Armor Dalair's Guroa'gam

Mr. Teatime

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Dalair's Guroa'gam

Guroa'gam, or Forge Skin, is a Mandalorian tradition followed by Dalair's family within Clan Solus. Consisting of a helm and materials designed to be used within a forge, it is still a capable set of armour for combat if the need arises. The helmet and cuirass have been passed down for generations of armorers, modified with other gear as the wearer prefers.

A thermal mode in the helmet allows gauging the temperature of metals while forging far more accurately than the naked eye, while filters keep out toxic byproducts and soot. The thermal undersuit helps withstand hours in a hot forge and allows working far more closely with heat and flame than bare skin. Mag-boots and inertial dampeners are included for working on large projects, usually in tandem with a separate grapple gun.

In this case Dalair also keeps to the heavy leather gloves along with an apron and belt to hold various engineering and forging tools for his convenience.



LEGALITY

A short sentence or two on how legal your armor is to possess and wear in different parts of the galaxy. Is it legal everywhere, restricted in some places, or illegal in most places? You can get away with a lot on Tatooine, but The Kingdom of Alderaan might frown on citizens walking around in heavily armed war suits.

INTENT

WHY DO WE NEED THIS? WHAT IMPORTANT NICHE DOES IT FILL? If this is a new tech submission, this section needs to be very detailed and compelling- at least a couple sentences. This is one of the first things we look at when reviewing submissions, and if the only intent you have is "lol i wanna win mor" then we're just going to archive it. For generic tech, this section can be eliminated if you choose.

RESTRICTIONS
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.

Type and Coverage

Type: Light

Coverage:
  • Head: Bes'kar helmet, front, and back of the head, down to the neck.
  • Torso: Duraplast armored chest and abdomen.
  • Back: Duraplast armored upper and lower back.



Functions



Function 1: Filter
  • Filters are bulky attachments to a helmet, or function as part of a mask, that filter out environmental contaminants such as smoke or most toxins. They are susceptible to caustic substances and damage.
Function 2: Mag-Boots
  • Magnetic boots contain electromagnets in the soles and allow for enhanced movement on ferrous surfaces in microgravity or steep gradients. This functionality must be turned on or off manually by a button or switch.
Function 3: 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 4: Vision Modes
  • This Allows a Helmet HUD to cycle to low-light OR thermal vision modes.

Function 5: Inertial dampeners
  • Intergrated Inertial dampeners help reduce impacts imparted wearers body, situated under the armour panels, they help the absorb the shock of weapon impact through the armour and most other forms of blunt force trauma, for example, a fall or impact that might have fractured bones would only give them intense bruising.


 
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