Armor Kotii's Three Piece Suit

Darasuum

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Kotii's Three Piece Suit

Kotii has a need to occasionally wear something other than his beskar'gam. Usually he opts for three piece suit, sometimes with a tie but not always. The vest disguises a beskar weave protecting his abdomen and chest while simultaneously allowing him to technically be wearing beskar at all times even when looking like an everyday citizen.

The fabrics of this suit are all made of a custom blend of fire, shrapnel, explosive resistant material. All this while still remaining a comfortable series of fabrics for the Echani offshoot to wear and keep up appearances. Usually Kotii wears a pair of jump boots that appear like semi-formal footwear allowing him a degree of maneuverability without having a jetpack. Sometimes he wears a pair of black gloves made of a synth-leather material that is equally resistant to damage as the rest of his outfit.


Legality

Suits are perfectly legal and there are no illegal modifications.

Intent

A covert armor suit design associated with Kotii Solus.

Restricted Tech
It's customized suit with a particular individual lore-wise but other than that it isn't really restricted.

Type and Coverage

Type: Light Armor

Coverage: (Coverage regions for Light armor is 1-3 regions)


  • Torso: Chest and abdomen possess removable discrete beskar and durasplast plates. (non-lightsaber resistant)
  • Back: Upper and lower back possess removable discrete beskar and duraplast plates. (non-lightsaber resistant)

Functions

Function 1: Armorweave Accessory (Throughout)
  • 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.
  • FC?: Yes
Function 2: Thermal Undersuit (Throughout)
  • Thermal undersuits wick away or reflect thermal energy for brief periods of time. They are not nearly as effective as a suit that firefighters would wear. Most commonly used to protect soldiers from flamethrower weapons or short bursts of extreme heat or cold, and are only good for 1-2 posts of exposure depending on intensity. They are useless against blasters.
  • FC?: No
Function 3: Inertial dampners (Torso)
  • Intergrated Inertial dampeners help reduce impacts imparted wearers body, situated under the armour panels, they help the absorb the shock of weapon impact through the armour and most other forms of blunt force trauma, for example, a fall or impact that might have fractured bones would only give them intense bruising.
  • FC?: No
Function 4: Jump boots (Shoes)
  • This rare and expensive technology 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). These do NOT function mid air.
  • FC?: No
Function 5: Mag boots (Shoes)
  • Magnetic boots contain electromagnets in the soles and allow for enhanced movement on ferrous surfaces in microgravity or steep gradients. This functionality must be turned on or off manually by a button or switch.
  • FC?: No
 
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