Basic Suit: A unique but traditionally smithed set, Djarin’s Mandalorian armor includes: helmet, chestplate, shoulder pauldrons, forarm bracers / vambraces, and thigh, knee and shin guards. In game terms, its use incurs no Dexterity penalties; and the full armor protects covers head, torso, arms and legs.

Basic Suit: Beskar Alloy Plates Provide +4D to Strength for physical attacks, +3D for energy attacks. Covers head, torso and arms. -1D Dexterity penalties.

Upgraded Suit: Pure Beskar Plates Provide +6D to Strength for physical attacks, +5D for energy attacks. Covers head, torso and arms. No Dexterity penalties.

Computer/Security Protocol Interface (left vambrace): Grants a +1D bonus to user’s computer programming/repair and security rolls. May also be used to remote-link to repulsorcraft (such as the Child’s floating bassinet), or various functions of a starship, on an Easy computer programming/repair roll. If link is successful, user may guide linked vehicles in limited capacity, such as remotely activating and directing its Move action, or open starship airlock and/or activating its pressure seal, etc.

Flamethrower (left vambrace): 5D damage. Skill: Armor weapons. Effect: creates cone 1 meter wide, with variable length of one to five meters. Game Notes: Din Djarin is sometimes overly reliant on use of his flamethrower when engaged in close-quarters combat.

Helmet-mountable Glowrod: Glowrod, which may be magnetically mounted on left side of helmet, projects beam of light that illuminates field of view in the direction that wearer is facing. Fire Arc: Any single arc. Range: 10/30/90 meters. Game Notes: Negates up to 4D/2D/1D of darkness-based cover bonuses. Edit Note: Concealment reduction game mechanic created by CRMcNeill.

Helmet Sensor Suite (w/ HUD): Din Djarin’s helmet is equipped with an extensive sensor array. Game Notes: Passive use of the sensor suite grants user a default/minimum +1D bonus to Perception or search rolls — with more granular, mode-specific effects available to user depending upon which sensors are actively engaged. The maximum cumulative bonus gained from engaging various sensor modes in tandem is +3D. Activating or deactivating a sensor counts as one non-roll action. The following scanner/sensor types are available to the wearer:

Audio Scanner: Skill: Sensors. Range: 3-10/30/60. Maximum Focal Radius: 3 meters. Game Notes: Audio scanner grants an additional +2D to Perception or search rolls that are based on sound (for a cumulative/total bonus of +3D). However, when focal mode of audio scanner is engaged, any sound-based attacks made against the wearer gain a +1D bonus “to hit” and a +1D bonus to damage.

Focused mode of audio scanner grants more granular control over search. Sample Sensor task and difficulties as follows: Easy to detect or listen to sound (within 3 meter radius, within range band), Moderate to magnify, and Difficult to filter/focus and identify specific frequencies or targets — such as isolating conversations or particular voices. Task difficulty increases one level per additional range band. And to reiterate, though maximum range of audio scanner is 60 meters, user may only focus upon a very specific 3 meter radius within a range band.

Data Scanner: Skill: Sensors. Game Notes: Data scanner allows wearer to read and verify chain-code information (target’s identifying characteristics) on ID cards, bounty “pucks” and tracking fobs. Grants an additional +2D bonus to attempts at detecting Forgery.

Thermal Imaging/Tracking Scanner: Skill: Sensors. Range: 0-30 meters. Game Notes: This scanner allows wearer to see thermal signatures, even through dense materials (maximum 6D body strength), at a maximum range of 30 meters. Scanner grants an additional +2D bonus to Perception or search rolls that are based on heat, provided that target emits heat. User may even track residual heat from footprints, fingerprints, etc.

However, because the heat will naturally dissipate over time, the ability to track targets via thermal signature attenuates over time as well. After tracks are more than 6 rounds old (roughly 60 seconds), the difficulty to track target via thermal signature increases by +5 for each minute that elapses thereafter. Targets may also attempt to camouflage their thermal signatures or their tracks via opposed Hide and Sneak rolls.

“Rising Phoenix” JT-series Jetpack: Skill: Jetpack operation. Move: 100 meters (horizontally), 75 meters (vertically). Game Notes: Base difficulty is Easy, modified by obstacles/terrain. Has 25 charges, user can expend up to two per round for burst flight (and use of full Move, High-Speed and All-Out speeds), or maintain prolonged half-Move speeds or “hover” maneuvers for 50 minutes (with each charge good for 2 min of sustained 1/2 Move hover flight).

Whipcord Launcher/Winch (right vambrace): Turbo-projected grappling hook has 25 meter lanyard, ability to grapple/hold live targets and winch-like mechanism to retract into vambrace. Complete retraction if full 25 meter length takes one round. Skill: Missile weapons. Range: 1-5/10/25. Game Notes: If user attempts to entangle targets, treat whipcord launcher as having grappling effectiveness of 5D. Lanyard and winch are capable of supporting 100kg without issue or rolls required.

“Whistling Birds” Rocket Darts (left vambrace): Rocket dart launcher with target-lock capability. 5D+2 damage. Range: 3-10/15/30. Ammo: 12. Skill: Armor weapons and Sensors. Game Notes: If user spends one action on a successful sensors check to scan and target-lock opponents within 10 meter radius (using either HUD scomp-link to helmet or vambrace control panel), he gains a +2D+2 Fire Control bonus to all targets within that range band. If a single target is targeted by multiple rocket darts, each additional “Whistling Bird” adds +1 to a single combined damage roll, with a maximum additional damage bonus of +11.

If firing at multiple targets, multiple attacks can be triggered simultaneously, though multi-action penalties still apply. Difficulty of sensors check is range difficulty +1 for each additional target within range band. Once locked onto target and fired, Whistling Bird rocket darts will seek target for 3 rounds or until destroyed, ie: target(s) must evade original attack roll total for 3 rounds. Damage to (or physical interference with) vambrace or launch mechanism may cause weapon to misfire.