SCARS OF MANDALORE // FIELD MANUAL

Equipment Rules

FIND • REPAIR • MODIFY • CRAFT • SURVIVE

Equipment is a core part of life on ruined Mandalore. Find gear in the field, decide what is worth saving, repair what survived, and turn scavenged technology into equipment that becomes your own.

A salvager examining recovered equipment among the ruins of Mandalore
01 // OVERVIEW

Built to survive.

Every significant piece of equipment is easy to read: Rarity tells you how advanced it is, Condition tells you whether it works, and Mods tell you how it has been customized.

Find it.Scavenge gear throughout Mandalore.
Improve it.Repair, modify, and craft at Haven.
Make it yours.Build signature equipment that tells a story.

The Basics

I

Rarity

Common, Uncommon, Rare, Epic, or Legendary. Rarity determines the item's underlying sophistication and modification capacity.

II

Condition

Functional works normally. Damaged works with one Fault. Broken cannot perform its primary function until repaired.

III

Modifications

Physical upgrades installed into an item's modification slots. Mods are loot, crafting projects, rewards, and trade goods.

The Equipment Loop

1. FINDDiscover equipment.
→
2. IDENTIFYCheck rarity, condition & mods.
→
3. DECIDEKeep, repair, salvage or study.
→
4. IMPROVECraft and install upgrades.
→
5. MAKE IT YOURSCreate signature gear.
02 // RARITY

How advanced is it?

Rarity describes the underlying design. It determines the item's general power, value, crafting difficulty, and modification slots.

COMMON1 Slot

Ordinary equipment and straightforward technology.

UNCOMMON2 Slots

Specialized or improved equipment.

RARE3 Slots

Advanced military or corporate technology.

EPIC4 Slots

Exceptional technology rarely encountered.

LEGENDARY5 Slots

Prototype, masterwork-era, or historically significant technology.

A Legendary item can still be Broken. Rarity tells you what the technology is; Condition tells you what has happened to it.
03 // CONDITION

Can you trust it?

Condition is deliberately simple. Equipment has only three states.

FUNCTIONAL

Works normally.

No penalties and no Fault.

DAMAGED

Works with one Fault.

The item remains usable, but its Fault creates a specific complication until repaired.

BROKEN

Does not work.

The item cannot perform its primary function until repaired. It may still be salvaged or studied.

Faults, not generic penalties

A damaged rifle might have a burned heat sink; damaged armor might have a compromised seal. Faults describe what is actually wrong instead of simply applying a blanket −1 or −2.

04 // MODIFICATIONS

Change what your gear can do.

Mods are physical upgrades. They occupy slots determined by rarity and can be found, crafted, traded, installed, or removed.

Mods are real objects.

A Caedran Combat Optic, Kordax Overcharged Capacitor, or Ordo Reinforced Receiver can be removed from one compatible item and installed in another.

At a workstation: installing or removing a compatible mod normally requires no check.

In the field: the GM may call for an appropriate crafting check.

EXAMPLE

Kordax KR-88 Heavy Rifle

Rare • Functional • Mods 2/3

Caedran Combat Optic · Kordax Recoil Compensator · 1 Open Slot

05 // CRAFTING

One schematic. One roll.

Crafting should create decisions, not bookkeeping.

  1. Know the schematic. Once learned, it is permanently known to the group.
  2. Gather the listed components.
  3. Have the correct tools or workstation.
  4. Spend the listed crafting time.
  5. Make one crafting check.
RarityDCTypical Time
Common101 hour
Uncommon122 hours
Rare154 hours
Epic188 hours
Legendary22Downtime Project

Success

The item is completed and its listed components are consumed.

Failure

The item is not completed. Lose one component chosen by the GM, replace it, and try again.

06 // CRAFTSMANSHIP

Refined & Masterwork

Quality only appears when an item is exceptional. Most equipment is Standard and does not need a quality label.

Refined

When crafting, attempt the recipe at +3 DC. On success, choose 1 Craftsmanship Trait. If you meet the normal DC but miss the Refined DC, you still create the Standard item.

Masterwork

A Refined item can later undergo a Masterwork Upgrade at a proper workstation. Use +5 DC. On success, add a second different Craftsmanship Trait.

Craftsmanship Traits

Reliable

Unusually resistant to developing Faults or becoming Damaged.

Reinforced

Substantially harder to physically destroy.

Lightweight

Weight or encumbrance is reduced roughly by half.

Efficient

Consumes ammunition, charges, fuel, or expendables more efficiently.

Modular

Gains +1 modification slot.

Concealable

Unusually easy to hide, stow, or transport.

Balanced

A weapon built for improved handling.

Heat-Sinked

A weapon resistant to overheating and heat-related Faults.

Fitted

Armor custom-built to reduce problems caused by bulk or extended wear.

Environmentally Sealed

Armor better protected against dust, smoke, weather, and hostile environments.

Quiet

Armor/materials designed to reduce noise during movement.

Calibrated

Electronics are especially accurate and resistant to interference.

Hardened

Electronics resist ion effects and technological disruption.

Compact

Tools/electronics are smaller without sacrificing their function.

User-Friendly

Basic functions are easier for unfamiliar users to operate.

A trait must make physical sense for the item. Craftsmanship does not grant generic +1 attack, damage, or AC bonuses.
07 // REPAIRS

Keep it alive.

Repairs use the item's appropriate crafting discipline and sensible replacement components.

Damaged → Functional

Use appropriate tools, replacement components, and one crafting check to remove the item's Fault.

Broken → Functional

Requires more components, a proper workstation, and a harder crafting check. One successful repair restores the item directly to Functional.

Field Repair

10 minutes + crafting check. On success, suppress a Damaged item's Fault until the next long rest. The item is still Damaged until properly repaired.
08 // SALVAGING

Nothing useful gets wasted.

Any piece of technology can become tomorrow's components.

Make one salvage check.

Success: recover the item's useful components.

Failure: recover fewer components.

There are no percentage-yield tables to track. The item's recipe and the GM determine which useful parts survive.

Remove mods first.

Installed modifications can be extracted before the base item is dismantled, making damaged gear valuable even when nobody wants the item itself.

09 // REVERSE ENGINEERING

Sacrifice one to learn how to build more.

Reverse engineering is intentionally a single meaningful choice rather than another progression track.

Reverse Engineer: Sacrifice the item and make one appropriate crafting check. On success, its schematic is permanently unlocked for the group.
RarityReverse Engineering DC
Common10
Uncommon12
Rare15
Epic18
Legendary22

Broken items must first be restored enough to study. Finding a schematic directly as loot skips this process entirely.

10 // MANUFACTURERS

Identity, not another progression system.

Manufacturers are story-driven. They create distinctive technology, proprietary equipment, unique modifications, corporate facilities, and adventure hooks. There is no manufacturer knowledge XP or familiarity track.

POWER

Kordax Armaments

Heavy weapons, recoil, heat, and overcharging.

ADAPTATION

Vhekta Dynamics

Adaptive droids and learning systems.

DURABILITY

Ordo Industrial Works

Industrial equipment, reinforcement, and repairability.

PROTECTION

Rathen Forgeworks

Armor, shielding, and defensive systems.

SPEED

Skalder Motors

Vehicles, mobility, and maneuverability.

PRECISION

Caedran Systems

Sensors, targeting, shields, and electronics.

CHAOS

Morrow Salvage Consortium

Improvised technology and unusual compatibility.

11 // QUICK REFERENCE

Equipment at the table

When you find gear

1. What rarity is it?
2. Is it Functional, Damaged, or Broken?
3. What mods are installed?
4. Keep, repair, modify, salvage, reverse engineer, or trade it.

Crafting

Common 10 · Uncommon 12 · Rare 15 · Epic 18 · Legendary 22

Refined: +3 DC / 1 Trait
Masterwork upgrade: +5 DC / second Trait

Condition

Functional: works normally.
Damaged: works with one Fault.
Broken: does not work until repaired.

Mod slots

Common 1 · Uncommon 2 · Rare 3 · Epic 4 · Legendary 5