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Approved Tech Neo-Crusader's Vambraces | Death Watch

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose Vambraces.
  • Weight: Average Rating.
  • Resistances:
    • Kinetic Weaponry (Ballistic Weapons): Very High.
    • Directed Energy Weaponry (Not Including Disruptors): Very High.
    • Disruptor Weaponry: Very Low.
    • Electrical and Ion Weaponry: High.
    • Lightsabres: Average.
    • Plasmatic Melee Weaponry (Non-Lightsabre): High.
    • Melee Weaponry and Shrapnel: Very High.
    • Sonic Weaponry: Low.
    • Extreme Heat-based Weapons: Low.
    • Extreme Cold-based Weapons: Very Low
    • Exotic Elemental Weaponry (Not-Including Acidic Weapons): Low.
    • Corrosive Weapons: Average.
SPECIAL FEATURES
  • Six Modular Hardpoints per Vambrace, to a Total of Twelve:
  • Possible Hardpoint Replacements:
    • Two Hardpoints - Mass-driven Wrist-mounted Warhead Launcher; Replaces the Whistling Birds.
      • Single-Use Warheads - Requires Reload After Use.
    • Two Hardpoints - Dual Wrist-mounted Blaster; Replaces both the Single Wrist Blaster and Flamethrower.
    • Two Hardpoints - Dual Wrist-mounted Flamethrower; Replaces both the Single Wrist Blaster and Flamethrower.
STRENGTHS
  • Walking Armoury - Versatile Target Engagement Possibilities; Soldiers, Sabre-jockeys, Light Vehicles, Etc.
  • Energized Grappling Line - Extremely Resistant to the Plasmatic Lethality of a Lightsabre.
  • Variable Plasmatic Energy Shield - Capable of Adjusting the Size of the Wrist-mounted Shield.
  • Durable Construction and Hardened Plating.
  • Rechargeable Power Source; Additional Power Cells or Solar Ionization / Collection and Conversion.
WEAKNESSES
  • Single-Use Weaponry - Requires Reload after Use.
  • Limited Engagement Range(s) with Minimal Medium-ranged Weaponry.
  • Limited Flamethrower Range and Fuel - Five Metres with Three Minutes of Continuous Operation; 90 Single-Use Bursts.
  • Limited EMP and Ion Resistance; Device Potency and Proximity Dependent.
  • Whistling Birds - Requires Sensor / Target Lock to Fire.
  • Communications Jamming - Capable of Blocking Remote Signals to Connected / Linked Starship and Holoprojector.
  • Plasmatic "Light-shield" - The Larger the Shield the Faster the Power Source Drains;
    • Buckler - Ten Minutes before Recharge Required.
    • Round - Six Minutes before Recharge Required.
    • Tower - Three Minutes before Recharge Required.
  • Repulsor Weapon - Requires Gravitational Atmosphere - Not useable in a Vacuum.
  • Exposed Equipment - Sustained Damage Can Drastically Effect the Equipment(s) or Weapon(s) Functionality.
DESCRIPTION
In the Era of the Ancients, when the first Mandalorians faced off against the seemingly invincible Knights of the Jedi - these Would-be Conquerors were sorely outmatched. The Knights of the Republic not only wielded weapons of superheated starlight but had the powers to reshape their reality. Armoured warriors with blades and blasters were simply not enough to counter their lethality, let alone their combat prowess. So, the Mandalorian people began designing new weapons and technologies to counter the Jedi’s abilities - to even the playing field against seemingly impossible odds. The first of their many innovations was the Mandalorian Vambraces, which would act as a staging ground for a whole host of weaponry and equipment that were designed to counter a Jedi’s abilities.

That very concept, although millennia-old, would last throughout the generations until the modern era - as it would be difficult to build upon perfection. Instead, the only things that changed throughout the years were the weapons and technology that were mounted onto the vambraces themselves. And so, when it came to the Death Watch and their nascent Crusade - they utilized those ancient foundations laid out by their ancestors and slathered them in modern advancements. With the versatile hardpoint construction, these vambraces offered a seemingly unlimited configuration to their wearers, but there was little deviation from the standard loadout - due to the toolkit being extremely effective.

When speaking of the toolkit, those Crusaders who bore these vambraces into battle would find themselves capable of engaging a wide variety of targets. Not only would the equipped modules be capable of combating a Jedi’s powers and martial prowess, but they’d be able to target Light Vehicles as well. Naturally, their effectiveness and measures of success were wholly dependent on the Sabre-wielding Sorcerer or the Light Vehicle that was engaged.

What made these Vambraces a perfect addition to the Death Watch Crusader’s personal armoury, was the integrated Shield Generator. While previous iterations produced a small Combat Shield that would essentially become a Plasmatic Buckler in appearance, this version was capable of adjusting the projected shield to suit the needs of the Warrior. This meant that the Buckler could be expanded beyond its previous magnetic containment field to increase the shield’s size; either becoming large enough to shield a Warrior’s torso or even their body for a time. However, there was a drawback due to the size limitations of the generator itself; this meant that there would be issues regarding the projection’s integrity over a lengthy period of time.

Nevertheless, as the Generator only took a single hardpoint - the Forgemasters elected to put an external and miniaturized power source that was connected to the shield’s housing, which was also capable of recharging its capacity through a myriad of means. This meant that the shield’s integrity could be maintained at a cost of a Warrior’s power cells, or would be disabled for a time whilst the power source recharged. It was a choice that depended on the Warrior themselves, as the shield’s strength could be more important than another round in the chamber of their weapon(s.)

Thus, these Vambraces would act as the catalyst to propel the Crusaders of the Death Watch into the Galactic spotlight as consummate Warriors to be feared.

 
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