The Mandalorian Neo-Crusader Codex
The Mandalorian Neo-Crusaders
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The Mandalorian Neo-Crusaders were an order of Mandalorians sponsored by Mandalore the Ultimate following the end of the Great Sith War and his own ascension to the position of Mandalore. Named after the original Mandalorian Crusaders, they fought in the Mandalorian Wars, and were later regrouped and reformed under Mandalore the Preserver
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The headquarters of the Mandalorian Neo-Crusaders, while under the command of both Mandalore the Ultimate and Mandalore the Preserver, was a sprawling complex that was built amidst the dangerous jungles of Dxun
Recruitment
Prior to the mandalorian war
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The Neo-Crusader movement arose after the Great Sith War, Veterans of the war Although Content with their combat skills were discontent about exploiting their conquests. The preveous ideals the War provided the Mandalorians with little time to exploit their gains
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A small group of enthusiasts calling themselves Neo-Crusaders took residence on the planet Mandalore. They adopted a rudimentary chain of command and division of labor, not found in the traditional culture. Many Mandalorians found this bizarre, but some took interest in the Neo-Crusaders. When the Mandalorians again began to raid nonaligned worlds, the Neo-Crusaders won their share of battles due to their discipline.
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Sensing an opportunity, Mandalore the Ultimate and his closest assistant Cassus Fett decided to encourage the movement. Cassus refined the former cult's organizational strategies for use on a larger scale. The Mandalorians who tested the Republic in the early skirmishes found that they had a distinct advantage with Neo-Crusaders as their vanguard. By the time the wider Mandalorian Wars with the Republic finally broke out, Neo-Crusaders were present in every unit, boosting morale spreading the new ideals and Increasing discipline.
During The MAndalorian War
- On conquered worlds, the Mandalorians gave former Republic citizens a choice: join the Neo-Crusaders as warriors, or work as slaves for the clans. Those who Joined (including criminals from the prisons the Mandalorians Freed) are sent with the recruiters to planetary staging centers. There they received an indoctrination in the Resol'nare from Mandalorian Rally Masters before being issued blueNeo-Crusader armor and from the on-site War Forges.
After the war
- Revan tasked Canderous_Ordo, one of the former Neo-Crusaders who accompanied him on his journey, with reuniting the scattered Mandalorian clans on Dxun. Canderous recovered Mandalore's Mask, which had been lost since the Battle of Malachor V, and declared himself the new Mandalore. He began to reunite the clans under the Ordo banner on Dxun, where the Mandalorian Wars had once began.
- Five years after the Jedi Civil War, Meetra Surik, also known as the Jedi Exile, was forced to land on Dxun by Colonel Tobin's space forces when Traveling to Onderon. She was found by a Mandalorian sentry and taken to the Mandalorian base. Mandalore the Preserver agreed to give her safe passage to Onderon if she proved worthy.
- After their business on Onderon was done, Mandalore stated that he would accompany Surik on her journey for two reasons; the Sith would eventually dominate the Mandalorians if they were allowed to defeat the Jedi once and for all, and he had been meaning to leave to search for more clans. He found such clans on Nar Shaddaa and Dantooine. When the Battle of Telos IV began, the Mandalorians helped battle against the Sith, particularly aiding in the destruction of the Ravager.
The armory of the Neo-Crusaders
Armor
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Neo-Crusader armor was standardized, being colored to correspond with the position of the wearer. A recruit and anyone not having a leadership position wore blue, while Rally Masters wore crimson. A golden suit was then issued out to Field Marshals.
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Neo-Crusader shock troopers wore a unique variant of armor.
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The Mandalorian Neo-Crusaders indeed used Beskar Iron material, and guarded the secret of producing it into armor from the rest of the galaxy. However, the process of forging Beskar was so long and tedious that not every Neo-Crusader Armor was made from Beskar.
Weapons
- Mandalorian Blaster Rifle
- Mandalorian Blaster
- Mandalorian Disintegrator
- Mandalorian Heavy Blaster
- Mandalorian_Heavy_Repeater
- Mandalorian Ripper
- Mandalorian Vambrace
- Beskad
How to Incorporate In Game
Most weapons can be added to Sw5e by changing names of in game weapons and adding an extra damage die
Stat Blocks
Mandalorian Neo-Crusader initiate
- Armor Class 16 (Beskar Weave)
- Hit Points 25 (4d8+10)
- Speed 30ft
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 12 (+1) 12 (+1) 14 (+2)
Saving Throws Dex +4
Skills Perception +3, Survival +3
Damage Resistances Lightning
Senses passive Perception 13
Languages (Language of their Species), Galactic Basic, Mando'a
Challenge 1 (200 XP)
Abilities
Keen Hearing and Sight. The Neo-Crusader Initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. The Mandalorian Neo-Crusader Initiate makes two weapon attacks
Blaster Rifle. Ranged Weapon Attack: +4 Bonus to hit, range 100/400 ft, one target. Hit: 8 (1d8+3) Energy Damage.
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (1d10+2) Kinetic Damage.
Mandalorian Neo-Crusader
- Armor Class 17 (Neo-Crusader Armor and Light Shield Generator)
- Hit Points 56 (8d8+16)
- Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA 14(+2) 15(+2) 14 (+2) 12 (+1) 12 (+1) 14 (+2)
Saving Throws Str +4, Dex +4
Skills Acrobatics +4, Athletics +4, Intimidation +4, Perception +3, Survival +3
Damage Resistances Lightning
Senses Darkvision 60 ft., Passive Perception 13
Languages (Language of their Species), Galactic Basic, Mando'a, understands Duros
Challenge 4 (1,100 XP
Abilities
Aggressive. As a Bonus action, the Neo-Crusader can move up to its speed toward a hostile creature that it can see.
Mandalorian Mettle. The Neo-Crusader Has Advantage on saving throws against being frightened and charmed.
Keen Hearing and Sight. The Neo-Crusader Initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The Neo-Crusader Weapons deal one extra die of damage and are enhanced.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the Neo-Crusader has a flying speed of 50 feet. The jetpack lasts for a maximum of 10 minutes.
Actions
Multiattack. The Mandalorian Neo-Crusader makes two weapon attacks
Mandalorian Blaster Rifle. Ranged Weapon Attack: +5 Bonus to hit, range 100/400 ft, one target. Hit: 12 (2d8+4) Energy Damage.
Beskad. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d10+4) Kinetic Damage.
Reactions
Melee Shield (3/Day). Temporarily Gain a (+3) To armor class when hit with a melee attack, this effect last until The Start of the Users next turn. This includes the triggering attack.
Mandalorian Neo-Crusader Technician
- Armor Class 17 (Neo-Crusader Armor and Light Shield Generator)
- Hit Points 56 (8d8+16)
- Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA 14(+2) 15(+2) 14 (+2) 16 (+3) 12 (+1) 14 (+2)
Saving Throws Str +4, Dex +4 Int +5
Skills Acrobatics +4, Athletics +4, Intimidation +4, Perception +3, Survival +3
Damage Resistances Lightning
Senses darkvision 60 ft., passive Perception 13
Languages (Language of their Species), Galactic Basic, Mando'a, understands Duros
Challenge 4 (1,100 XP
Abilities
Aggressive. As a Bonus action, the Neo-Crusader can move up to its speed toward a hostile creature that it can see.
Mandalorian Mettle. The Neo-Crusader Has Advantage on saving throws against being frightened and charmed.
Keen Hearing and Sight. The Neo-Crusader Initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The Neo-Crusader Weapons deal one extra die of damage and are enhanced.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the Neo-Crusader has a flying speed of 50 feet. The jetpack lasts for a maximum of 10 minutes.
Tech-Casting. The Neo-Crusader Technician is a 7th-level techcaster. Its tech-casting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 31 tech points. The NeoCrusader Technician knows the following tech powers:
At-will: Tri Shot, Wireline, Dismantle, Electroshock
1st-level: Flash, Homing Rockets, Countermeasures
2nd-level: Infiltrate, Scorching Ray, Shocking Ray
3rd-level: Destroy Tech, Tech Override, Tactical Advantage
4th-level: Ballistic Shield
Actions
Mandalorian Heavy Pistol. Ranged Weapon Attack: +5 Bonus to hit, range 45/180 ft, one target. Hit: 13 (2d8+3) Energy Damage.
Beskad. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d10+4) Kinetic Damage.
Mandalorian Neo-Crusader Droid Technician
- Armor Class 17 (Neo-Crusader Armor and Light Shield Generator)
- Hit Points 56 (8d8+16)
- Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA 14(+2) 15(+2) 14 (+2) 16 (+3) 12 (+1) 14 (+2)
Saving Throws Str +4, Dex +4 Int +5
Skills Acrobatics +4, Athletics +4, Intimidation +4, Perception +3, Survival +3
Damage Resistances Lightning
Senses Darkvision 60 ft., Passive Perception 13
Languages (Language of their Species), Galactic Basic, Mando'a, understands Duros
Challenge 4 (1,100 XP
Abilities
Aggressive. As a Bonus action, the Neo-Crusader can move up to its speed toward a hostile creature that it can see.
Mandalorian Mettle. The Neo-Crusader Has Advantage on saving throws against being frightened and charmed.
Keen Hearing and Sight. The Neo-Crusader Initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The Neo-Crusader Weapons deal one extra die of damage and are enhanced.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the Neo-Crusader has a flying speed of 50 feet. The jetpack lasts for a maximum of 10 minutes.
Tech-Casting. The Neo-Crusader Droid Technician is a 7th-level techcaster. Its tech-casting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 31 tech points. The NeoCrusader Droid Technician knows the following tech powers:
At-will: : On/Off, Wireline, Dismantle, Reboot
1st-level: Aid Droid, Repair Droid, Countermeasures
2nd-level: : Hold Droid, Enhance Droid, Shocking Ray
3rd-level: Destroy Tech, Tech Override, Scramble Interface
4th-level: Ballistic Shield
Actions
Mandalorian Heavy Pistol. Ranged Weapon Attack: +5 Bonus to hit, range 45/180 ft, one target. Hit: 13 (2d8+3) Energy Damage.
Beskad. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d10+4) Kinetic Damage.
Mandalorian Neo-Crusader Combat Medic
- Armor Class 17 (Neo-Crusader Armor and Light Shield Generator)
- Hit Points 56 (8d8+16)
- Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA 14(+2) 15(+2) 14 (+2) 12 (+1) 16 (+3) 14 (+2)
Saving Throws Str +4, Dex +4 Int +5
Skills Acrobatics +4, Athletics +4, Intimidation +4, Perception +3, Medicine +7 Survival +3
Damage Resistances Lightning
Senses Darkvision 60 ft., Passive Perception 13
Languages (Language of their Species), Galactic Basic, Mando'a, understands Duros
Challenge 4 (1,100 XP
Abilities
Aggressive. As a Bonus action, the Neo-Crusader can move up to its speed toward a hostile creature that it can see.
Mandalorian Mettle. The Neo-Crusader Has Advantage on saving throws against being frightened and charmed.
Keen Hearing and Sight. The Neo-Crusader Initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The Neo-Crusader Weapons deal one extra die of damage and are enhanced.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the Neo-Crusader has a flying speed of 50 feet. The jetpack lasts for a maximum of 10 minutes.
Tech-Casting. The Mandalorian Neo-Crusader Combat Medic is a 3rd-level tech-caster. Its tech-casting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14tech points. The Neo-Crusader Combat Medic knows the following tech powers:
At-will: Poison Spray, Temporary Boost, Stinger
1st-level: Bacta Pack, Kolto Pack, Poison Dart
2nd-level: Paralyze Humanoid, Toxin Purge, Shared Shielding
Actions
Mandalorian Heavy Pistol. Ranged Weapon Attack: +5 Bonus to hit, range 45/180 ft, one target. Hit: 13 (2d8+3) Energy Damage.
Beskad. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d10+4) Kinetic Damage.
Mandalorian Neo-Crusader Demolitions Expert
- Armor Class 17 (Neo-Crusader Armor and Light Shield Generator)
- Hit Points 56 (8d8+16)
- Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA 14(+2) 15(+2) 14 (+2) 16 (+3) 12 (+1) 14 (+2)
Saving Throws Str +4, Dex +4 Int +5
Skills Acrobatics +4, Athletics +4, Intimidation +4, Perception +3, Sleight of Hand +6 Survival +3
Damage Resistances Lightning, Fire
Senses Darkvision 60 ft., Passive Perception 13
Languages (Language of their Species), Galactic Basic, Mando'a, understands Duros
Challenge 4 (1,100 XP
Abilities
Aggressive. As a Bonus action, the Neo-Crusader can move up to its speed toward a hostile creature that it can see.
Mandalorian Mettle. The Neo-Crusader Has Advantage on saving throws against being frightened and charmed.
Keen Hearing and Sight. The Neo-Crusader Initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The Neo-Crusader Weapons deal one extra die of damage and are enhanced.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the Neo-Crusader has a flying speed of 50 feet. The jetpack lasts for a maximum of 10 minutes.
Tech-Casting. The Neo-Crusader Demolitions Expert is a 7th-level techcaster. Its tech-casting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 31 tech points. The Neo-Crusader Demolitions Expert knows the following tech powers:
At-will: Detonator, Echo Blast, Extinguish, On/Off
1st-level: Delayed Detonator, Barrage, Countermeasures
2nd-level: Detect Traps, Capacity Boost, Concealed Caltrops
3rd-level: Sabotage Charges, Explosion, Fabricate Trap
4th-level: Ballistic Shield
Actions
Grenade Launcher. Ranged Weapon Attack: Range 90/360 ft. Each creature within a 10 feet wide Sphere must make a DC 14Dexterity saving throw. A creature takes 2d10 (+5) kinetic damage on a failed save, or half as much as on a successful one
Mandalorian Disintegrator. Ranged Weapon Attack: +5 Bonus to hit, range 45/180 ft, one target. Hit: 10 (2d6+3) Acid Damage.
Beskad. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d10+4) Kinetic Damage.
Mandalorian Neo-Crusader Rally Master
- Armor Class 18 (Neo-Crusader Armor and Light Shield Generator)
- Hit Points 105 (14d8+42)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 15(+2) 16(+3) 16 (+3) 12 (+1) 14 (+2) 16 (+3)
Saving Throws Str +6, Dex +7, Con +7
Skills Acrobatics +11, Athletics +10, Intimidation +11,Perception +10, Survival +10
Damage Resistances Energy; Kinetic; Lighting
Condition Immunities charmed, frightened
Senses Darkvision 60 ft., Passive Perception 20
Languages (Language of their Species), Galactic Basic, Mando'a, Duros
Challenge 9 (5,000 XP)
Abilities
Aggressive. As a Free action, the Neo-Crusader Rally Master can move up to its speed toward a hostile creature that it can see.
Mandalorian Mettle. The Neo-Crusader Has Advantage on saving throws against being frightened and charmed.
Keen Hearing and Sight. The Neo-Crusader Initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Regenerative Implant. At the start of the Neo-Crusader Rally Masters Turn They regain 5 Hit Points.
Mandalorian Resilience. If The Mandalorian Rally Master Falls to 0 Hit Points He may fall to 1 Hit Point instead.
Mandalorian Tech. The Neo-Crusader Weapons deal one extra die of damage and are enhanced.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the Neo-Crusader has a flying speed of 60 feet. The jetpack lasts for a maximum of 10 minutes.
Jetpack Rocket (1/Day). Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 11 (2d6+4) kinetic damage. The target and each creature within 15 feet must make a DC 18Dexterity saving throw, taking 33 (6d10) kinetic damage on a failed save or half as much on a successful one. When firing a rocket at long range, creatures within the radius of the rocket’s explosion have advantage on the saving throw.
Leadership (Recharges after a Short or Long Rest). The Mandalorian Neo-Crusader Rally Master can utter a special command or warning whenever a non-hostile creature that itcan see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the Mandalorian Neo-Crusader Rally Master. A creature can benefit from only one Leadership die at a time.
Actions
Multiattack. The Mandalorian Rally Master makes Three weapon attacks
Mandalorian Heavy Repeater. Ranged Weapon Attack: +6 Bonus to hit, range 80/320 ft, one target. Hit: 10 (3d4+4) Energy Damage.
Burst. The Neo-Crusader sprays a 10-foot-cube area within normal range of its shotgun. Each creature in the area must make a DC 16 Dexterity saving throw, taking 13 (4d4+4) Energy Damage on a failed save
Dire Vibroblade. Melee Weapon Attack: +5 to hit, reach 5 ft.,one target. Hit: 12 (2d8+3) Kinetic Damage. DIRE (3)-Before an attack with a weapon with Dire is made you can choose to suffer a penalty to the attack roll up to the Dire number. If done so and the attack hits, the damage gains an equivalent bonus.
Reactions
Mandalorian Energy Shield (1/Day). Temporarily Gain a (+5) To armor class when hit with an attack, this effect last until The Start of the Users next turn. This includes the triggering attack.
Legendary Actions
The Neo-Crusader Rally Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Neo-Crusader Rally Master regains spent legendary actions at the start of their turn.
Rally To Me! (2 Actions). The Mandalorian Neo-Crusader Rally Master Calls 3 (1d4+1) Neo-Crusaders to aid Them.
Mandalorian Heavy Repeater (1 Action). The Mandalorian Neo-Crusader Rally Master Makes an attack with his Heavy Repeater
Dire Vibroblade (1 Action). The Mandalorian Neo-Crusader Rally Master Makes an attack with his Dire Vibroblade
Mandalorian Neo-Crusader Field Marshal
- Armor Class 20 (Modified Neo-Crusader Armor and Light Shield Generator)
- Hit Points 175 (21d8+63)
- Speed 35 ft., fly 70 ft.
STR DEX CON INT WIS CHA 16(+3) 18(+4) 18 (+4) 13 (+1) 16 (+3) 16 (+3)
Saving Throws Str +7, Dex +9, Con +8
Skills Acrobatics +14, Athletics +13, Insight +13, Intimidation+13, Perception +13, Survival +13
Damage Resistances Lighting
Damage Immunities Energy and Kinetic from Non-Enhanced Sources
Condition Immunities Charmed, Frightened
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 23
Languages (Language of their Species), Galactic Basic, Mando'a, Duros
Challenge 15 (13,000 XP)
Abilities
Aggressive. As a Free action, the Neo-Crusader Field Marshal can move up to its speed toward a hostile creature that it can see.
Mandalorian Mettle. The Neo-Crusader Has Immunity against being frightened and charmed.
Keen Hearing and Sight. The Neo-Crusader Initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Regenerative Implant. At the start of the Neo-Crusader Field Marshal Turn They regain 10 Hit Points.
Mandalorian Resilience. If The Mandalorian Field Marshal Falls to 0 Hit Points He may fall to 1 Hit Point instead.
Mandalorian Tech. The Neo-Crusader Weapons deal one extra die of damage and are enhanced.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the Neo-Crusader has a flying speed of 70 feet. The jetpack lasts for a maximum of 10 minutes.
Jetpack Rocket (1/Day). Ranged Weapon Attack: +8 to hit,range 100/400 ft., one target. Hit: 11 (2d6+4) kinetic damage.The target and each creature within 15 feet must make a DC 18Dexterity saving throw, taking 33 (6d10) kinetic damage on a failed save or half as much on a successful one. When firing a rocket at long range, creatures within the radius of the rocket’s explosion have advantage on the saving throw.
Thermal Detonator (2/Day). The Neo-Crusader Field Marshal throws a Grenade, choosing a point within 40 ft. Each creature within 20 feet must make a DC 16 Dexterity saving throw. A creature takes 4d6 fire and 4d10 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone
Actions
Multiattack. The Mandalorian Field Marshal makes Four weapon attacks
Assault Cannon. Ranged Weapon Attack: +7 to hit, range90/360 ft, one target. Hit: 19 (2d12+7) Energy Damage
Great-Saber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (3d6+6) Kinetic Damage.
Reactions
Mandalorian Energy Shield (3/Day). Temporarily Gain a (+5) To armor class when hit with an attack, this effect last until The Start of the Users next turn. This includes the triggering attack.
Parry. The Mandalorian Neo-Crusader adds 3 to its AC against one melee attack that would hit it. To do so, the Field Marshal must see the attacker and be wielding a melee weapon.
Legendary Actions
The Neo-Crusader Field Marshal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Neo-Crusader Field Marshal regains spent legendary actions at the start of their turn.
Continue The Assault! (2 Actions). The Mandalorian Neo-Crusader Field Marshal Calls 4 (1d6+1) Neo-Crusaders to aid Them.
Assault Cannon (1 Action). The Mandalorian Neo-Crusader Field Marshal Makes an attack with Their Assault cannon
Great-Saber (1 Action). The Mandalorian Neo-Crusader Field Marshal Makes an attack with Their Great-Saber.
Credits
Special Thanks
Firstly, thank you to my players for encouraging me to post my work. The creation of this page and the Stat Blocks within are made by me and me only. The information and links included are from Wookieepedia (linked below).
Secondly, credit to "Drake" from the Hypercodex for inspiring the idea of making this and providing a template to work with thanks to their "The Mandalorian Codex"
Thirdly, thank you to Wookieepedia for the information used to base this work off of and the picture used. In my opinion, Wookieepedia is the best for gathering information and I highly suggest referencing them to learn and share Star Wars knowledge.
Star Wars belongs to Disney and is lucasFilm/Disney Property.