
Sourcebooks
Revision #1
By Ken Hinxman of D6DB.com
The Mandalorian Sentinels were designed and Developed by Ken Hinxman for use in his Frontier's and Shadows Over Mandalore campaigns.
Book Design and copy: Ken Hinxman
Additional concepts by Leo Duran and Steven Wahl.
Playtesting by Ken Hinxman, Leo Duran, Tammy Hinxman, Tia Duran, Zach Meacham
Era: 13 ABY
Primary Enclave: Concordia
Allegiance: Mandalore, Above All
— Battlemaster Vall Juridan
The Mandalorian Sentinels are a unique and often controversial order, forged in the uncertain years following Mandalore’s reclamation. In a time when unity was fragile and old divisions still lingered beneath the surface, they emerged not as another clan or military force, but as something fundamentally different. They do not fit cleanly within existing traditions. They are neither bound by clan allegiance nor defined by conquest, neither adherents to the fallen Jedi Order nor entirely separate from its influence. Instead, they exist in the space between, shaped by necessity rather than heritage.
At their core, the Sentinels are an order of warriors, thinkers, watchers, and, in many cases, wielders of the Force. Each member is trained not only to act, but to understand when action is required, and when it is not. Their purpose is singular, but not simple: to defend Mandalore as a whole. This includes its people, its culture, its future, and, when necessary, its leadership. Their role is not to replace existing structures, but to ensure those structures do not fail under the weight of their own decisions.
The Sentinels operate alongside the rule of Bo-Katan Kryze, recognizing her authority as Mandalore while maintaining a deliberate degree of independence. This balance is essential to their function. They are beholden to Mandalorian law and operate within its framework, but their loyalty is not to a single individual or ruling body. It is to Mandalore itself, an ideal that transcends any one leader, clan, or moment in time.
This distinction defines their place within Mandalorian society. They are trusted, but not universally embraced. Some view them as a necessary safeguard, a force that ensures stability in uncertain times. Others see them as an intrusion, an organization that places itself above traditional authority. The Sentinels neither deny nor fully accept these perceptions. They exist regardless of them, because their purpose demands it.
If Mandalore stands strong, the Sentinels remain in the background, watching, guiding, and preparing. But if Mandalore falters, if leadership fails or the unity of the people is threatened from within or without, they will not remain passive.
They will act.
The history between the Jedi and Mandalore is one of the oldest and most defining conflicts in the galaxy, a series of wars and ideological clashes that shaped both cultures in lasting ways. Where the Jedi sought balance through the Force, restraint, and service to the Republic, Mandalorians forged their identity through strength, conquest, and survival. These opposing philosophies made conflict inevitable. The Mandalorian Wars were not simply battles over territory, but struggles between fundamentally different worldviews, each believing itself to be the stronger path forward.
For the Jedi, Mandalorians represented chaos, a force of destruction that threatened galactic stability. For Mandalorians, the Jedi were an obstacle, powerful, self-righteous, and unwilling to yield. The result was a cycle of escalation, each side adapting to counter the other. Mandalorians developed weapons, armor, and tactics specifically designed to combat Force users, while the Jedi refined their coordination and reliance on the Force to overcome Mandalorian resilience. These wars left scars on both sides, not only in loss, but in how each came to view the other. Even generations later, those perceptions linger, shaping interactions long after the battles themselves have ended.
Amid this long history of conflict stands the singular figure of Tarre Vizsla, the first Mandalorian to be inducted into the Jedi Order. His existence alone challenged the assumptions of both cultures. To the Jedi, he was proof that Mandalorians were capable of discipline and connection to the Force. To Mandalorians, he represented a blending of strength and purpose that transcended tradition. His legacy, symbolized by both his armor and the weapon he forged, remains a point of fascination and contention. Some see him as a bridge between two worlds, others as an exception that proves the rule. For the Sentinels, his example is neither anomaly nor contradiction, but a foundation for what they strive to become.
In the present era, that history still influences Mandalore’s future, but it no longer defines it entirely. Bo-Katan Kryze represents a shift in perspective, shaped by war, loss, and the necessity of adaptation. Unlike many before her, she does not view the Jedi solely as adversaries or relics of a distant past. Her willingness to trust Vall Juridan, a former Jedi, is not born of ignorance of history, but of understanding it. She recognizes that Mandalore cannot afford to remain bound by old divisions, especially in a galaxy that has changed as much as it has endured.
This trust is not universal, nor is it without risk. Many Mandalorians remain wary of the Force and those who wield it, viewing it as something unpredictable and potentially dangerous. Yet Bo-Katan’s acceptance of Vall and the principles he brings has allowed for the creation of something unprecedented. The Sentinels stand as a quiet answer to centuries of conflict, not by erasing the past, but by refusing to be defined by it.
The Sentinels were forged through the alliance of two figures:
Vall Juridan survived the Clone Wars and the purge of Order 66, but survival alone did not leave him unchanged. He witnessed firsthand the collapse of an institution that had stood for generations, an Order that believed itself to be unshakable. He saw how certainty became rigidity, how loyalty became blindness, and how the Jedi, for all their wisdom, failed to see the danger growing within the very system they served. When the end came, it was swift, decisive, and absolute. Vall endured it, but he did not emerge from it with faith intact.
In the years that followed, he did not seek out other survivors, nor did he attempt to restore what had been lost. To Vall, the Jedi Order had not simply been destroyed, it had failed. Its structure, its doctrine, and its dependence on centralized authority had all contributed to its downfall. Rebuilding it, even with the best intentions, would only invite the same fate. Instead, he chose a different path, one rooted not in restoring the past, but in learning from it.
That path eventually brought him to Mandalore, a world no stranger to cycles of destruction and rebirth. There, he found a people who, like himself, had endured collapse and were struggling to rebuild something stronger. Through his interactions with Bo-Katan Kryze, Vall recognized an opportunity, not to impose his own ideals, but to help shape something new alongside those who already understood the cost of failure. Their relationship was not built on authority, but on mutual respect and a shared recognition that Mandalore’s future could not rely solely on strength or tradition.
Rather than constructing a rigid hierarchy or codifying an inflexible doctrine, Vall helped lay the foundation for an order built on trust and balance. The Sentinels would not repeat the mistakes of the Jedi, nor would they be bound entirely by Mandalorian custom. They would adapt, question, and, when necessary, stand apart from both. Their purpose would be clear, but their methods would remain flexible, guided by principle rather than dogma.
Through this shared understanding between Vall Juridan and Bo-Katan Kryze, the Mandalorian Sentinels were born. Not as a replacement for what had come before, but as a deliberate response to it. An order designed not to stand above Mandalore, but to ensure that it would endure, even when everything else faltered.
While many Mandalorians turned their attention outward, taking part in the Great Hunt sponsored by Bo-Katan Kryze to restore Mandalore’s standing in the wider galaxy, Vall Juridan remained behind. He was not Mandalorian by birth, nor by creed, and he did not share in their traditions of glory through conquest. Where others sought to prove Mandalore’s strength to the galaxy, Vall focused on ensuring that strength would endure.
In the quiet between campaigns, he met often with Kryze and the Armorer. Though an outsider, Vall had earned something far rarer than acceptance, he had earned their trust. These discussions were not matters of command, but of mutual respect. Together, they spoke of Mandalore’s history, its cycles of rise and ruin, and the dangers that came not only from enemies beyond its stars, but from within its own people.
Vall’s perspective, shaped by his past as a Jedi and his survival of the fall of that Order, offered something neither Mandalorian tradition nor leadership alone could provide. He understood what it meant for a powerful order to collapse under its own rigidity and blind loyalty. He refused to see Mandalore suffer the same fate.
From these conversations emerged a shared realization. Mandalore needed more than warriors, more than clans, and more than a single ruler, no matter how capable. It needed a stabilizing force that could stand apart from politics and tradition when necessary, yet still serve both.
Thus, the foundation of the Sentinels was laid.
They would not be a clan. They would not be an army. And they would not belong to any one Mandalorian lineage. Instead, they would exist as an independent order, beholden to Mandalorian law, but not controlled by it. Their loyalty would be to Mandalore as a whole, its people, its future, and its survival.
They would act as diplomats when unity faltered, as teachers when knowledge was at risk of being lost, as judges when disputes threatened to fracture the people, and as enforcers when no other path remained. Most importantly, they would stand ready to act even if Mandalore itself, or its ruler, strayed from what must be preserved.
In its earliest days, the order was almost nothing. Vall Juridan stood alone, save for his first apprentice, Deon of Clan U’ran, a Mandalorian who chose to follow an outsider’s vision over the pull of clan identity. Together, they began forging the principles, training, and discipline that would define the Sentinels.
From these humble beginnings, the order grew slowly and deliberately. It did not recruit in numbers, nor did it seek recognition. Those who joined came with purpose, some drawn by the Force, others seeking atonement or meaning beyond themselves. Over time, their ranks would expand to nearly a hundred, each one bound not by blood, but by oath.
They did not rise through conquest or proclamation.
They endured.
And through that endurance, they became something entirely new to Mandalore:
Not warriors of a people, but guardians of its balance.
— Battlemaster Vall Juridan
“I am the armor in the dark.
I am the watcher who stands in silence.
I pledge no clan, no bloodline, no throne.
I pledge myself to Mandalore, whole and enduring.
I stand where others falter.
I guard what must not fall.
I hold the line against shadow, from within and beyond.
I am the hand that stays the blade,
and the blade when none other will rise.
I shall take no glory for myself,
bear no sigil but Mandalore,
and seek no power beyond my duty.
I will watch without rest,
fight without fear,
and judge without favor.
If Mandalore stands, I stand.
If Mandalore breaks, I remain.
I am a Sentinel.
Now and always.”
The Sentinels are defined by contradiction:
The Mandalorian Sentinels cannot be understood through a single tradition or identity. They are, by design, an order built on tension and balance, shaped by the belief that no single philosophy is sufficient to safeguard a people as fractured and resilient as Mandalore. Where the Jedi once sought purity of purpose, and Mandalorians often embraced clarity through strength and allegiance, the Sentinels exist in the space between. They are defined not by what they are, but by what they refuse to become.
Many among their ranks are Force-sensitive, yet they are not Jedi. Under the guidance of Vall Juridan, the Sentinels reject the rigid dogma that once governed the Jedi Order, believing that such inflexibility led to its downfall. Instead, they teach control without detachment, awareness without isolation, and discipline without denial of identity. The Force is a tool, a guide, and a responsibility, but it is not a creed that overrides all else. Sentinels are permitted to feel, to remember, and to choose, so long as they remain masters of themselves.
At the same time, they are Mandalorian-trained, but not clan-bound. They wear armor, fight with the precision and ferocity of Mandalorian warriors, and uphold many of the cultural traditions that define the people. Yet they do not swear loyalty to any clan, nor do they participate in its rivalries. This separation is deliberate. By standing apart, they are able to act where clans cannot, mediating disputes, preventing escalation, and, when necessary, opposing even those they were once kin to. Their identity is not inherited, it is chosen.
Above all, the Sentinels are loyal, but independent. They recognize the authority of Mandalore, currently held by Bo-Katan Kryze, and operate within the laws that govern their people. Yet their oath is not to a ruler, but to Mandalore itself. This distinction is not symbolic, it is foundational. Should leadership falter, should decisions threaten the stability or survival of the world, the Sentinels are bound to act. Not in rebellion, but in preservation. Not for power, but for balance.
It is this contradiction that defines them. Not divided, but deliberate. Not conflicted, but controlled. The Sentinels are not the product of compromise, they are the result of understanding that survival demands more than certainty.
Entry into the Mandalorian Sentinels is defined less by origin and more by intent. While many among their ranks possess a sensitivity to the Force, the Order does not recruit solely on that basis. The Sentinels are not an academy for gifted individuals, nor a refuge for the powerful. They are deliberate in their selection, seeking those who demonstrate restraint, clarity of judgment, and a willingness to place the needs of Mandalore above all personal ambition. Potential alone is meaningless without discipline, and power without control is viewed as a liability rather than an asset.
Those who come to the Sentinels rarely do so lightly. For many, the path begins at a moment of fracture. Some arrive seeking to answer for past actions, warriors who have seen the consequences of their choices and refuse to continue along the same course. Others step away from the pull of clan allegiance, choosing distance over entanglement in rivalries that would otherwise dictate their lives. There are those who have lost everything, and those who have walked away from positions of strength, each drawn by the same underlying recognition that Mandalore requires more than loyalty to survive. It requires individuals willing to stand apart from it when necessary.
There are also those who come not out of loss, but out of conviction. These individuals are often the most difficult to test, as their purpose must be measured against their willingness to endure the cost of that purpose. The Sentinels offer no glory, no recognition, and no claim to legacy. Service within the Order is quiet, often unseen, and frequently misunderstood. To choose this path is to accept that one’s actions may never be acknowledged, and that the greatest success may be preventing events that no one else will ever know were close to occurring.
Acceptance into the Order is only the beginning of a longer transformation. Recruits are not stripped of their past, but they are required to confront it fully. Training within the Sentinels is as much philosophical as it is physical. Discipline is reinforced not only through combat drills and tactical instruction, but through reflection, observation, and the study of Mandalorian history and failure. Force-sensitive initiates are taught control without reliance, while non-sensitive members are trained to recognize and counter its influence. Each individual is shaped to understand both the strengths and limitations of their abilities.
Over time, the distinctions that once defined them begin to matter less. Clan, origin, and prior allegiance give way to a shared framework of thought and purpose. This is not enforced through uniformity, but through alignment. Sentinels are expected to think independently, but within the bounds of the Order’s guiding principles. They are encouraged to question, to assess, and to act with intention, rather than instinct alone.
What emerges from this process is not a collection of identical operatives, but a unified body capable of acting with cohesion even in disagreement. Each Sentinel carries their past forward, but no longer allows it to dictate their actions. They are bound not by blood, tradition, or shared history, but by a mutual understanding of what Mandalore is, and what it must remain.
There is a stipulation in place, a Sentinel who is the last of their clan does not need to relinquish their place, as that would be weakening or destroying a part of Mandalore’s history. They generally instead, seek out an heir, or take on foundlings in order to strengthen the clan to the point where they are no longer pivotal to the clans survival.
The philosophy of the Sentinels is built on balance, but not in the abstract sense often associated with the Force. For them, balance is active, something maintained through constant awareness, judgment, and action. It is not a static ideal, but an ongoing responsibility.
They believe that power must be guided, not simply wielded. Strength alone is not enough, nor is knowledge without action. A Sentinel must understand when to intervene and when to step back, recognizing that both choices carry consequences. This perspective separates them from both traditional Mandalorian warriors and the Jedi who came before them. They do not seek victory or enlightenment as ends in themselves, but stability, even when that stability requires difficult decisions.
Central to this philosophy is the rejection of absolutes. The Sentinels do not operate under the assumption that there is always a correct answer. Instead, they accept that uncertainty is inherent, and that their role is to navigate it rather than eliminate it. This mindset allows them to adapt, to question, and, when necessary, to oppose even those they serve.
The activities of the Sentinels are as varied as their membership, reflecting the wide scope of their purpose. They operate across Mandalorian space and beyond, responding to threats, resolving conflicts, and maintaining stability in ways that traditional forces cannot.
In some cases, this takes the form of direct action. Sentinels may intervene in disputes between clans, neutralize emerging threats, or defend critical locations. These operations often require precision rather than overwhelming force, with an emphasis on resolving situations before they escalate into larger conflicts.
In other situations, their role is more subtle. Scholars preserve knowledge and mediate negotiations, Blackguard operatives gather intelligence and act unseen, and Pathfinders explore regions beyond Mandalorian space to identify potential risks before they reach home. Even within Mandalore, Sentinels often work quietly, guiding events rather than controlling them.
Perhaps most importantly, the Sentinels serve as a stabilizing presence. They exist not to dominate the future of Mandalore, but to ensure that it remains intact long enough for that future to be decided. Whether through action, restraint, or simple observation, their influence is constant, even when it is not visible.
The Mandalorian Sentinels are not organized as a traditional military hierarchy, nor do they follow the rigid structure of the Jedi Order. Their ranks exist not to enforce authority for its own sake, but to maintain balance, clarity of responsibility, and continuity of purpose. Advancement within the Sentinels is not based solely on skill or power, but on judgment, discipline, and the ability to act in accordance with the Order’s core principles. Each rank carries not only responsibility, but expectation, shaping how a Sentinel is meant to serve Mandalore as a whole.
At the apex of the Sentinels stands the Battlemaster, a role that embodies both authority and restraint. The Battlemaster serves as the strategic leader of the Order, responsible for directing its actions in times of crisis and ensuring that its purpose remains intact across generations. More than a commander, the Battlemaster is a philosophical guide, interpreting the Sentinel Oath and determining how it applies to an ever-changing Mandalore. This position requires not only mastery of combat and tactics, but a deep understanding of balance, knowing when to act, when to refrain, and when to allow events to unfold without intervention.
The first to hold this title was Vall Juridan, appointed through the trust of Bo-Katan Kryze at the founding of the Sentinels. Though initially granted authority, the position is not inherited or permanently fixed. Should a Battlemaster fall unexpectedly, a successor is chosen through a vote of the entire Order, reflecting the collective will of the Sentinels. Alternatively, in keeping with Mandalorian tradition, the role may be claimed through formal combat challenge. In either case, the title is not one of dominance, but of burden. The Battlemaster is expected to carry the weight of decisions that may shape the fate of Mandalore itself.
The Preserver serves as the second in command of the Sentinels, but their role is distinct from that of a traditional subordinate. Where the Battlemaster looks outward, guiding the Order’s actions in the wider galaxy, the Preserver looks inward. They are responsible for maintaining the integrity of the Sentinels, ensuring that its doctrine, training, and internal structure remain aligned with its founding purpose. The Preserver oversees the development of new members, refines the Order’s teachings, and intervenes when internal divisions threaten cohesion.
This role requires a different kind of strength, one rooted in patience, perception, and an ability to guide rather than command. The Preserver must understand not only the Order as a whole, but each individual within it, recognizing when a Sentinel is faltering, drifting, or at risk of losing their way. In many respects, the Preserver acts as a counterbalance to the Battlemaster, ensuring that the Order does not become too rigid, too aggressive, or too detached from its purpose. Together, they form a dual structure of external action and internal stability.
Watchers occupy a critical position within the Sentinels, serving as the eyes and awareness of the Order. They are senior members entrusted with intelligence, foresight, and oversight, operating both within Mandalorian space and beyond. Watchers gather information, assess emerging threats, and monitor the actions of clans, governments, and external forces that may impact Mandalore’s stability. Their role is not simply to observe, but to interpret, identifying patterns and dangers before they fully manifest.
In addition to their external duties, Watchers also serve as internal observers, ensuring that the Sentinels themselves remain true to their purpose. They are often tasked with evaluating other members, quietly assessing decisions and actions without direct interference unless necessary. This dual responsibility requires a high degree of discipline and impartiality. A Watcher must be able to see clearly without bias, to understand without immediately acting, and to intervene only when the situation demands it. Their presence ensures that the Sentinels are never blind to the consequences of their own actions.
The Forge Wardens are the guardians of Mandalore’s most sacred elements, its history, its traditions, and the physical legacy embodied in the Great Forge and other sites of cultural significance. While all Sentinels are sworn to protect Mandalore, the Forge Wardens are specifically tasked with preserving what defines it. They stand watch over locations that are not merely strategic, but symbolic, ensuring that the foundation of Mandalorian identity is never lost or corrupted.
This role is both martial and ceremonial. Forge Wardens are among the most formidable combatants within the Order, trained to defend their charges against any threat. At the same time, they are deeply connected to Mandalorian tradition, often working closely with the Armorer to maintain the rituals and practices that define Mandalorian culture. They do not leave their posts lightly, and when they do, it is usually in response to threats that directly endanger Mandalore’s heritage. Their presence serves as a reminder that the Sentinels are not only protectors of the future, but custodians of the past.
n their close association with the Armorer, the Forge Wardens inevitably develop a working knowledge of the forge itself, not merely as guardians, but as practitioners. While they are not full armorers, they are trained in the maintenance, repair, and restoration of beskar and other Mandalorian equipment. As a result, they often assume responsibility for refitting new recruits, ensuring that each Sentinel is properly equipped, and that damaged armor is not discarded, but restored to continued service. Through this role, they contribute not only to the defense of Mandalore’s legacy, but to its continuation, preserving both the tools of its warriors and the traditions that shape them.
Pathfinders represent the outward reach of the Sentinels, operating beyond the boundaries of Mandalorian space to explore, observe, and engage with the wider galaxy. They are scouts, operatives, and envoys, often working alone or in small groups to gather intelligence, establish contacts, and respond to emerging threats before they can reach Mandalore. Where Watchers analyze and interpret, Pathfinders act, serving as the first line of response in unfamiliar or uncertain environments.
Despite their independence, Pathfinders remain closely tied to the Order’s structure. They report their findings to Watchers and the Preserver, contributing to the broader understanding of the galaxy’s shifting dynamics. Their training emphasizes adaptability, resourcefulness, and self-reliance, as they are often required to operate without immediate support. In many ways, they are the embodiment of the Sentinels’ proactive philosophy, addressing dangers before they fully materialize, rather than reacting after the fact.
The Warders form the foundation of the Sentinel Order. This rank encompasses initiates, younglings, and those who have only recently been accepted into the Sentinels, including individuals seeking atonement for past actions. Unlike higher ranks, which carry defined responsibilities, the role of a Warder is one of learning, observation, and transformation. They are not yet entrusted with independent authority, but are instead guided through the principles and practices that define the Order.
Training at this stage is rigorous and comprehensive, blending combat instruction, philosophical study, and practical experience. Warders are typically assigned to Pathfinders and Scholars, learning through direct mentorship rather than isolated study. This ensures that their development is grounded in real-world application, rather than abstract theory. The process is not intended to erase who they were, but to reshape how they think, act, and serve.
For those who endure, the Warder rank is temporary. It is a proving ground, a place where potential is tested and refined. Those who fail to meet the Order’s standards are released, often returning to their previous lives with a clearer understanding of themselves. Those who succeed move forward, not as something entirely new, but as individuals who have chosen their path with full awareness of what it demands.
While rank defines responsibility within the Mandalorian Sentinels, discipline defines function. Every Sentinel, regardless of rank, is trained within one primary discipline that shapes how they serve the Order and, by extension, Mandalore itself. These disciplines are not rigid roles, but guiding frameworks, each representing a different expression of the Sentinels’ purpose. Together, they ensure that the Order is capable of responding to threats not only through strength, but through knowledge, subtlety, and judgment.
Though each discipline emphasizes a particular approach, all Sentinels share a common foundation. They are trained to adapt, to think beyond their specialization, and to understand the perspectives of the others. No discipline stands above another. Each is necessary, and each carries its own burden.
Outriders represent the most visible face of the Sentinels. They are the defenders, the warriors who stand between Mandalore and those who would threaten it. Whether guarding key figures such as Bo-Katan Kryze, protecting civilian populations, or leading forces in open conflict, Outriders are trained to meet danger directly. Their presence is often a signal that a situation has escalated beyond subtle correction.
Their training blends traditional Mandalorian combat techniques with the discipline of the Sentinels. Where possible, Force-sensitive Outriders incorporate heightened awareness and reflex into their fighting style, allowing them to anticipate threats and react with precision. However, they are taught not to rely solely on these abilities. Every Outrider must be capable without the Force, ensuring that their effectiveness does not depend on it.
Despite their combat focus, Outriders are not reckless warriors. They are expected to exercise restraint, understanding that their role is not simply to defeat an enemy, but to protect what must endure. They are often placed in positions of leadership during field operations, where their ability to balance aggression with control becomes critical. In this way, they embody the Sentinel ideal of strength guided by purpose.
Typical Outrider
DEXTERITY 4D Blaster: 6D, Dodge: 6D, Melee Combat: 5D+2, Melee Parry: 5D+2 KNOWLEDGE 3D Tactics: 5D, Survival: 4D MECHANICAL 3D Jet Pack Operation: 5D PERCEPTION 3D+2 Search: 5D STRENGTH 4D Brawling: 5D TECHNICAL 2D+1 Force Sensitive: Common (60%) Force Powers (if applicable): Enhance Attribute, Combat Sense Equipment:
- Heavy Blaster Rifle (5D)
- Beskar Armor (+2D physical, +1D energy)
- Beskad (STR+3D)
- Jetpack Role Notes: Outriders are durable, aggressive, and tactically aware. Designed for direct engagement and protection missions.
Scholars serve as the memory and voice of the Sentinels. Their role extends beyond the preservation of Mandalorian history into the active interpretation and teaching of it. They maintain records, study past conflicts, and ensure that the lessons of Mandalore’s history, both its triumphs and its failures, are not forgotten or misrepresented. Through this work, they provide the context necessary for informed decision-making across the Order.
In addition to their scholarly duties, they act as diplomats and negotiators. Scholars are often dispatched to mediate disputes between clans, Houses, or individuals, particularly in situations where traditional authority has failed or where neutrality is required. Their training emphasizes communication, cultural understanding, and the ability to navigate complex political landscapes without escalating conflict. They are not merely observers of history, but active participants in shaping its course.
Scholars also play a central role in the training of new Sentinels. They guide initiates through the philosophical and ethical framework of the Order, ensuring that recruits understand not only how to act, but why. For Force-sensitive members, Scholars often provide foundational instruction, emphasizing control, awareness, and responsibility. Through their efforts, the Sentinels maintain continuity, ensuring that each generation builds upon the last rather than repeating its mistakes.
Typical Scholar
DEXTERITY 3D Blaster: 4D, Dodge: 4D+1 KNOWLEDGE* 4D+2 Lore: 6D+2, Bureaucracy: 5D+2, Cultures: 5D+2, Languages: 5D MECHANICAL 2D PERCEPTION 4D Persuasion: 6D, Investigation: 5D+2 STRENGTH 2D+2 TECHNICAL 3D First Aid: 4D+2 Force Sensitive: Very Common (80%) Force Powers: Sense Force, Farseeing, Affect Mind Equipment:
- Light Armor (+1D physical)
- Hold-Out Blaster (3D)
- Datapad / Archives Role Notes: Scholars avoid direct combat when possible. They excel in negotiation, analysis, and teaching.
The Blackguard operate in the spaces where open action is either impossible or undesirable. They are the covert arm of the Sentinels, tasked with gathering intelligence, disrupting threats, and, when necessary, eliminating them before they can fully emerge. Their work often takes them far beyond Mandalorian space, into environments where their affiliation must remain concealed and their actions cannot be traced back to the Order.
Training within the Blackguard discipline emphasizes stealth, deception, and adaptability. Operatives learn to move unseen, to gather information without detection, and to manipulate situations in subtle ways. Force-sensitive Blackguard may employ abilities such as mental influence or enhanced perception, though, as with all Sentinels, reliance on the Force is tempered by discipline. The goal is effectiveness, not display.
The nature of their work places the Blackguard in morally complex situations. They are often required to act without recognition, to make decisions that others will never know were necessary, and to bear the consequences of those actions alone. As such, they are among the most closely observed members of the Order, with Watchers and Preservers ensuring that they remain aligned with the Sentinels’ purpose. Their existence reflects a difficult truth: that some threats can only be addressed in the shadows.
Typical Blackguard
DEXTERITY 4D+1 Blaster: 6D, Dodge: 6D+1, Sneak: 6D+2, Melee Combat: 5D+2 KNOWLEDGE 3D Streetwise: 5D MECHANICAL 3D PERCEPTION 4D+1 Search: 6D, Hide: 6D+2, Investigation: 5D STRENGTH 3D TECHNICAL 3D Security: 5D Force Sensitive: Common (70%) Force Powers: Affect Mind, Control Pain, Telekinesis Equipment:
- Silenced Blaster (5D)
- Stealth Armor (+1D physical, +2D Sneak in low light)
- Vibroknife (STR+2D)
- Sensor scrambler Role Notes: Blackguard operate independently. Built for stealth, precision, and deniable operations.
Arbiters serve as the embodiment of judgment within the Sentinels. When disputes escalate beyond negotiation, when law proves insufficient, or when the stability of Mandalore is at risk, it is the Arbiters who are called upon to act. Their authority does not stem from any single clan or governing body, but from the Sentinels’ mandate to preserve balance across Mandalore as a whole.
Their role is both legal and moral. Arbiters are trained to assess situations impartially, weighing evidence, intent, and consequence before rendering judgment. They often mediate conflicts between clans, issuing rulings that are intended to prevent escalation rather than assign blame. In doing so, they must navigate the complexities of Mandalorian culture, where honor, tradition, and strength all play significant roles.
When all other options have been exhausted, Arbiters may be required to enforce their decisions through direct action. This can include detainment, exile, or, in the most extreme cases, execution. Such actions are never taken lightly. The burden of judgment is central to their discipline, and each decision carries lasting weight. Through their work, the Arbiters ensure that the Sentinels remain not only protectors, but stewards of order in a society where balance is often difficult to maintain.
Typical Arbiter
DEXTERITY 4D Blaster: 5D+2, Melee Combat: 6D, Melee Parry: 6D KNOWLEDGE 4D+1 Law Enforcement: 6D+1, Intimidation: 6D+2, Cultures: 5D MECHANICAL 2D+2 PERCEPTION 4D+2 Command: 5D+2, Investigation: 6D STRENGTH 4D Brawling: 5D TECHNICAL 2D+2 Force Sensitive: Common (65%) Force Powers: Sense Force, Affect Mind, Absorb/Dissipate Energy Equipment:
- Heavy Blaster Pistol (5D)
- Beskar Armor (+2D physical, +1D energy)
- Execution Blade (STR+3D) Role Notes: Arbiters are balanced combatants and authority figures, capable of both diplomacy and lethal enforcement.
The above statblocks are intended as typical members of the Sentinels, equipment and abilities may vary. For instance, it is likely that Force Sensitive members of the Sentinels will be trained in both Lightsaber Construction and Usage in combat. So they may have the following skills, abilities, and equipment: Lightsaber Combat (Force Power) Lightsaber (Skill) Lightsaber Construction (Skill) Lightsaber (or some variation, weapon)
The Mandalorian Sentinels do not gather in cities, nor do they establish their presence where it can be easily seen or claimed. Their enclaves are deliberately placed beyond the centers of power, positioned where they can observe without interference and act without delay. This separation is not born from secrecy alone, but from necessity. To remain independent, the Sentinels must exist outside the direct influence of clans, politics, and even Mandalore’s own government.
Each enclave serves a distinct purpose, but all share common traits. They are self-sufficient, defensible, and designed to support both contemplation and action. Training, meditation, intelligence coordination, and rapid deployment are all integrated into their design. These are not simply bases, but environments intended to shape the Sentinels themselves, reinforcing discipline, awareness, and unity with every aspect of their structure.
Despite their isolation, the enclaves are not disconnected. They form a network across Mandalorian space, allowing the Sentinels to respond quickly to emerging threats while maintaining a constant flow of information. Some are permanent strongholds, others are smaller outposts or rotating stations, but all are bound by the same purpose: to ensure that Mandalore is never left unguarded, no matter where the danger originates.
Hidden within the dense wilderness of Concordia lies the primary stronghold of the Mandalorian Sentinels. Far from the political center of Sundari, the enclave is deliberately positioned in a region once associated with exile and secrecy. What was once a place of isolation has been transformed into a center of purpose, where the Sentinels train, reflect, and prepare for the responsibilities they carry. The natural terrain provides both concealment and defense, allowing the enclave to remain largely undetected by those who do not already know where to look.
The enclave itself is a fusion of Mandalorian engineering and Sentinel philosophy. Training halls are carved into the terrain, designed for both individual and group combat exercises. Meditation chambers, quiet and deliberately austere, provide space for reflection and control, particularly for those attuned to the Force. Beneath the surface, hidden hangars house Sentinel vessels, enabling rapid deployment without revealing the enclave’s location. At its core lies the command center of the Battlemaster, where intelligence is gathered, analyzed, and acted upon with precision.
Life within the Concordia enclave is structured, but not rigid. Sentinels move between disciplines, training, and assignments with purpose, guided by both rank and necessity. The environment reinforces their dual nature, warriors and thinkers, observers and actors. It is here that initiates are shaped into Sentinels, and where the Order maintains its cohesion. Though other enclaves exist, Concordia remains the heart of the Sentinels, the place where their purpose is most clearly defined and most carefully preserved.
Buried deep beneath the surface of Mandalore itself, the Ash Vault serves as a secure repository for knowledge deemed too dangerous, too sensitive, or too important to be widely accessible. Maintained primarily by Scholars and select Watchers, the Vault contains historical records, intelligence reports, and artifacts that could destabilize Mandalore if mishandled.
Unlike Concordia, the Ash Vault is not a place of training, but of preservation and analysis. Access is heavily restricted, and even within the Sentinels, few are permitted to enter its deeper levels. It is both a safeguard and a burden, ensuring that the past is remembered without allowing it to dictate the future unchecked.
Positioned near the edges of Mandalorian-controlled space, the Keldabe Watch Post functions as an early warning station and forward operating base. Staffed primarily by Watchers and Pathfinders, it monitors incoming traffic, tracks potential threats, and coordinates responses before they can reach Mandalore’s core systems.
The post is lightly fortified but strategically positioned, allowing for rapid reinforcement if necessary. Its primary strength lies not in its defenses, but in its ability to see what others miss. Many conflicts are prevented here, long before they can escalate into open confrontation.
Situated in close proximity to the Great Forge, this bastion serves as the operational center for the Forge Wardens. It is both a defensive stronghold and a place of duty, where Sentinels stand watch over one of Mandalore’s most sacred and strategically vital locations.
The Bastion is heavily fortified and constantly staffed, with overlapping security systems and rapid response capabilities. However, its true significance lies in its symbolic role. It represents the Sentinels’ commitment to preserving Mandalore’s heritage, ensuring that the tools and traditions that define the people are never lost, even in times of conflict.
Far beyond the borders of Mandalorian space, at the edge of the Southern Unknown Regions, Maelstrom Station stands as both a relic and a warning. Originally constructed during the era of the High Republic, the station was abandoned not long after its completion, its purpose lost to time and shifting priorities. It remained adrift and forgotten until its rediscovery by Deon of Clan U’ran, during one of his earliest adventures. What began as a point of curiosity soon became something far more significant.
For a time, Maelstrom Station served as a remote refuge for Deon and Vall Juridan, a place removed from Mandalore where the foundations of the Sentinels could be shaped without interference. In isolation, they refined doctrine, tested ideas, and confronted the realities of what their Order would become. That period left its mark on the station, transforming it from an abandoned outpost into a place of quiet purpose. Though no longer the Sentinel's primary residence, its importance to the order has never diminished.
In the present era, Maelstrom Station functions as a distant anchor point for exploration and defense. It serves as a staging ground for expeditions into the Unknown Regions, a place where Pathfinders and Blackguard operatives prepare for missions far beyond the reach of Mandalore’s immediate influence. A New Republic outpost maintains a limited presence there, providing logistical support and maintaining a cautious alliance, while a small but trusted civilian population ensures the station remains operational. Traders, technicians, and long-range navigators pass through its corridors, giving it the appearance of a modest frontier hub.
Despite this activity, the station retains an underlying tension. It is positioned not for convenience, but for necessity. From Maelstrom, the Sentinels watch the Unknown Regions, not with the expectation of discovery, but with the understanding that whatever emerges from that darkness may not announce itself until it is already too late.
“Strength without restraint is how orders fall. I have seen it. I will not see it again.”
Vall Juridan stands at the center of the Mandalorian Sentinels, not as a traditional commander, but as the architect of their purpose and philosophy. A survivor of the Clone Wars and the purge of Order 66, he carries the lessons of the Jedi not as doctrine, but as warning. Where the Jedi Order fell to rigidity and unquestioned certainty, Vall chose not to rebuild what had been lost. Instead, he reshaped its principles into something more adaptable, guided by the Force but not bound to it. His connection to the Force remains profound, yet he treats it as a guide rather than an authority, relying on experience, intuition, and reflection rather than adherence to any single path.
His relationship with Bo-Katan Kryze was not formed through hierarchy, but through mutual understanding. In the fragile years following Mandalore’s reclamation, both recognized the need for something beyond traditional structures, an order capable of preserving balance where politics and power alone could not. Together, they laid the foundation for the Sentinels, an organization that would stand alongside Mandalore, not beneath it. Bo-Katan’s trust in Vall is rooted in this shared vision. She understands that his independence does not weaken her authority, but reinforces it, ensuring that Mandalore is protected not only from external threats, but from its own potential failures.
That balance is further reinforced through Vall’s connection with the Armorer, whose influence grounds him in Mandalorian tradition. Though not a Mandalorian, Vall sought to understand their culture rather than stand apart from it, training under her to learn the craft of the forge and the deeper meaning behind it. This relationship is not one of student and master alone, but of mutual respect, each recognizing in the other a commitment to Mandalore’s future. Between Bo-Katan’s leadership and the Armorer’s tradition, Vall exists in the space between, ensuring that the Sentinels remain what they were always meant to be: not rulers, not enforcers, but a force that acts when others cannot, or will not.
Gruff, measured, and deliberate, Vall speaks rarely but with precision. He is difficult to provoke and nearly impossible to manipulate. Every action is considered, every consequence weighed. He does not seek control, but he will assume it when necessary.
Beneath his composure lies experience marked by loss and hard decisions.
Type: Battlemaster of the Mandalorian Sentinels
Species: Human
Gender: Male
Age: 53
Height: 5’11”
Weight: 173 lbs.
Homeworld: Empress Teta
DEXTERITY 4D Blaster 5D, Blaster: Westar-88 5D+2, Dodge 6D+2, Lightsaber 9D, Melee Parry 6D KNOWLEDGE 3D+1 Alien Species 4D, Cultures 4D, Planetary Systems 4D, Scholar: Jedi Lore 5D+1, Survival 4D, Tactics: Jedi 6D, Willpower 5D MECHANICAL 2D+2 Astrogation 3D, Communications 3D, Space Transports 4D PERCEPTION 3D Command: Clone Troopers 5D, Command: Mandalorian Sentinels 6D+1, Hide 5D, Investigation 4D, Persuasion 5D, Search 6D, Sneak 4D STRENGTH 3D Brawling 5D+2, Climbing/Jumping 5D, Lifting 4D TECHNICAL 2D Armor Repair: Mandalorian Armor 3D+2, Droid Repair 4D, Equipment Repair 4D, First Aid 3D, Lightsaber Repair/Engineering 6D+2, Security 4D Move: 10/12 Force Sensitive: Yes Control 9D+1 Sense 8D+2 Alter 8D+1 Force Points: 5 Dark Side Points: 2 Character Points: 30 Force Powers Control: Absorb/Dissipate Energy, Accelerate Healing, Concentration, Control Breathing, Control Disease, Control Pain, Detoxify Poison, Emptiness, Enhance Attribute, Force of Will, Hibernation Trance, Remain Conscious, Reduce Injury, Remove Fatigue
Control/Alter: Accelerate Another’s Healing, Control Another’s Pain, Detoxify Another’s Poison, Enhance Another’s Attribute, Return Another to Conscious
Control/Sense: Lightsaber Combat
Control/Sense/Alter: Affect Mind, Enhanced Coordination, Sever Force
Sense: Combat Sense, Danger Sense, Life Detection, Life Sense, Magnify Senses, Postcognition, Receptive Telepathy, Sense Force, Sense Force Potential, Predict Natural Disaster, Instinctive Astrogation
Sense/Alter: Lesser Force Shield
Alter: Force Push, Injure/Kill, Telekinesis Equipment MandalTech “Sentinal” WESTAR-88 Hybrid Heavy Blaster Pistol
Damage modes listed in the file include 5D+2 blaster, 5D physical slug, 3D incendiary, 3D armor-piercing acid, and 4D riot/non-lethal. It has a scope, stabilizers, and swappable ammunition cartridges. The file states that these were custom manufactured for the Mandalorian Sentinels of Concordia. Vall’s Lightsaber
Damage 5D. Yellow blade. Phrik aluminum and rubber hilt, described as slender and concealable as part of his droid arm. Mandalorian Sentinel Armor
Provides +2D physical and +2D energy, with a -1D Dexterity penalty. Includes: IR/motion sensor, personal combat shield, sensor pod, macrobinoculars environmental filter, broadband antenna, and small power generator. Helmet grants:+1D Perception bonus in darkness and against moving targets, and +2D Search on targets moving more than 10m or at a distance over 100m.
- Q-bazik Data Spike
- Kyber Crystal
- Personal Datapad
- Standard Medpac.
- Pet Vornskr named Yarrick
Vall is not built like a conventional Mandalorian. His stats present him as a high-end hybrid of Jedi survivor, battlefield commander, and armored Sentinel leader. His Lightsaber 9D, Control 9D+1, and Command: Mandalorian Sentinels 6D+1 make him exceptionally dangerous in a duel and highly effective as a field leader. His two Dark Side Points suggest a man who has survived harsh choices rather than an untouched paragon.
Vall does not rush into combat unless forced. He observes, assesses, and controls the battlefield before committing. When engaged, he blends Mandalorian combat efficiency with advanced Force techniques, using Combat Sense and Lightsaber Combat to dominate engagements.
He prioritizes:
If possible, he avoids killing. If necessary, he does not hesitate.
Mentor: Guides Sentinel PCs or Force-sensitive characters
Commander: Leads missions involving Mandalorian stability
Judge: Intervenes in major political or moral conflicts
Final Arbiter: Appears when situations threaten Mandalore itself
Vall should never feel like a simple ally or enemy. He is a stabilizing force, one that may support the players one moment and stand firmly against them the next.
Deon U’ran stands as a bridge between tradition and transformation within the Mandalorian Sentinels. A Mandalorian combat medic and the last surviving member of his clan, he carries both the weight of loss and the responsibility of legacy. Trained under Vall Juridan as a Force-sensitive apprentice, Deon embodies a rare combination of disciplines, blending battlefield pragmatism with a deeper awareness shaped by the Force. His demeanor is typically calm and measured, though beneath that composure lies a tendency toward impulsive action when lives are at stake. This balance between control and instinct defines much of his approach, both in combat and in leadership.
Deon’s understanding of Mandalorian history and culture is not academic, it is personal. He does not simply study Mandalore’s past, he carries it forward, interpreting its lessons through the lens of someone who has lost everything it once meant. This perspective makes him uniquely valuable within the Sentinels, particularly in moments where tradition and progress come into conflict. His empathy, uncommon among Mandalorians of earlier eras, allows him to connect with others in ways that extend beyond duty, making him especially effective in guiding those seeking redemption.
As Preserver, Deon serves as both the second-in-command of the Sentinels and the most direct extension of Vall Juridan’s philosophy. He is not merely a subordinate, but a trusted confidant and the first to be shaped by Vall’s vision for the Order. Where Vall provides guidance through questions, Deon often provides clarity through action. He is frequently the first point of contact for those who come to the Sentinels seeking atonement, offering them not judgment, but a path forward. In doing so, he helps ensure that the Sentinels remain not only defenders of Mandalore, but a force capable of rebuilding those who would otherwise be lost.
Beyond the Battlemaster and Preserver, the strength of the Mandalorian Sentinels lies in those who lead its core disciplines. These individuals do not simply command their respective branches, they embody them. Each represents a different interpretation of the Sentinel purpose, and each maintains a distinct relationship with Vall Juridan, Bo-Katan Kryze, and The Armorer.
Drogan Kreel is among the oldest active Sentinels, a veteran whose connection to Mandalorian tradition runs deeper than most within the Order. Where others see the Sentinels as a necessary evolution, Kreel views them as stewards of something ancient and sacred. To him, Mandalore is not merely a world or a people, it is a legacy carried through beskar, ritual, and memory. His leadership of the Forge Wardens reflects this belief. Under his watch, the protection of the Great Forge and related sites is not simply a duty, but a sacred obligation.
Kreel’s demeanor is quiet and deliberate, but unyielding. He does not involve himself in broader political matters unless they threaten Mandalore’s cultural foundation. When he speaks, it is often in absolutes, reflecting a worldview shaped by tradition rather than adaptation. Despite this, he is not inflexible. He recognizes the necessity of the Sentinels, even if he does not fully agree with all aspects of their evolution.
Kreel shares a strong philosophical alignment with the Armorer, often working closely with her in matters of ritual, forging, and preservation. The two reinforce one another, forming a cultural anchor within the Sentinels.
With Vall Juridan, his relationship is more complex. Kreel respects Vall’s strength and leadership, but remains wary of his outsider perspective and reliance on the Force. Their interactions are marked by mutual respect, but also quiet tension, particularly when decisions risk prioritizing pragmatism over tradition.
With Bo-Katan Kryze, Kreel is respectful but distant. He acknowledges her authority, but his loyalty remains fixed on Mandalore itself, rather than its ruler.
Tira Solis represents the intellectual and philosophical core of the Sentinels. A Force-sensitive of notable ability, she approaches both the Force and Mandalorian history with a level of introspection uncommon even among Scholars. Where others record and teach, Tira interprets, seeking patterns in history and meaning in the present. She believes that Mandalore’s survival depends not only on strength, but on understanding the cycles that have repeatedly brought it to the brink of destruction.
As High Scholar, she oversees the training of initiates, the preservation of knowledge, and the diplomatic efforts of the Sentinels. Her approach to negotiation is measured and precise, often disarming opponents not through force, but through insight. She is known for her ability to see multiple outcomes in a situation, though she rarely speaks of them directly.
Tira maintains a close and trusting relationship with Vall Juridan. As a former Jedi, Vall recognizes in her a balance he once sought within his own Order, discipline without rigidity. She, in turn, serves as both advisor and counterweight, offering perspective when his decisions risk becoming overly pragmatic.
With Bo-Katan Kryze, Tira acts as an intermediary when diplomacy is required between Mandalore’s leadership and external forces. Kryze values her insight, though she does not always agree with her cautious approach.
Her relationship with the Armorer is one of mutual respect, though their perspectives differ. Where the Armorer emphasizes tradition and ritual, Tira focuses on interpretation and evolution. Together, they represent two halves of Mandalore’s identity, past and future.
Kael Varn leads the Watchers, serving as the chief architect of the Sentinels’ intelligence network. Unlike the other discipline leaders, Varn operates almost entirely from the shadows, coordinating surveillance, analysis, and response across Mandalorian space and beyond. He is rarely seen outside of operational necessity, preferring to observe and act through intermediaries rather than direct involvement.
Varn’s philosophy is rooted in control through knowledge. He believes that most conflicts can be prevented if they are identified early enough, and that the Sentinels’ greatest strength lies not in their ability to fight, but in their ability to anticipate. This approach has made the Watchers highly effective, but has also led to concerns about how much information they collect, and how it is used.
Varn is one of Vall Juridan’s most trusted, and most scrutinized, subordinates. Vall relies heavily on the intelligence provided by the Watchers, but remains cautious of Varn’s tendency to operate independently. Their relationship is built on necessity and mutual understanding, though not without tension.
With Bo-Katan Kryze, Varn maintains a strictly professional distance. He provides information when required, but does not involve himself in governance. Kryze, in turn, recognizes his value, but is wary of the extent of his reach.
His relationship with the Armorer is minimal. The Armorer’s focus on tradition stands in contrast to Varn’s emphasis on foresight and control. Where Kreel and Tira engage with her directly, Varn remains largely outside that sphere, observing rather than participating.
These three figures, Kreel, Solis, and Varn, form the operational core of the Sentinels beneath Vall Juridan. Each represents a different aspect of the Order’s identity: preservation, understanding, and awareness. Together, they ensure that the Sentinels remain balanced, even as the pressures on Mandalore continue to grow.
The Mandalorian Sentinels equip themselves not for conquest, but for precision, endurance, and adaptability. Their tools reflect their philosophy: balanced between Mandalorian practicality and the refined discipline brought by Vall Juridan’s influence. Equipment is standardized where necessary, but never rigidly enforced. Each Sentinel is expected to understand their tools, maintain them, and, when appropriate, modify them to suit their role within the Order.
Unlike traditional Mandalorian forces, the Sentinels avoid excess. Their equipment is designed to function across multiple roles, defensive, diplomatic, covert, and martial. Every piece serves a purpose beyond raw firepower, ensuring that a Sentinel is prepared not just to fight, but to assess, respond, and endure.
Sentinel armor is a refined evolution of traditional Mandalorian beskar plating. While slightly less protective than full commando armor, it sacrifices minimal durability in favor of mobility, awareness, and adaptability.
Type: Armor Scale: Character Protection:
- +2D Physical
- +2D Energy
- No Dexterity Penalty Integrated Systems:
- Sensor suite (+1D Search, +1D Perception in low visibility)
- Encrypted communications channel
- Modular attachment points
Game Notes:
Designed for long-duration operations and multi-role use without restricting mobility or Force use.
Mandalorian Sentinel Nanoweave Armor was developed for warriors who do not simply survive the battlefield, but move through it with purpose, precision, and restraint. Unlike traditional Mandalorian armor, which often emphasizes heavy beskar plating and direct battlefield endurance, Sentinel Nanoweave Armor is built around mobility, awareness, and rapid response.
At its core, the armor is a combat flight suit reinforced with thin beskar nano-filaments. These microscopic strands are woven through the suit’s protective layers, creating a flexible armored mesh that can absorb impacts, resist cutting attacks, and disperse some energy from blaster fire. The weave does not offer the same durability as forged beskar plates, but it allows the wearer to move with far greater freedom.
The suit is typically worn beneath a limited arrangement of external armor pieces: a light chest plate, shoulder guards, vambraces, knee guards, and a Mandalorian helmet. These components vary by clan, rank, and personal creed. Some Sentinels add heavier plates over vital areas, while others leave the suit almost entirely streamlined for stealth and aerial maneuvering.
Type: Reinforced combat flight suit Model: Mandalorian Sentinel Nanoweave Combat Armor Scale: Character Availability: Rare, restricted Cost: Not available for public sale Protection: +2D Physical +1D Energy No Dexterity Penalty Integrated Systems: Sensor suite (+1D Search, +1D Perception in low visibility) Encrypted communications channel Modular attachment hardpoints
Game Notes:
Developed by Vall Juridian more for covert operations and situations which require mobility more than brute force.
Mandalorian Sentinel Nanoweave Armor is the armor of a guardian in motion. It reflects the Sentinel belief that protection is not always a wall of beskar between the enemy and the clan. Sometimes protection is speed, awareness, and the ability to reach the right place before the first shot is fired.
A custom weapon platform developed specifically for the Sentinels, combining versatility with reliability.
Type: Blaster Pistol Scale: Character Damage Modes:
- Blaster: 5D+2
- Slugthrower: 5D (physical)
- Incendiary: 3D + burn effect
- Acid (Armor Piercing): 3D, ignores 1D armor
- Stun/Riot: 4D (stun) Special Features:
- Scope (+1D to medium range)
- Stabilizers (reduce multi-action penalty by 1 when firing)
- Modular ammunition system
Game Notes:
Widely used across all disciplines due to adaptability.
While not all Sentinels wield lightsabers, those who do construct them to reflect their discipline and combat style.
Type: Lightsaber Damage: 5D
Notes: Balanced for combat and defense
Type: Short Lightsaber Damage: 4D+2 Bonuses:
- +1D Concealment
- +1D Off-hand use
Type: Polearm Lightsaber Damage: 5D+1 Bonuses:
- +1D to melee at extended reach Restriction: Two-handed
Type: Modular Lightsaber Damage: 4D Special:
- Can separate into dual blades
Game Notes:
Sentinel lightsabers often incorporate Mandalorian materials, making them more durable and less traditional in design.
A compact defensive system integrated into Sentinel gauntlets.
Type: Personal Shield Effects:
- +1D to Parry (melee and lightsaber)
- +2D vs ranged attacks (front arc only) Duration: 5 rounds continuous useCooldown: 2 rounds
Game Notes:
Common among Outriders and Arbiters, but usable by any Sentinel.
The MS-B Class Seeker Droid is a compact reconnaissance unit designed by Deon U’ran and Dax Kade. Built for mobility, survivability, and intelligence gathering, it functions as an extension of the Sentinel in the field.
Its beskar-reinforced spherical chassis provides durability, while its modular systems allow it to traverse terrain, hover, and conduct long-range scans. It is not built for combat, but excels in awareness and support.
Type: Recon/Scout Droid Scale: CharacterHeight: 0.8 meters DEXTERITY 2D+2
- Dodge: 4D KNOWLEDGE 3D
- Planetary Systems: 4D
- Survival: 4D MECHANICAL 3D+2
- Communications: 6D
- Repulsorlift Operation: 4D+2 PERCEPTION 4D
- Search: 6D+2
- Investigation: 5D+2 STRENGTH 2D TECHNICAL 4D
- Computer Programming/Repair: 5D+2
- Security: 5D Move:
- Wheels: 10
- Flight: 14 (max 3 rounds, 2-round cooldown) Special Systems:
- Advanced Sensor Suite (+2D Search, 500m range)
- Long-Range Communications (+2D Communications)
- Synthetic Crystal Power Core (long duration)
- Stabilizers (ignore rough terrain penalties)
- Jetpack Arms (+1D Search while hovering) Optional Systems:
- Stim Delivery (First Aid 4D)
- Stealth Coating (+1D Hide) Durability:
- Body: 2D
- Armor: +1D Programming:
- Reconnaissance
- Tactical Analysis
- Data Relay
- Environmental Mapping
Sentinel vessels are designed with a clear and deliberate philosophy, prioritizing mobility, discretion, and rapid response over raw firepower or fleet dominance. Unlike traditional Mandalorian warships built for large-scale engagements, Sentinel ships are intended to operate independently or in small, coordinated groups. Their primary function is not to overwhelm an enemy, but to position themselves precisely where they are needed, whether that means deploying operatives, extracting personnel, or observing without being detected.
This focus on purpose-driven design ensures that each vessel fulfills a specific role within the Order’s broader operations. Stealth systems, efficient hyperdrives, and adaptable configurations allow Sentinels to move quickly across Mandalorian space and beyond, responding to threats before they escalate. In keeping with the Order’s philosophy, these ships are not instruments of conquest, but tools of intervention, used to maintain balance through presence, precision, and restraint.
The Keldabe-Class Patrol Corvette reflects a careful balance between Mandalorian durability and Sentinel precision. Its design avoids the heavy, imposing profile of traditional Mandalorian warships, instead favoring a compact, reinforced hull capable of sustained independent operation. While still heavily armored by most standards, the corvette sacrifices excessive bulk for improved maneuverability and reduced sensor visibility, allowing it to operate effectively in contested or uncertain regions of space. Internally, the vessel is structured to support a wide range of mission types, with modular compartments that can be configured for troop deployment, medical support, intelligence analysis, or detainee transport.
In practice, the Keldabe-Class serves as a mobile command platform and rapid-response vessel for Sentinel operations. It is most often deployed to oversee missions that require both oversight and immediate action, acting as a central point for coordination while remaining capable of direct engagement if necessary. Its weapon systems are sufficient to defend itself and support ground operations, but are not intended for prolonged fleet combat. Instead, the corvette excels in controlled engagements, extraction missions, and maintaining a persistent presence in volatile regions. Like all Sentinel assets, its true strength lies not in overwhelming force, but in its ability to arrive where it is needed, act with precision, and withdraw before a situation escalates beyond control.
Craft: Patrol Corvette Scale: Capital Length: 120 meters Crew: 45 (18 skeleton) Passengers: 30Cargo: 500 tons Consumables: 3 months Hyperdrive: x2 (backup x10) Maneuverability: 1D Space: 5 Hull: 5D Shields: 2D+2 Weapons:
- 4 Dual Laser Cannons (4D)
- 2 Concussion Missile Launchers (5D)
- 1 Ion Cannon Battery (4D) Special:
- Sensor masking (-1D to detection)
- Internal deployment bay
The Vhett-Class Interceptor represents the most aggressive expression of Sentinel starship design, built for speed, precision, and rapid engagement rather than endurance. Its frame is compact and angular, minimizing its sensor profile while maximizing maneuverability. Unlike heavier Mandalorian fighters, the Vhett-Class is engineered to react faster than its opponents, relying on superior handling and advanced targeting systems to outmaneuver rather than outlast. Its systems are tightly integrated, with minimal redundancy, reflecting its intended role as a short-duration, high-intensity engagement craft.
In operation, the Vhett-Class serves as both interceptor and escort, deployed to respond to emerging threats, pursue fleeing targets, or provide immediate support to Sentinel ground teams. It is particularly effective in scenarios where speed determines outcome, such as intercepting unauthorized vessels, disrupting supply lines, or reinforcing isolated operatives. While it lacks the durability for prolonged engagements against larger ships, its strength lies in its ability to strike quickly and decisively before withdrawing. Pilots of the Vhett-Class are trained to think in terms of timing and positioning, understanding that the ship’s greatest advantage is not its firepower, but its ability to control the flow of a confrontation.
Craft: Starfighter Scale: Starfighter Crew: 1Cargo: 20 kg Consumables: 2 days Hyperdrive: x1 Maneuverability: 3D Space: 9Hull: 4D Shields: 1D Weapons:
- 2 Laser Cannons (5D)
- 1 Ion Cannon (4D)
- 2 Proton Torpedoes (6D) Special:
- +1D targeting
- Reduced sensor profile
The Forge Warden Assault Transport is built with a singular priority: protection. Unlike other Sentinel vessels that emphasize speed or stealth, this transport is designed to endure. Its reinforced hull and layered shielding reflect its role as both carrier and bulwark, capable of delivering personnel directly into hostile environments while absorbing significant damage. The design is unmistakably Mandalorian in its philosophy, durable, reliable, and uncompromising, but refined through Sentinel doctrine to ensure that survivability does not come at the cost of coordination or control. Wide deployment ramps, stabilized landing systems, and internal compartmentalization allow it to function effectively even under sustained fire.
In operation, the Forge Warden Assault Transport serves as the backbone of Sentinel ground deployment, particularly in missions involving the defense of critical sites such as the Great Forge or other culturally significant locations. It is most often crewed and commanded by Forge Wardens and Outriders, who rely on its resilience to hold position under pressure while securing or evacuating assets. The transport is not intended for prolonged space combat, but once planetside, it becomes a fortified position in its own right, capable of supporting defensive operations until reinforcements arrive or the objective is secured. Its presence signals commitment, when deployed, the Sentinels are not observing or intervening lightly, they are there to hold ground, no matter the cost.
Craft: Assault Transport Scale: Medium Transport Crew: 12 Passengers: 40 Cargo: 100 tons Maneuverability: 0D+2 Space: 4 Hull: 6D Shields: 2D Weapons:
- 2 Heavy Laser Cannons (5D)
- 1 Rear Turret (4D) Special:
- Reinforced hull (+1D vs planetary weapons)
- Rapid deployment ramp
The Concordia Shadow Shuttle is the most discreet vessel in the Sentinel fleet, designed specifically for covert insertion, extraction, and observation. Its profile is deliberately minimal, with a matte, sensor-dampening hull that reduces its visibility across multiple detection systems. Unlike larger transports, the Shadow Shuttle prioritizes silence over durability, incorporating advanced power management systems that allow it to operate in near-total emission control. Its internal layout is compact but efficient, optimized for small teams and rapid deployment rather than sustained operations.
In use, the Shadow Shuttle is the preferred transport for Blackguard operatives and specialized Pathfinder missions. It excels in environments where presence must remain undetected, inserting teams into hostile territory without alerting defenses and extracting them just as quietly. While lightly armed and not suited for direct confrontation, its strength lies in its ability to avoid conflict entirely. When a Shadow Shuttle is deployed, it signals a different kind of mission, one where success is measured not by engagement, but by the absence of it.
Craft: Stealth Shuttle Scale: Starfighter Crew: 2 Passengers: 8 Cargo: 50 tons Hyperdrive: x2 Maneuverability: 2D Space: 6 Hull: 4D+1 Shields: 1D+2 Weapons:
- 2 Light Laser Cannons (4D) Special:
- Silent running systems
- +2D to avoid detection when powered down
The tools of the Mandalorian Sentinels are not designed to project dominance or enforce control through overwhelming force. Each piece of equipment reflects a deliberate balance between capability and restraint, ensuring that Sentinels respond appropriately rather than escalate unnecessarily.
Every weapon serves a purpose. Every ship fulfills a role. Nothing exists without intent.
In the hands of a Sentinel, even the smallest tool can shape the fate of Mandalore, not through power alone, but through how and when that power is used.
The Mandalorian Sentinels do not collect relics for prestige, nor do they hoard artifacts as symbols of power. To them, relics are not trophies of the past, but anchors of understanding. Each piece carries with it history, consequence, and context, fragments of Mandalore’s long and often turbulent legacy. In preserving these objects, the Sentinels seek not to glorify what came before, but to ensure that its lessons are neither forgotten nor repeated blindly.
This philosophy sets them apart from both Mandalorian clans and the Jedi traditions Vall Juridan once knew. Where clans may revere relics as heirlooms of lineage and conquest, and the Jedi once safeguarded artifacts within rigid doctrine, the Sentinels approach them with measured intent. A relic is not inherently sacred, nor inherently dangerous. It is what it represents, and how it is understood, that determines its place within the Order. Some are studied, some are secured, and some are deliberately hidden, removed from circulation when their existence alone poses a threat.
The gathering of relics is therefore a deliberate act. Sentinels do not seek them out without purpose. Most are recovered in response to emerging risks, forgotten sites rediscovered, weapons resurfacing in unstable regions, or artifacts tied to individuals whose legacy still echoes in Mandalorian culture. Pathfinders and Blackguard are often the first to locate such items, while Scholars assess their significance and Arbiters determine their disposition. In this way, the process reflects the structure of the Order itself, each discipline contributing to the decision of whether a relic should be preserved, studied, or sealed away.
At the center of this effort lies a quiet understanding shared by Vall Juridan and the Order’s leadership. Mandalore’s greatest strength has always been its memory, but its greatest weakness has often been how that memory is used. By controlling the narrative surrounding these relics, by understanding them rather than simply inheriting them, the Sentinels seek to ensure that the past informs the future without dictating it.
The armor of Tarre Vizsla is not merely recovered, it is earned again and again. Though secured by the Sentinels, the site of its discovery and the trials tied to it remain active, almost as if the relic itself resists final possession. The hard-light construct of Tarre Vizsla continues to function, adapting to those who enter.
Located on a rogue moon in the Deep Core, the tomb was constructed jointly by House Vizsla and the Jedi Order. After a violent conflict, the moon was cast from orbit and lost. It was rediscovered by Kelron Wahl, who attempted to claim Mandalore through its legacy.
Type: Legendary Armor RelicScale: CharacterProtection:
- +3D Physical
- +3D Energy
- +1D vs Lightsabers
- No Dexterity Penalty Special Abilities:
- Balance of the First Mandalorian Jedi: +1D to Control and Sense
- Trial of Worthiness: Once per session, Moderate Willpower roll
- Failure: -1D all actions (scene)
- Critical Failure: Compelled to act for “greater good”
- Legacy Awareness: +2D to Tactics and Command when defending others
This relic should never be treated as simple armor. It is a narrative test of leadership and philosophy.
The Ancient Forge Tools are believed to predate the rise of modern Mandalorian society, tracing their origin back to the Taung, the original species from which Mandalorian culture was born. Unlike later Mandalorian smithing implements, which emphasize efficiency and replication, these tools were crafted with a singular purpose: to create weapons and armor that were not only functional, but enduring expressions of identity. The Taung did not forge for mass production or uniformity. Each piece was intended to reflect the will, strength, and intent of its wielder, and the tools themselves were designed to channel that philosophy into the act of creation.
According to fragmented records preserved by the Sentinels and interpreted by their Scholars, these tools were originally used during the earliest expansions of Taung-led Mandalorian forces, when survival depended as much on craftsmanship as it did on combat. The tools were constructed from alloys no longer fully understood, incorporating techniques that blurred the line between metallurgy and ritual. It is believed that the Taung smiths viewed forging as an extension of battle, shaping raw material through force, precision, and intent in much the same way they shaped their enemies on the field. This belief may explain why the tools appear to respond differently depending on the mindset of the user, producing superior results when wielded with clarity and discipline, and unpredictable outcomes when used in anger or haste.
Over time, as Mandalorian society evolved and the Taung faded into history, the knowledge required to fully replicate these tools was lost. What remains are relics of a foundational era, preserved not only for their practical value, but for what they represent. To the Forge Wardens, and to Rook Kast, the tools are more than instruments. They are a direct link to the origins of Mandalorian identity, a reminder that creation and destruction have always been intertwined. In using them, the Sentinels do not simply maintain tradition. They engage with it, confronting the same question the Taung once faced: whether what they create will strengthen Mandalore, or shape it into something else entirely.
Type: Crafting Relic Set Bonuses:
- +2D Armor Repair / Beskar Crafting
- +1D Technical (Mandalorian gear) Special Abilities:
- Masterwork Creation: Choose one per item:
- +1 pip armor
- +1 pip weapon damage
- Reduced penalties
- Echoes of the Forge: +1D Sense while working Drawback:
- After 3 days use: Moderate Willpower
- Failure: -1D Persuasion (24 hours)
This relic should introduce subtle corruption or influence, not immediate consequences.
The origins of the Shard Archive are not Mandalorian, though its current form and purpose have been shaped by them. The earliest fragments are believed to have been recovered from scattered sites across the Outer Rim and the Deep Core, many of them remnants of conflicts involving Force-sensitive orders long before the fall of the Republic. Some pieces bear clear signs of Jedi craftsmanship, fractured kyber crystals, broken focusing matrices, and remnants of ceremonial objects, while others are far less identifiable, their structure and resonance suggesting origins tied to darker or unknown traditions. What unified them was not their design, but their instability. Each fragment carried a lingering connection to the Force, incomplete, but active.
The Sentinels did not create the Archive as a collection, but as a containment measure. As more fragments were discovered, often in the aftermath of conflicts or in places where the Force had been violently disturbed, it became clear that leaving them scattered posed a greater risk than consolidating them. The Archive was established as a controlled environment where these relics could be studied, monitored, and, when necessary, isolated from one another. Scholars within the Order believe that many of the fragments were once part of larger constructs, weapons, focusing devices, or ritual artifacts, that were deliberately destroyed to prevent their continued use. In gathering them, the Sentinels may have unintentionally begun reversing that process.
What the Archive has become is something more complex than its original purpose. The fragments do not remain inert. Over time, subtle interactions have been observed, resonances aligning, energy signatures fluctuating, and in rare cases, fragments shifting position without physical cause. Whether this is the natural behavior of Force-attuned materials in proximity, or evidence of something attempting to reform, remains uncertain. To the Sentinels, the Archive represents both a responsibility and a risk. It preserves knowledge that might otherwise be lost, but it also holds the potential for that knowledge to become something dangerous once again.
Type: Variable Force Relic Base Effect:
- +1D to Control, Sense, or Alter Special Abilities (Choose):
- Resonance Pulse: +2D to one Force power (1/session)
- Echo Memory: +2D Knowledge/Investigation (1/session)
- Force Surge: One extra action without MAP Drawback:
- Easy Control roll per use
- Failure: Gain 1 Dark Side Point
Treat shards as volatile narrative tools, not stable upgrades.
The Veil Blades trace their origin to a shadowed period of Mandalorian history, long before the formalization of disciplines such as the Blackguard. They are believed to have been created by a figure known only as Kestrel, a name preserved in fragmentary records and spoken with equal parts respect and caution among Sentinel Scholars. Unlike traditional Mandalorian weapon-smiths, Kestrel did not forge for war, but for precision. The blades were designed not for the battlefield, but for singular purpose, to end conflicts before they began by removing those who would cause them.
Their first known wielder was not a warlord, but an operative, a figure who moved between clans during one of Mandalore’s most volatile eras of internal division. This individual, whose true identity has been lost or deliberately erased, used the Veil Blades to carry out a series of targeted eliminations that reshaped the political landscape without ever triggering open war. Leaders vanished, rivals fell without explanation, and entire conflicts dissolved before they could escalate. The effectiveness of these actions gave rise to a quiet but enduring belief that the right strike, delivered unseen, could achieve what armies could not.
Over the centuries, the blades passed between hands, never openly claimed, never formally inherited. Their presence is marked not by lineage, but by absence, gaps in records, sudden shifts in power, and conflicts that ended too cleanly. In many cases, their use is only inferred, pieced together through patterns rather than proof. Mandalorian history contains numerous moments where escalation seemed inevitable, only for key figures to disappear at precisely the moment it would have begun. Among the Sentinels, these events are studied not as legend, but as precedent.
In the present era, the Veil Blades are held under strict oversight, their use limited and heavily debated within the Order. To some, they represent a necessary tool, a means of preventing greater bloodshed through decisive action. To others, they embody a dangerous philosophy, one that places judgment in the hands of the unseen and risks repeating the same cycles of control and secrecy that once fractured Mandalore. Their history offers no clear answer, only a record of outcomes, some stabilizing, others deeply questionable.
Like many relics held by the Sentinels, the Veil Blades do not dictate their own purpose.
They reflect the intent of the one who wields them.
Type: Vibroblade Pair Damage: STR+3D Bonuses:
- +1D Sneak
- +1D Melee Combat (dual use) Special Abilities:
- Perfect Strike: +2D damage from surprise
- Silent Kill: No sound or detectable trace Drawbacks:
- Moderate Willpower per kill
- Failure: -1D Empathy/Persuasion (cumulative)
- 3 Failures: GM may impose lethal compulsion
This relic should tempt players into morally questionable efficiency.
Mandalorian vaults, sometimes referred to as sarcophagi, were highly specialized prison devices developed during the height of the ancient conflicts between Mandalore and the Jedi Order. Designed to contain even powerful Force users, each vault was a tall, coffin-like structure built from reinforced materials and fitted with internal restraints that immobilized the prisoner completely. The occupant was held upright within a molded interior, secured at the limbs and head, with a mechanical gag preventing speech. Though a small viewport allowed visual awareness of the outside world, the vault was fully soundproof, isolating the prisoner from all external communication. Even when opened, a restrained occupant could not escape without assistance, making the device as psychologically oppressive as it was physically secure.
These vaults were the result of necessity. During prolonged wars with the Jedi and later Sith, Mandalorians developed methods not only to fight Force users, but to capture and contain them. The vault represented a shift in strategy, from destruction to control. Rather than executing captured enemies, Mandalorians could imprison them indefinitely, extracting information, preventing martyrdom, or using them as leverage. Despite this practicality, the devices were eventually outlawed during the pacifist reforms of Duchess Satine Kryze, who sought to distance Mandalore from its more brutal traditions. By the end of the Clone Wars, only a single vault remained in use, the one briefly used to contain Darth Maul before its apparent destruction aboard the Tribunal.
In the years following that incident, it was widely believed that the last of the Mandalorian vaults had been lost. However, Sentinel exploration efforts uncovered evidence to the contrary. Several additional vaults were discovered within a hidden installation known as The Keldran Reliquary, an ancient Mandalorian blacksite buried beneath the surface of a fractured moon in the Outer Rim. The facility appears to have functioned as both a storage and research site during the later stages of the Mandalorian-Jedi wars, preserving technologies deemed too dangerous or controversial for general use.
Within the Reliquary, the vaults were found intact but dormant, their systems powered down yet largely functional. Their presence raises difficult questions for the Sentinels. These devices represent one of the most effective means of containing dangerous Force users without immediate execution, but they also embody a philosophy rooted in domination and control. Whether they should be restored, studied, or permanently sealed remains a subject of ongoing debate within the Order.
Type: High-Security Containment Device
Scale: Character
Body Strength: 8D
Armor: +3D Energy, +2D vs Lightsabers Seal Mechanism:
- Very Difficult Security (25)
- Heroic Strength (30) to break
- No internal override Containment Systems:
- Force Suppression: -3D Control/Sense/Alter
- Cannot use powers above Easy
- Auto-fail concentration powers
- Neural Disruption:
-2D to all actions
Max 2 actions/round- Stasis Restraint:
Heroic Strength (30) to move
1 attempt/round Life Support:- Sustains 1 year
- Failure: 1D damage/hour Security:
- +2D Search (monitoring)
- +2D Security difficulty for non-Mandalorians Special Rules:
- Cannot spend or regain Force Points
- Daily Moderate Willpower
- Failure: -1D Perception (cumulative) Weaknesses:
- Ion damage reduces suppression (-1D per hit)
- Below 2D = weakened containment
- Sustained damage risks breach
This is not just a device.
It represents Mandalore at its most extreme.
Relics within a Sentinel campaign should never be treated as simple rewards or equipment upgrades. They are not meant to replace a character’s growth, nor to serve as convenient tools that solve problems outright. Instead, relics function as narrative anchors, objects that shape the direction of a story and introduce weight to player decisions. When a relic appears, it should feel significant, something that alters the tone of the moment and signals that the stakes have changed.
Each relic should act first and foremost as a story driver. Its presence should create movement in the narrative, drawing characters into conflict, discovery, or consequence. A relic might attract attention from rival factions, awaken something long dormant, or reveal truths that complicate the players’ understanding of the situation. The goal is not simply to give players something new to use, but to give them something that demands to be understood, protected, or confronted.
At the same time, relics serve as moral tests. They present opportunities that are rarely clean or without cost. A weapon may offer efficiency at the expense of restraint. A piece of armor may grant power while demanding a certain kind of behavior. Even something as seemingly neutral as a tool or fragment of knowledge can raise questions about whether its use is justified. These moments are where the Sentinels, and the players portraying them, are defined. The question is not whether the relic can be used, but whether it should be.
Relics also function as escalation points within a campaign. Their introduction should raise the tension of a situation, not resolve it. When a relic becomes central to the story, other forces begin to move. Clans may take interest. Enemies may act more aggressively. Internal divisions within the Sentinels may surface. A single relic can transform a localized conflict into something far more complex, expanding the scope of the campaign and forcing players to engage with consequences beyond immediate success or failure.
At the center of every relic is a set of core questions that should remain present throughout its use. Should this object exist in the current era, or was it meant to be lost? If it exists, should it be used, or preserved, or destroyed? And perhaps most importantly, who has the right to make that decision? These questions do not require definitive answers, but they should influence how players approach the relic and the choices they make around it.
In this way, relics become more than objects within the game. They become points of reflection, moments where the players must decide not only what their characters will do, but what they believe the Sentinels are meant to be.
An Introductory Adventure for the Mandalorian Sentinels Star Wars: The Roleplaying Game, Second Edition (D6) Era: 21 ABY
The Hand That Stays is a full introductory adventure for two to six player characters and one gamemaster. It is written to introduce the Mandalorian Sentinels as they are meant to be played: not as wandering guns-for-hire, and not as unquestioning servants of any ruler, but as a disciplined order forced to act inside the narrow space between loyalty and necessity.
The player characters are Sentinels. They are sent to investigate an unauthorized Mandalorian forge operating beyond its legal charter. Their task appears simple — determine what is being built, who is paying for it, and whether the clan in question is preparing open defiance. Once they arrive, however, they find frightened settlers, a proud clan that may be guilty without being treasonous, evidence of offworld supply, a vanished auditor, and an enemy that wants the Sentinels to solve this problem the wrong way.
This adventure is designed to be run in one long session or two medium sessions. It includes:
Players should read no further. What follows is for the gamemaster only. This adventure relies on uncertainty, suspicion, and partial truths. Reading ahead will damage that tension.
To run this adventure, you need:
The adventure assumes the PCs have access to:
Use the standard difficulty scale.
| Difficulty | Number |
|---|---|
| Very Easy | 1-5 |
| Easy | 6-10 |
| Moderate | 11-15 |
| Difficult | 16-20 |
| Very Difficult | 21-30 |
| Heroic | 31+ |
If a player's approach is especially well suited to Sentinel training, reduce a listed difficulty by 3 to 5. If the player creates public humiliation, panic, or needless bloodshed, raise later social difficulties by 5 or more.
Mandalore has been rebuilt, but it has not healed. Under Bo-Katan Kryze, the planet has regained industry, military structure, and something approaching unity. Yet unity on Mandalore has always been a conditional thing. Clans cooperate while watching one another. Settlements accept central authority while keeping private count of every slight and every delay.
The Mandalorian Sentinels were restored to keep those tensions from becoming open conflict. They are investigators, arbiters, and in the last resort executioners of order. Their purpose is not to govern, but to intervene before feuds become wars.
Three months ago, Clan Varad was granted a limited charter to reactivate an old forge complex in the basalt canyons east of Keldabe. The charter permitted the production of agricultural plating, structural metalwork, mining tools, and a modest quantity of defensive arms for frontier security. In practice, the forge has become something else entirely. It is operating day and night. Armor plates, gauntlet launchers, heavy blasters, and military-grade power assemblies are moving through the complex in quantities far too large for local defense.
That would already merit Sentinel attention. The true danger is the source of the materials.
Clan Varad has been receiving refined alloys, power cells, and precision weapons components from an offworld supplier using dead Imperial freight codes. The clan leadership believes it is dealing with anonymous brokers and anti-piracy financiers who want the frontier stabilized. In reality, an Imperial Remnant logistics cell is feeding the forge deliberately. It wants a frightened clan armed beyond reason, a Sentinel response harsh enough to inflame other clans, and a region of Mandalore that begins to believe the old accusation: that "unity" is just another name for control.
Unknown to the clan, one further hand has already touched the situation. A Sentinel known as Kyr Vonn has gone rogue. Vonn believes the Sentinels have become ceremonial and reactive. He thinks Mandalore can only be preserved by acting decisively before evidence becomes certainty. He has not openly joined the Imperials. He despises them. But he has convinced himself that he can use instability to force Mandalore into strength. He has quietly encouraged discontented clans to arm themselves and has arranged introductions between intermediaries who should never have met.
Vall Juridan, leader of the Mandalorian Sentinels, knows only part of this truth. He knows:
Vall therefore assigns the player characters to investigate the matter quietly. They are to learn what is happening, determine whether Clan Varad is acting from fear, ambition, or treason, identify any offworld involvement, and prevent open bloodshed if possible.
You should know the following timeline before play begins.
Six weeks ago: Frontier homesteads in the eastern flats suffered several coordinated raids by fast-moving thieves and raiders. The attacks were real. Clan Varad lost people and equipment.
Five weeks ago: Teren Skir, chief armorer of Clan Varad, began privately arguing that the frontier could not wait for Keldabe, Concordia, or Bo-Katan's bureaucracy to decide whether remote settlements deserved support.
Four weeks ago: An intermediary brought Rhyssa Varad an offer: raw materials, power cells, and machine tooling in exchange for discreet production. Rhyssa accepted, believing she could arm her people first and explain later.
Three weeks ago: Kyr Vonn, working through cut-outs and coded relays, encouraged several local hardliners to see the Sentinels as hesitant meddlers.
Two weeks ago: The first Imperial-coded cargo arrived through the hidden lower berth.
Ten days ago: Two local auditors disappeared. One is dead. One, Asha Fen, is alive and hidden in the forge.
Three days ago: Sorn Vark, the logistics broker managing the supply chain, instructed the forge to increase output and prepare for "initial response conditions."
Today: Vall Juridan sends the PCs.
The player characters are summoned to the Concordia Enclave and briefed by Vall Juridan, leader of the Sentinels. They learn that Clan Varad is operating beyond its legal charter and may be receiving secret offworld support. Vall gives them a single day to learn the truth and contain the situation before heavier authority becomes involved.
The PCs travel to the eastern settlements outside the forge. There they find wounded civilians, frightened laborers, a missing auditor's wrecked speeder, and patrols under orders to keep strangers away from the complex. The locals are armed and defensive, but not yet openly rebellious.
The investigation leads to the Varad Forge Complex. The PCs may attempt diplomacy, infiltration, or direct action. However they enter, they discover that the forge is producing far more weaponry than any local defense effort could justify. The lower tunnels hold proof that the materials are offworld, the accounts are falsified, and the operation is being nudged toward escalation by an outside hand.
The climax comes when the supplier cell arrives or attempts extraction. The PCs must decide whether to save lives, seize proof, preserve the clan, or crush the operation outright. There is no clean victory. A harsh success may damage Mandalore more than a patient compromise. A compassionate compromise may allow future danger to survive.
The adventure ends with Vall Juridan's debrief and the first clear hint that the threat to Mandalore does not come only from outside.
Leader of the Mandalorian Sentinels. Vall is controlled, austere, and deeply wary of simple answers. He does not tell the PCs what conclusion to reach because he wants to know how they will judge the matter for themselves. He should remain a narrative presence, a source of assignments, judgment, and doctrine, not a combat-facing character.
Forge-matron of Clan Varad. Proud, practical, and tired of waiting for distant officials to notice frontier losses. She has done something dangerous and wrong, but not for petty reasons. She can still be reached if the PCs show strength without contempt.
Varad's chief armorer. Teren is the forge's true radical. He believes fear is clarity. He does not think he is a traitor. He thinks he is the only one willing to do what must be done before others lose their nerve.
A settlement medic and reluctant witness. Nela has treated civilians injured during illegal test runs and has seen enough to know the weapons are beyond charter. She wants the violence stopped without her people paying the whole price.
The surviving missing auditor. Asha came close to tracing the supply chain and was captured before she could leave the area. She is bruised, exhausted, angry, and very useful.
A former Imperial quartermaster who now operates as a logistics broker for the Remnant. Sorn is an opportunist, not an ideologue. He sees Mandalore as a system under strain and knows how to add weight in the right place.
A rogue Sentinel and the campaign's looming internal threat. He should not dominate this adventure, but his philosophy should haunt it. Vonn believes hesitation is weakness and balance must be imposed before others act first.
This is not a dungeon crawl in beskar. It should feel like a tense frontier investigation where every conversation might become a duel and every duel might become politics.
Let the players feel that:
The adventure starts in the morning and should conclude by the following night. If the PCs waste time, become trapped in arguments, or repeatedly withdraw to rest, escalate events.
Use the following pressure track:
Hour 1-3: The forge remains nervous but exposed.
Hour 4-6: Records begin moving to the lower tunnels. Patrols double.
Hour 7-9: Teren prepares to destroy evidence if the Sentinels appear close to the truth.
Hour 10+: Sorn Vark either attempts emergency extraction or aborts the berth and sends mercenaries to burn loose ends.
This adventure supports split groups well. If part of the team investigates civilians while another part scouts the forge, cut back and forth sharply. Always stop a scene just before a roll, a confrontation, or a reveal.
Do not let the adventure collapse because the PCs miss a single Search roll. Key evidence can be discovered in more than one place. If they fail to find one clue, move that information elsewhere.
The essential truths are:
The ideal additional truth is:
The PCs are summoned to the Concordia Enclave, briefed by Vall Juridan, and sent east under orders to investigate quietly. This episode establishes the stakes, gives the players their first agency, and sets the tone for the whole adventure.
Concordia's stone halls swallow sound until even armored footsteps seem distant. Rows of damaged helmets and blackened plates hang in alcoves cut into the old rock, each marked with a clan sigil and a date of death. Torchlight and monitor glow move across them in alternating warmth and cold.
At the far end of the chamber stands Vall Juridan, leader of the Sentinels. His helmet rests beneath one arm. His expression is unreadable except for the fact that he does not appear surprised to see any of you.
"A forge has begun making weapons it was not permitted to make," he says. "A clan claims fear. An unknown supplier claims generosity. Both are lying, though perhaps not about the same thing."
Vall lets the silence settle before finishing.
"You will go quietly. Learn what is being built, who is funding it, and whether Mandalorian blood must answer for it. Do not begin a war in the act of preventing one."
Vall lays out the known facts:
If the PCs ask direct questions, use the following responses.
Why are we being sent instead of a full Sentinel detachment?
Vall replies:
"Because a full detachment is a statement. I need answers before I make one."
Do we have arrest authority?
Vall replies:
"If you can establish criminal intent, yes. If all you have is suspicion and superior firepower, then no."
Does Bo-Katan know more than she is saying?
Vall replies:
"She knows enough to become involved if this fails. That is precisely what I would prefer to avoid until we know whether Clan Varad is desperate, ambitious, or compromised."
What do you think is really happening?
Vall replies:
"I think frightened people make poor allies for patient enemies."
Before departure, the PCs may access Sentinel records, forge documents, and transit logs. Let each player take one meaningful preparation action.
Possible actions include:
Use the following results.
Forge Charter
A Moderate bureaucracy or scholar roll reveals the charter explicitly limits heavy arms production. It also notes that the lower tunnels were deemed unsafe and sealed after the Imperial occupation.
Clan Record
An Easy investigation or scholar roll reveals Clan Varad is not known for sedition. It is known for surviving without asking permission.
Missing Auditors
A Moderate investigation roll reveals the auditors' last filed note: ore source inconsistent with local extraction. A Difficult communications roll recovers part of a transmission burst containing the phrase: "The ore is wrong. Someone is using old military dep-"
Requisition Gear
A Moderate command or bargain roll gets one useful item of the player's choice: portable scanner, breaching charges, advanced medpac, encrypted field beacon, or forged labor tags. A failure means the item is unavailable, not forbidden.
Local Liaison
An Easy communications roll reaches a low-level Sentinel contact in the east who reports only this: "The locals are not acting like rebels. They are acting like people waiting for someone else to accuse them first."
Before the PCs leave, Vall stops them with one last statement.
"Do not confuse speed with decisiveness. And do not confuse restraint with mercy. Sometimes restraint is simply the slower way to fail."
This line matters. Vall is not telling them to be gentle. He is telling them to be correct.
The PCs leave in a Sentinel patrol shuttle. Travel to the eastern flats takes a few hours and gives them time to discuss approach. If you want a small atmospheric transition, read:
Mandalore rolls beneath your shuttle in long stretches of scarred stone, ash plains, and hard red light. The rebuilt world looks whole from altitude. As you angle east, that illusion thins. Settlements become sparse, roads become scars, and smoke begins to rise from one canyon too steadily to be natural.
The PCs arrive in the eastern settlements near the forge. Here they find the human cost of the operation, the first hard evidence of outside supply, and a population that wants protection but does not trust intervention. This episode is the investigative spine of the adventure.
The eastern flats are a land of black rock and red dust. Low buildings crouch behind windbreak walls. Water condensers creak in the constant dry gusts. Far beyond the settlement, a stepped basalt canyon rises like a broken jaw, and from somewhere inside it thick smoke climbs into the pale sky in measured columns.
People look at your shuttle, then away, then back again. Nobody runs to greet you. Nobody relaxes.
The settlement is not one village but a loose cluster of homes, sheds, clinics, machine yards, and meeting grounds within sight of the approach road to the forge.
The key locations are:
The PCs may visit them in any order.
The clinic is a long prefabricated structure reinforced with Mandalorian salvage plating. Nela has three injured patients inside: one laborer burned across the chest, one teenage runner with shrapnel in the thigh, and one older mechanic suffering lung damage from a test-fire accident.
The clinic smells of antiseptic, hot metal, and dust. Improvised cots line the walls. Cooling units struggle against the day heat. A dark-haired woman in a stained work apron looks up from sealing a bandage and fixes you with the expression of someone too tired to be intimidated properly.
"If you are here to ask who shot whom, wait until I stop one of them from dying first."
Nela does not dislike the Sentinels, but she expects them to make the local situation worse unless they prove otherwise.
If treated with respect, she softens quickly. If treated like a subordinate, she becomes guarded and gives only partial answers.
Nela can provide the following information without a roll if the PCs earn her trust:
If the PCs ask whether Varad intends rebellion, Nela says:
"If you mean banners, speeches, and shooting at Keldabe? No. If you mean people deciding they trust their own guns more than distant authority? That started already."
A Moderate persuasion, command, or empathy-style roleplay scene gets Nela to reveal one more critical detail: a wounded laborer mentioned that "the real cargo" never enters through the upper yard and that the lower lift only moves after midnight.
If the PCs spend much time here, two Varad patrol members arrive to "check on the injured." In truth they are making sure nobody talks.
Read:
Two armored clan soldiers enter without removing their helmets. Their rifles are slung, but not casually. One glances at the patients, then at Nela, then at you.
"Forge-matron's concern," she says. "We heard there were outsiders asking questions."
This need not become combat. Let the PCs handle it as they choose.
If they calmly push the patrol out, Nela becomes an ally.
If they humiliate or assault the patrol publicly, word spreads fast. Add +5 to later diplomatic difficulties with Clan Varad.
A maintenance yard sits half a kilometer from the clinic. One speeder lies there under a tarp and several hastily dumped scrap sheets. This is one of the missing auditors' vehicles.
The yard is all hardpan, broken loaders, stripped engine housings, and old slag bins. Wind pushes dust through the gaps in the fencing. Under a heat-stiff tarp lies the melted hulk of a civilian speeder. Someone tried to make it look like junk. Someone else failed.
Searching the site yields the following.
Easy Search: the speeder was deliberately cut, not simply wrecked.
Moderate Search: traces of military-grade plasma cutting and a blaster scoring pattern designed to destroy components, not kill passengers.
Difficult Technical or Search: a snapped data wafer hidden behind the rear coolant housing.
If repaired with a Moderate technical roll, the wafer reveals:
VX-113berth access — lowerauthority: VarkIf the roll fails, the PCs still recover the name Vark. Do not make this clue disappear.
A young mechanic named Besh saw the speeder dragged here. He is hiding in a nearby storage tank, convinced that speaking will get him killed.
If coaxed out, he says:
"They didn't kill the auditors here. They brought the speeder back empty. I know that much because one of the guards kept cursing about blood in the seats."
This confirms at least one missing auditor lived after capture.
This is a circular stone meeting place marked by old clan sigils and carved oath lines. It serves as neutral ground for disputes and trade arrangements.
Kavos Dral, an elder with no patience for central authority, may be found here.
The Well of Oaths is not a well at all, but a ring of black stone carved with older clan marks and old promises half-worn by wind. An elderly Mandalorian sits on the rim with a walking cane across his knees, helmet beside him, watching the forge smoke as if it had personally offended him.
Kavos opens hostile, not because he hates the Sentinels, but because he expects to be managed.
"If you came to remind us the center knows best, save your breath. The center always knows best from very far away."
Kavos responds to candor. Reduce the social difficulty by one level if the PCs acknowledge the frontier raids or admit the center has been slow.
With a Moderate persuasion or command roll, Kavos shares:
If the PCs do especially well, Kavos adds:
"Rhyssa still thinks this can be turned back into something respectable. Teren does not."
No matter which locations the PCs visit first, four Varad patrol members should eventually confront them near the road to the forge.
Four armored figures come out of the dust with rifles low and ready. Their approach is disciplined, but not polished. These are not ceremonial guards. They are tired people carrying live weapons and orders they are not sure they agree with.
Their leader stops a few meters away.
"This territory is under Varad protection," she says. "You can visit homes. You can buy water. You do not approach the forge without invitation."
If the PCs identify themselves as Sentinels:
"Then act like Sentinels and prevent panic. Don't bring it."
If the PCs claim to be inspectors, traders, or surveyors:
"Then your manifests had better exist."
If the PCs press for their legal right to proceed:
"Rights are easy to recite from a shuttle. Harder from a grave."
If the PCs insult Clan Varad:
"Say that at the gate. Say it with your helmet off."
Calm Resolution: With a Moderate persuasion roll, the patrol escorts the PCs to the outer gate instead of barring them outright.
Successful Bluff: With a Difficult con or bureaucracy roll, the patrol gives them temporary passage papers and sends one scout ahead.
Show of Force: If the PCs openly threaten or manhandle the patrol, the patrol falls back and reports ahead. Security at the forge rises immediately.
Open Combat: If combat breaks out here, do not make the patrol suicidal. Two fight while two withdraw to warn the forge.
By the time the players leave the settlement, they should have enough to believe:
Vark mattersIf they do not have those truths yet, place them in the next scene through conversation, observation, or captured documents.
The PCs reach the Varad Forge Complex and choose how to deal with it. This is the core branching point of the adventure. The module supports three main approaches:
The players may start with one and slide into another, but their initial choice shapes how much trust they have, how much evidence remains intact, and how much blood is spilled before the truth is exposed.
Picture the forge as a stepped industrial fortress carved into a narrow basalt canyon.
Upper Level: gate, cargo yard, patrol towers, smelter stacks, machine bays
Mid Level: command mezzanine, workers' break hall, armory cages, freight lift
Lower Level: sealed Imperial-era tunnels, audit lockup, hidden berth, illegal storage and assembly chamber
Heat, noise, and industrial clutter make perception difficult and cover abundant.
Read when the PCs first see it clearly:
The canyon opens around a structure that is part foundry, part fortress. New durasteel plating has been bolted onto old stonework. Smelter smoke pours from reinforced stacks. Cargo cranes crawl across upper rails. Patrols move along catwalks with the stiff rhythm of people told to expect trouble and disappointed that trouble has not arrived yet.
This is not a rebel camp. It is not a military base. It is something more dangerous: a place trying to become both faster than anyone can stop it.
If the PCs arrive without firing on the patrols and without flashing authority too aggressively, Rhyssa Varad agrees to meet them.
Read:
The gate doors part just enough to admit one figure. She steps through in dark, forge-scarred armor with her helmet clipped to her belt. Soot marks stain her vambraces. She looks less like a politician than a woman who has not slept properly in days.
"I am Rhyssa Varad," she says. "If you came to accuse me, do it plainly. If you came to listen, enter."
Rhyssa brings the PCs to a hot, noisy meeting alcove overlooking the assembly floor.
Rhyssa is not going to lie about everything. She knows that transparent lies waste time.
Her core argument is:
If asked why production exceeds the charter, she says:
"Because the charter was written by people who do not live here."
If asked whether she verified the supplier, she says:
"I verified that the crates arrived, the cells worked, and the settlements stopped begging for scraps."
If asked whether she understands the danger of taking outside support, she says:
"Do not lecture me about danger from the safety of sanctioned delay."
Treat the meeting as a layered negotiation, not one roll.
The PCs must do three things to make real progress:
Each strong argument or successful skill use gets them one step closer. Each contemptuous statement, open threat, or obvious political grandstanding pushes Rhyssa back toward refusal.
Useful skills:
At the point where Rhyssa begins to consider cooperation, Teren Skir enters.
Read:
A broad-shouldered man in an armored work harness strides into the alcove without waiting for permission. Heat follows him in from the forge floor. He wipes metal grit from one hand and gives the PCs a look usually reserved for equipment failures.
"You are entertaining them," he says to Rhyssa. Then, to the PCs: "If you came to count crates, count from outside the walls."
Teren changes the temperature of the room. He pushes hard for defiance without openly calling for violence.
If the PCs challenge him, he responds:
"You arrive late, armed, and offended. That is not investigation. That is appetite."
The PCs can gain escorted access to the forge if they:
Possible arguments that work:
If they succeed, Rhyssa grants a supervised tour. If they fail, she orders them out and the adventure must continue through infiltration or force.
During the tour, the PCs see enough to confirm overproduction:
Let players ask questions. Workers avoid eye contact. Guards watch too carefully. One frightened laborer nearly says something before Teren glares him silent.
Moderate Perception: the power cells are manufactured to old Imperial tolerances.
Moderate Technical: several gauntlet launchers use precision fittings not available through legal local channels.
Difficult Search or Investigation: fresh weld marks around the lower freight lift suggest recent repeated access through what should be a sealed section.
If the players try to break away from the tour, seize workers, or access the lower lift without cause, Rhyssa feels betrayed and the diplomacy path collapses. She orders them escorted out. Teren begins moving evidence immediately.
The PCs may choose to slip into the forge if diplomacy fails or if they prefer covert action from the start.
Possible routes:
Let the players choose. Use these baseline difficulties:
Inside the forge, everything glows. Heat pulses through the walls. Molten channels cut orange seams across the floor. Presses hammer rhythmically enough to hide footfalls if you move with them. Overhead cranes drag unfinished plates and weapon housings through showers of sparks. The whole complex feels less like a workplace than the interior of some mechanical beast chewing metal into war.
Use the following areas as the core stealth sequence.
Workers in filtered masks haul ore bins and component racks. A failed roll here should create near-discovery, not immediate combat. A worker asks for identification, a guard rounds a corner, or a crane operator spots movement through heat haze.
This reinforced side room holds seized equipment and, currently, Asha Fen. The surviving auditor is zip-bound, bruised, and dehydrated, but alive.
If the PCs reach her, read:
The lockup smells of machine oil and dried blood. In the far corner, half-hidden behind disassembled loader parts, a woman in torn audit gear lifts her head against the light and squints at you as if she has stopped expecting rescue and started preparing insults instead.
Asha's first line should be:
"If you are here to threaten me, at least do it after water."
Once revived, Asha tells them:
Vark appears repeatedlyMost important of all, Asha says:
"Varad is being used. They think they are buying time. They are buying someone else's crisis."
A side office contains transactional records. The books are not openly labeled "illegal weapon conspiracy," but they are enough to prove unauthorized production and coded offworld payments.
Moderate Investigation: the quantities exceed charter by several multiples.
Difficult Bureaucracy or Value: shell accounts routed through supply fronts tied to Vark Logistics.
Very Difficult Search: a coded fragment referencing "initial response conditions."
This is the transition into Episode Four. If the PCs reach it unseen, they can descend before alarms spread. If they trigger security first, they must force it or find another way down.
If an infiltration roll fails by a small amount, use tension:
If a roll fails by 10 or more, alarms begin in the upper forge. The lower tunnels are still reachable, but Teren starts preparing destruction charges and Rhyssa assumes the Sentinels came in bad faith.
If the PCs come in openly armed, refuse all challenge, or attack the patrols, the forge responds with force.
Read:
Sirens cut across the canyon. Blast shutters slam over the upper windows. Workers scatter for cover while armored guards rush to firing points above the yard. Somewhere over external speakers, a voice barks for everyone to stand clear of the loading lanes.
Then another voice, amplified and furious:
"Sentinels! Stand down and identify your terms, or this becomes a siege!"
This should not feel like a slaughterhouse unless the PCs insist on making it one. Most Varad defenders are willing to fight but not eager to die for Teren's escalation.
Use the following battlefield features:
Do not run this as "kill every guard." The real objectives are:
If the PCs win the yard cleanly, incapacitate a few guards without atrocities, and demonstrate control, Rhyssa orders a halt before the battle becomes a massacre.
Read:
A shot cracks from above, not at you but across the yard. Every Varad defender freezes. On the command balcony stands Rhyssa Varad, one gauntleted hand raised.
"Enough!" she shouts. "This is still my forge. If you want truth, stop killing each other long enough to find it."
This gives combat-oriented groups a chance to re-enter the story without reducing everything to corpses.
If they use explosives in crowded work areas, kill surrendering defenders, or ignore workers in the crossfire, then even if they win, Clan Varad becomes a permanent enemy and Vall's debrief grows much colder.
However the PCs reach the lower level, this episode is where the adventure stops being suspicion and becomes truth. The lower chambers reveal the scale of the illegal production, the offworld supply chain, and the fact that someone is steering the crisis toward a larger collapse.
Read:
The lower tunnels are colder than the forge above, but only because they are not alive with open flame. Old Imperial support struts cut through the basalt. Utility lights flicker in uneven strips. New cargo rails have been bolted into old tunnel grooves. This part of the complex was supposed to be dead. It has been very busy.
This chamber contains rows of completed and half-completed gear:
Read:
The chamber opens wide and ugly. Crates line the walls in perfect rows. Suspended racks hold finished armor plates and gauntlet shells. On the floor, weapon assemblies sit in quantities no frightened frontier clan could justify honestly. Every instinct says the same thing: this is not emergency defense work anymore. This is mobilization.
Any player with basic common sense now knows the forge is beyond charter.
A still-active console shows a recent message. The exact wording can be read aloud:
VARAD OUTPUT ACCEPTABLE. CONTINUE ESCALATION. NEXT CONTACT AFTER INITIAL RESPONSE.
This proves intentional manipulation. If the PCs record or secure this, they now have powerful leverage with Rhyssa.
A locked crate or secure data trunk contains:
Vark LogisticsModerate Security or Technical: open the crate.
Difficult Bureaucracy or Scholar: understand that the routing conventions derive from old Imperial logistics structures.
Very Difficult Investigation: a separate notation hints that "the intermediary remains aligned with doctrine." This is the earliest sign of Kyr Vonn.
Once the truth is visible, bring the key NPCs together if they are not already present.
This scene works best with Rhyssa, Teren, and the PCs all present among the crates and screens.
If the PCs treated her with respect, she is shaken and furious.
"I asked for metal," she says, staring at the records. "Not this."
If the PCs deceived her, she is defensive.
"Convenient," she says. "You come in secret, then produce evidence no one else has seen."
If the PCs assaulted the forge, she assumes this revelation is part of the seizure.
"You wanted a pretext and found one."
Teren does not crumble. He doubles down.
"So the source is filthy. The need isn't. You think the frontier becomes safer because the credits came through Imperial ghosts? The raiders still come. The dead still stay dead."
If accused of betrayal:
"I betrayed hesitation."
This is the moment to show that Teren is not a cackling traitor. He is a dangerous fanatic of urgency.
Among the crates is a manifest showing some of the next shipment is marked for three remote homesteads that truly are under threat. If the PCs confiscate everything, those settlements will remain exposed. If they release any weapons, they tacitly preserve part of an illegal pipeline.
Do not answer this for them. Let the room breathe.
If the players seem uncertain what the dilemma is, state it plainly through Asha or Rhyssa.
Possible line from Rhyssa:
"You can seize all of it and call yourselves clean. Then when the next raid comes, explain to the widows why legality was better armed than they were."
The supply chain reacts. Either because the PCs were too slow, because Teren signals for extraction, or because Sorn Vark arrives on schedule, the canyon berth becomes the site of the final confrontation.
This scene should feel fast, decisive, and unstable. The players should have too many priorities:
Use the version that fits the path of play.
If the PCs used diplomacy: Sorn arrives believing the forge remains intact and discovers the crisis in real time.
If the PCs infiltrated: Teren secretly signals the berth, hoping to save the records or himself.
If the PCs used direct action: Sorn aborts routine unloading and attempts emergency extraction while mercenaries cover the berth.
Read:
A low engine whine rolls through the lower canyon, deepening into a repulsor roar that rattles dust from the tunnel supports. Blue-white light washes across the berth walls as a compact matte-hulled freight shuttle descends between the basalt faces.
Side hatches crack open before the landing skids even settle. Black-armored mercenaries spill out first, weapons up. Then a narrow-faced man in a coat without insignia steps onto the ramp, takes one look at the room, and exhales through his nose like a disappointed administrator.
"So," he says, "someone finally asked where the metal came from."
Sorn is clever enough to adapt instantly. He does not posture unless he thinks it will buy time.
He opens with negotiation if the PCs have the upper hand:
"Take the clan. Take the forge. Call it justice. All I need is my shuttle and ten minutes. You can tell yourselves you contained the problem."
If the PCs ask why the Remnant cares, he says:
"Because Mandalore does not need conquering. It only needs pressure applied where pride and fear already meet."
If asked who introduced him to the clan:
"You are asking a more interesting question than the one you came here with."
Sorn will not name Kyr Vonn plainly unless cornered and desperate. Even then, he speaks in implication:
"One of your own understood that fear is a useful fuel."
Choose one or combine several elements:
Mercenaries use cargo clamps, refueling lines, and loading racks as cover. Sorn tries to purge his data core while retreating toward the shuttle.
Complications:
If Sorn escapes the berth, the PCs can pursue by jetpack, patrol shuttle, or speeder. Run this as a short cinematic sequence through basalt narrows and smoke plumes. Use vehicle obstacles:
If Rhyssa turns on Teren while the PCs engage Sorn, the scene becomes a chaotic triangle:
This is a good option if you want the climax to emphasize how near the clan already was to internal fracture.
Kyr Vonn should not dominate the ending, but he may appear briefly. Use him if you want a stronger campaign hook.
Possible appearances:
If he speaks directly, use:
"You still think balance is what remains after everyone else acts. It is not. Balance is what must be imposed before cowards and opportunists tear a people apart."
Then he is gone. He is not the boss fight of this module.
The PCs need not capture everyone to succeed. The ending depends on what they preserve.
Best Case: Sorn is captured alive, the records are secured, and Rhyssa is convinced she was manipulated.
Strong Case: Sorn dies or escapes, but the records are recovered and the clan stands down.
Messy Case: the records are partially destroyed, Teren escapes or is killed, and the clan is split.
Dark Case: the berth burns, the proof is thin, and everyone leaves with their own version of what happened.
No matter how the climax ends, the PCs report to Vall Juridan.
Concordia feels colder on the return.
Vall Juridan stands where he stood before, except now he listens instead of instructs. He does not interrupt. He does not pace. He lets the report reach its full shape before he answers.
At last he says, "You were sent to stop a forge from becoming a war. Tell me whether you did that, or merely changed who would start it."
Vall's response depends on the PCs' conduct.
If they secured the truth and prevented unnecessary bloodshed:
"Good. You found the wound before the fever convinced itself it was strength."
If they solved the problem brutally:
"You were effective. That is not the same as being correct. Mandalore will live with the distinction."
If they preserved civilians but lost proof:
"Then you protected the people and not the case. There are worse failures."
If they caused a massacre or acted without discipline:
"You answered instability with spectacle. That is an old Mandalorian mistake. We survive it less well each time."
If the PCs present evidence of external manipulation, Vall confirms that the matter will not remain local. He orders quiet audits of other charters and begins preparing the Sentinels for a wider investigation.
If the PCs recovered hints about a Sentinel intermediary, Vall does not react visibly at first. Then:
"That possibility is not one I was hoping to earn today."
He does not say Kyr Vonn's name unless the PCs already have reason to suspect it.
If they expose the supplier, prevent the forge from hardening into open defiance, and avoid publicly humiliating Rhyssa, Clan Varad becomes a wary but useful ally.
Rhyssa accepts Sentinel oversight rather than seizure.
Reward:
If they seize the complex by force, confiscate all output, and arrest or kill the leadership, the immediate threat ends. But rumors spread that the Sentinels came east looking for an excuse to break a clan.
Reward:
If Sorn escapes with some or all of the records, the PCs may still stop the local crisis, but the larger conspiracy remains active and better informed.
Reward:
If the forge erupts into massacre, the proof burns, and the region collapses into open hostility, Vall is forced to bring in heavier authority. Bo-Katan's administration intervenes, and the Sentinels lose the option of solving the next phase quietly.
This is a failure, but not a campaign dead end. It is simply the harsher path forward.
This introductory adventure is meant to launch the broader campaign.
Use one or more of the following hooks:
Rhyssa responds to courage, competence, and respect. She hardens instantly when treated as an ignorant provincial.
Rhyssa Varad, Forge-Matron
DEXTERITY 3D
Blaster 4D+1, dodge 4D, melee combat 4D+2
KNOWLEDGE 3D
Intimidation 4D+1, value 4D, willpower 5D
MECHANICAL 2D+2
Jetpack operation 4D
PERCEPTION 3D+2
Bargain 4D+1, command 5D, persuasion 4D
STRENGTH 3D+2
Brawling 4D+1, stamina 5D
TECHNICAL 4D
Armor repair 6D, weapons repair 5D+2
Move: 10
Equipment: Heavy blaster pistol (5D), vambrace dart launcher (4D), Mandalorian armor (+2D physical, +1D energy), forge codes
Teren sounds like a man who has already accepted every cost except being told he was wrong.
Teren Skir, Chief Armorer
DEXTERITY 3D+1
Blaster 4D+2, dodge 4D+1
KNOWLEDGE 3D
Intimidation 4D, tactics 4D+1, willpower 4D+2
MECHANICAL 2D
PERCEPTION 3D
Command 3D+2, search 4D
STRENGTH 3D+1
Brawling 4D
TECHNICAL 4D+2
Demolitions 5D, security 4D+2, weapons repair 6D
Move: 10
Equipment: Blaster carbine (5D), armored work harness (+1D physical), remote detonator set, tool kit
Nela is blunt because she is busy. She will tell the truth to anyone who seems willing to carry it.
Nela Varn, Settlement Medic
DEXTERITY 2D+2
Dodge 3D+1
KNOWLEDGE 3D+1
Scholar: local settlements 4D, willpower 4D
MECHANICAL 2D
PERCEPTION 3D+2
Persuasion 4D, search 3D+2
STRENGTH 2D+2
TECHNICAL 4D+1
First aid 6D, medicine 5D+2
Move: 10
Equipment: Medpac, clinic supplies, witness notes
Asha is angry at being ignored before she disappeared and even angrier at being right.
Asha Fen, Auditor
DEXTERITY 2D+2
Dodge 3D
KNOWLEDGE 4D
Bureaucracy 5D+1, investigation 5D, value 4D+2, willpower 4D
MECHANICAL 2D
PERCEPTION 3D+1
Persuasion 4D, search 4D+1
STRENGTH 2D+1
TECHNICAL 3D+2
Computer programming/repair 4D, security 4D
Move: 10
Equipment: Damaged datapad, broken binders, encoded audit notes
Sorn is always calculating whether honesty, misdirection, or surrender will purchase the best surviving position.
Sorn Vark, Remnant Logistics Broker
DEXTERITY 3D
Blaster 4D+2, dodge 4D+1
KNOWLEDGE 4D
Bureaucracy 5D+1, scholar: Imperial supply systems 6D, tactics 4D+2, value 5D
MECHANICAL 2D+2
Repulsorlift operation 4D
PERCEPTION 4D
Bargain 5D+2, command 4D+2, con 5D+1, persuasion 5D
STRENGTH 2D+2
TECHNICAL 3D+2
Computer programming/repair 4D+2, security 4D+1
Move: 10
Equipment: Hold-out blaster (3D), armored coat (+1D physical), code cylinder, encrypted data core
Vonn sounds disciplined, rational, and persuasive. He is most dangerous when he appears to be making sense.
Kyr Vonn, Rogue Sentinel
DEXTERITY 4D
Blaster 6D, dodge 6D+1, melee combat 6D, melee parry 6D+2
KNOWLEDGE 3D+2
Intimidation 5D, tactics 5D+1, willpower 5D+2
MECHANICAL 3D+1
Jetpack operation 5D+2, sensors 4D+1
PERCEPTION 4D
Command 5D, investigation 5D, persuasion 4D+2, sneak 5D+1
STRENGTH 3D+2
Brawling 5D, stamina 5D+1
TECHNICAL 3D
Demolitions 4D+2, security 4D+2
Move: 10
Equipment: Heavy blaster pistol (5D), beskad (STR+3D), Mandalorian armor (+2D physical, +1D energy), advanced jetpack, slicer spike
Clan Varad's patrols are competent frontier security troops rather than elite soldiers. They are tense, tired, and more defensive than fanatical.
Varad Patrol Member
DEXTERITY 3D
Blaster carbine 4D+1, dodge 4D
KNOWLEDGE 2D+2
Survival 3D+2
MECHANICAL 2D+2
Jetpack operation 3D+2
PERCEPTION 3D
Search 3D+2
STRENGTH 3D+1
Brawling 4D
TECHNICAL 2D
Move: 10
Equipment: Blaster carbine (5D), combat knife (STR+1D), partial Mandalorian armor (+1D+2 physical, +1D energy), comlink
Forge guards are workers turned internal security, equipped well enough to hold the yard and delay intruders.
Forge Guard
DEXTERITY 3D+1
Blaster 4D+2, dodge 4D+1, grenade 4D
KNOWLEDGE 2D+1
MECHANICAL 2D
PERCEPTION 2D+2
Search 3D+1
STRENGTH 3D+2
Brawling 4D+1
TECHNICAL 2D+1
Security 3D+2
Move: 10
Equipment: Heavy blaster pistol (5D), stun grenade (4D stun), armored vest and helmet (+1D physical, +1D energy)
Remnant mercenaries are disciplined enough to execute an extraction under fire and ruthless enough to burn evidence if ordered.
Remnant Mercenary
DEXTERITY 3D+2
Blaster 5D, dodge 4D+2, missile weapons 4D
KNOWLEDGE 2D+2
Tactics 3D+1
MECHANICAL 2D+2
Repulsorlift operation 3D+2
PERCEPTION 3D
Search 4D
STRENGTH 3D+1
Brawling 4D
TECHNICAL 2D+1
Demolitions 3D+1
Move: 10
Equipment: Blaster rifle (5D), vibroknife (STR+2D), armored vacuum suit (+1D+2 physical, +1D energy), comlink
Frontier raiders are fast-moving scavengers and thieves, dangerous in motion but not built for a stand-up fight against Sentinels.
Frontier Raider
DEXTERITY 3D
Blaster 4D, dodge 3D+2
KNOWLEDGE 2D+1
Survival 4D
MECHANICAL 2D+1
Beast riding 3D+2
PERCEPTION 2D+2
Sneak 3D+2
STRENGTH 3D+1
Brawling 4D
TECHNICAL 1D+2
Move: 10
Equipment: Sporting blaster (4D), scavenged armor (+1D physical), macrobinoculars
The Sentinels use a compact patrol shuttle suited for rapid response, investigation, and limited extraction work.
Sentinel Patrol Shuttle
Craft: Modified Mandalorian patrol shuttle
Type: Light transport
Scale: Starfighter
Crew: 2, gunners 1; skeleton 1/+10
Passengers: 8
Cargo Capacity: 40 metric tons
Consumables: 1 week
Hyperdrive Multiplier: x2
Nav Computer: Yes
Space: 5
Atmosphere: 350; 1,000 kmh
Hull: 4D
Shields: 1D
Sensors:
Passive: 15/0D
Scan: 30/1D
Search: 60/2D
Focus: 3/3D
Weapons:
Twin Laser Cannon: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D
Vark's shuttle is built to look anonymous, carry illicit cargo, and leave quickly once a deal turns sour.
Vark's Freight Shuttle
Craft: Refit cargo shuttle
Type: Smuggling and courier shuttle
Scale: Starfighter
Crew: 1, co-pilot 1
Passengers: 6
Cargo Capacity: 65 metric tons
Consumables: 5 days
Hyperdrive Multiplier: x2
Nav Computer: Yes
Space: 4
Atmosphere: 295; 850 kmh
Hull: 3D+2
Shields: 1D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 50/2D
Focus: 2/2D
Weapons:
Light Repeating Blaster: Fire Arc: Front; Skill: Vehicle blasters; Fire Control: 1D; Atmosphere Range: 50-100/300/700 m; Damage: 4D
Do not end this adventure by telling the players who was right.
Ask instead:
The answers to those questions are the real beginning of the campaign.
The Mandalorian Sentinels are designed to be more than a faction, they are a framework through which a campaign can explore some of the most complex themes in the Star Wars galaxy. This sourcebook can be used in a variety of ways, depending on the needs of the gamemaster and players. The Sentinels may serve as a player organization, placing the group directly within the Order and its internal conflicts, or as a powerful external force whose actions shape the course of events around them. They can be allies, adversaries, or something far less defined, operating in the uncertain space between.
For campaigns centered on Mandalore, the Sentinels can provide a means of engaging with the planet beyond clan politics and warfare. They allow players to navigate disputes, uncover hidden threats, and make decisions that carry lasting consequences for the stability of the system. Through the structure of ranks, disciplines, and enclaves, gamemasters have the tools to create missions that range from covert operations and diplomatic negotiations to open conflict and moral judgment. The inclusion of relics and Force-sensitive elements further expands the scope, tying Mandalorian history to the wider mysteries of the galaxy.
Beyond Mandalore, the Sentinels offer a bridge between worlds. Their independence allows them to operate across the galaxy, making them suitable for campaigns that move between the Unknown Regions, New Republic space, and Imperial Remnant territory. Whether investigating emerging threats, recovering dangerous artifacts, or confronting the consequences of past decisions, the Sentinels provide a consistent narrative anchor that can adapt to nearly any setting.
Ultimately, this sourcebook is a tool for telling stories about balance, responsibility, and consequence. The Sentinels are not meant to provide easy answers. They exist to ask difficult questions, about loyalty, authority, and the cost of doing what is necessary. How those questions are answered is left to the players and the gamemaster.
And in that answer, Mandalore’s future will be decided.