Mercenary: Equipment Grade 1 slot
Evaar'la Verd: Equipment Grade 2 slot
Beviin Alor'uss: Equipment Grade 3 slot
Tratur Ruus'alor: None
Ver'alor: Equipment Grade 1 slot
Kando'alor: Equipment Grade 2 slot
Evaar'la'lor: Equipment Grade 3 slot
These can be trained individually of rank, through theory and practical lessons.
Training Rank I: 2d6 - 4hp
Training Rank II: 3d6 - 4hp
Training Rank III: 4d6 - 4hp
Training Rank IV: 5d6 - 5hp
Training Rank V: 6d6 - 6hp
Training Rank VI: 7d6 - 7hp
Training Rank VII: 8d6 - 8hp
Training Rank VIII: 9d6 - 9hp
Training Rank IX: 9d6 - 10hp
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: Flame Thrower, Jetpack
Equipment Grade 2: Beskar Armor, Beskad
Equipment Grade 3: Personal Energy Shield, Shockwave Generator
A heavy short blade made of the famous, near indestructible, Beskar. A beskad is able to block even the blade of a lightsaber and can easily cut through armor.
This is a full armor made of near indestructable material, Beskar. In combat the armor protects the mandalorian against all kinetic, blaster and lightsaber attacks, enabling the mandalorian the ability to ignore the first and every second attack here after, of that type.
Resembling a burly backpack, a jetpack enables a mandalorian a high level of manoeuvrability on a battlefield and can be used to escape a tight spot. If used as a defensive dodge action, the sudden jump will add an extra defensive roll to to mandalorians defence action.
Additionally once per combat instead of an attack action the mandalorian can take off to hover high in the air for two consecutive rounds, making them invulnerable to melee attacks the rest of that round and all of the following round, on the third round they will land instead of attacking.
A small wrist mounted flame thrower, this weapon shoots out a stream of highly flammable chemical liquid in a cone of 5x5m (approximately 90°), anyone in the area takes damage.
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.
This devise, mounted usually on a wrist, will generate a powerful sonic blast capable tearing an opponent to pieces. The blast has a range of 20m and will also push back an opponent, adding an extra damage if they cannot be pushed back. E.g. if they hit a wall or another solid object.