Armor Vaecos Incomplete Beskar

Lydeck

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Vaecos' Incomplete Beskar

Vaecos Beskar was created on the eve of his departure from the Conclave, gifted as ingots for him to create his own armor, as per Vúlfur tradition. The materials were the excess of his adoptive Grandfathers Mandalorian attire and consequently only enough for him to create an incomplete set. With the rarity of beskar Vaeco sought to complete his ensemble with subsidized materials, mainly durasteel and armor weave. The gifted ingots were molded into 5 separate pieces. The helmet was priority. It indicated his affiliation with the Mandalorians and was also part of his imparted heritage and identity. The remaining was forged into gauntlets and lower leg guards. In recognition towards his Clan and Family his armor is shaded black and red, with the Vulfur emblem grafted as a clip for his robe, resting above his breast.


LEGALITY

Mandalorian armor, though rare, is not illegal in most places. That said, wearing a full-face helmet in public spaces is frowned upon and often illegal in many core worlds, especially in or near government facilities - not to mention that many identification cards in various systems require a full face photo. However, Vaeco was not raised as an adherent of the zealous Children of the Watch creed and is willing to remove his helmet in most social scenarios.

INTENT


Mandalorians are as much defined by the armor as their personality, considering it’s a central aspect of their culture. Thus the incomplete Beskar is a symbol of Vaecos journey from a Foundling to becoming a fully fledged Mandalorian.

RESTRICTIONS
N/A

Type and Coverage

Type: Light Armor

Coverage:
  • Head: Full-coverage alloyed beskar helmet with transparisteel T-visor, capped with a flared durasteel plate. Neck is protected by an alloyed beskar gorget
  • Lower Arms: Mandalorian vambraces crafted from alloyed beskar over leather insulated with fur. Under glove extends from forearm to fingertip.
  • Lower Legs: Hard leathered high boots plated with durasteel over the shin, toe and foot. Reinforced and fitted with jet boots

Functions


Function 1: Thermal Undersuit
  • 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.
Function 2: Cape Armorweave
  • 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.
Function 3: Wrist Blaster - Right Gauntlet
  • This weapon does the damage of a medium blaster, but is mounted on the forearm. With limited ammunition (10 shots) and range (15m), it isn't a substitute for carrying a blaster, but it is certainly very useful as a backup or ambush weapon in close quarters. The weapon must be manually activated via button or other trigger.
Function 4: Repulsor - Left Gauntlet
  • Originally designed to counter combat with force sensitives, this tool is able to project a strong repulsor field replicating a Force push. It projects up 10 meters and its limited power cell only allows for 3 uses before it needed changing. The repulsor has significant recoil and the wielder must carefully brace themselves before use- both to ensure accuracy and to prevent the user from being knocked over themselves or having their arm torn from its socket.
Function 5: Jet Boots
  • 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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