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Saga Edition RPG Omnibus

Mandalorian Archetypes

Revision as of 02:17, 31 October 2025 by Tenor1411 (talk | contribs)
Mandalorian Armor

Mandalorian armor is constructed of a rare iron alloy, favored for its strength and durability as well as its ability to turn away lightsaber attacks. The Mandalorians guard the secret of producing armor made from this material, making It especially rare in the galaxy.

     Mandalorian armor is typically battle armor or heavy battle armor. The armor's equipment bonus to Fortitude Defense is 1 higher than normal. Finally, If the wearer has damage reduction, he can apply its benefit against attacks made by llghtsabers. In some eras, particularly during the Mandalorlan Wars, the armor alone grants favorable circumstances on Persuasion checks to intimidate.

     Mandalorian armor costs 30,000 credits more than a standard suit of armor (mostly because of its rarity).

The Mandalorian clans are among the best of the elite warriors. Using fighting techniques passed down through t he centuries and equipped with cutting-edge weaponry and armor, they are a devastating force to encounter. In fact, so effective are the Mandalorian warriors that the Emperor based the Imperial Guard on their fighting techniques and style of armor. Although mercenaries by trade, they are far superior to other mercenary bands. Mandalorian warriors have at various times in their history fought on all sides, and might even switch sides during a conflict if the enemy offers better pay.

Mandalorian Crusader

The traditional Mandalorian Crusader—from the days before the NeeCrusader movement—lives like his ancestors. Many are born into the clans. The majority are Human, although members of the Taung species remain, as well as some alien converts. They travel and fight and strive to live their lives in accordance with the Resol’Nare. For the Crusaders—derisively called “paleo-Crusaders” by Neo-Crusaders—this is enough to fill a life.

     Crusaders in the field are responsible for their own provisioning, carrying their whole worlds on their back. Likewise, division of labor sorts itself out organically. A Crusader who wants to run an artillery unit or fly a Davaab fighter just shows up and does it—and does it better than anyone else if he wants to keep doing it. The Crusaders have little tolerance for bureaucracy and none at all for incompetence.

     No two suits of Crusader armor are identical, internally or externally. They are the most visible symbol of a movement prizing individualism.

Mandalorian Crusader           (CL 3)

     Knights of the Old Republic, page 191.

Medium Human soldier 3 NPC

Initiative: +6; Senses: low-light vision, Perception +1

Languages: Mando’a

Defenses: Ref 16 (flat-footed 15), Fort 17, Will 13

Hit Points: 44; Damage Threshold: 17

Speed: 6 squares

Melee: combat gloves +5 (1d6+3) or

Melee: knife +5 (1d4+2) or

Melee: mace +5 (1d8+2)

Ranged: heavy blaster pistol +3 (3d8+1)

Base Attack: +3; Grapple: +4

Attack Options: Burning Assault

Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 10, Cha 9

Talents: Burning Assault, Jet Pack Training

Feats: Armor Proficiency (light, medium), Mandalorian Training, Martial Arts I, Weapon Focus (simple, unarmed strike), Weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +6, Mechanics +6, Pilot +6, Treat Injury +6

Possessions: Mandalorian combat suit (+4 armor, +1 equipment) with targeting scope, jet pack, and knife gauntlet upgrade; heavy blaster pistol; mace; combat gloves; field kit with medpac

Mandalorian Neo-Crusader

Soldier

In the early years of the movement, Mandalorian Neo-Crusaders are fervently committed warriors of high quality. But in the years leading up to the Mandalorian Wars, as the Neo-Crusader movement takes hold, the simple NeeCrusader—wearing a basic blue version of the Neo-Crusader armor—becomes the generic grunt of the clans. The vast majority of Neo-Crusaders are of this lowest rank, and many in the later days of the Wars have backgrounds as soldiers, scouts, or scoundrels.

     Nee-Crusaders are responsible to the authority of their Rally Masters. One who fails or runs from battle is considered a hut’uun—a coward—and placed on the front lines in the next engagement.

Mandalorian Neo-Crusader Soldier           (CL 1)

     Knights of the Old Republic, page 192.

Medium Human nonheroic 4 NPC

Initiative: +6; Senses: low-light vision, Perception +0

Languages: Basic, Mando’a

Defenses: Ref 17 (flat-footed 16), Fort 13, Will 11

Hit Points: 10; Damage Threshold: 14

Speed: 6 squares

Melee: mace +1 (1d8+1)

Ranged: blaster rifle +2 (3d8)

Base Attack: +0; Grapple: +1

Attack Options: autofire (blaster rifle)

Abilities: Str 12, Dex 12, Con 11, Int 10, Wis 10, Cha 9

Feats: Armor Proficiency (light), Mandalorian Training, Weapon Focus (rifles), Weapon Proficiency“(pistols, rifles, simple)

Skills: Initiative +6, Mechanics +5

Possessions: Neo-Crusader light armor (+6 armor, +2 equipment) with targeting scope, jet pack and shield‑generator gauntlet upgrade, blaster rifle, mace, 2 frag grenades, utility belt with medpac

Rally Master

Wearing crimson-colored armor, the Rally Masters of the Neo-Crusaders are as close as Mandalorians come to having officers. They serve both as Mandalore’s vital operational link to his forces and as teachers spreading Nee-Crusader thinking. Without these leaders, the Manda lorians likely never would have left the Outer Rim, much less threatened to take over the Republic.

     In the early days of the Nee-Crusader movement, Rally Masters function independently, but with the number of marshals increasing, Rally Masters more often come under the authority of the golden-armored warriors. Many Rally Masters complain of the presence of too many generals, but others find ways to continue to function independently on the battlefield.

     In the early years, a basic Neo-Crusader achieves promotion to Rally Master after commendation by a marshal for battlefield heroics. In the later stages of the Mandalorian Wars, standards decline so that simply serving with the clans long enough to learn Mando’a and some of their ways is enough to earn promotion.

Mandalorian Neo-Crusader Rally Master           (CL 6)

     Knights of the Old Republic, page 193.

Medium Human nonheroic 3 NPC

Initiative: +4; Senses: low-light vision, Perception +3

Languages: Basic, Mado’a

Defenses: Ref 19 (flat-footed 20), Fort 20, Will 18

Hit Points: 29; Damage Threshold: 20

Speed: 6 squares

Melee: combat gloves +5 (1d6+5) or

Melee: knife +5 (1d4+4)

Ranged: blaster rifle +6 (3d8+3) or

Ranged: blaster pistol +5 (3d6+3)

Base Attack: +4; Grapple: +5

Special Actions: Coordinate +1, Coordinated Attack

Abilities: Str 12, Dex 13, Con 11, Int 12, Wis 10, Cha 14

Talents: Coordinate, Jet Pack Training, Presence

Feats: Armor Proficiency (light, medium), Coordinated Attack, Mandalorian Training, Skill Focus (Persuasion), Vehicular Combat, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simples)

Skills: Mechanics +9, Persuasion +15, Pilot +9

Possessions: Neo-Crusader light armor (+6 armor, +2 equipment) with electrobinoculars, targeting scope, and jet pack; blaster rifle; blaster pistol; knife; combat gloves; utility belt with medpac

Marshal

NPC Text

     NPC Text

Mandalorian Neo-Crusader Marshal           (CL 1)

     Knights of the Old Republic, page 193.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Shock Trooper

NPC Text

     NPC Text

     NPC Text

Mandalorian Neo-Crusader Shock Trooper           (CL 1)

     Knights of the Old Republic, page 194.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Mandalorian Supercommando

The Mandalorians are a breed of elite warriors, drawn from a variety of species and trained in the fighting arts passed down through countless generations of warriors since the time of their founder, Mandalore. Known by their distinctive armor, made famous by such bounty hunters as Jango Fett and his son Boba Fett (and which served as inspiration for the clone troopers’ armor during the Clone Wars). Mandalorian Supercommandos often strike terror in the hearts of those who must face them.

     The origins of this esteemed group are murky, but some claim they were founded by a reptilian species eons ago. As these people wandered the gulfs of space, leaving a trail of destruction in their wake, they welcomed into their ranks any who had the mettle and drive to learn their fighting teehniques. After the original Mandalorians died out, their heirs remained bound to the principles of honor and excellence in warfare that have helped spread heir name to nearly every corner of the galaxy.

     Part of the reason the Mandalorians retain their own culture, despite the regular in fusion of other species, is their adherence to a set of six key principles. All of them wear Mandalorian armor, speak the ancient language of Mando’a, effectively defend themselves and their families, raise their heirs in the traditions of the Mandalorians, support the clan, and ultimately answer the call to war by the Mandalore—the leader of the Mandalorian clans.

Nonplayer character archetype           (CL 16)

     Threats of the Galaxy, page 103.

Medium Human soldier 7 / elite trooper 9 NPC

Force: 5; Dark Side: 2

Initiative: +16; Senses: low-light vision, Perception +15

Languages: Basic, Mando’a

Defenses: Ref 37 (flat-footed 33), Fort 34, Will 28

Hit Points: 144; DR: 4; Damage Threshold: 34

Speed: 6 squares

Melee: force pike +21 (2d8+15) or

Melee: force pike +16 (2d8+15) and
force pike +16 (2d8+15) with Double Attack or

Melee: combat gloves +19 (1d6+12) or

Melee: vibrobayonet +21 (2d6+15) or

Melee: vibrobayonet +16 (2d6+15) and
vibrobayonet +16 (2d6+15) with Double Attack

Ranged: blaster carbine +19 (3d8+8) or

Ranged: light repeating blaster +14 (3d8+8) or

Ranged: light repeating blaster +17 (3d8+8) when braced or

Ranged: frag grenade +19 (4d6+8, 2-square splash)

Base Attack: +16; Grapple: +19

Attack Options: autofire (blaster carbine, light repeating blaster), Cleave, Combat Reflexes, Double Attack (advanced melee), Great Cleave, Point Blank Shot, Power Attack

Special Actions: Indomitable, Tough as Nails

Abilities: Str 16, Dex 17, Con 15, Int 12, Wis 14, Cha 10

Special Qualities: delay damage

Talents: Armor Mastery, Armored Defense, Greater Weapon Focus (advanced melee), Greater Weapon Specialization (advanced melee), Improved Armored Defense, Indomitable, Second Skin, Tough as Nails, Weapon Specialization (advanced melee)

Feats: Armor Proficiency (light, medium), Cleave, Combat Reflexes, Double Attack (advanced melee), Great Cleave, Martial Arts (I), Point Blank Shot, Power Attack, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles, heavy)

Skills: Endurance +15, Initiative +16, Perception +17, Pilot +16, Treat Injury +15

Possessions: force pike, combat gloves, light repeating blaster with vibrobayonet, extended stock, underslung grenade launcher, 4 frag grenades, blaster carbine, Mandalorian battle armor (+8 armor, +3 equipment) with helmet package, all‑temperature cloak, field kit, electrobinoculars, utility belt