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FFG Star Wars Mandalorian Stats

January 7, 2020

It is difficult to find a bad review of the flagship Disney+ original The Mandalorian. Most fans were cautiously optimistic, and even some critics of the recent movies were swayed by this return to a gritty, compelling mix of eastern (samurai) and western (cowboy) influences in a live action, episodic show.

SPOILER WARNING: If you haven’t seen the first season of The Mandalorian, just pony up for a month of Disney+ and devour all eight episodes. We’re going to be discussing characters and plot points, so again, you have been warned.

The first few episodes focus on the titular character, but by the end of the first season, there are several characters that could make excellent PCs for an Edge of the Empire game. This is the first post of a series that will eventually make a complete party of six characters: Din Djardin, Cara Dune, IG-11, Kuill, Greef Karga, and of course, The Child.

Let me walk you through my process for Mando. I looked at a lot of careers and specializations, but ultimately went the most obvious route of Bounty Hunter: Gadgeteer from the core Edge of the Empire book. This is actually a pretty tough talent tree due to diverse characteristics for core skills and not great for people looking for an optimized build, but I felt it fit the character to a T. I used the Mandalorian species from Friends Like These which provides all 2s for characteristics, 105 starting XP, and one rank in any combat skill or one rank in two knowledge skills. I chose Gunnery since that is missing from the core skill set of the Gadgeteer. For initial skills I chose Perception, Piloting (Space), Piloting (Planetary), Ranged (Heavy), Ranged (Light), and Brawl.

I choose to build him out with 200 earned XP to represent his experience as a hunter before we meet him in the show. I boosted Brawn, Agility and Willpower to 3 with the starting XP, leaving me 15, which I used to pick up a rank of Mechanics and Melee. Making a bee line down the talent tree (with a few detours) for 200 XP I chose two ranks of Toughened, Jury Rigged, Armor Master, Tinkerer, Dedication (Agility), Point Blank, Spare Clip, and Improved Armor Master. These talents are well represented on screen by the amount of abuse he can take, his versatile gear (more in on this in a moment), and how often his armor saves his bacon. This left 40 XP to buy up a few more ranks in Ranged skills, Piloting (Space), Vigilance, and Athletics.

Let’s talk gear. As one would expect, the Mandalorian has several tricks up (or on) his sleeve. Luckily, a few of these were already started up in Boba Fett’s gear in the Allies and Adversaries sourcebook. This provides the weapon stats for the wrist-mounted flame thrower and whipcord Mando uses in several of the episodes. There are also templates for novice and veteran Mandalorian armor (2 Soak, 1 Defense) in the excellent Gadgets and Gear sourcebook, which provided details for the integrated tracking system that mechanically provides another rank of Vigilance. We see this on screen when he is tracking the (warm?) footprints of Cara Dune outside the backwater tavern in which they first meet.

His rifle posed an interesting challenge. Astute fans will recognize both the rifle, pistol and even overall look is a nod to the Star Wars holiday special. There are no FFG stats for that crazy tuning-fork that I could find.

In episode 3, Cara refers to it as a Pulse rifle, which made me think of a Pulse Cannon which does have stats; stats that fit remarkably well. Apparently I wasn’t the only one confused, as the storyboards in the credits from that same episode make the rifle look like a pulse cannon, albeit with the shock fork at the end. To account for this, I provided the Pulse Cannon with a Shock Pulse Emitter that provides Stun 4, Disorient 1 in melee. The pulse cannon itself can be fired normally for a decent 9 damage shot, pierce two. It should be noted it is slow firing 1, which is not ideal, but pretty well represented on screen as he aims between shots at long range. The rifle can also be primed to use its entire energy cell to gain Breach 1, Vicious 3. While not exactly a disrupter, you have a much better chance of vaporizing some Jawas if you are adding 30% to crit rolls.

I just gave him a vanilla blaster pistol, mostly because I couldn’t find any pistols that really looked like his and he already has a ton of weapons. I also included the vibroknife we see on screen in the mudhorn fight.

The “whistling birds” threw me for a bit of a loop. While mini-rockets are detailed in No Disintegrations, none of those really fit what the armorer creates for him. I used the stat block for the armor-piercing rocket and made it limited ammo 6. It looks like the actual launcher from the show has 10, but that seems a bit overpowered to put in the hands of a PC. There also isn’t really a mechanic to take out 4 guys simultaneously like he did on the show, but I would house-rule an extra rocket could launch for every two advantage on the attack roll to try and simulate that.

So here is my build. I feel like it may not be mechanically optimized, but represents what I saw on the screen. What do you think? Suggestions?

I had this post planned before the tragic news of Fantasy Flight Games shutting down Fantasy Flight Interactive and gutting the RPG department. Those designers created one of my favorite RPGs of all time in the form of Edge/Age/FaD. I plan on playing this game for years to come, and hope all those excellent people land on their feet and keep creating great stuff.

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