When Mordreck failed to close down GCW in 2001, he was forced to return to 2113 to report his failure to his "friend" Cordanus; who did not take the news graciously. I fact, he was so angry that he banished Mordreck not only from the Mensa system, but from Dimension K entirely. Rumors spread rampant that Cordanus ordered the militia on Mensa to shoot Mordreck on sight if he ever returned to Dimension K.
Before leaving the dimension, Modreck caught wind of Cordanus' plan to send six members of the Mensan Militia, led by General Farkri Dzorder to GCW in the year 2003, to finish the job Mordreck couldn't accomplish, with orders to deplete their roster "by any means necessary."
Through secretive investigation, Mordreck further learned that it was Cordanus himself who ordered the Militia to obtain the Tridellium 7 used to destroy Chalisia IV, and to plant evidence to suggest that the Aethrans were responsible for the attack; all part of his clandestine plan to ban wrestling and gain total control of the GWF.
Armed with this information, Mordreck secretly returned to GCW in 2003, and though honor-bound to uphold the end of his lifetime ban of wrestling anywhere, he managed to convince GCW Commissioner Thomas Nixon to allow him to come back to GCW as a troubleshooting refere, then warned everybody on the roster of the imminent arrival of the Mensan Militia, managed by General Dzorder, now known as General Disorder.
All members come down to ringside, no matter which member or members are in the ring, in matching uniforms; complete with masks used to cover their faces, and for good reason (or not so good reason, depending on your point of view.) Whenever they get their opponent in a position to where they can put them away, they'll sometimes switch out with another Militia member at ringside. Gen. Disorder distracts the referee long enough for the switch to be made. If you attempt this, roll Gen. Disorder's Distractor rate. If the roll is successful, the switch is made and the new Militiaman enters the ring at Level 3 Offense. Roll 1 die to determine which Militiaman enters the ring. If the roll is the same as the Militiaman switching out (i.e.: Militiaman #3 attempts the switch, and the roll is "3"), roll again until you get another Militiaman. If Gen. Disorder's Distractor rate fails, roll both dice. If the roll is doubles, the Militiaman that switched out is automatically disqualified.If there is no disqualification, the legal Militiaman must return to the ring and continue the match on Level 2 Offense. Each Militiaman can only perform the switch one time. (i.e.: If Militiaman #1switches out to Militiaman #6, he cannot attempt another switch in the match.) If the same Militiaman rolls Militiaman Switch again during the match, roll again until you get another result.
All six Militiamen are masters of the HIGH IQ finisher (a foreward rolling fallaway slam from the top turnbuckle), as well as the double- team finisher, MENSAN MUTILATOR. One Militiaman drapes the opponent's neck over the top rope and gets between the opponent's legs facing his abdomen; while the other Militiaman bounces off the ropes, leapfrogs over the opponent, grabs his head, and snaps him off the top rope, providing momentum for a vicious slingshot power bomb.