Unlike the Imperial army and Mandalorians, Independents do not raise in ranks, their profession is their title.

Civilians, Staff and Slaves is also a part of the Independent progression, but again ranks and titles may vary from house to house or whatever structure they are part of.

Training Grades

These can be trained individually of rank, through theory and practical lessons.

Training grade I: 1-100, 4HP, Equipment Grade 1 slot
Training grade II: 10-105, 4HP, Equipment Grade 2 slot
Training grade III: 20-110, 4HP
Training grade IV: 30-115, 5HP, Equipment Grade 3 slot
Training grade V: 40-120, 6HP
Training grade VI: 50-125, 7HP, Equipment Grade 1 slot
Training grade VII: 60-130, 8HP
Training grade VIII: 70-135, 9HP, Equipment Grade 2 slot

Training grade IX: 80-140, 10HP, Equipment Grade 3 slot

Equipment Upgrades

These can be bought with an equipment upgrade slot.
Once a piece of equipment is bought, it can be traded freely to another piece of equipment if the soldier has time for it.

Equipment Grade 1: Stealth Field Generator, Flash Grenade
Equipment Grade 2: Medikit, Concussion Grenade
Equipment Grade 3: Personal Energy Shield, Special weapon

Equipment Descriptions:

Concussion Grenade:
A standard fragmentation grenade, it deals damage to anyone within 5m of the target.

Flash Grenade:
This grenade is designed to generate a sudden bright light, aiming to blind the opponent. When used, anyone within 5m of the target is blinded and will lose their next attack action.

A medkit contains the tools to apply first aid to almost any kind of trauma a person can be subject to. When used in combat it can heal one hp but can only be used once like this, per person, other uses involve removing various effects with stims and hypersprays.

Personal Energy Shield:
This small wrist guard will generate a small sphere of glowing energy around the person using it. It only needs to be activated once to last the whole fight. Once activated it will give the wearer a shield of 5hp, which is damaged first, if those hp are lost the shield cannot be activated again for the rest of the day as it need to recharge. The shield can be deactivated to conserve energy in which case the shield will be refilled in time for the next battle.

Special Weapon:

Flame thrower:
Resembling a burly blaster rifle, this weapon shoots out a stream of highly flammable chemical liquid in a cone of 10x10m (approximately 90°), anyone in the area takes damage.

Sniper rifle:
This resembles a standard blaster rifle with a longer barrel and usually a scope. If used in combat it can be used to take aim at the opponent and forego an attack action, adding that attack roll as an extra attack roll on the following attack.

Stealth Field Generator:
This devise makes the character virtually invisible if more than 10m away from the opponent. When used in combat it will add an extra attack roll to the characters next attack action.