • Hard Points Required = 1
    • Hydraulic Control Circuits
      • Costs 1,000 credits
      • Hard Points Required = 2
    • Final Cost w/ Upgrades
      • 62,200 credits
  • Homebrew Stats for HOY-39 Dayvan Troop Transport:
    An antiquated ship that predates the Clone Wars, the Breon Dayvan can occasionally be found in the hands of militia groups. independent merchants, and junk dealers throughout the Outer Rim.


    Hull Type/Class: Troop Transport/HOY-39.
    Manufacturer: Breon Forgeworks and Koensayr Manufacturing.
    Hyperdrive: Primary: Class 2, Backup: Class 10.
    Navicomputer: Yes.
    Sensor Range: Close.
    Ship's Complement: One pilot, one co-pilot, two gunners.
    Encumbrance Capacity: 25.
    Passenger Capacity: 10 troops with full combat gear and their support equipment.
    Consumables: Two weeks.
    Price/Rarity: 60,000 credits/5.
    Customization Hard Points: 3.
    Weapons:

    • Forward-mounted light ion cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1).
    • One port + one starboard turret-mounted twin light blaster cannon (Fire Arc All; Damage 4; Critical 4; Range [Close]; Linked 1).

  • UT-60D U-wing Troop Transport (Starships and Speeders):
    A standard transport used by Rebel forces, and one flown by Captain Andor on numerous missions. The build below is especially suited for the covert needs of Alliance Intelligence.
    • Base Cost
      • 65,000 credits
    • Customization Hard Points
      • 3
    • Hush Kit (AoR: Cyphers and Masks)
      • Costs 450 credits
      • Hard Points Required = 1
    • Advanced Subspace Encryption Array (AoR: Desperate Allies)
      • Costs 6,000 credits (Restricted)
      • Hard Points Required = 1
    • Sensor Shunt (AoR: Cyphers and Masks)
      • Costs 3,100 credits (Restricted)
      • Hard Points Required = 1
    • Final Cost w/ Upgrades
      • 74,550 credits
  • HWK-290 Light Freighter:
    An unorthodox choice loosely inspired by the Moldy Crow, the ship used by Rebel operatives Kyle Katarn and Jan Ors during their now-decanonized theft of the Death Star plans. Due to its low passenger capacity, a single HWK-290 is best suited for small groups of 2-3 players.
    • Base Cost
      • 70,000 credits
    • Customization Hard Points
      • 5
    • 4x Twin Blaster Cannons (Light)
      • Wing mounts
      • Costs 18,000 credits
      • Hard Points Required = 1
    • Twin Laser Cannons (Light)
      • Ventral turret-mount
      • Costs 8,250 credits
      • Hard Points Required = 1
    • Security Measures (EotE: Special Modifications)
      • Costs 15,000 credits (Restricted)
    • Whisperthrust Engine (EotE: Fly Casual)
      • Costs 7,500 credits (Restricted)
      • Hard Points Required = 1
    • Secondary Transponder (EotE: Special Modifications)
      • Costs 20,000 credits (Restricted)
      • Hard Points Required = 1
    • Nightshadow Coating (EotE: Fly Casual)
      • Costs 3,500 credits (Restricted)
      • Hard Points Required = 1
    • Final Cost w/ Upgrades
      • 142,250 credits

Edit Report
Pub: 10 May 2025 09:18 UTC
Edit: 17 May 2025 11:23 UTC
Views: 260