Type: Journeyman Protectors
DEXTERITY 3D+2
Blaster: 7D
Brawling: 6D
Dodge: 7D
Firearms: 5D+1
Grenade: 5D
Melee Combat: 5D+2
Thrown Weapons: 7D
Flame thrower: 7D
KNOWLEDGE 2D
Intimidation: 8D
Planetary Systems 4D
Streetwise: 5D
Survival: 4D
Willpower: 6D
Value: 3D+2
MECHANICAL 3D
Repulsorlift Operation: 5D
Sensors: 4D
Space Transports: 7D+2
Starfighter Piloting: Fang-class 6D+2
Starship Gunnery: 5D+2
Starship Shields: 4D
PERCEPTION 3D
Search: 3D+2
STRENGTH 3D+2
Brawling: 4D+2
Climbing/Jumping: 4D
Stamina: 6D
Lifting: 4D+2
TECHNICAL 2D
Blaster Repair: 5D
First Aid: 5D+1
Demolition: 8D+2
Melee Weapon Repair: 4D
Security: 4D+1
Space Transports Repair 4D
Special Abilities:
Resistant to Force Use: Mandalorians and Mandalorian Foundlings are immune to some of the effects of the Force, and their minds cannot be read using the force, or modified using the force. However precognition abilities such as Light Saber Combat work perfectly well.
Inability to use the Force: The Mandalorians have a genetic defect inherited from their ancestors and compounded by the small genepool that they have grown from. They cannot use the force. Not only does this mean that they cannot become Jedi, they cannot earn or spend Force Points (they will always have only one Force Point).
Genetically Superior: Due to the harsh circumstances the Mandalorian people grew from, they are a much hardier people than most species in the galaxy. While the Mandalorians like to see this as Genetic Superiority, it is perhaps more linked to their inability to use the force, so they have had to rely on themselves more.
Force Sensitive: N
Force Points: 1
Dark Side Points: 0
Character Points: 5
Move: 10
Equipment: Blaster Rifle (5D+1), Mandalorian Armor (+2D physical, +2D energy, +1D to search and ranged attacks over 50 meters), Knife (STR+1D, MAX 6D), Detonite
Mandalorian Armor
Basic Suit: +4D Physical, +3D Energy, +1D Strength (used for physical activity, not for resisting damage.)
Wrist Lasers: Skill: Armor Weapons Ammo: Powered from armor power supply Range: 3-5/25/50m Damage: 5D
Flame Projector: Skill: Armor Weapons Ammo: 20 Range: 1m diameter 1-5m long Damage: 5D
Grenade Launcher: Skill: Missile Weapons Ammo: 4 Fire Rate: 1/2 Range: 1-50/200/300 Damage: Varies
Jetpack: Allows 70m horizontal or 50m vertical jumps, 10 charges, may expend one charge every other round.
Turbo-Projected Grapple: Uses either a physical or magnetic grapple. 0-3/10/20m range. Mounted on the right arm. Missile Weapons skill.
Winch: Attached to grapple, has 100kg capacity (wearer and his equipment).
IR/motion Sensor: +1D PERC in darkness and/or against moving targets, ahead and to both sides.
Sensor Pod: +2D Search, 25-100m
Macrobinoculars: +3D Search, 100-500m
Sound Sensor: +1D PERC in quite situations only.
Broadband Antenna: Can intercept and decode most communications frequencies. Can patch into shipboard and vehicular communications systems.
Environmental Filter: Filters out most harmful particles from the air or seal with two hours of air.
Background: Journeyman Protectors, also known as the Protectors of Concord Dawn or the Concord Dawn Protectors, were an ancient group of elite Mandalorians who maintained balance in their warrior culture. Formerly known as the Mandalorian Protectors or Mandalorian Royal Guard while guarding the ruler of their homeworld Mandalore, the Protectors retreated when Mandalore was taken over by the Galactic Empire, and they made a camp on the third moon of Concord Dawn under the leadership of Fenn Rau. During the Imperial Era, the Protectors allied with the Empire, but after Rau was captured by the rebels Kanan Jarrus and Sabine Wren, who fought with honor, the Protectors’ sympathies turned against the Imperial occupiers. In 2 BBY, the Protectors were wiped out by the Imperial Viceroy Gar Saxon and his commandos in an attempt to lure Rau out of hiding.
Appearances: REBELS

