Mandalorian Clans, Society and History




History

When the Mandalorians were beaten by the Jedi, a small group of these warriors were sent towards the unknown region of space in order to keep the race alive should they ever be taken. This offshoot took with it all of the technology and knowledge of the Mandalorians.

The Mandalorians took, from Palpatine, the technology for cloning. They settled on a planet named Dark Star, named for its dark purple glow and put the capital in a city called Paradigm. Upon reaching 500,000 people, the cloning was cut down so that new traits would phase their way into the society. The best of the new generations were taken into the cloning chamber.

The desire to be cloned became a driving force in the society, and they did everything but cheat (for fear of being banished) to get cloned. This reached its pinnacle when there were 5 major teachings as to the selection process for the cloning process. This was around the time of the Battle of Hoth.

However, the problem that developed was the death of the Mandalorian leader. This caused a split in the senate. The 5 most powerful leaders took different views on the 5 different teachings. The next 3 years errupted in civil war. Thus, the 5 clans were born.

Although they did not really like each other, each clan became similar - a warrior based society in which those that mastered the art of warfare became the leaders of the Clan. Their theory was to develop the best technology, tactics and training so that they would not waste manpower in conflict since the clans were originally very small.

Finally, the war ceased and a meeting between the clans was held in the capital, Paradigm, which was held by the Darkstars, the largest clan. Paradigm was declared neutral territory. All inter-clan wars stopped except when one member of one clan disgraced that of another, and they would battle for honor. Depending on the severity of the situation, combat would vary from simply giving up to a battle to the death.

What followed was growth period for the clans, each developing a different life style. Those that had been banished from the planet formed their own clan as well. They were known as the Nightshades. This clan took much time to gain acceptance.

Thus, the clans were called: the Darkstars, the Ghost Warriors, the Rancors, the Jedi Stalkers, the Light Dragons, and the Nightshades.

Eventually, the High Clan Lord (described below) decreed that it was time to begin taking back what was rightfully Mandalorian property. They began to retrace their steps back to the Core. With only Skywalker's new Jedi to challenge them, and even that threat small, the Mandalorians felt confident that it was time to strike. And strike they did.


Government

It was decreed, through conference, that peace would be had by all the Mandalorian clans until the time came for the final proving of their teachings. It was also decided that a High Clan Lord would be elected to decide the actions of the clans as an entire group - a confederation if you will. This worked mainly because the Mandalorians have such a high sense of honor, and feel obligated to keep their promises. A court was formed, the Court of Lords, which was presided over by a Judge and an Inquisitor. They handled all inter-clan problems and dictated a resolution to the parties involved. Lastly, a Great Council was formed. They counseled the High Clan Lord and also was the body from which the High Clan Lord had to be picked. Each branch had a fixed number of seats for each clan. Elections for High Clan Lord were done by having each representative vote twice: once for a member of their clan and once for a member of another clan.

Military

ARMY

Showing their obsession on the number six, the Mandalorians used it heavily in their army. There is one groud vehicle for every 6 troops. There are six devisions: Acolyte, Legionnaire, Engineer, Scout, Special Forces, and Command. Acolytes get next to nothing in terms of equipment, while command staff gets all of the best the Mandalorians have to offer. To be in command, you must have gone through all of the other designations. It is not possible to skip the Acolyte or Legionnaire before moving on.

1 clan is made of: 6 Battlestars ---> 36 Cohorts ---> 216 Legions ---> 2,496 Legions ---> 14,976 Companies ---> 89,856 Elements ---> 539,135 Troops

NAVY

This structure is similar to that of the army. Just for practical purposes, there is some variation. Each ship is self-sufficient so that if it is cut off, or the pilot dies it continues to function. All craft have the same capabilities. Each craft carries a legion of troops. Troop designations are similar to the army:

  • acolyte - Standard ensign
  • legionnaire - Ensign first class
  • command - Command Crew
  • engineer - Engineering Crew
  • special forces - Star Pilots (starfighter pilots)
  • scout - Gunnery Master (Gunnery Crew Commanders)

    1 clan is made of: 3 Novastars ---> 9 Battlestars ---> 36 Sqaudrons ---> 216 ships.

    1 ship's fighters compliment: 1 Starwing ---> 6 Battlewings ---> 36 Star Elements ---> 72 Fighters


    Honor

    The Clans have come to value personal honor greatly. However, their idea is greatly contorted from the average man's idea. In their idea of honor, it is acceptable to do anything to win a battle. However, it is dishonorable to break promises or insult a worthy adversary. They also don't believe in the needless slaughter of their prey. If a clan member's enemy is beaten, he will allow them to surrender and become servants to the clans. If a clan member believes that his opponent is a great warrior, he may allow the opponent to join the clan as an acolyte. If this new acolyte makes it through a year of hard training and conditioning, he is welcomed into the clan. Otherwise, he is put to death.

    THE BATLAR

    This is a warriors judicial system. If the warrior belives that he has been dishonored by another warrior he has the right to challenge that warrior in Batlar for a chance to regain his honor. Depending on the severity of the dishonor, Batlar can range from wrestling and wooden sword fighting (nonlethal) to lightsabers and battlemechs (not so nonlethal).

    The right of Batlar can only be bestowed upon individuals. Large, group problems are settled by the lord judges, or even the Court of Lords for very large problems.

    Weapons of War

    All ranks carry: survival kit, lightsaber, vibroblade, riot gun, equipment bandolier and a standard issue combat uniform (black and white with cammo adaptability). All armor is constructed from the infamous Mandalorian Iron, giving it remarkable strength. Armor details follow the rank listings.

    Acolyte, Scout

  • Light "scout" armor
    Legionnaire
  • Standard "trooper" armor
    Engineer
  • Powered "engineer" armor
  • tool kit
  • modified bandolier to carry extra tools
    Command, Spec Forces
  • Heavy "Commando" Armour, (sometimes for Spec Forces - Boarding Armor)

    Dress Uniform
  • Black Uniform
  • Rank on upper right arm and on beret
  • Dark green beret
  • hand blaster of soldier's choosing
  • lightsaber
  • medals
  • clan insignia on belt and upper left arm

    Bandoliers (standard, not engineer) contain: 6 grenades of various kinds, 2 thermal detonators, datapads (for orders, maps and such), blaster clips, cauterizer to stop bleeding, pain killers, transponder disc, 2 empty spaces for more.

    They can also carry other equipment (back packs, thermal gloves, weapons repair kits, etc...)

    Armor

  • Light (Scout) Armor
    cost: Not for sale
    basic suit: +2D physical, +1D energy, no DEX penalties. Covers head torso and arms.
    Wrist laser: 5D damage, 3-5/15/25m range. Right forearm. Skill: Armor Weapons.
    Flame Projector: 5D damage, 1m diameter, 1-5 m range. Left forearm. Skill: Armor Weapons.
    IR/Motion Sensors: +1D to PER in darkness and/or against moving targets. Targets can be ahead or to either side.
    Sensor Pod: +2D Search at 50-100m
    Macrobinoculars: +1D Search, 100-200m
    Broadband antenna: Can intercept and decode most transmissions, and can also patch into vehicular comm systems

  • Standard (Trooper) Armor
    cost: Not for sale
    basic suit: +3D physical, +2D energy, no DEX penalties. Covers head torso and arms.
    Wrist laser: 5D damage, 3-5/20/35m range. Both forearms. Skill: Armor Weapons.
    Flame Projector: 5D damage, 1m diameter, 1-5 m range. Left forearm. Skill: Armor Weapons.
    IR/Motion Sensors: +1D to PER in darkness and/or against moving targets. Targets can be ahead or to either side.
    Sensor Pod: +2D Search at 50-100m
    Macrobinoculars: +2D Search, 100-300m
    Jetpack: 70m horizontal, 50m vertical range. Can fire 10 times before refueling.
    Environmental Filter: Blocks many harmful airborn particles. Can also seal suit with 30 minutes of air.
    Broadband antenna: Can intercept and decode most transmissions, and can also patch into vehicular comm systems

  • Heavy (Commando) Armor
    cost: Not for sale
    basic suit: +4D physical, +3D energy, no DEX penalties. Covers head torso and arms.
    Wrist laser: 5D damage, 3-5/25/50m range. Both forearms. Skill: Armor Weapons.
    Flame Projector: 5D damage, 1m diameter, 1-5 m range. Left forearm. Skill: Armor Weapons.
    Grenade Launcher: 1-50/200/300m, 4 shots. Damage is grenade dependant. Skill: Missile Weapons.
    Turbo-Projected Grapple: Mounted on right arm and uses either magnetic or physical grapple. 0-3/10/20m range. Skill: Missile Weapons.
    Winch: Attached to grapple, can pull wearer and his equipment.
    IR/Motion Sensors: +1D to PER in darkness and/or against moving targets. Targets can be ahead or to either side.
    Sensor Pod: +2D Search at 25-100m
    Macrobinoculars: +3D Search, 100-500m
    Sound Sensor: +1D PER in quiet situations
    Environmental Filter: Blocks many harmful airborn particles. Can also seal suit with 2 hours of air.
    Broadband antenna: Can intercept and decode most transmissions, and can also patch into vehicular comm systems

  • Powered (Engineer) Armor
    cost: Not for sale
    basic suit: +2D physical, +1D energy to arms and legs, +3D physical, +2D energy, head and torso. -1D DEX and all related skills.
    Servo systems: +2D to lifting
    Wrist laser: 5D damage, 3-5/20/35m range. Right forearm. Skill: Armor Weapons.
    Flame Projector: 5D damage, 1m diameter, 1-5 m range. Left forearm. Skill: Armor Weapons.
    Cutting/Welding Laser: Variable damage (3D char scale to 5D walker scale), 25cm range. Mounted on right arm, uses Melee combat. Moderate difficulty.
    IR/Motion Sensors: +1D to PER in darkness and/or against moving targets. Targets can be ahead or to either side.
    Sensor Pod: +2D Search at 50-100m
    Macrobinoculars: +2D Search, 100-300m
    Environmental Filter: Blocks many harmful airborn particles. Can also seal suit with 2 hours of air.
    High Intensity Work Lights: Mounted on both shoulders
    Climate control body suit: Inner suit that provides comfortable working conditions in extreme heat to moderately cold environments. May be pressurized for short space missions.
    Broadband antenna: Can intercept and decode most transmissions, and can also patch into vehicular comm systems

  • Boarding Armor (Experimental)
    cost: Not for sale
    basic suit: +3D physical, +2D energy arms, and legs. +4D physical, +3D energy, head and torso. -1D DEX and all related skills.
    Wrist laser: 5D damage, 3-5/25/50m range. Both forearms. Skill: Armor Weapons.
    Servo systems: +2D to lifting
    2 Mini-Missiles: 5D speeder scale damage. Range: 25-50/100/200 meters. Carried on Thruster Pack.
    Thruster Pack: Provides space move of 1 Turbo-Projected Grapple: Mounted on right arm and uses either magnetic or physical grapple. 0-3/10/20m range. Skill: Missile Weapons.
    Winch: Attached to grapple, can pull wearer and his equipment.
    Cutting laser: 2D+2 damage, starfighter scale, 25cm range. Mounted on the right arm, uses melee combat, moderate difficulty.
    Sensor Pod: Uses sensors skill. Passive 1/0D, Scan 2/1D, Search 4/2D.
    Macrobinoculars: +3D Search, 100-500m
    Environmental Filter: Blocks many harmful airborn particles. Can also seal suit with 5 hours of air. Has climate control properties.
    Broadband antenna: Can intercept and decode most transmissions, and can also patch into vehicular comm systems

    Craft

    SPACE
  • Warmonger class Battle Cruiser
  • Galactic class mini Cruisers
  • TIE Defenders
  • B-Wing 2C class fighters
  • Assault Transports
  • Drop Ships
  • Cargo Haulers
  • Benoto Repair Craft

    LAND
  • Battlemechs (personalized)
  • Strike class troop transports
  • Hellfire class missile tanks
  • Phoenix class repair rovers
  • Gamma-J3 mobile base platforms


    That is the end of the information on Mandalorian classes, government, military, etc...





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