Weapons & Armor
Mandalorian Armor - 1 def, 2 soak - 5hp - integrated comlink, vacuum sealed
Integrated Holsters - 2 hp - +4 encumb, but can holster 2 weapons up to 3 encumb, which don't affect encumb
Enhanced Optic Suite - 1hp - remove 2 black die due to bad visibility
Portable Plasma Shield - 2hp - can activate as an incidental - cannot wield a two-handed weapon while shield is active - grants Defensive 1 quality
Whipcord Thrower - 1hp - may be used as climbing gear to reduce difficulty of climbing by 1 - supports up to 200kg - also a weapon
Galaar-15 - jury rigged to 2 encumb - 4hp - holstered
Set Trigger - 1hp - add automatic success and disadvantage to the first combat check made with this weapon each encounter
Augmented Spin Barrel - 2hp - damage +1 - add 1 setback die to maintenance on this gun
Blaster Energy Dampener - 1hp - damage -1 - increase difficulty of checks to detect weapon fire by 1
Westar-15 - 1 encumb - 3hp - holstered
Blaster Suppressor - 1hp - add 2 black to checks made to locate me if shooting from concealment
Filed Front Sight - 1hp - gives Quick Draw
Mandalorian Chamber - 1hp - stun 3, range -1
Z-6 Jetpack - may function as vehicle with silhouette 1, speed 2, handling 0, system strain 3 - integrated missile launcher - 3 encumb
Utility Belt - +1 encumb
Personal Gear
Mando Armor - integrated holsters, enhanced optic suite, portable plasma shield, whipcord thrower
Galaar-15 - set trigger, augmented spin barrel, blaster energy dampener
Westar-35 - blaster suppressor, filed front sight, mandalorian chamber
Z-6 jetpack