Daniel's Armor

Lucid

Grumpy
SWRP Writer
Joined
Jul 30, 2010
Messages
5,740
Reaction score
385
Daniel's Beskar'gam

Origninally basic medium Beskar'gam, Daniel has taken it upon himself to customize and his armor for maximum efficacy in combat. Though not necessarily his forte, he has followed the traditions of his people and made something of his own out of standard issue equipment.

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

This is advanced armor now. The tech that is made out of has been won through PvP or missions.


ADVANCED TECH

Yes: Jetpack Vambraces Wrist Rocket Flamethrower


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: Wrist Rocket
  • [*Wrist rockets have a flight range of 75 meters before falling inert, have a blast radius of 3 meters, and do damage equivalent to a fragmentation grenade. They are single-shot devices and require manual reloading after use. They are effective against lightly armored vehicles, moving parts such as gears or hydraulics, and infantry, but do not pierce armor well. The must be manually fired by button or trigger.
Function 2: Jetpack
  • Jet packs are back mounted units used by elite troops increase their mobility on the battlefield. The jet pack's maximum speed is 50 kph and carries fuel for up to five minutes of continuous flight (flight mode), but can also be fired in short bursts triggered by jumping (combat mode). The wearer can control the system to switch between modes and/or disengage it from their armor via wrist controls. These packs are cumbersome, adding an additional 8kg for the average human (larger individuals will have heavier jet packs to support their weight). While the fuel is stable enough not to explode, direct hits from weapons can trigger the system inadvertently, after which it is rendered useless.
Function 3: 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 4: Flamethrower
  • 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.
Function 5: Concealed Blade
  • 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.
 
Top