Mandalorian Mayhem - Mods & Equipment for EotE

By Logan Ambrose, in Star Wars: Edge of the Empire RPG

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.

-Rationale: Mandalorians like to be prepared. This keeps useful items like a vibro knife or an electronic lock breaker ready for immediate use.

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

When added to the other various methods of increasing encumbrance, Pack Nerf seems a bit excessive. Have you seen the new additional gear in Enter the Unknown yet? There are two or three new ones there alone.

Edit - You may want to limit it to only a +1 or +2 increase instead of a double Brawn.

Edited by FangGrip

Fair point. I had no issues with it but I can see how it could be a problem. I was trying to represent the raw strength gained under a decade of training, comboed with rigging and packs.

Enter the unknown is on the way so I'm only working on the core book, but I am looking forward to adding the new material.

Fair point. I had no issues with it but I can see how it could be a problem. I was trying to represent the raw strength gained under a decade of training, comboed with rigging and packs .

Enter the unknown is on the way so I'm only working on the core book, but I am looking forward to adding the new material.

That is exactly what you will find in Enter the Unknown. It looks like Encumbrance Thresholds could get silly quick. Of course, the PC would end up looking like Nodwick. ;)

Bonus points for a gamers refrence!!

For Mandos a high encumbrance doesn't really bother me. A shock trooper would be wearing heavy battle armor, carrying a primary weapon, secondary weapon, sidearm, melee weapon, grenades, and still be expected to sprint with their wounded Vod on their back. So to me high encumbrance ratings fit them.

I assume the Limited Ammo on the Hand Flamethrower is a nod to having a small fuel tank. If it comes up, how much would you charge for a replacement fuel tank, do you think?

I assume the Limited Ammo on the Hand Flamethrower is a nod to having a small fuel tank. If it comes up, how much would you charge for a replacement fuel tank, do you think?

I would think that the standard 25cr should be more than sufficient for a small fuel canister.

Personally I'd just use the under-barrel attatchments in weapon mods on the armor that can take them. The under-barrel grenade launcher could be reskinned to be a wrist rocket launcher. Also, the mandalorian armours can just be described as having the cortosis and superior qualities.

That being said, we are now seeing equipment with "extras" which still have hard points for improving in the Enter the Unknown book, so I could see an armour that costs more or also comes with the restricted label. For instance, one could say of Mandalorian heavy armour might come with the cortosis (beskar) and superior quality for ® 20,000 (or more) and leave the 4 hard points intact for further customization.

We will probably see more weapons and armour and their modifications in the upcoming Hired Guns book too. Things like that would be more in line with a combat career.

Personally I'd just use the under-barrel attatchments in weapon mods on the armor that can take them. The under-barrel grenade launcher could be reskinned to be a wrist rocket launcher. Also, the mandalorian armours can just be described as having the cortosis and superior qualities. That being said, we are now seeing equipment with "extras" which still have hard points for improving in the Enter the Unknown book, so I could see an armour that costs more or also comes with the restricted label. For instance, one could say of Mandalorian heavy armour might come with the cortosis (beskar) and superior quality for ® 20,000 (or more) and leave the 4 hard points intact for further customization. We will probably see more weapons and armour and their modifications in the upcoming Hired Guns book too. Things like that would be more in line with a combat career.

I would have used the under barrel GL and flamer but they came with the cumbersome rating which was a few too many strings for me. I also had players who were more interested in equipment than weapons so I was trying to make everyone happy.

I like your idea for combining cortosis and superior as a free upgrade. To be honest I was shooting in the dark on Beskar, going off discriptions from books. I've been back and fourth over if it should be a +1 or +2 soak, after all the armor is strong but do I let the players purchase enduring to represent mandalorian survivablity?

Cumbersome in each case would have only been 1. Easily offset by any military-type character. The thing to do is to try and use the rules to get what you want and you run less of a risk of unbalancing things.

Mandalorian Armour

Defence: 1

Soak: 3

Price: ® 25,000

Encumberance: 6

Hard Points: 4

Rarity: 9

Qualities: Cortosis, Superior.

Built-In Equipment: Brass Knuckles, Comm-Link (Handheld), Scanner Goggles, Load-Bearing Harness.

If you do not have the AoR beta, the load-bearing harness increases the encumberance threshold of the wearer by 3. If you are just using EotE then build in the backpack. You can also make it Mandalorian Armour without beskar by dropping the Cortosis quality and the price.

See something like this would be a good piece of treasure to find, much like a lightsaber.

Another thing you can do is a new piece of equipment, Gauntlets (utility belt). Just reskin the Utility Belt as the gauntlets you want.

Edited by mouthymerc

That being said, we are now seeing equipment with "extras" which still have hard points for improving in the Enter the Unknown book, so I could see an armour that costs more or also comes with the restricted label. For instance, one could say of Mandalorian heavy armour might come with the cortosis (beskar) and superior quality for ® 20,000 (or more) and leave the 4 hard points intact for further customization.

We will probably see more weapons and armour and their modifications in the upcoming Hired Guns book too. Things like that would be more in line with a combat career.

I think this is an absolutely horrible thing to do. The system covers this already with the fun system in place - attachments. Add more attachments and describe new armors using the current armors + attachments, don't muck it all up to sell some more books. I get my Enter the Unknown on Monday. I could be screaming and having to do lots of house rules. :(

Cumbersome in each case would have only been 1. Easily offset by any military-type character. The thing to do is to try and use the rules to get what you want and you run less of a risk of unbalancing things. Mandalorian Armour Defence: 1Soak: 3Price: ® 25,000Encumberance: 5Hard Points: 4Rarity: 9Qualities: Cortosis, Superior.Built-In Equipment: Brass Knuckles, Comm-Link (Handheld), Scanner Goggles, Load-Bearing Harness. If you do not have the AoR beta, the load-bearing harness increases the encumberance threshold of the wearer by 3. If you are just using EotE then build in the backpack. You can also make it Mandalorian Armour without beskar by dropping the Cortosis quality and the price. See something like this would be a good piece of treasure to find, much like a lightsaber. Another thing you can do is a new piece of equipment, Gauntlets (utility belt). Just reskin the Utility Belt as the gauntlets you want.

Solid point on the cumbersome.

Personally, I'm not anymore worried about Mandalorians unbalancing the game than I am Jedi unbalancing it. In my mind Jedi, sith, and Mandalorians are all on the same level.

But that is some badass armor. I will show it to the group and see what they think. It is a great treasure and something to make a Jedi shiver at the sight of it.

The real takeaway for the gauntlets is the ability to have two weapons/equipment at the ready. Having equipment on hand has been really handy for my group so far.

I think this is an absolutely horrible thing to do. The system covers this already with the fun system in place - attachments. Add more attachments and describe new armors using the current armors + attachments, don't muck it all up to sell some more books. I get my Enter the Unknown on Monday. I could be screaming and having to do lots of house rules. :(

It was going to happen one way or another. They couldn't account for everything in the initial book. And I expected at least more and new attachments. I'm not quite sure how they could add attachments using the current attachments. There was a thread on making a sniper rifle, but while you can modify a rifle to be better for sniping or hunting, it is not quite the same as having a rifle designed for it. So I expect we will see more weapons and equipment much like those presented in Enter the Unknown.

Updated the list and added the Mandalorian Armor, Thanks mouthymerc!

Updated the list and added the Mandalorian Armor, Thanks mouthymerc!

Your welcome. Enjoy.

Nice list you have here, and it's a different approach than what I did.

When I was statting up Beskar, I basically added +1 Soak, Cortosis and a Cumbersome (1-4) to the armor in question. My line of thought was mostly due to the specific armor beskar'kandar, which is supposedly very heavy.

I don't know if all Beskar is heavy, but that was my thought there.

I don't know if all Beskar is heavy, but that was my thought there.

It cant be that heavy because they do some impressive stuff in it. There is even one instance of a Jedi fighting in armor with no prior training. So, cumbersome really doesn't seem to fit.

Besides, encumbrance is a serious issue for a mando. My group likes to primary, secondary, emergency, and backup equipment within the group. Because they live and die by their gear they like to keep several items handy.

That is actually the chain of thought that birthed the "pack nerf" idea. My group wanted something to represent the raw carrying ability that years of rucking/working out would generate without just throwing brawn pluses at it.

Added some new material on explosives and Verpine weaponry. My group had fun on Roach last night!