TEXT: The Mandalorian war machine
  The Mandalorian war machine
  “The Mandalorians'
   actions throughout history are not easily forgotten by their victims. For a long time they were the
  third, unpredictable, side of the largest conflicts in Republic history, the other two being the Jedi and Sith of course.
  The Mandalorians have allied themselves with the Sith on many occasions, but it would be misguided to see them as
  lackeys of them, or believe that they share the same goals. Perhaps their methods coincide on many occasions –
  hence their alliances – but where the Sith seek power and domination in the hands of themselves, the Mandalorians
  seek conflict, strength and honour. They initialised assimilation of others into their own – superior? – culture.
  The Mandalorians – Mando'
  ade in their own language – of old differs from the modern Mando'
  ade. Where the old
  were a brutal lot, seeking conflict, conquest and spreading chaos of war, the modern Mando'
  ade are no longer an
  organised army as such, working towards conquest. Almost eight hundred years ago, after yet another war with the
  Republic, the old ways gave way to new ideas within the Mando'
  ade culture. A pacifist faction within the Mando'
  ade
  culture appeared, and the most savage and brutal who did not denounce the old ways were banished from
  Mando'
  ade and other worlds within the sector. The banished Mando'
  ade continued their warrior ways, organised more
  like mercenaries or terrorists than some official Mandalorian army. Some sixty years ago, a second schism took place
  within the ranks of the “traditionalist” Mando'
  ade. Their Mand'
  alor – that is chieftain of sorts – reformed their warrior
  ways, not towards pacifism, but decided that his warriors should – if they still desired to fight – perform this function
  as honourable mercenaries, well paid mercenaries – apparently this Mand'
  alor disliked what his fellow warriors had
  become, oddly enough. Not all took well to this change of heart, these misfits formed a faction, which took the name
  Death Watch and became a source of much bloodshed amongst the Mando'
  ade in the years to come...”
  -Tyur Eysha, Mentor at the Catharese Institution for Reacquisition of Cultural Artefacts
  The Mandalorians have been around for most of galactic history. They have performed genocides and
  other terrible misdeeds. In more recent times their actions are less galactic spanning, as they went from
  conquerors to mercenaries and bounty hunters. They are largely feared and mistrusted, a fact the
  Mandalorians exploit to the fullest, and work hard to maintain.
  Within the Mandalorian culture three main factions exists. The pacifist New Mandalorians, the Mandalorian
  Protectors (or True Mandalorians, followers of the Supercommando codex) and the Death Watch. This
  document contains NPC stats for both the Death Watch and Protectors, usable with the Edge of the
  Empire roleplaying game.
  Additionally it contains some Mandalorian inspired gear and weapons, plus four starships known to be
  made by – and used by – Mandalorian mercenaries; be they Mandalorian Protectors or the Death Watch.
  
  Mandalorian Protectors
  Protector
   
    trooper [Minion]
   
   
  Brawn: 3
  Agility: 3
  Intellect: 2
  Cunning: 2
  Willpower: 2
  Presence: 2
  Skills (group only): Athletics, Brawl, Cool, Discipline, 
  Ranged (heavy), Ranged (light)
  Talents: Jury Rigged (Blaster carbine; 1 lower critical 
  rating)
  Soak/Defence: 4/1
  Thresholds: Wounds: 7
  Abilities: Removes up to 2 setback dice to all perception, 
  vigilance and combat checks due to darkness, smoke or 
  other environmental effects.
  Equipment: Light Battle Armour (Soak 1; Defence 1; 
  attachment: Enhanced Optics suite; can be sealed like 
  heavy battle armour), Blaster carbine, 2 Gauntlet knuckles,
  2 extra reloads, rocket jet pack.
  Protector
   
    elite 
   
   rifleman 
   
   [Henchman]
   
   
  Brawn: 3
  Agility: 4
  Intellect: 2
  Cunning: 2
  Willpower: 2
  Presence: 2
  Skills: Athletics 2, Brawl 3, Cool 2, Discipline 2, 
  Leadership 1, Melee 1, Perception 1, Pilot (planet) 1, 
  Ranged (heavy) 3, Vigilance 1.
  Talents: Adversary 1, Jury Rigged (Blaster rifle; 1 lower 
  critical rating), precise aim 1, enduring 1.
  Soak/Defence: 5/1
  Thresholds: Wounds: 15
  Abilities: Tactical Directions (see stormtrooper sergeant, 
  affects Protector troopers), removes up to 2 setback dice 
  to all perception, vigilance and combat checks due to 
  darkness, smoke or other environmental effects.
  Equipment: Light Battle Armour (Soak 1; Defence 1; 
  attachment: Enhanced Optics suite; can be sealed like 
  heavy battle armour), Blaster rifle, 2 Gauntlet knuckles, 2 
  extra reloads, rocket jet pack, net.
  Protector
   
    elite 
   
   pistoleer
   
    
   [Henchman]
   
   
  Brawn: 3
  Agility: 4
  Intellect: 2
  Cunning: 2
  Willpower: 2
  Presence: 2
  Skills: Athletics 2, Brawl 3, Cool 2, Discipline 2, 
  Leadership 1, Melee 1, Perception 1, Pilot (planet) 1, 
  Ranged (light) 3, Vigilance 1.
  Talents: Adversary 1, Jury Rigged (Heavy blaster pistol; 1 
  lower critical rating), point blank shot 1, enduring 1.
  Soak/Defence: 5/1
  Thresholds: Wounds: 15
  Abilities: Tactical Directions (see stormtrooper sergeant, 
  affects Protector troopers), removes up to 2 setback dice 
  to all perception, vigilance and combat checks due to 
  darkness, smoke or other environmental effects.
  Equipment: Light Battle Armour (Soak 1; Defence 1; 
  attachment: Enhanced Optics suite; can be sealed like 
  heavy battle armour), 2 Heavy blaster pistol, 2 Gauntlet 
  knuckles, 2 extra reloads, rocket jet pack, bola.
  Protector
   
    
   Champion
   
    [
    Nemesis
   
   ]
   
   
  Brawn: 4
  Agility: 5
  Intellect: 3
  Cunning: 3
  Willpower: 3
  Presence: 2
  Skills: Athletics 3, Brawl 4, Cool 3, Discipline 3, 
  Leadership 3, Melee 2, Perception 2, Pilot (planet) 3, 
  Ranged (heavy) 3, Ranged (light) 4, Vigilance 2.
  Talents: Adversary 2, Jury Rigged 2 (Heavy blaster pistol: 
  1 lower critical rating; Armour: increased ranged defence), 
  point blank shot, precise aim 2, enduring 1.
  Soak/Defence: 8/1 [melee]; 2 [ranged]
  Thresholds: Wounds: 16 Strain: 14
  Abilities: Tactical Directions (see stormtrooper sergeant, 
  affects Protector trooper), removes up to 2 setback dice 
  to all perception, vigilance and combat checks due to 
  darkness, smoke or other environmental effects.
  Equipment: Heavy Battle Armour (Soak 2; Defence 1; 
  attachment: Enhanced Optics suite, Superior Quality), 
  Blaster rifle, 2 Heavy blaster pistols (main is jury rigged), 
  Gauntlet knuckles, 2 Gauntlet vibro-knives, 2 extra 
  reloads, rocket jet pack, bola.
  
  Death 
   
   W
    atc
    h
    
  Death watch trooper [Minion]
  Brawn: 3
  Agility: 3
  Intellect: 2
  Cunning: 2
  Willpower: 2
  Presence: 2
  Skills (group only): Athletics, Cool, Discipline, Melee, 
  Ranged (heavy), Ranged (light)
  Talents: Jury Rigged (armour; ranged defence)
  Soak/Defence: 4/1 [melee]; 2 [ranged].
  Thresholds: Wounds: 7
  Abilities: Removes up to 2 setback dice to all perception, 
  vigilance and combat checks due to darkness, smoke or 
  other environmental effects.
  Equipment: Light Battle Armour (Soak 1; Defence 1; 
  attachment: Enhanced Optics suite; can be sealed like 
  heavy battle armour), Blaster carbine or Blaster pistol, 
  gauntlet vibro-knife, 2 extra reloads, rocket jet pack.
  Death watch elite 
   
   rifleman 
   
   [Henchman]
   
   
  Brawn: 3
  Agility: 4
  Intellect: 2
  Cunning: 2
  Willpower: 2
  Presence: 2
  Skills: Athletics 2, Brawl 1, Cool 2, Discipline 2, 
  Leadership 1, Melee 3, Perception 1, Pilot (planet) 1 
  Ranged (heavy) 3, Vigilance 1.
  Talents: Adversary 1, Jury Rigged (armour; ranged 
  defence), true aim 1, enduring 1.
  Soak/Defence: 5/1 [melee]; 2 [ranged].
  Thresholds: Wounds: 15
  Abilities: Tactical Directions (see stormtrooper sergeant, 
  affects Death watch troopers), removes up to 2 setback 
  dice to all perception, vigilance and combat checks due to 
  darkness, smoke or other environmental effects.
  Equipment: Light Battle Armour (Soak 1; Defence 1; 
  attachment: Enhanced Optics suite; can be sealed like 
  heavy battle armour), Blaster rifle, gauntlet vibro-knife, 
  vibrosword, 2 extra reloads, rocket jet pack, net.
  Death watch 
   
   pistoleer 
   
   [Henchman]
   
   
  Brawn: 3 
  Agility: 4
  Intellect: 2
  Cunning: 2
  Willpower: 2
  Presence: 2
  Skills: Athletics 2, Brawl 1, Cool 2, Discipline 2, 
  Leadership 1, Melee 3, Perception 1, Pilot (planet) 1, 
  Ranged (light) 3, Vigilance 1.
  Talents: Adversary 1, Jury Rigged (armour; ranged 
  defence), point blank shot, enduring 1.
  Soak/Defence: 5/1 [melee]; 2 [ranged].
  Thresholds: Wounds: 15
  Abilities: Tactical Directions (see stormtrooper sergeant, 
  affects Death watch troopers), removes up to 2 setback 
  dice to all perception, vigilance and combat checks due to 
  darkness, smoke or other environmental effects.
  Equipment: Light Battle Armour (Soak 1; Defence 1; 
  attachment: Enhanced Optics suite; can be sealed like 
  heavy battle armour), 2 Heavy blaster pistols, gauntlet 
  vibro-knife, vibrosword, 2 extra reloads, rocket jet pack, 
  bola.
  Death 
   
   w
    atch
     
   Champion
   
    [
    Nemesis
   
   ]
   
   
  Brawn: 4
  Agility: 5
  Intellect: 3
  Cunning: 3
  Willpower: 3
  Presence: 2
  Skills: Athletics 3, Brawl 2, Cool 3, Discipline 3, 
  Leadership 3, Melee 4, Perception 2, Pilot (planet) 3, 
  Ranged (heavy) 3, Ranged (light) 4, Vigilance 2.
  Talents: Adversary 2, Jury Rigged 2 (Heavy blaster pistol: 
  1 lower critical rating; Armour: increased ranged defence), 
  true aim 2, point blank shot, enduring 2.
  Soak/Defence: 8/1 [melee]; 2 [ranged]
  Thresholds: Wounds: 16 Strain: 14
  Abilities: Tactical Directions (see stormtrooper sergeant, 
  affects Death Watch trooper), removes up to 2 setback 
  dice to all perception, vigilance and combat checks due to 
  darkness, smoke or other environmental effects.
  Equipment: Heavy Battle Armour (Soak 2; Defence 1; 
  attachment: Enhanced Optics suite; can be sealed like 
  heavy battle armour), 2 Heavy blaster pistols (main is jury 
  rigged), Vibro-sword (Superior Quality), 2 gauntlet vibro-
  knives, vibro-sword, 2 extra reloads, rocket jet pack, bola.
  
  Gear and vehicles
  Gauntlet knuckles
  Skill: Brawl
  Damage: +1
  Critical: 4
  Range: Engaged
  Encumbrance: 1
  Hard points: 0
  Price: 75
  Rarity: 2
  Qualities: Disorient 3
  Notes: These knuckles function like ordinary knuckles, 
  except they cannot be hidden as they are attached to 
  gloves or gauntlets, usually part of the wearer'
  s armour. 
  The wearer is therefore always considered armed with 
  these, and cannot be disarmed.
  Gauntlet 
   
   vibro-knife
   
   
  Skill: Melee
  Damage: +1
  Critical: 3
  Range: Engaged
  Encumbrance: 1
  Hard points: 1
  Price: 275
  Rarity: 4
  Qualities: Pierce 2, Vicious 1
  Notes: This gauntlet contains a spring loaded vibro-knife. 
  The wearer is therefore always considered armed with 
  these, and cannot be disarmed. Requires a manoeuvre to 
  readied, as with any weapons.
  Rocket Jet pack
  Skill: Ranged (heavy)
  Damage: 8
  Critical: 4
  Range: Medium
  Encumbrance: 3
  Hard points: 0
  Price: 6,500
  Rarity: 8, R
  Qualities: Blast 6, Limited ammo 1, Guided 2
  Notes: Function like a normal jet pack for purposes of 
  flying.
  Kom'rk-class fighter/transport
  Kom'
  rk-class figher/transport
  Hull Type: Transport
  Ship Class: Kom'
  rk-class
  Manufacturer: MandalMotors
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 4
  Passenger Capacity: 24
  Encumbrance Capacity: 40 encumbrance (20 metric tons)
  Consumables: 1 Months
  Cost: Not readily available for sale
  Silhouette: 4 (68,1 meters long)
  Sensor Range: Short
  Speed: 4
  Handling: +1
  Defence (shield): 2/1
  Armour: 4
  Hull Integrity: 24
  Strain Threshold: 17
  Customization Hard Points: 3
  Weapons:
  Two
     double medium 
   
   laser cannon
   
   s
    
  Fire Arc: 1 forward; 1 aft.
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  
  M3-A Scyk fighter
  M3-A Scyk fighter
  Hull Type: Starfighter
  Ship Class: M3-A light interceptor
  Manufacturer: MandalMotors
  Hyperdrive: Primary: Class 2
  Navicomputer: No (requires allied ships to plot course).
  Ship'
  s Complement: 1
  Passenger Capacity: 0
  Encumbrance Capacity: 10 encumbrance (110 kg)
  Consumables: 2 Week
  Cost: 75,000 (new), 35,000 (used)
  Silhouette: 3
  Sensor Range: Short
  Speed: 4
  Handling: 0
  Defence (shield): 1/1
  Armour: 3
  Hull Integrity: 9
  Strain Threshold: 7
  Customization Hard Points: 1
  Weapons:
  Double
   
    
   medium 
   
   laser cannon
   
   
  Fire Arc: Forward (pilot)
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  M22-T Krayt gunship
  M22-T Krayt gunship
  Hull Type: Gunship
  Ship Class: M22-T
  Manufacturer: MandalMotors
  Hyperdrive: Primary: Class 1, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 2
  Passenger Capacity: 2 (prisoners)
  Encumbrance Capacity: 20 encumbrance (440 kg)
  Consumables: 1 Week
  Cost: 350,000 (new), 210,000 (used)
  Silhouette: 4
  Sensor Range: Short
  Speed: 3
  Handling: -1
  Defence (shield): 2/2
  Armour: 5
  Hull Integrity: 22
  Strain Threshold: 15
  Customization Hard Points: 2
  Weapons:
  Quadruple
   
    
   medium 
   
   laser cannon
   
   
  Fire Arc: Forward (pilot)
  Range: Close
  Damage: 5
  Critical: 3
  Qualities: Linked 3
  Double light ion
   
    
   cannon
   
   
  Fire Arc: Dorsal turret (gunner)
  Range: Close
  Damage: 5
  Critical: 4
  Qualities: Ion, linked 1
  Concussion missile launcher
  Fire Arc: Forward
  Range: Short
  Damage: 6
  Critical: 3
  Qualities: Blast 4, Breach 4, Guided 3, Limited ammo 16,
  Slow-firing 1.
  
  Pursuer-class Enforcement Ship
  Pursuer-class Enforcement Ship
  Hull Type: Heavy patrol craft
  Ship Class: Pursuer-class
  Manufacturer: MandalMotors
  Hyperdrive: Primary: Class 1, Backup: Class 16
  Navicomputer: Yes
  Ship'
  s Complement: 1
  Passenger Capacity: 7 (2 troops, 5 prisoners)
  Encumbrance Capacity: 50 encumbrance (35 metric tons)
  Consumables: 5 weeks
  Cost: 200,000
  Silhouette: 4 (30,1 meters long)
  Sensor Range: Medium
  Speed: 4
  Handling: 0
  Defence (shield): 2/1
  Armour: 4
  Hull Integrity: 24
  Strain Threshold: 17
  Customization Hard Points: 3
  Weapons:
  Twin 
   
   H
    eavy 
   
   B
    laster 
   
   C
    annon
   
   
  Fire Arc: Front
  Range: Close
  Damage: 5
  Critical: 4
  Qualities: Linked 1
  Light 
   
   T
   
   win
     
   I
   
   on 
    C
    annon
   
   
  Fire arc: Turret
  Range: Close
  Damage: 5
  Critical: 4
  Qualities: Ion, linked 1
  
  Credits:
  Images courtesy of wookiepedia.org.
  All trademarks and copyrights are the property of LucasFilm Ltd. and Fantasy Flight Games.
  Thanks for input and inspiration from d20radio forum users, in particular DarthGM and Donovan
  Morningfire.
  Converted and created by Audun «Jegergryte» Løvlie.
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Misc/FFG - The Mandalorian War Machine.pdf