Dane's Medium Beskar'gam

TheMorrigan

My Ravens See All
SWRP Writer
Joined
Apr 3, 2017
Messages
358
Reaction score
204

Medium Beskar'gam

Although heavy armor is the preference for many Mandalorians- especially front line shock troopers- many Mandalorian raiders and specialized units make use of lighter armor that allows them more mobility and flexibility for completing their tasks, while still offering reliable protection and the intimidating presence of their signature t-visors. This medium armor is even more prone to customization than normal heavy armor, and is often used by jetpack troops, scouts, snipers, and saboteur troops, where the tactical options it allows are most needed. It's also a favorite of lone mandalorians throughout the Galaxy, who like to bring the intimidating reputation of their people into their profession as bounty hunters, enforcers, assassins, or bodyguards.

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.


INTENT

To show the custom armor for my character Dane.


ADVANCED TECH
No.


Type and Coverage

Type: Medium

Coverage:


    • Head: A full coverage duraplast helmet with transparisteel t-visor
    • Torso: Segmented beskar-alloy plating over bantha hide undersuit covering most of torso
    • Back: Solid beskar-alloy plating over bantha hide undersuit, covering upper back
    • Upper Arms: Duraplast pauldrons and elbow protectors
    • Lower Legs: Armored Boots with duraplast shin plating and knee pads



Functions

Function 1: Concealed Stun Prods (Right Foot)
  • Concealed stun prods are often 2-3 inches in length, composed of two small prongs that lock in place when deployed. They are often placed on the forearm or under the boot for quick deployment and concealed carrying. The weakness of the blades means they can be easily broken by strong strikes, assuming one could block with the shortened blades. The weapon carries 3 light stun charges per power cell, and they are ineffective at piercing armor.

Function 2: Gription Boots

  • Gription boots are a catch all term for footwear that contains electromagnets, repulsors, or other tech in the soles and allow for steady movement on ferrous surfaces in microgravity, steep gradients, and even upside down. This functionality must be turned on or off manually by a button or switch.
Function: 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 4: Undecided

 
Last edited:
Top