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Captain's Coat
The Captain's Coat is a thick coat made from nerf hide and duraplast plates. It is commonly worn by pirate captains, especially those who operate out of the Black Sun crime syndicate. The outfit features multiple durasteel and duraplast plates which protect the wearer's body from potentially lethal damage.
LEGALITY
Technically legal... Unless he gets caught in Republic Space...
Type and Coverage
Type: Medium
Coverage: 5 Regions
The Captain's Coat is a thick coat made from nerf hide and duraplast plates. It is commonly worn by pirate captains, especially those who operate out of the Black Sun crime syndicate. The outfit features multiple durasteel and duraplast plates which protect the wearer's body from potentially lethal damage.
LEGALITY
Technically legal... Unless he gets caught in Republic Space...
Type and Coverage
Type: Medium
Coverage: 5 Regions
- Head: (Unarmored)
- Torso: Duraplast plates cover the chest and stomach area. (Armored)
- Back: Duraplast plates cover the upper and lower back. (Armored)
- Upper Arms: (Unarmored)
- Lower Arms: Durasteel plated gloves. (Armored)
- Upper Legs: Duraplast plates cover the upper thighs. (Armored)
- Lower Legs: Durasteel shinguards cover the boots of the armor. (Armored)
Functions
Function 1: Concealed Blade (Under Left Wrist)
- Concealed blades are typically 4-6 inches in length and lock into place once extended. They are almost always placed along the fore-arm or boot. They are no substitute for true combat knives as the locking mechanism can break under strong impacts. Still, some people enjoy them as a helpful backup.
- Wrist flamers are rare, expensive, and dangerous armor attachments favored by mercenaries and soldiers more than bounty hunters, and are illegal in many systems. Wrist flamers are powered by small fuel capsules, and typically hold enough for 3 short bursts of flame. These bursts last 2 seconds, are one meter wide and have a maximum range of 3 meters. The weapon must be manually activated via button or switch, and must be disassembled to be reloaded.
- The Kneepad rocket dart launcher is a type of rocket dart launcher worn and fired from a kneepad
- It has a 5 meter range and you can fire 4 shots that must be manually reloaded
- The darts have a strong impact that can knock over
- Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
- Miniaturized jetpack technology, jetboots (also called "rocket boots") are essentially boots to which small jetpack thrusters have been attached. The wearer must activate/deactivate the thrusters modes via wrist-mounted controls. Like an average jetpack, jetboots permit a maximum speed of 35kph and can maintain this speed for two minutes of continuous flight (flight mode). In combat (mode), they can be used in short bursts to propel the wearer up to seven (7) meters. Jet boots are much smaller, lighter, and less vulnerable to attack and damage than jetpacks, but are also very difficult to utilize effectively, and wearers can be easily thrown off course.
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