I figured I would share some of the rules and equipment I have been using for my Mandalorian game. Feel free to use or modify as you see fit (or not if its not your cup of tea).
Species Modifier: Pack Nerf (20 XP from your starting species XP)
- Brawn counts twice for personal encumbrance level
-Rationale: Mandalorians are nomads and would be use to carrying heavy loads. This really helps them wear full armor and still cary a number of weapons and equipment without getting bogged down.
New Armor: Mandalorian Armor (courtesy of mouthymerc!)
Defence: 1
Soak: 3
Price: ® 25,000
Encumbrance: 6
Hard Points: 4
Rarity: 9
Qualities: Cortosis, Superior.
Built-In Equipment: Brass Knuckles, Comm-Link (Handheld), Scanner Goggles, Load-Bearing Harness.
Note: This armor represents all common variations of mandalorian armor, from boba fetts light armor to the neo-crusader heavy. It is worth pointing out that the cost and rarity can be bypassed by taking an obligation to a mandalorian clan. This brings its own problems as the clan will expect you to fight for them after arming you. Also, the armor may or may not have Cortosis at the storytellers discretion as Beskar ore is rare during this time period.
New Equipment: Gauntlet
- Price: 800+ Equipment
- Encum: 0
- Rarity: 5
Mandalorian gauntlets allow small items to be readied without having to drop the item you are currently carrying. Each gauntlet can carry a single encumbrance 1 or less item, reducing the items encumbrance to 0. This item counts as readied even if the hand is full. It offers no extra actions, and cannot be customized.
New Weapon: Hand Flamer
- Skill: Ranged (Light)
- Damage: 4
- Crit: 2
- Range: Engaged
- Encumbrance: 1
- Hardpoints: 0
- Price: 500
- Rarity: 6
- Special: Burn 2, Blast 4, Limited Ammo 3
Note: This weapon was created to go into the gauntlet to mimic Jango Fett's flamer
Fun with Explosives!
Having a demolition specalized mandalorian in my group we have run into several instances where she used explosives (grenades initially) in strange but effective ways. Giving her access to AoR and the mines there in only made that worse. As we found out grenades and mines are good but there is still a grab bag of specialized explosives out there. det-cord, directional antipersonnel mines, breaching charges, the list goes on. Instead of designing all these items my group and I felt we could use the existing explosives and let the borad stroke approach of the system gloss over the details
Breaching Charge
For an average non-starship door a simple armor piercing grenade would do the trick. Just let the player expend the grenade on the door and use successes on the roll (Mechanics to set up the charge) be used as setback dice on the initiative of the enemies within the room.
Thicker doors require a bit more kick. To get through a blast door or airlock the anti-vehicle mine is the go to choice. Used much the same way as the armor piercing grenade, the mine can be attached to security walls, vault doors, to the hull of a freighter, or the viewport of said freighter! The effects will be largely arbitrated by the storyteller but in the case of the viewport I could see every extra getting annihilated by explosive decompression for hard scifi or sucked out in the wake of the blast for soft scifi.
Timers and Triggers
Mines are useful but very limited. To offset this I have allowed two other methods of detonation. The first is remote trigger. For this the player rigs the mine to a remote switch using basically the same technology as a comlink. The player then spends an action and, provided the mine(s) can receive the signal, detonates the mine(s). damage would be handled in a "as needed" fashion.
Timers are more abstract but generate a similar effect. Once the mine is set and placed it is in the realm of the storyteller (provided the timer wasn't set for five minutes which would be five combat rounds). The storyteller decides when the weapon goes off and what level of catastrophe it inflicts.
New Weapon: Rocket Launcher
- Price: 750
- Encum: 3
- Skill: Range - Heavy
- Damage: 8
- Range: Long
- Crit: 3
- Blast 8, Breech 1, Prepare 1, Limited Ammo 1
I have no idea what the Missile Tube the book describes but I wouldn't be brave enough to carry it into battle with a fast moving mando team. Because my team wanted some portable ordinance I designed this little monster based on the M72-LAW. Its a light and disposable rocket launcher to add that extra bit of ordnance without weighing down the carrier.
Weapon Template: Shatter
Shatter weapons are the mainstay of the Verpine, using advanced magnetics to launch small projectiles at high velocities. There are several different models from the infamous shatter rifle to the lesser known shatter pistol. Rather than stat out several weapons I decided to just design a template that modifies the blaster stat block.
Shatter Pistol: (Modifies Ranged (Light) blasters)
Hardpoints: -2 (minim 0) *Verpine don't tend to have an eye for customization*
Price: +500 Credits *Roach is currently under Imperial control making such exclusive weapons costly*
Rarity: +2 *Same reasons as above*
Special: Remove stun setting and add Pierce 1, and Vicious 1 *the nature of this weapon means it produces considerable bodily damage and ignores light armor*
Shatter Rifle: (Modifies Ranged (Heavy) blasters)
Hardpoints: -2 (minim 0) *Verpine don't tend to have an eye for customization*
Price: +700 Credits *Roach is currently under Imperial control making such exclusive weapons costly*
Rarity: +2 *Same reasons as above*
Special: Remove stun setting and add Pierce 2, and Vicious 2 *the nature of this weapon means it produces considerable bodily damage and ignores light armor*
Coming soon: Ori'ramikad (Super-Commando) Non-Career Specialization!
Edited by Logan Ambrose