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Thread: Mandalorian Beskar Armor stats

  1. #1
    D6 Forever!
    Join Date
    April 2000
    the great western state of Montana!

    Lightbulb Mandalorian Beskar Armor stats

    Mandalorian Beskar Armor
    Not for sale
    +5D Physical, +4D Energy
    Protects: Head, Torso, Shoulders, forearms, upper legs
    No Dexterity penalties

    Helmet provides Thermal/IR viewing, giving +2D to Tracking
    Helmet also has Audio Amplification that links directly to the viewer on his Pulse Blaster Rifle. This gives +2D to Search up to a range of 50 meters.
    Helmet provides Targeting Heads-Up Display (HUD). This allows the wearer to locate targets within 50 meters and mark them as targets. It provides no added benefit for hitting the targets, but does make target identification quite easy in a muddled combat situation.

    Armor attachments:
    Flamethrower wrist mount
    Range: 1-3 / 5 / 8
    Damage: 6D / 4D / 2D
    Ammunition: Offers up to 10 seconds of operation before needing to be refilled with typical starship fuel.

    Grappling Caster
    Range: 1-5 / 10 / 20
    Effect: Attaches to the target by entangling the target and attaching to itself. Can be released by command from the armor wearer.
    Strength: 5D durability

    Whistling Birds
    Targetted Tracking Range: 1-10
    Damage: 5D
    Special: Due to the missiles being made from Beskar, they have superior armor penetrating ability. Subtract 2D from any armor of the target. Does not provide additional damage to lightly armored or unarmored targets.
    Special: has limited ammunition, typically 12 missiles
    Special: Targets for the Whistling Birds are set by the armor wearer, using the targeting HUD in the helmet.
    Hi-Power Blast Pistol
    Range: 1-5 / 15 / 30
    Damage: 4D+1
    Ammunition: power pack allows up to 30 shots before needing to replaced.

    Pulse-Blast Rifle
    Range: 1-15 / 35 / 70
    Ranged Damage: 8D*
    Special: * If the damage exceeds the resistance roll by 15 or more, target is Disintegrated
    Special: The firing charges need to be reloaded after every shot.
    Special: Rifle can be used as a melee weapon, with the front prongs becoming charged. Causes 6D damage if successfully strike a target by 5 or more points above difficulty. Less than 5 above causes a glancing blow, only inflicting 3D Stun damage.

    Melee weapon
    Damage: STR+3D+2
    Special: Once activated, the blade is able to penetrate things that a normal blade may not be able to.

    M-1 Jump pack "Rising Phoenix"
    Controlled by armor wearer, requires minimum of 3D in Jet Pack Operation. Allows boost assisted jumping, up to 100 meters high or 70 meters distant. Uses 1 charge for each assisted jump which includes a short deceleration burn upon landing.
    Also allows controlled flight, capable of traveling of speeds up to 250 KPH, and an altitude of up to 500 meters. Uses 1 charge for every round spent in flight mode.
    Special: contains up to 50 charges before it must be recharged and refueled.
    Special: This jump pack is triggered by the thought of the armor wearer. No voice commands are needed to operate. As such, it requires the special training in its operation. It will not operate for any wearer with less than 3D in Jet Pack Operation.
    Try not. Do or do not, there is no try.
    facta, non verba

  2. #2
    Join Date
    February 2000
    Outer Heaven


    Great work.
    After watching the punishment his armour takes in Season 2 (ep3, for example) those stars look quite appropriate!

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