With the inclusion of Dathomir into the Hapan Consortium, a large number of Hapan technological and civic advisors have worked with the Dathomir peoples to bring their world up to the level of technology that they are comfortable with. While the majority of the clans have chosen to make only modest improvements in the level of technology in their life (mostly in medicine, agriculture and power production), they have all advanced their military abilities. One of the more prestigous units is the 1st Dathomir Guard, which is a unit made up of representatives of all of the clans.
The Guards are a battalion-sized "cavalry" unit, even though it's role call is twice what one would expect. It is partially made up of women who are not capable of wielding the power of the Witches, but who are skilled warriors. The other half of the unit is composed of the brightest volunteer rancors. (Basically, if they can understand the concept of a "volunteer", they can get in.)
The women are equipped with light weapons (blasters, rifles and vibroblades). One thing that has surprised many is that the rancors also have guns- over-sized blaster rifles and rocket launchers to be exact, which were made by the Hapans. (Allegedly, the prototypes of these huge shoulder arms were found in a captured Imperial R&D facility. The Hapans have refused to comment.) These weapons are heavily reinforced, because the rancors have tendency to want to use them like clubs when an enemy is close. There are light armoured vests available for the rancors, but they refuse to wear them. Something about them being too restrictive.
As it currently stands, there is company of the Guards assigned to the New Republic as part of the Hapan's force commitment obligations. The second company is assigned (along with a small number of rebuilt bulk freighters with Hapan pilots for tranports) with protecting Dathomir from predations by the remnants of Zsinj's forces seeking revenge. The final platoon is in the Hapan Cluster, where they primarily do honor guard details, and are used to prove that the people of Dathomir and the New Republic are not backward savages and brigands, as has been accused by certain members of the Hapan Royal Family who are dissatisfied with the Chume'da's beloved. It believed that the people of Dathomir are currently trying to assemble a second battalion. In the few actions where they have seen combat, they have shown themselves to be a devastatingly effective combat unit.
Addendum/Personal
Gen. Crix Madine
The Dathomir Gaurds show a great deal of potential, notably
in urban and grassland enviroments. Unfortunately, a number of units have
experessed concern about the rancors' temperment. This stems from an unfortunate
incident where an intoxicated trooper from another unit was harrassing
one of the ladies, and her combat partner "reprimanded" the young man.
We have since had to construct a "sensativity and restraint" course for
the rancors, particularly concerning the eating of the enemy."
Rancor Riders of the 1st Dathomir Guards
Type: typical human member of human-rancor combat
team
DEXTERITY 3D+2
Blaster 6D
Brawling Parry 5D
Dodge 6D+2
Melee Combat 5D
Melee Parry 4D
Running 4D+2
KNOWLEDGE 2D+2
Languages: Rancor 7D
Languages: Basic 3D+1
Languages: Hapan 3D+1
Intimidation 4D
Survival 6D
Tactics: human-rancor combat teams 3D
Willpower 5D
MECHANICAL 2D+1
Beast Riding 4D: Rancors 8D
Beast Handling 3D+2
PERCEPTION 3D+2
Command 4D+2: Rancors 6D+1
Hide 6D
Search 5D+2
Sneak 5D
STRENGTH 3D+2
Brawling 5D+1
Climbing/Jumping 4D+1
Stamina 5D
TECHNICAL 2D
Armour Repair 3D
Blaster Repair 3D: Rancor rifle 3D+2
First Aid 3D: Rancors 3D+2
Missle Weapons Repair: Rancor rockets 3D
Primitive Construction 3D
Move: 10
Force Points: 1-3
Character Points: 3-10
Equipment:
blaster pistol (4D)
blaster rifle (5D)
knife (STR+2)
vibroblade (STR+2D)
survival kit
helm (+2 physical/energy)
Rancor of the 1st Dathomir Gaurds
type: typical rancor member of human-rancor combat
team
DEXTERITY 5D
Brawling Parry 5D+1
Dodge 6D
Melee Combat 5D+2
Melee Parry 5D+1
Thrown Weapons 5D+1
Running 5D+2
KNOWLEDGE 1D
Languages: symbolic writing 4D
Languages: Dathomir 3D
Survival 2D+1
MECHANICAL 0D
PERCEPTION 2D+1
Search 3D+1
STRENGTH 8D
Brawling 9D
Lifting 9D+2
TECHNICAL 1D
First Aid: Rancors 1D+2
Special Abilities:
Armoured Hide: +3D to resist damage
Claws: STR+3D
Jaws: STR+5D
"Impressive": +4D Intimidation against most enemies
Scale: Character
Move: 25
Height 8-10m tall
Character Points 1-5
Equipment:
riding harness
Rancor Rifle or Rocket Launcher(see below)
Rancor Rifle
Model: Hapan-produced Dathomir Rancor Shoulder Mounted
Blaster Weapon
type: light artillery with a shoulder stock
scale: speeder
skill: Blaster: Rancor Rifle
body: 3D
range: 10-100/300/800
ammo: 400
damage: 4D
(STR+5D damage if used as a club)
The Rancor Rifle is specially made to be fired by the largest intelligent inhabitants of Dathomir. It has been heavily built, with the Rancor's specialty with close combat in mind. The power cell and blaster gases are mounted together in an easy to remove module which can be replaced by the human half of the combat team (the Rancor needs to hold it in the field). They measure 6m long, 50cm in diameter though the barrel assembly, and weight 100kg.
Rancor Rocket Launcher
Model: Hapan-produced Dathomir Rancor Shoulder Mounted
Rocket Launcher
type: shoulder fired artillery rocket
scale: walker
skill: Missle Weapons: Rancor Rocket
body: 2D+2 speeder-scale
range: 20-200/700/1.5km
ammo: 5
fire rate: 1
damage: 5D (0-20)/4D (50)/3D (100)
(STR+4D damage if used as a club)
The "Rancor Rocket" is rarely used, and then only by the most experinced and patient members of the unit (typically squad and platoon leaders). It is intended to protect the Dathomir Gaurds from the few units that seriously threaten them- walkers and starfighters- and against massed units. It is not as popular with many of the rancors, as it is less resistant to breakage when used as a club, and has little ammunition. Those few rancors who use them usually carry five or six magazines in a backpack, and a rifle.