Star Wars Roleplay: Chaos

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Work In Progress Kyr'bes Buy'ce | Factory WIPs

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Ure'drahr
The Golden Dragon
Sahan Dragr's Personal Beskar'gam — Mk IV



OUT OF CHARACTER INFORMATION



PRODUCTION INFORMATION



TECHNICAL SPECIFICATIONS
  • Classification: Beskar'gam
  • Weight: Medium
    Resistances:
    • Energy: Extreme
    • Kinetic: Very High
    • Lightsabers: Extreme
    • Thermal: Extreme
    • Radiation: Very High
    • EMP/Ion: High
    • Acid/Chemical: Average
    • Sonic: Average
    • The Force: Extreme
    • Disruptors: None
    • Tensor: None



SPECIAL FEATURES

Armor Shell / Deployment:
  • Nanotechnological Dragon-Scale Shell: A fully enclosed golden shell of interlocking scale plates made primarily from Ve'vut Beskar, with Trakar/voidsteel anti-Force underlayers and inlays where needed. When fully deployed, no visible bodyglove or flightsuit is exposed.
  • Adaptive Dragon-Scale Aeroform: Uses the armor's nanolattice, Sasori Materia, Changing Molecule, and collapsible microassemblies to shift between preset high-speed, braking, heat-shedding, breach-sealing, and combat configurations.
  • Distributed Nanite Reservoirs: Nanites are housed within Sahan's body, bloodstream, cellular reservoirs, subdermal channels, Ironheart core, utility belt cartridges, and external backpack module.
  • Intravenous and Subdermal Nanite Interface: Internal nanites act as a living interface between Sahan, DRAHR, the Ironheart, and the deployed armor, allowing faster response, tighter biometric feedback, improved diagnostics, emergency stabilization, and limited battlefield medical aid.
  • Partial Deployment System: Sahan can deploy individual sections of the armor without forming the full suit, including the helmet, vambraces, gauntlets, boots, Ironheart shell, or Dragonflight backpack.
  • Besk'gathr Legacy Architecture: Sahan's previous Mk III beskar'gam was dismantled, analyzed, reforged, and deconstructed into the Mk IV project. Salvaged systems, refined material, combat telemetry, armor-pattern data, and lessons from its destruction were folded into Ure'drahr's nanolattice, Ironheart routing, DRAHR response logic, and dragon-scale shell design.
  • Nanohive / Nano Assembler Repair Network: Allows breach sealing, minor repairs, armor patching, controlled reassembly, and slow restorative support when supplied with time, material, and functioning nanites.

Core / Ironheart / Software:
  • Manda Tactical Battlenet - Ground Variant
  • RMD-C10 Odin Processor Core
  • LK Apollo Mark II
  • G'ahycaya CPU Cooler
  • Ionization Buffer
  • Combat De-Ionizer
  • Rust Inhibition System
  • Shockweb
  • Electric Shock Lacing
  • Physiological Enhancement System
  • Strength Enhancing System
  • Force-Tech HARC Power Generator
  • ND-013 "White Noise" Class LRWD Radio, integrated through the torso and Ironheart architecture.
  • R.A.C.E.R. — Rectification and Cross Examination Routine
  • GPO-12 "Ironmaze" Threat-Prevention Suite
  • GCS-EM "Shroud" Micro-ECM Suite
  • GSI/DE "Synapse" Command Interface Suite, adapted into DRAHR's armor-scale command integration.
  • GDE-MDS Modular Deck System, adapted into selective magno-adhesion and polarity-control logic.
  • Asmulr-Derived Impact Surge Logic: Armor-scale capacitor timing, magnetic containment, and thermal-feedback routines adapted from the Asmulr-type Plasma Ram, allowing DRAHR and the Dragonheart to coordinate short plasma-sheathed impact windows during high-speed strikes, breaching attempts, and controlled collision attacks.
  • DRAHR Disguise Profile Management: DRAHR manages stored multispectrum disguise profiles, projector alignment, speech-scrambler synchronization, scanner-spoofing support, power draw, and distortion warnings. The Dragonheart can provide the disguise suite with far greater endurance than a normal handheld or belt-mounted unit, but sustained projection still adds heat, power load, and sensor exposure.
  • Wireless Temiye Ansible link to ARTUS the Mindforge
  • Ironheart Nanohive Core: The plasma-blue Ironheart acts as the armor's nanite regulation, power-routing, diagnostic, and deployment hub.
  • Dragonheart Capacitor and Power-Routing Bus: Regulates HARC output through armor-scale systems, allowing short overcharge of shields, thrusters, White Noise, shockwaves, sensors, or repair systems.
  • Dragonheart Auxiliary Power Management: DRAHR and the Dragonheart can route stored auxiliary power from the Dragonback Solar-Ion Reclamation Lattice into low-demand systems, emergency reserves, standby electronics, life-support monitoring, passive sensors, and recovery cycles when the main HARC output is throttled, damaged, or being conserved.
  • Dragon's Memory Armored Recorder Core: A compact hardened combat recorder housed within the Ironheart architecture and protected by layered Ve'vut Beskar, Phrik, Impervium, Trakar/voidsteel shielding, shock-isolation gel, and Haysian Smelt/Ultrachrome Faraday routing. It records DRAHR telemetry, HUD feeds, biometric data, flight vectors, power-routing events, damage reports, impact warnings, suit failures, and final-location data so Sahan can recover combat lessons after battle or leave a survivable record if the armor is catastrophically disabled.
  • Forgemaster Authentication Seals: The armor uses biometric locks, encrypted DRAHR handshakes, Ironheart recognition, neural-pattern verification, and Clan Dragr maker-marks to prevent unauthorized users from fully deploying, modifying, or commanding Ure'drahr.
  • Delayed Recovery Beacon: If Sahan is incapacitated, isolated, or presumed dead, DRAHR can trigger a delayed encrypted recovery beacon carrying last-known coordinates, suit condition, biometric status, damage telemetry, and a restricted distress code for trusted Clan Dragr, Iron Covenant, or ARTUS-linked receivers.
  • DRAHR — Dragonflight Reactive Armor Heuristic Routine: A non-sentient armor-local assistant and combat coprocessor coordinating suit response, sensor fusion, flight correction, nanolattice deployment, power routing, impact bracing, and emergency warnings.
  • Dragon's Silence Offline Failsafe: Can sever external wireless access, isolate nanotech command layers, cut the ARTUS link, and run the suit through DRAHR and local systems only.

Body / Hidden Undersuit / Cowl / Kama:

Helmet / Visor / HUD / Recon Suite:

Back / Backpack / Dragonflight Jetpack Module:

Shields / Shockwave / Defensive Layers:

Shoulders / Pauldrons / Whistling Bird Racks:

Upper Arms / Elbows / Forearms:
  • Combat Myomer Actuation System
  • Gar Agol CNT Synthetic Muscle Fibers
  • Tensile-Durasteel Mesh
  • Banterweave
  • Retractable Devaronian Blood-Poison tipped combat vibrospines
  • Dragr Fang Elbow Vibrospikes: Single thicker retractable vibrospikes in each elbow for focused impact and piercing strikes.
  • Rising Dragon Impact Assist System: Distributed through shoulders, arms, torso, hands, hips, and boots to reinforce punches, elbows, grapples, and weapon recoil using myomer, CNT fibers, microthrusters, inertial bracing, shockwave routing, and magno-adhesion.
  • Plasma Ram Strike Sheath: A personal-scale adaptation of the Asmulr-type Plasma Ram concept, routed through the gauntlets, elbows, knees, boots, and impact-bracing systems. It can briefly wrap selected strike surfaces in a magnetically contained plasma sheath during committed high-speed impacts, helping scorch shields, stress armor surfaces, and amplify Rising Dragon collision strikes.
  • Localized Magno-Adhesion Strips: Active magnetic nodes for weapon retention, bracing, climbing, anchoring, grappling, and emergency stabilization.

Right Vambrace:

Left Vambrace:

Hands / Gauntlets:

Utility Belt / Waist / Kama:

Legs / Knees / Shins:

Feet / Boots:
  • M.I. "Halo" Jump Boots
  • Retractable Devaronian Blood-Poison tipped boot vibroknives, x2
  • Sole Shockwave Emitters
  • Sole Repulsors
  • Dragonfall Plasma Brake Impact: During high-speed descents or abrupt braking collisions, the armor can route a brief plasma-sheathed impact pulse through the knees, boots, and shockwave systems to turn momentum into a concentrated linebreaking strike.
  • Repulsor-Skate Mode: High-speed surface-skimming movement using repulsors and stabilizing microthrusters.
  • Magno-Anchor Mode: Active magno-adhesion for hull-locking, anti-throw anchoring, and sudden stops.
  • Dragonfall Braking Mode: Combines airbrakes, repulsors, reverse thrust, shockwave emitters, and magnetic anchoring to turn high-speed stops into controlled concussive landings.

Stealth / Deception / External Weapon Compatibility:



STRENGTHS
  • Dragon-Scale War Plate: Ure'drahr is a full-body shell of advanced Ve'vut Beskar dragon-scale armor, reinforced by Trakar/voidsteel layers, specialized underlayers, shields, impact webbing, and nanotechnological support. This provides a sealed armored surface with no exposed flightsuit while deployed.
  • Extreme Energy Defense: Dense Ve'vut Beskar scale plates, layered personal shields, Dragonheart power-routing, HARC-fed shield reinforcement, FACTS Gel, and active countermeasure management allow the armor to endure extraordinary blaster, plasma, particle, and energy-weapon punishment.
  • Very High Kinetic Protection: Interlocked scale plates, Tensile-Durasteel Mesh, Banterweave, inertial dampers, impact bracing, shield layering, and DRAHR-managed body support make the armor extremely resistant to slugthrowers, shrapnel, concussive impact, and blunt force trauma.
  • Extreme Lightsaber Resistance: The armor combines advanced beskar-based plating, cortosis elements, Runi Ticu'r, antitamper fields, and a fully enclosed scale shell. Lightsabers are still dangerous, but the armor is built to survive direct saber contact better than most personal armor.
  • Extreme Thermal Protection: Zûtsina Cold Steel, thermal routing, environmental sealing, FACTS Gel, Dragonheart heat management, flight cooling, carbonite/Cryoban systems, and high-speed aerospace design allow the armor to resist extreme heat, cold, plasma wash, re-entry-style heating, and thermal shock.
  • Very High Radiation Protection: The hidden undersuit, environmental underlay, regulator systems, Force-Tech sealing, sealed scale shell, diagnostic support, and internal nanite interface provide strong protection against battlefield radiation, vacuum exposure, and hostile environmental conditions.
  • Hardened Against Ion/EMP: Ionization buffers, combat de-ionizers, Haysian Smelt/Ultrachrome grounding architecture, local fallback systems, DRAHR safety routines, and Dragon's Silence mode give the armor strong resistance to EMP and ion disruption.
  • Medium, But Fully Armored: Sahan's specialized gold-toned alloy is lighter than standard beskar, allowing the suit to function as Medium armor despite full-body coverage and dense internal systems.
  • Force-Hunter's Shell: Miriskin, Trakar, Manda kyber powder, White Noise, Runi Ticu'r, antitamper fields, Taozin refraction, Null Dust, and Manda'hlirata detection make the armor exceptionally difficult to sense, read, track, or manipulate through the Force. This accounts for its Extreme Force resistance.
  • DRAHR Online: DRAHR provides near-instant local suit coordination, managing armor deployment, sensor fusion, power routing, flight correction, shockwave timing, impact bracing, and emergency response without replacing Sahan's own judgment.
  • HARC-Fed Dragonheart: The HARC Generator and Dragonheart routing system give the armor far more raw energy than most personal platforms, supporting demanding shields, flight systems, White Noise, sensors, weapons, and short overcharge functions.
  • Dragonflight: The armor is built for extreme aerial combat, combining multiple flight systems, Ethaerium X fuel, repulsors, gravitic support, microthrusters, airbrakes, vectoring systems, and DRAHR-assisted stabilization.
  • Extended Full-Seal Endurance: Dragonlung gives Ure'drahr a sealed oxygen reserve for vacuum and oxygen-free environments, while its regulator, filters, recirculators, ambient oxygen reclamation systems, and extended air capsules can support long-duration survival and gradually restore breathable-air reserves after returning to an oxygen-bearing atmosphere.
  • Passive Power Recovery: The Dragonback Solar-Ion Reclamation Lattice gives the armor a low-profile trickle-charging method for auxiliary batteries, passive sensors, life-support monitoring, standby electronics, and emergency reserves when exposed to usable radiation.
  • Rising Dragon Impact Assist: The armor supports Sahan's martial art by reinforcing strikes, stabilizing joints, routing recoil, enhancing high-speed impacts, and allowing punches, elbows, knees, and grapples to benefit from armor-scale bracing and propulsion.
  • Linebreaker Strike System: Tracyntium penetrator payloads and the armor's plasma ram strike sheath give Ure'drahr brutal hardpoint-breaking options against shields, armor seams, vehicles, droids, and fortified targets when Sahan commits to high-speed impact attacks.
  • Spines and Fangs: Vibrospines along the arms and legs provide ripping and slashing threats, while heavier Dragr Fang elbow and knee vibrospikes focus impact into brutal piercing strikes.
  • Rapid Nanite Deployment: Internal, Ironheart, belt, and backpack nanite reserves allow emergency armor formation, partial deployments, repairs, and full combat assembly.
  • Medical Interface: Intravenous and subdermal nanites give DRAHR direct biometric feedback, enabling improved diagnostics, motion prediction, emergency stabilization, and limited internal medical aid.
  • Layered Shielding and Countermeasures: Multiple shield systems, antitamper fields, ECM, chaff, smoke, Null Dust, Shroud, O.S.I.V.P., R.A.C.E.R., and Ironmaze give the armor strong layered defenses against physical, electronic, and sensor-based threats.
  • Integrated Grenade Ordnance: The MGL and utility belt can carry smoke, fragmentation, concussion, and gravitic compression grenades, giving Sahan flexible battlefield-control options beyond his Whistling Birds, darts, and direct weapon systems.
  • Secure Forgemaster Controls: Biometric locks, encrypted DRAHR handshakes, Ironheart recognition, neural-pattern verification, and Clan Dragr maker-marks make Ure'drahr difficult for unauthorized users to deploy, modify, or command.
  • Hardened Memory and Recovery Systems: Dragon's Memory and the delayed recovery beacon give Sahan a compact armored record of combat telemetry, suit failures, last-known coordinates, and biometric status, improving post-battle analysis and making catastrophic loss less likely to erase everything the armor learned.
  • Adaptive Visual Deception: Reflec integration, hardlight emitters, Shroud ECM, Scan-Jam support, and armor-scale multispectrum disguise projectors allow Ure'drahr to mislead visual observers, alter markings, disguise damage, spoof broad armor profile details, or briefly present a different visual identity when conditions allow.
  • Mandalorian Walking Arsenal: Ure'drahr carries Whistling Birds, vibrospines, vibrospikes, vibroknives, darts, sonic weapons, slicer tools, Starfire, a multi-functional flamethrower/freezer, shockwaves, repulsors, grenade ordnance, binders, and utility payloads.
  • Humbarine Legacy: The Haran'val Mark and Mandalorian Recon Helmet systems are integrated as remembrance pieces and practical upgrades earned from the Humbarine campaign.



WEAKNESSES
  • Disruptors: The armor has no meaningful resistance to disruptor weapons.
  • Tensor Weapons: The armor offers no special protection against tensor-based weaponry.
  • Extreme Does Not Mean Immune: Energy, lightsaber, thermal, and Force resistance are all extremely high, but they can still be overwhelmed by sustained pressure, specialized weapons, environmental hazards, clever targeting, or attacks focused on joints, seals, transparent components, or already-damaged sections.
  • Kinetic Trauma Still Transfers: The armor has Very High kinetic protection, not immunity. Extreme mass, vehicle impacts, crushing force, hard falls, heavy artillery, and repeated blunt trauma can still stagger, injure, pin, or incapacitate Sahan through the suit.
  • Lightsaber Resistance Has Limits: The armor is highly resistant to lightsabers, but sustained cutting, repeated strikes to the same area, attacks at joints or seams, visor edges, damaged plates, exposed weapon ports, or gaps opened during reconfiguration can still become serious threats.
  • Thermal Protection Has Limits: The armor resists extreme heat and cold, but it cannot ignore endless plasma exposure, internal heat buildup, failed cooling systems, overcharged subsystems, catastrophic re-entry conditions, or thermal attacks focused on vents, seals, reservoirs, and weapon ports.
  • Radiation Protection Is Not Absolute: Very High radiation resistance does not make Sahan immune to prolonged reactor exposure, exotic radiation, compromised seals, internal contamination, or radiation that directly disrupts biological tissue and internal nanites over time.
  • Dense, Not Light: The alloy is lighter than standard beskar and the suit is power-assisted enough to function as Medium armor, but Ure'drahr is still a dense full-body war plate packed with weapons, shields, power systems, and reservoirs. If depowered, damaged, or locked in place, it becomes far more burdensome than its rating suggests.
  • Throughput Limits: The HARC Generator provides absurd raw power, but the armor cannot use literal unlimited energy in practice. DRAHR and the Dragonheart must throttle output to prevent heat buildup, emitter burnout, conduit stress, shield instability, or subsystem overload.
  • Heat and Overcharge: Dragonheart overcharge and plasma ram strike-sheath use can temporarily boost performance, but excess energy must be vented. Overuse can disable stealth, force weapons offline, reduce speed, trigger emergency cooling, damage emitters, or cause temporary system lockouts.
  • Ion/EMP Vulnerability Still Exists: The suit has strong resistance, buffers, grounding architecture, and de-ionizers, but severe ionization can lock nanites in place, delay assembly, freeze joints, disable weapons, interrupt sensors, or degrade DRAHR coordination.
  • Sonic Stress: Sonic weapons can rattle plates, disrupt sensors, interfere with articulation, harm the wearer through concussive transfer, and destabilize delicate nanolattice sections.
  • Acid and Chemical Seepage: Acid and chemical resistance is only Average. Corrosive compounds, toxins, solvents, and chemical saturation can attack seals, cowl/kama materials, belt systems, exposed ports, internal reservoirs, and biological interface points.
  • Assembly Window: The armor is vulnerable while forming, partially disassembled, or reconfiguring. Ion pulses, electromagnetic attacks, physical separation, or targeted strikes can interrupt deployment.
  • Nanotech Is Not Infinite: Destroyed nanites must be replaced. Severe damage requires time, raw material, maintenance, or replacement cartridges. The armor cannot instantly regenerate from catastrophic destruction.
  • Internal Nanites Are Not Instant Healing: The intravenous and subdermal nanites can stabilize injuries, assist diagnostics, slow bleeding, deliver stored medications, and support minor internal repairs, but they cannot instantly heal catastrophic trauma.
  • Biological Interface Risk: Because part of the control and diagnostic system lives inside Sahan's body, severe toxins, radiation, ionization, blood loss, shock, or medical disruption can interfere with suit feedback.
  • Consumables Are Limited: Whistling Birds, darts, Tracyntium penetrators, grenades, Null Dust, S.A.N.D Powder, chaff, smoke, flamethrower fuel, carbonite, Cryoban, Ethaerium X fuel, specialty payloads, coolant, rebreather filters, transpirator scrubbers, recirculator cells, compressed breathable-air reserves, extended air capsules, trace-breather cartridges, survival rations, and replacement nanites can run out. The armor's nanotech can deploy launchers and route systems, but it cannot create infinite ammunition, fuel, air, dust, coolant, or supplies.
  • Stored Air Is Finite: Dragonlung can provide full stored breathable air in vacuum or oxygen-free atmospheres and can replenish itself after returning to an oxygen-bearing environment, but it cannot create oxygen from nothing. Six to eight hours is typical for normal sealed operation, while the twelve-hour maximum requires full extended air capsules, conservation mode, reduced exertion, intact seals, and functioning recirculators. Heavy combat, injury, panic breathing, high-speed exertion, cooling failures, corrosive atmospheres, blocked intakes, or damaged seals can sharply reduce that duration.
  • External Module Dependency: Sahan's internal reserves can form a standard combat configuration, but the external backpack and belt reservoirs carry heavier components, reloads, fuel, coolant, replacement nanites, extended air capsules, and extended-flight hardware. Losing them limits endurance and may prevent full Dragonflight deployment.
  • Complexity Kills: Damage to DRAHR, the Nanohive, Dragonheart routing, Ironheart core, or key software can cause cascading faults across multiple systems.
  • Cybersecurity Is Not Immunity: Ironmaze, R.A.C.E.R., Shroud, and Dragon's Silence make intrusion harder, but heavy slicing, malware, sabotage, Mechu-Deru, or electronic warfare can still cause delays, lockouts, degraded responsiveness, or temporary failure.
  • ARTUS Link Can Be Cut: Interference, jamming, damage, Dragon's Silence mode, or deliberate isolation can leave Sahan with only DRAHR and local systems.
  • DRAHR Is Not a Droid: DRAHR is a heuristic assistant, not an independent combatant. It cannot replace Sahan's judgment, fight for him, or operate as a separate character.
  • Force Resistance Cuts Both Ways: Beneficial Force effects, including healing, enhancement, or allied protection, are also resisted.
  • Not Immune to Environmental Force Use: The armor resists direct Force effects on Sahan or the suit, but does not negate thrown objects, collapsing ground, pressure shifts, environmental hazards, or indirect consequences.
  • Speed Has Limits: Mach X is a maximum straight-line burst. The armor loses meaningful mobility past Mach V and performs best at Mach III or below. High-speed maneuvers require space, cooldown, and careful vector control.
  • Speed Endangers Allies: Shockwaves, exhaust, sudden braking, sonic booms, heat wash, magnetic anchoring, and high-speed impacts can endanger nearby allies, civilians, and structures.
  • Committed Impact Profile: The plasma ram strike sheath is most effective during deliberate, committed impact attacks. It requires timing, vector control, available charge, and safe engagement space. Missed strikes, sudden evasive changes, close allies, or poor angle control can waste charge, create collateral damage, or feed dangerous stress and heat back into the armor.
  • Area Ordnance Cuts Both Ways: Fragmentation grenades, concussion grenades, gravitic compression grenades, smoke payloads, shockwaves, and other area munitions can endanger Sahan, allies, civilians, or objectives when used in confined spaces, tight formations, unstable terrain, or close-quarters engagements.
  • Solar-Ion Recovery Is Slow: The Dragonback Solar-Ion Reclamation Lattice is a trickle-charging and emergency sustainment system, not a battlefield power source. Darkness, deep space shadow, heavy cloud cover, smoke, dust, underwater operation, stealth mode, damaged collector surfaces, or high power draw can make it irrelevant until the armor has time and exposure to recover.
  • The Recorder Can Still Be Lost: Dragon's Memory is heavily armored and designed to survive catastrophic suit damage, but it is not truly indestructible. Disruptors, tensor weapons, total vaporization, direct destruction of the Ironheart, severe data corruption, slicing, prolonged EMP/Ion exposure, or loss of the recorder module can still destroy, damage, or compromise its stored telemetry.
  • Authentication Can Lock Sahan Out Too: Forgemaster Authentication Seals make theft and unauthorized deployment difficult, but severe biometric disruption, neural shock, Ironheart damage, software faults, or DRAHR lockout conditions can delay Sahan's own access to some armor functions until the system verifies him again.
  • Stealth Is Imperfect: Stealth fields, Reflec integration, Taozin refraction, chaff, smoke, Null Dust, Shroud, hardlight, and multispectrum disguise effects can be defeated by specialized sensors, close inspection, sensor saturation, active countermeasures, or environmental conditions.
  • Multispectrum Disguise Limits: The disguise suite is holographic projection, not physical shapeshifting or true invisibility. It works best with stored profiles close to Ure'drahr's actual size and shape, does not hide mass or physical contact, and can blur, flicker, distort, or fail under high-speed movement, close inspection, sensor saturation, damaged projectors, EMP/Ion interference, heavy weather, smoke turbulence, or direct impacts.
  • Selective Magnetization Has Risks: While magnetized, Sahan may become more vulnerable to magnetic manipulation, metallic debris, sensor anomalies, or self-imposed mobility limits.
  • Beskadetr Is Still Transparent Armor: The visor and transparent components are stronger than conventional transparisteel or plexalloy, but they are still weaker than uninterrupted beskar plating. Sustained fire, disruptors, sonic resonance, repeated impacts, or compromised seals can damage or breach them.



DESCRIPTION

The Ure'drahr is the culmination of Sahan Dragr's work as a Mandalorian Forgemaster, warrior, and heir to the Kyron legacy. His earlier armor, the Besk'gathr Mk III, was already an extreme flight-capable suit of beskar'gam built for aerial combat, anti-Force warfare, rapid deployment, self-repair, and heavily integrated weaponry. The Mk IV is not a simple refit. It is a full rebuild around nanotechnology, ARTUS-assisted architecture, DRAHR, the Ironheart, and Sahan's own Rising Dragon combat philosophy. The destroyed Mk III was dismantled, analyzed, and deconstructed into this project, with salvaged lessons, combat telemetry, refined material, and failure data folded directly into the new armor's design.

Visually, Ure'drahr is unmistakably Sahan's armor. The old blue-and-gold scheme has been replaced by polished gold and vivid red-orange Clan Dragr accents. The armor forms a fully enclosed shell of interlocking metallic dragon-scales, with no visible flightsuit or bodyglove beneath the plates. Smaller overlapping scales cover the joints, hips, shoulders, elbows, knees, neck, hands, and boots, giving the armor the appearance of an unbroken golden dragon hide. The only normally visible non-metallic surfaces are the black cowl, short black kama, and black utility belt, all accented in red-orange.

The helmet is sleek, symmetrical, and sealed, with no external rangefinder or mast. Its visor remains primarily black and unreadable, though faint blood-red light may glow behind it where Sahan's eyes would be when DRAHR, the HUD, or targeting systems are active. Beneath the cowl, the compact plasma-blue Ironheart glows at the upper center of the chest, the color of infinite temperature, serving as the suit's visual and functional heart.

Ure'drahr's deployment system is divided between Sahan himself, the Ironheart, the utility belt, and an external Dragonflight module. Intravenous and subdermal nanites stored in his bloodstream, cellular reservoirs, and body channels act as both armor reserve and living interface, allowing DRAHR to read biometric signals, anticipate motion, monitor injuries, and coordinate emergency stabilization. The Ironheart serves as the central Nanohive, power-routing, and diagnostic core. The utility belt carries replacement cartridges and consumables, while the backpack module stores larger collapsible microassemblies, Ethaerium X fuel, reloads, coolant, life-support reserves, auxiliary power collectors, and extended-flight systems that unfold into the primary jetpack, dorsal flight spine, airbrakes, heat sinks, and heavy thrusters.

Its Dragonlung life-support suite is designed for sealed operation in smoke, toxic environments, underwater conditions, vacuum, and oxygen-free atmospheres. Stored breathable-air cells and extended air capsules allow approximately six to eight hours of normal full-seal operation, or up to twelve hours in emergency conservation mode, while the regulator, filters, recirculators, and oxygen-reclamation systems can slowly restore reserves after Sahan returns to an oxygen-bearing environment. Thin Dragonback solar-ion collectors along the dorsal module and heat-shedding surfaces can also trickle-charge emergency batteries, life-support monitoring, passive sensors, and standby systems when usable radiation is available.

Because of this architecture, Sahan does not need to deploy the full suit for every task. The helmet, vambraces, gauntlets, boots, Ironheart shell, or Dragonflight backpack can form independently as partial deployments. The full armor is the complete war configuration, combining internal nanites, external reserves, DRAHR, the Ironheart, and the Dragonflight module into one unified golden shell.

DRAHR, the Dragonflight Reactive Armor Heuristic Routine, is the suit's armor-local assistant. It is not a sentient droid, not a replacement for Sahan, and not ARTUS. Instead, DRAHR serves as the armor's reflex-brain, coordinating microthrusters, impact bracing, nanolattice deployment, power routing, threat warnings, emergency lockouts, sensor fusion, and shield prioritization. ARTUS remains the distant Mindforge intelligence, accessible through ansible link when the channel is safe and clear.

The Ironheart also houses Dragon's Memory, a compact armored recorder core designed to preserve DRAHR telemetry, biometrics, HUD feeds, damage events, flight vectors, final-location data, and failure records even if the suit is catastrophically disabled. Forgemaster Authentication Seals bind full deployment and modification authority to Sahan through biometric locks, neural-pattern checks, encrypted DRAHR handshakes, and Clan Dragr maker-marks, while a delayed recovery beacon can transmit restricted distress telemetry to trusted Clan Dragr, Iron Covenant, or ARTUS-linked receivers if Sahan is incapacitated or presumed dead.

As a flight platform, the Mk IV is terrifyingly fast. It carries numerous thrust, repulsor, gravitic, inertial, and braking systems integrated into a single Dragonflight spine and distributed across the limbs. It can reach Mach X in ideal straight-line bursts, but loses meaningful mobility past Mach V and performs best at Mach III or below. Its high-speed combat style is not meant to replace Sahan's skill; it supports it. The Rising Dragon Impact Assist System braces his body, reinforces punches, stabilizes elbows and knees, and routes the violence of his speed through the suit so he can strike without tearing himself apart.

To push that linebreaker role even further, Ure'drahr incorporates an armor-scale adaptation of the Asmulr-type Plasma Ram concept. DRAHR and the Dragonheart can coordinate brief plasma-sheathed impact windows through the gauntlets, elbows, knees, boots, and shockwave routing, allowing Sahan to turn committed high-speed strikes into shield-scorching, hardpoint-breaking collision attacks. Tracyntium penetrator payloads in select Whistling Birds and kneepad darts give him smaller precision breaching options when full-body impact would be excessive.

The armor's ordnance and utility loadout reflects that same layered philosophy. Whistling Birds and Tracyntium darts provide precision harassment, the dorsal MGL can carry smoke, fragmentation, concussion, and gravitic compression grenades, and the belt maintains practical Mandalorian field kit essentials such as Mirshir Ka'esr binders, compact ration capsules, medical stores, slicer probes, and replacement consumables. Ure'drahr is built to fight like a high-speed predator, but it is still expected to capture, survive, repair, and recover after the battle.

For visual deception, Ure'drahr incorporates armor-scale multispectrum disguise projectors coordinated by DRAHR. These systems can overlay preloaded holographic profiles over the armor to alter markings, color scheme, damage appearance, silhouette details, or broad visual identity, especially when paired with Reflec integration, Shroud ECM, Scan-Jam support, and hardlight projection. The effect is still a projection rather than physical transformation, but it gives Sahan another way to misdirect observers before or during a fight.

The armor is also a dedicated anti-Force platform. Miriskin, Trakar, Manda kyber powder, White Noise, Taozin refraction, Runi Ticu'r, antitamper fields, Force-detection systems, and Null Dust all combine to make Sahan difficult to sense, read, manipulate, or overpower through the Force. This does not make him immune to the Force, nor does it protect him from every indirect consequence of Force use. A rock thrown by telekinesis is still a rock. The armor's Force resistance also interferes with helpful powers, which means allied Force healing, enhancement, or protection may be blunted or denied.

Ure'drahr carries the spoils of Humbarine as part of its identity. The Haran'val Mark is preserved at the waist and kama as a remembrance cloth for the fallen, while the Mandalorian Recon Helmet's reconnaissance systems are incorporated into Sahan's own helmet architecture. These are not merely trophies. They are reminders of the battle that helped forge the armor's final purpose: extraction, survival, vengeance, and the defense of vode over conquest or glory.

For all its power, Ure'drahr is not invincible. Disruptors and tensor weapons are major threats. Ion, EMP, sonic attacks, overheating, slicing, ammunition limits, fuel limits, stored-air limits, nanite attrition, and throughput limits can all cripple the armor. Its greatest speed is dangerous, situational, and punishing. Area ordnance can endanger allies, solar-ion recovery is slow, authentication systems can delay even Sahan if damaged, and even Dragon's Memory can be destroyed or lost under catastrophic conditions. If the Nanohive, DRAHR, Ironheart core, or Dragonheart routing bus is damaged, the suit can suffer cascading failures.

Ure'drahr is therefore not merely better armor. It is Sahan Dragr's ultimate answer to what Mandalorian armor can become when tradition, bloodline, engineering, and a dragon's fury are pushed to their absolute limit.
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OUT OF CHARACTER INFORMATION
  • Intent: (Example: 'To create a fast courier vessel for the open market')
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Permissions: (Please link any Marketplace purchase approvals or other permissions to use other Writers' submissions as part of the submission)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
  • Manufacturer: (Kuat Drive Yards, BlasTech Industries, [Character Name], etc. Please ensure you link these accordingly. For Manufacturing limitations on who can make what, please see For more details see the Star Ship rules)
  • Affiliation: (Individual Character Name (an individual PC/NPC who is permitted to use this item), Company Name(s) (Companies authorised to use this submission), Faction Name(s) (Factions authorised to use this submission), other potential options include a submitted NPC unit, or another general organisation/group. For Affiliation limitations on who can field what, please see For more details see the Star Ship rules.)
  • Market Status: (Closed-Market (Any character can use this if they have explicit permission through, for example, a marketplace purchase), Open-Market (May be used by any character without permission from the Manufacturer))
  • Model: Tiscu'ir Destroyer
  • Production: The scale is Unique (Only One Character), Semi-Unique (A single small unit, squad, or squadron), Limited (Only one small group of characters. IE: A Single Minor Faction, Company, or Group within a faction.), Minor (Large groups of characters. (IE: A Single Major Faction, a few companies, or groups.), Mass-Produced. (Anyone.) Characters refer to NPCs & PCs.)
  • Material: (What is it made out of? Certain materials are more resistant, or vulnerable to certain weapons. Example: 'Durasteel, blaster components.' If this submission uses materials not found on wookieepedia, please link. You may also be asked to link materials that are obscure or difficult to find, e.g. exist as a byline in wikia entry)
TECHNICAL SPECIFICATIONS
  • Classification: (Starfighter, Bomber, Scout, Atmospheric Fighter, Atmospheric Bomber, Atmospheric Scout, Gunship, Dropship, Interceptor.)
  • Length: (Via Metric System. Max: 50 meters. Examples: X-wing: 12.5 meters, Y-wing: 16 meters, Millenium Falcon: 34.7 meters, Slave I: 21.5 meters)
  • Width: (Via Metric System. Max: 50 meters. Examples: Y-wing: 2.9 meters, Millenium Falcon: 25.61 meters, Slave I: 21.3 meters)
  • Height: (Via Metric System. Max: 50 meters. Examples: Y-wing: 7.9 meters, Millenium Falcon: 8.27 meters, Slave I: 7.8 meters)
  • Armament: (You may provide your armament in list format and must provide your vessel an Armament Rating. (Choose from: None, Very Low, Low, Average, High, Very High, Extreme. Armament Ratings are scaled in relation to the class of ship, meaning a Starfighter will not equate to a Destroyer.Armament Ratings provide only basic weaponry (ex. turbolasers, ion cannons, concussion missiles. laser cannons, etc) unless the ship also has a description of weapons. Please link to all Factory subs used. Links: Starship Weapons, Approved Technology)
  • Defenses: (You may provide your shield and armor systems in list format and must provide your vessel a Defense Rating. (Choose from: None, Very Low, Low, Average, High, Very High, Extreme. Where None is a man in a space suit hanging on to an engine, Average is typical defense, and Extreme is heaviest defense with heavy armor plating and multiple layers of powerful shields. Defensive Ratings are scaled in relation to the type of ship, meaning a Starfighter will not equate to a Destroyer. You should list particular systems under advanced systems. Please link to all Factory Submissions used. Links: Approved Technology)
  • Squadron Count: (Please provide the amount of fighters this submission would have in a squadron. The average squadron for any starfighter is 12, at lengths averaging 12.5 meters. The bigger the fighter, the smaller your Squadron Count should be. The smaller the fighter, the bigger your Squadron count can be. [None: 1 | Very Low: 4 | Low: 8 | Average: 12 | High: 16 | Very High: 20 | Extreme: 24 ] Squadron Sizes may be listed as just the rating.)
  • Maneuverability Rating: (Choose from: None, Very Low, Low, Average, High, Very High, Extreme. How agile is your ship? Can it take tight turns? This is relative to the size of the vessel (e.g. a Corvette with Low Maneuverability will be more agile than a Star Destroyer with a Low rating.
  • Speed Rating: (Choose from: None, Very Low, Low, Average, High, Very High, Extreme. How fast is your ship in normal space? How fast can it take off, how fast can it speed through a planet's atmosphere? This is relative to the size of the vessel (e.g. a Corvette with Low Speed will be quicker than a Star Destroyer with a Low Speed.)
  • Hyperdrive: (Does this ship have a hyperdrive? If this ship has a hyperdrive how fast is it? The lower the number, the faster the ship is, you may choose decimals. Any speed below 1.0 requires the hyperdrive to be added to the ship's strengths and accordingly balanced with weaknesses. Links: Hyperdrive, Hyperdrive Comparisons)
STANDARD FEATURES
  • (Provide all of your submission's standard features, including non-combat items, here in a list -or- alternatively simply state 'all standard features'. This includes all features that are common for vessels of this class. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology, Shields, Engines)
ADVANCED SYSTEMS
  • (Provide all of your submission's advanced systems, including non-combat items and special weapons, here in a list. Please link to all Factory Submissions used. Stealth technology and other advanced systems may require other weaknesses or reduced ratings for balance. Ensure significant capabilities from systems are included in the Strengths and Weaknesses lists. Examples include: Stealth systems, Advanced ECM systems, Crystal gravfield traps, HIMS, Molecular shields. Links: Starship Weapons, Approved Technology, Shields, Engines)
STRENGTHS
  • (Provide, in list format, a minimum of 1 strength of this submission.)
WEAKNESSES
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
DESCRIPTION
(Describe some of the history behind the submission. Please provide a detailed account or link of each special feature that is listed in this submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. All miscellaneous descriptive elements go here, such as Cargo Capacity, Passengers, Consumables, Crew, etc. For especially powerful or ambitious submissions, a very thorough description is recommended.)

 
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OUT OF CHARACTER INFORMATION
  • Intent:
  • Image Source:
  • Canon Link: N/A
  • Permissions:
  • Primary Source: Mythosaur
PRODUCTION INFORMATION
  • Name:
  • Manufacturer:
  • Affiliation: (Individual Character Name (an individual PC/NPC who is permitted to use this item), Company Name(s) (Companies authorised to use this submission), Faction Name(s) (Factions authorised to use this submission), other potential options include a submitted NPC unit, or another general organisation/group.)
  • Market Status: Closed-Market
  • Modularity: No
  • Production: Unique
  • Material:
TECHNICAL INFORMATION
  • Classification: Drug
  • Method of Consumption: Injection
  • Average Life: The substance itself is consumed and metabolized immediately, but the effects last indefinitely.
  • Nutritional Value/Allergies/Side Effects/ Purpose: N/A
SPECIAL FEATURES
  • Mutates a creature with reptilian DNA.
STRENGTHS
  • (Provide, in list format, a minimum of 1 strength of this submission.)
WEAKNESSES
  • You only get one shot.
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 
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OUT OF CHARACTER INFORMATION
  • Intent: Boosted Whistling Birds for Enclave Mandalorians
  • Image Source: N/A
  • Canon Link: Whistling Bird
  • Permissions: N/A
  • Primary Source: Whistling Bird
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Whistling Bird
  • Size: Average
  • Weight: Average
  • Explosive Type: Baradium/Ion (Fire, Heat, Ion, Radiation)
  • Delivery Method: Mandalorian Vambraces (or any other Whistling Bird launcher)
  • Effective Range: Long Range
  • Area Of Effect: Average
  • Damage Output: High
SPECIAL FEATURES
  • Ionite gives it Ion Damage to affect electronics.
  • Quadranium gives the dart-shaped missiles extra piercing.
  • Beskar keeps them from being cut down midair with a lightsaber.
  • Baradium boosts heat of explosion and irradiates it.
  • Beryllium gives the explosion a white color.
STRENGTHS
  • More powerful than the standard Whistling Birds.
WEAKNESSES
  • Limited Supply
  • Be careful not to get caught in the blast radius.
DESCRIPTION
The Tracyn'senaar whistling birds are similar to standard whistling birds, except they pack more punch. The addition of baradium-impregnated detonite to the charge really boosts the output. on top of that, the tiny missiles also have quadranium/ionite heads, providing an ionization effect and allowing for greater piercing. The added beryllium simply gives the explosion a neat white coloring.
 
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OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Personal Energy Shield
  • Weight: Average
  • Resistances:
    • Energy: Extreme
    • Kinetic: None
    • Lightsabers: None
    • Ion/EMP: Extreme
    • Disruptor: Extreme
SPECIAL FEATURES
STRENGTHS
  • Energy shield that also protects against ion and disruptor damage.
WEAKNESSES
  • No protection from kinetic damage (ie: solid objects like slugs or fists) or lightsabers
DESCRIPTION
The Mu'hyaa'kun Lirsa is a modification of the S-30 "Retention" Anti-Disruption System put into an actual energy shield device. It was built from the ground up specifically for the system, improving on designs the original had not been able to quite perfect.
Sporting a beskar-protected housing unit, the shield can be either worn on a belt or on the wrist. The shield is an upgraded personal energy shield, providing protection from energy blasts, disruptor beams, and even ion and EMP bursts that could potentially damage the user. The biggest downside is that the shield protects the user from nothing else, including solid objects like slugs, fists, spears, etc.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Podracer
  • Size:
    • Average
  • Weight:
    • Average
  • Acceleration: (How quickly does the vehicle reach its top speed?)
    • High
  • Launch: (How quickly does the racing vehicle accelerate from a static position?)
    • High
  • Braking Power: (How quickly does the vehicle arrest its momentum?)
    • Average
  • Cornering Speed Rating: (How quickly and easily does the vehicle negotiate a corner? How quickly does it take tight turns?)
    • High
  • Top Speed Rating:
    • High
  • Propulsion: Repulsorlift Engines
  • Minimum Crew: 1
  • Optimal Crew: 1
  • Passenger Capacity: 0
SPECIAL FEATURES
STRENGTHS
  • It is an all-around great podracer.
  • It is protected from ion damage and runs very smoothly.
WEAKNESSES
  • The safety harness is only meant to keep the pilot from flying out of the pod during stops or turns and will not provide any protection upon crashing.
  • It is one-of-a-kind and requires express permission from the owner to pilot in a race.
DESCRIPTION
The Te'r Rekr is a custom Mandalorian podracer that sports a bod made from a modified Balutar-class Mandalorian swoop. Made from highly sturdy materials, the racer itself is likely to survive any crash in which it might be involved, drastically cutting down of repair costs. However, the pilot isn't as well protected, being mainly designed for Mandalorian racers who will likely race in their armor. The outside of the racer has a beautiful gold Ve'vut Beskar plating.
 
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OUT OF CHARACTER INFORMATION

  • Intent: Lightweight beskar alloy to streamline later submissions.
  • Image Source: Futurism
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: Mandalorian Iron
PRODUCTION INFORMATION
PHYSICAL SPECIFICATIONS
  • Classification: Beskar Alloy
  • Weight: Light
  • Color: Gold. Can be recolored any color.
  • Resistances:
    • Energy (And other Blaster type weapons): Average
    • Kinetic: Average
    • Lightsabers: Average
    • Temperatures: High
    • Others: Average
SPECIAL FEATURES
  • Lighter weight than standard beskar
  • Better temperature resist than standard beskar, including a de-icing effect.
STRENGTHS
  • Beskar: Effective way to stretch out beskar while making it slightly stronger and lighter.
WEAKNESSES
  • It's light weight can actually work against it, making is a poor metal to use in melee weapons compared to regular beskar or heavier variants. It also tends to give ranged weapons higher recoil due to the lighter weight.
DESCRIPTION
Ve'vut Beskar is a high-carbon steel alloy that uses less beskar than traditional alloys yet still retains all the same strength of the original, but with a lighter weight and greater temperature resistance. The presence of titanium allows it to be lighter and keep it's strength and hardness, while the aurodium add to the strength of titanium and gives it a de-icing effect. The presence of traditional ciridium acts a good bonding metal for the beskar.
The alloy is an excellent metal to use in armors and ship parts in place of standard beskar or its alloys, though may be unsuitable for melee weapons, due to its light weight having less impact, though this may be less relevant for weapons such as daggers. The lighter weight also equals higher recoil in most ranged weapons, without something to compensate for the reduced weight.
Overall, this alloy is a good choice alloy, especially since it requires a lower percentage of beskar in the alloy, allowing more beskar to be used in other things.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create an interesting kyber crystal found on Kestri
  • Image Source: ====
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: Kyber Crystal
PRODUCTION INFORMATION
  • Manufacturer:
    • Kestri
    • The Force (Manda)
  • Affiliation: Mandalorian Enclave Mandokarla
  • Market Status: Closed-Market
  • Model: Manda Crystal
  • Modularity: No
  • Production: Semi-Unique
  • Material:
PHYSICAL SPECIFICATIONS
  • Classification: Kyber Crystal
  • Weight: Heavy
  • Color: Black/Brown/Red/Gold swirls and layers
  • Resistances:
    • Energy (And other Blaster type weapons): Very High
    • Kinetic: Average
    • Lightsabers: Very High
    • Other: Average
SPECIAL FEATURES
  • Kyber Crystal
  • Can be boded to a Force-sensitive individual
  • Useful in Shaman rituals
  • Beskar traces
  • Multi-colored Dark-core lightsabers
STRENGTHS
  • Beskar content makes it highly resistant to Energy weapons, including Lightsabers.
WEAKNESSES
  • Despite its beskar content, the glass structure means it is just as brittle against kinetic damage as a regular kyber crystal.
DESCRIPTION
Manda kyber crystals are rare natural glass stones that can be found on Kestri. They are composed of at least 70 different natural minerals and beskar iron and have been shaped by the flow of the Manda. The beskar content found inside the stones give them very high resistance to energy damage, including from lightsabers. However, the glass structure means it does not retain any of the kinetic resistance of beskar, but rather that of most kyber crystals. Though not a standard (if ever used at all) practice, these stones can be used as lightsaber crystals and produce different colored blades, depending on the individual who has bonded it. These blades always have a dark core, instead of the usual white core of most lightsabers.
These stones have a wide variety of use by Shamans of the Mandokarla, usually in a ground-up powdered form. They can be used in various rituals, from healing to exorcism. They can even be added when forging to create an iron heart with a glow, for those into such aesthetics, though this is rarely done, considering how useful it is in other aspects.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES
STRENGTHS
  • Great hidden flight system for armors.
  • Protected from Ion/EMP damage that would potentially deactivate the system.
WEAKNESSES
  • Has trouble with heavier armors without added help.
  • Requires a power supply.
DESCRIPTION
As someone who loves jetpacks and personal flight systems, Sahan Dragr wanted to create his own version, one that would be easily available for his fellow Enclave Mandalorians. The system is super simple, consisting of microthrusters and repulsor packs linked together and integrated into any armor or droid body the user likes. The system is protected from ion damage and overheating. It fits neatly under any armor, with the microthrusters staying hidden and out of the way when not in use, keeping a low profile until ready to be used. The system is designed for light to medium armors, with heavier armors or droids needing additional systems to achieve any actual flight, though they can still benefit from reduced weight/strain from the system.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Powerful: With a variety of guns, defensive measures, enormous size and the ability to function independently from its pilot, the 'Howler' Basilisk is a very useful tool on the battlefield, in the air, or in space
  • Flight: With an enclosed cockpit and sealed fighting compartment, the Howler is capable of 'collapsing' into a starfighter capable of sublight and hyperspace flight
  • Brain: With its own sentient A.I, it can function independently like an animal and follow its handler's orders to the letter.
  • Drill: The Howler is capable of diverting all of its power to its rotary particle cannon turret and/or heavy laser cannons, turning it into a drill capable of melting through capital ship armor.
  • +Motile: Added maneuverability systems boost this droid/ship's agility to peak performance.
WEAKNESSES
  • Multi-Role: While fulfilling a variety of roles, it doesn't focus on one. Which can lead it to being outclassed by a large number of different vehicles.
  • Volatile: The reactor and materials used in the many powerful and expensive systems on it are susceptible to damage. Too much loss of structural integrity can cause it to go up in a very disconcerting explosion.
  • Vulnerable: When using its cannons for drilling, it loses all other systems except systems crucial for the pilot and machine's survival. Flight, other weapons, and other systems are all disabled to produce enough power to sustain the constant drill beam.
  • +SLAM Mk II: Activating this decreases maneuverability while engaged. The maneuverability thrusters can still be used, but it is extremely dangerous to do so.
DESCRIPTION
A very expensive design, the 'Howler' model of Basilisk War Droid is designed to be a powerful asset on the ground or in the air, as well as a glorified best friend for its pilot. Arguably the most useful function of the Basilisk is the capability of sublight and lightspeed travel, allowing it to deploy in any star system at a moment's notice without the need to be dropped in. It also gives the pilot the peace of mind that they can go anywhere and still have their trusty droid with them for backup. Its presence also has a significant impact on psychological warfare, with its imposing figure and unique howl from its powerful ion engine.​

This special Basilisk War Droid has been modified with various components, including a combat upgrade for the droid brain, hyperdrive upgrades, swapped plating, and other added systems. Of note are the complex maneuverability systems and the SLAM MK II, allowing a toggle between extreme speed or extreme maneuverability.
As far as Sahan Dragr is concerned, the best part about the droid starship is that it can pilot itself.

 
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OUT OF CHARACTER INFORMATION

  • Intent: Personal armor for Tomaj Eldar Tomaj Eldar
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Permissions: (Please link any Marketplace purchase approvals or other permissions to use other Writer's submissions as part of the submission)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
  • Manufacturer: (Kuat Drive Yards, BlasTech Industries, [Character Name], etc. Please ensure you link these accordingly.)
  • Affiliation: (Individual Character Name (an individual PC/NPC who is permitted to use this item), Company Name(s) (Companies authorised to use this submission), Faction Name(s) (Factions authorised to use this submission), other potential options include a submitted NPC unit, or another general organisation/group.)
  • Market Status: (Closed-Market (Any character can use this if they have explicit permission through, for example, a marketplace purchase), Open-Market (May be used by any character without permission from the Manufacturer))
  • Model: (Example: E-11 Blaster Rifle. For submissions where a model wouldn't be appropriate, such as a custom walking stick, put 'N/A' for 'Not Applicable'.)
  • Modularity: (Can components of this submission be swapped out for other components? Is it especially easy to modify? For most submissions, put 'No'.)
  • Production: The scale is Unique (Only One Character), Semi-Unique (A single small unit, squad, or squadron), Limited (Only one small group of characters. IE: A Single Minor Faction, Company, or Group within a faction.), Minor (Large groups of characters. (IE: A Single Major Faction, a few companies, or groups.), Mass-Produced. (Anyone.) Characters refer to NPCs & PCs.)
  • Material: (What is it made out of? Certain materials are more resistant, or vulnerable to certain weapons. Example: 'Durasteel, blaster components.' If this submission uses materials not found on wookieepedia, please link. You may also be asked to link materials that are obscure or difficult to find, e.g. exist as a byline in wikia entry. )
TECHNICAL SPECIFICATIONS
  • Classification: (Anti-Blaster, Anti-Ballistic, Multipurpose, Other)
  • Weight: (Please choose a weight between Extreme, Very Heavy, Heavy, Average, Light, Very Light and Weightless.)
  • Resistances: (For each category choose from: None, Very Low, Low, Average, High, Very High, Extreme. Ratings of High, Very High, and Extreme will need to be added as strengths with elaboration.) Resistance Ratings Extreme will require the submission to be Semi-Unique. This Resistance Rating is considered very strong and are usually dealing with unique items that should be restricted to Player Characters only.
    • Energy: (And other Blaster type weapons) How much protection does the armor provide against this type of damage?
    • Kinetic: How much protection does the armor provide against this type of damage?
    • Lightsabers: How much protection does the armor provide against this type of damage?
    • Other: How much protection does the armor provide against this type of damage? (Examples: Sonic, EMP/ION, Elemental. You must disclose each specific type that applies to this submission with its own rating.)
SPECIAL FEATURES
  • (Short brief detail list on any advanced systems with a respective link to the technology if available. What are the types of advanced systems that this armor has? This includes stealth, Bio-restorative technology, power armor, Force Enhancements, Alchemy Enhancements, Force Imbuement enhancements, or any similar or equivalent Force or technologies that may be rare or specialized. - If these are notable enough to be strengths, you must add them to strengths)
STRENGTHS
  • (Provide, in list format, a minimum of 1 strength of this submission. Any resistance ratings of High, Very High, and Extreme will need to be added as strengths with elaboration.)
WEAKNESSES
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)(If your armour is vulnerable to specific types of attack (e.g. Ion/EMP/Lightsabers) please list these here)
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Whip
  • Size: Average
  • Weight: Very Light
SPECIAL FEATURES
STRENGTHS
  • Dangerous weapon in the right hands.
  • Force resistant
  • Lightsaber resistant
WEAKNESSES
  • Only enough cortosis to block lightsabers, not actually short them out with a feedback loop.
  • Easy to entangle, damage, or electrocute yourself if you are not proficient with the weapon.
  • Can potentially be slashed with a physical blade.
  • Electro/Vibro parts need power to work, whether by a power cell or a power generator of an armor suit (if integrated).
DESCRIPTION
Mirshir'jika is a combination vibrowhip and shock whip made from miriskin leather strips woven together into a whip and wrapped in a firbercord made of cortosis-weave flexisteel. It has superconductive wiring for the vibration generator at the tip and the shock whip property, which can be activated separately or simultaneously.
The whip resists Force abilities that directly target it, which is particularly useful when a sorcerer attempts to use telekinesis to disarm you of the weapon. The cortosis in the fibercord allows it to be used against lightsaber wielders.
The weapon itself requires specialized training to wield, lest you risk harming yourself, though it is a bit easier to use as a simple grappling device.
The whip was designed to fight Force users, especially Jedi and Sith, who predominantly use lightsabers in combat.
The idea came about when the telekinesis trick was used against Sahan's grappling line, preventing him from being able to use it properly.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES
  • Sturdy Beskar alloy
  • Force resistant trakar voidsteel
  • Stun capability
  • Magnetic cuffs
STRENGTHS
  • Extremely sturdy beskar alloy stuncuffs
  • Force resistant
WEAKNESSES
  • Susceptible to ion damage, which will shut off the device.
  • Susceptible to disruptor damage, which can potentially disintegrate the cuffs.
DESCRIPTION
After seeing an extremely powerful Jedi destroy a pair of binders using the Force, Sahan Dragr set out to craft a pair that would be able to resist such a scary display of sorcery. The binders are made of a very strong beskar steel alloy and trakar voidsteel. The cuffs resist attempts to use the Force directly on them, from Telekinesis to Mechu-Deru. They even resists attempts to teleport. They do not cut the restrained Force user off from the Force, though the prisoner maybe have slight more difficulty connecting if not highly trained or gifted in the Force.
The cuffs are not completely infallible, however. They have no protection from ion or disruptor damage. A strong ion blast or EMP will shut down the cuffs and potentially disengage the lock. A strong disruptor blast may potentially disintegrate the cuffs (although this may likely lead to the loss of the captive's hands, but what is the price of freedom?)
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Photonic Charge Slug
  • Size: Average
  • Weight: Average
  • Explosive Type: Non-incendiary photonic charge
  • Delivery Method: Fired from a slugthrower
  • Effective Range: Average (Dependent on the range of the slugthrower firing it.)
  • Area Of Effect: Personal
  • Damage Output: Extreme
SPECIAL FEATURES
STRENGTHS
  • Strong particle burst that does lots of concentrated damage.
  • Blinding effect that affects ALL forms of visible light.
WEAKNESSES
  • Blackout effect has diminished effect on creatures with no circulatory system and no effect on those who do not use physical sight.
  • No armor piercing.
  • Must actually hit and embed within the target for the accelerite to spread through them.
DESCRIPTION
Hurdisi Photonic Blackout Rounds are a type of slug or bullet containing a miniaturized non-incendiary photonic charge and a capsule of accelerite. Upon hitting a target, the accelerite is released into their system, and the photonic charge activates. The charge emits a photonic burst that also reacts with the accelerite to produce an unusual form of radiation that suppresses the entire light spectrum. The can render a target that requires visual sight completely blind until the bullet is removed or the accelerite cleansed from the body. The blinding effect is diminished on creatures without a circulatory system to spread the accelerite throughout theit body and is completely ineffective against creatures who do not require sight at all or use Force Sight. The photonic burst still works the same regardless. The accelerite can only spread if it actually embeds in the target so it can inject the substance through the circulatory system. This renders it ineffective against metal or composite armors ( and the like), as it has no armor piercing. If the round is slashed with a lightsaber, it will effectively be destroyed, but the accelerite will be ignited by the lightsaber, causing a splash of flaming liquid. If the slug hits armor or is otherwise blocked, the photonic charge will still detonate, and the accelerite will still release, creating a cloud of darkness about the size of a large person. This may possibly be put to use by clever individuals.
 
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OUT OF CHARACTER INFORMATION
  • Intent: A type of Pyro Slug for the Mandalorian Enclave
  • Image Source: N/A
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: Pyro Slugs
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Pyro Slugs
  • Size: Average
  • Weight: Average
  • Explosive Type: Chemical
  • Delivery Method: Fired from a slugthrower
  • Effective Range: Average (Dependent on the range of the slugthrower firing it.)
  • Area Of Effect: Personal
  • Damage Output: Extreme
SPECIAL FEATURES
  • Glass Capsule containing Fire Diamond Dust
  • Firejelly
STRENGTHS
  • Powerful pyro slugs that can ignite targets on fire
WEAKNESSES
  • Not as effective in subarctic environments
  • Cannot ignite within a vacuum, such as space
DESCRIPTION
Tracyn'wuta Pyro Slugs contain firejelly that ignites on fire when the glass capsule of fire diamond dust inside shatters upon impact.
This allows the slug to deal massive fire damage as the ignited firejelly splashes the target area.
The ignited fire jelly will set anything flammable that it touches alight.
The slugs are less effective in cold environments, where the flames will dissipate more rapidly, and not at all in the vacuum of space, where it will act only like a standard slug.
 
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OUT OF CHARACTER INFORMATION
  • Intent: A smoke bomb for Mandalorians.
  • Image Source: N/A
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source:
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Smoke Grenade
  • Size: Very Small
  • Weight: Average
  • Explosive Type: Smoke Cloud
  • Delivery Method: Thrown (or launched from an appropriately sized grenade launcher)
  • Effective Range: Average
  • Area Of Effect: Large
  • Damage Output: None
SPECIAL FEATURES
  • AXC: An aerosol drug derived from the same key ingredients in death sticks that can cause hallucinations and interrupt Force connections.
STRENGTHS
  • Can weaken or suppress Force connection in Force users and give them hallucinogenic visions.
  • Can cause hallucinations in NFU enemies.
  • Still works well as a normal smoke grenade, offering a smoke cloud over a large area.
  • Very small size means it is easy to carry many of them.
WEAKNESSES
  • Force suppression and hallucinogenic properties are completely negated by gas masks or similar apparatuses.
  • Can affect allies not wearing proper protection, potentially causing death stick addiction.
  • Smoke only blocks standard physical vision and no other types of sight.
  • The Force suppression isn't guaranteed.
DESCRIPTION
Simply put, these smoke bombs were created as a way to quickly disperse AXC aerosol spray over a large area as a means of potentially weakening enemy Force users. The AXC isn't exactly the most reliable substance when it comes to suppressing Force connection, but a standard smoke grenade is already useful anyway, so it was worth adding the extra benefit of possibly affecting enemy Force connection. The very small size makes them very portable, allowing one to carry many at once.
The use of air filtration apparatuses does completely counter the effects of the AXC, which works for allies as well as enemies. Conversely, the negative effects can affect any ally that doesn't have proper protection. All in all, this turns an ordinary smoke bomb into a slightly more versatile weapon.
 
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IMAGE

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OUT OF CHARACTER INFORMATION
  • Intent: A way to possibly bring back the extinct Mythosaurs (and mutate my reptilian PC to have Mythosaur characteristics).
  • Image Source: Here (edited by me)
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: Mythosaur
PRODUCTION INFORMATION
  • Name: Mythosaur Mutagen
  • Manufacturer: Clan Kyron
  • Affiliation: Sahan Dragr
  • Market Status: Closed-Market
  • Modularity: No
  • Production: Unique
  • Material:
TECHNICAL INFORMATION
  • Classification: Drug | Mutagen
  • Method of Consumption: Injection or Consumption (enough for three doses)
  • Average Life: Indefinitely
  • Nutritional Value/Allergies/Side Effects/ Purpose: None
SPECIAL FEATURES
  • Mutagen containing Mythosaur DNA that can cause a reptilian creature to metamorphose into the extinct legendary dragon.
STRENGTHS
  • Able to alter reptilian DNA to that of a Mythosaur, possibly bringing the species back from extinction.
  • Effects are permanent.
WEAKNESSES
  • Effects are permanent.
  • Effects work best on non-sentient, non-humanoid reptilians.
  • Only works on reptiles.
  • Only one container in exitance.
DESCRIPTION
Deep below the Temple of Javarr on Kestri, Sahan Dragr discovered a small vault containing artifacts created by Clan Kyron long, long ago. One of those items is a still-viable container of a mutagen made from Mythosaur DNA. The mutagen is capable of altering the DNA of a reptilian creature that either imbibes it or is injected with it. The creature's DNA is slowly replaced with that of Mythosaur DNA, causing it to metamorphose into a Mythosaur. This will only take full effect on non-sentient, non-humanoid reptiles and will only partially work on humanoid or sentient reptilians, causing some slight mutations.
Only one of these containers has been found, and it only contains enough for three doses. It is unknown how the Kyrons created the mutagen, making any attempts to try to recreate it almost impossible.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Name: Crus-ade™
  • Manufacturer: Kyr'bes Buy'ce
  • Affiliation: Mandalorian Enclave
  • Market Status: Closed-Market
  • Modularity: Available in a wide variety of flavors and electrolyte balances for a wide range of species.
  • Production: Mass-Produced
  • Material:
    • Water
    • Electrolytes
    • Protein
    • Natural Flavoring
    • Artificial Flavoring
TECHNICAL INFORMATION
  • Classification: Energy Drink (Beverage)
  • Method of Consumption: Orally (Drink)
  • Average Life: 18 months unopened, 5 days opened
  • Nutritional Value/Allergies/Side Effects/ Purpose: High electrolytes and protein. Standard flavors are made for humans and near-humans, with salts and sugars that may not be suitable for all species. There are alternative flavors for such species.
SPECIAL FEATURES
  • Cool
  • Refreshing
  • Replenishes lost Electrolytes
  • Boosts energy
  • High in Protein
  • Wide range of flavors to suit varying tastes
STRENGTHS
  • Great for hydrating after battles or workouts.
WEAKNESSES
  • Not all flavors are suitable for all species. Be sure to read the label carefully before consuming!
DESCRIPTION
What started as a joke in response to many in the Galaxy being afraid that the Mandalorians were going to begin crusading again quickly became a hit across Kestri as Sahan Dragr created an energy drink spoofing on the idea. The surprising popularity created a large demand, requiring Sahan to create a mini factory with his company Kyr'bes Buy'ce in order to meet the popular demand.
Crus-ade comes in a variety of flavors and colors, and even has unique ones for varying biologies, considering Mandalorians are made of varying species. Hoewever, it it is important to make sure you are consuming a version designed for your particular biology. For example, there are sugar-free versions for Zelosians and versions for Arcona that use special ammonia salts instead of regular salt.
With electrolytes and plenty of protein, Crus-ade is a deliciously refreshing drink perfect for any Mandalorian after a workout or battle!
 
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OUT OF CHARACTER INFORMATION
  • Intent: Mobile shipyards for the Mythos Fleet
  • Image Source: Here
  • Canon Link: N/A
  • Permissions: (Please link any Marketplace purchase approvals or other permissions to use other Writers' submissions as part of the submission)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
  • (Provide all of your submission's standard features, including non-combat items, here in a list -or- alternatively simply state 'all standard features'. This includes all features that are common for vessels of this class. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology, Shields, Engines)
ADVANCED SYSTEMS
  • (Provide all of your submission's advanced systems, including non-combat items and special weapons, here in a list. Please link to all Factory Submissions used. Stealth technology and other advanced systems may require other weaknesses or reduced ratings for balance. Ensure significant capabilities from systems are included in the Strengths and Weaknesses lists. Examples include: Stealth systems, Advanced ECM systems, Crystal gravfield traps, HIMS, Molecular shields. Links: Starship Weapons, Approved Technology, Shields, Engines)
STRENGTHS
  • (Provide, in list format, a minimum of 1 strength of this submission.)
WEAKNESSES
  • Cannot construct battlecruisers reliably (>2–3 km)
  • Cannot support sustained 5 km hull assembly
  • Cannot fabricate super-capital reactors or hyperdrive cores at scale
DESCRIPTION
Mythos–class stations are ten-kilometer mobile shipyards employing cutting-edge fabrication and nanotechnological systems to rapidly construct and repair warships up to Star Destroyer scale. Designed to operate as distributed industrial hubs, they dramatically accelerate fleet sustainment while remaining dependent on the Mythos Fleet's central megayard for super-heavy construction.
Mythos Yards represent the cutting edge of Mandalorian industrial warfare — ten-kilometer mobile shipyards equipped with advanced fabrication arrays and selective nanotechnological assembly systems.
Where older yards relied on slow, linear construction, Mythos Yards fabricate hull sections, internal structures, and standardized components on-site, provided sufficient raw material and power are available. This allows the Mythos Fleet to rebuild faster than ever before, turning battlefield salvage into fully operational warships in record time.
Despite their sophistication, Mythos Yards are intentionally constrained. While capable of constructing and overhauling Star Destroyer–class vessels, they cannot sustain battlecruiser-scale fabrication or super-capital assembly. Such undertakings remain the exclusive domain of the Mythos Fleet's great Forge-Citadel, Kote'garad.
Together, the Mythos Yards ensure that no single defeat can cripple the fleet — and that every war leaves the Mythos Fleet stronger, faster, and better prepared for the next.

 
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Shows the Tusurki'aa Ta'hye Beskad in both on and off position.
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Beskad
  • Size: Average
  • Weight: Heavy
SPECIAL FEATURES
  • Ultrasonic Vibration Generator
  • Transonic Generator: Much more effective than standard sonic generators found on common vibroblades.
  • Augmented Vibro-Motor: Enhanced cutting ability.
  • Antitamper Field Generator: Absorbs energy which can be used to continually power the sword in place of power cells.
  • Kinetite Generator: Absorbs and stores kinetic energy to be used later in a concussive shockwave blast.
  • Quadranium Edge: The keenness and strength of this edge allow for more deeply penetrating injuries, thus increasing the chance to incapacitate the enemy quickly.
  • Neutronium Edge: Allows for substantial injuries, thus increasing the chance to incapacitate the enemy quickly.
  • Ionite Edge: Blade also deals Ion damage, making it effective against electronics and energy fields.
  • Devaronian Edges: Creates unendurable pain just by touching skin, and any injury inflicted with it will have lasting pain until the wound fully heals. Has a chance of causing the target to develop Devaronian blood-poisoning.
  • Contained-Energy Plasma Blade: A centimeter of plasma along its cutting edge allows the blade to slice through most materials easily. It also looks rather intimidating when switched on.
  • Voidsteel, Miriskin Leather, and Vong Bonemeal: Anti-Force materials to keep Force users from trying to telekinetically steal or manipulate the weapon.
  • Gene-Lock: Recognition system causes it to only operate for the owner. It can even work when the hands are covered with gloves or gauntlets and can be designed to work with cybernetic hands as well.
STRENGTHS
  • Peerless cutting power on par with the strongest vibroswords and lightsabers.
  • Drains energy, including blaster bolts, lightsabers, electricity, energy shields. It then converts this energy into useable power for the sword.
  • Absorbs kinetic energy that can be released in a concussive blast at the enemy.
  • Anti-Force Materials.
  • Recognition system tied to Sahan Dragr.
WEAKNESSES
  • Heavy: Not easy to swing without adequate strength and training.
  • Reach: It's a short sword, so it has limited range.
  • Don't Throw: In order for the recognition system to activate so the blade can power on, the owner must be touching the hilt, rendering it impractical for throwing.
  • 1-Hand: Due to the size and shape of the hilt, the sword can only be used in one hand and cannot utilize a two-handed style.
  • Only the vibro and plasma edge parts are affected by the gene-lock recognition. The blade itself is still extremely sharp and painful, even when off, which could potentially be utilized by an enemy.
DESCRIPTION
As a Mandalorian Forgemaster, Sahan Dragr wanted to create a unique, iconic beskad that would inspire awe in his brethren and intimidate his enemies.
The beskad is roughly the same size and shape of a traditional Mandalorian beskad, though is it has seigurium added to increase the weight. It sports boosted sonic generators, propelling it's vibrosword cutting power beyond that of even the most powerful mass-produced dire vibroblades. It even has a transonic generator, which matches its vibrations to the material it's striking for better cutting power. To amp the cutting power up even more, to rival even the strongest lightsabers, a contained-energy plasma edge capability was added. The settings allow the blade to be able to use the vibro part with or without the plasma edge.
The edge also includes materials to give it a permanently sharp edge that deals deeply penetrating injuries. It also includes the Devaronian blood-poison powdered crystal particles, that cause excruciating pain, and ionite, which deals ion damage to anything the blade strikes.
Another large aspect of the sword is the antitamper field generator and the kinetite generator. The antitamper field drains energy that is then fed back into the blade for power, relying on that instead of the power cell, when available. The kinetite generator absorbs kinetic energy from sword strikes that can be released in an outward concussive blast of shockwaves.
The sword includes voidsteel in the metal, the handle is padded in miriskin leather, and the whole sword was case-hardened in vong bonemeal. This gives it an anti-Force property to keep Force users from being able to steal or manipulate the blade.
A gene-lock recognition system means the weapon's vibro and plasma systems will only work for Sahan Dragr.
 
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