Berserker Armour

Tsunami

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Berserker Beskar'gam

The armour is a modified, recoloured and gorgeous recreation of the standard Mandalorian Medium Beskar'gam. Red markings and accents upon a background of silver and gold represent the colours worn by members of Berserker Squadron. The shoulders are noticeably more round than the standard armours, but provide no more protection./justify]


LEGALITY

"Mandalorian armor- typically defined as anything bearing the cultures iconic T-visor- has been banned in Sith space as a part of the Mandalorian Cultural Repression laws meant to curb the peoples individualistic and rebellious tendencies. Outside of Sith space, the armor doesn't tend to invite any further scrutiny than other armors in its class, and local jurisdictions vary widely." - This is a flavour and re-gig of the standard armour. The Legality of the use remains the same.

INTENT

I wished to create an armour specifically related to the Berserker Squadron that Viladous Ordo was once a part of. It is also to give some recognition if the squadron was to ever get re-made in the future. I have attempted to off-set the Solid Back Protection by making it segmented as well as removing the Elbow Pads seen in the standard Medium Beskar'gam write up. This is to allow the use of the Dueling Gloves on the lower arm.

ADVANCED TECH
No.

Type and Coverage

Type: Medium Armor

Coverage:



    • Head: A full coverage duraplast helmet with transparisteel T-visor.
    • Torso: Segmented beskar-alloy plating over bantha hide under suit, covering vital organs.
    • Back: Segmented beskar-alloy plating over bantha hide under suit, covering vital organs.
    • Upper Arms: Duraplast pauldrons.
    • Lower Legs: Armored Boots with duraplast shin plating, and knee pads.



Functions

Function 1: Armourweave Accessory (Underweave)
  • Most often in the form of a cape or underlay beneath armor, modern armorweave provides protection against the penetrating effects of shrapnel from explosives, basic slugthrowers, and unpowered melee weapons using a tightly woven lattice of the material. It offers no protection against kinetic impact or energy, and vibroweapons (or similar "powered" weapons) cut or burn right through. Having more than one accessory (example: Cape + underweave) provides no additional effect.

Function 2: Jump Boots

  • This unusual technology- a precursor to rocket boots- is able to propel a person up to 10 meters beyond what a normal person would normally be able to jump, especially when armored. It is not capable of sustained flight, and requires a brief engine cool-down before it can be used again (1 post cool-down).

Function 3: Wrist Blades

  • The big, mean cousin of the standard concealed blade, these twin, 25-30 centimeter, cortosis-alloy gauntlet blades are designed for combat. They are durable enough to take the shock of an impact and their jagged design is perfect for causing damage to soft targets. The blades are so large, however, that they can no longer be concealed, being clearly visible even when collapsed into the gauntlet for storage.

Function 4: Whipcord-Thrower
  • The whipcord launcher was a personal weapon that fired a thin fibercord whip which then wrapped around and ensnared the target to restrict mobility up to 7 meters away while remaining attached to the mount point. It was detachable with a second use of the firing button. The whipcord launcher was favoured by bounty hunters, as it was easy to carry and use, it was species-nonspecific, unlike poisons, and it virtually always ensured a live capture, though it could be cut by a vibro blade with ease.
 
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