Brigade Requirements

Below you’ll find the basic requirement and suggestion lists for each brigade and any applicable professions listed under those brigades. This should give you a good starting place if you’d like to gear your kit towards one of them while you build your kit to meet the basic requirements. The Brigade forum boards are not visible to standard forum accounts – you must either be a Supporter or an Auxiliary member to view them. You must be a full member of the club, having passed the Costume Requirements in order to post your work logs and get feedback on your brigade equipment.

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Shock Infantry

 


 

Heavy Assault

Armor Requirements:

  • Armor – Heavy coverage. This includes the minimum of boot, shin, knee, thigh, groin, torso/chest, shoulder, back, collar, bicep and gauntlet armor.
  • Helmet – Helmet must fit the helmet of Era specific CRLs.
  • Shoulders – Shoulder armor should be of heavier design that cover the entire shoulder.
  • Backplate – A back plate must be used. A cape or back pack may be used in addition to but not in place of back armor.
  • Cod – Codpiece or Soft Cod / Armored Loin Cod. Loin Cloths to be taken into consideration on a case by case basis, and only with extremely strong supporting reasons why the required piece should be waved.
  • Collar – Collar armor. ARC Trooper style pauldrons are allowed in addition to collar plates, but not in lieu of.
  • Upper Torso – Chest plates and abdomen
  • Upper Arm – Bicep / Triceps armor or elbow and shoulder armor that end up covering this gap.
  • Thigh – Standard plate coverage or enclosed.
  • Knee – Separate knee armor or extended shin armor.
  • Shin – Standard shin type coverage.
  • Boot – Some form of boot armor.
  • Backside – Kama or enclosed thigh and/or butt armor.
  • Hand Plates – Some form of armor on the top pf the hand
  • Flank Plates – Some form of armor to protect the sides of the torso
  • Full Gloves – Full hand coverage. No fingerless gloves allowed


Weapon Requirements:

  • 1 Heavy Pistol/Hand Cannon
  • No Sniper Rifles


Optional Additional coverage;

  • Elbow – Rounded elbow piece or extension of gauntlet.
  • Finger armor
  • Pauldrons
  • Kidney Plate

Required Accessories 

  • None.

 

 

 


 

 

Heavy Weaponry

Armor Requirements

  • Armor – Must fit Era specific CRLs. Medium coverage (with some additional parts if desired). This includes the minimum of boot, shin, knee, thigh, groin, torso/chest, shoulder, back and gauntlet armor. It is heavily recommended the weathering and other damage is also consistent with operating in a combat environment.
  • Helmet – Helmet must fit the helmet of Era specific CRLs.
  • Shoulders – Shoulder armor should be of medium level. Pauldrons, while not encouraged, are allowable in addition to, but not in lieu of shoulder bells.  Submission pics must include shots with and without pauldron.
  • Backplate – A back plate must be used. A cape or back pack may be used in addition to but not in place of back armor.
  • Backpacks/Jetpacks (optional) – Should be of a canon design and fit within Era specific CRLs.
  • Cod – Codpiece or Soft Cod / Armored Loin Cod. Loin Cloths to be taken into consideration on a case by case basis, and only with extremely strong supporting reasons why the required piece should be waved.


Weapon Requirements
Primary weapon must be non-standard weapon with a ‘specialty function’.

Authorized Weapons:


Required Accessories:

  • Additional ammo for primary weapon, such as ammo pouches or power packs
  • Power-cell / Fuel / Ammo Backpacks


Optional Additional Components:

  • Advanced Range Finders
  • Hose/tubing to/from weapon to external source or container
  • Heavier armor coverage – do not cross into Heavy Assault coverage

 

 

 


 

 

Environmental Assault

 

Environmental Assault Requirements:

  • Environment-specific camouflage/coloration (armor and soft parts must use colors native to the environment; greens and browns for forest, white and gray for arctic, tan and browns for desert, etcetera)
  • Some form of assisted breathing apparatus (rebreathers, hoses to pack, etcetera)
  • Environment specific survival gear (lights, small med kit, water stores, heat system etc.
  • Environmental protection suited to chosen environment. (furs/heavy cloaks for arctic, lighter materials for desert, wetsuit-like flight suits for aquatic specialists etcetera)
  • Weathering- when operating out in various environments, the armor and soft parts will not remain pristine. (For example, desert themed kits should have grime and dirt similar to sandtroopers and jungle themed kits are likely to have more scrapes and scratches on the armor, especially leg armor, from moving through dense foliage.)

 

267th Rapid Assault

 


Urban Asault 

Armor Requirements

  • Armor – Medium coverage (with some additional parts if desired). This includes the minimum of boot, shin, knee, thigh, groin, torso/chest, shoulder, back and gauntlet armor. It is heavily recommended the primary armor color be a tone blending in to urban/industrial environments (black, grays, dull white, brick red, etc.). Weathering and other damage is also highly recommended and must be consistent with operating in an urban environment (ie, no claw marks, no ‘sun faded clothing’, etc).
  • Helmet – Helmet must fit the helmet of Era specific CRLs.
  • Shoulders – Shoulder armor should be low profile. Pauldrons, while not encouraged, are allowable in addition to, but not in lieu of shoulder bells.   Submission pics must include shots with and without pauldron.
  • Backplate – A back plate must be used. A cape or back pack may be used in addition to but not in place of back armor. If a cape is used it must be limited to a Boba style shoulder cape made out of a moderately heavy material that would not get caught on protrusions.
  • Backpacks/Jetpacks (optional) – Should be of a low profile design. Jetpacks should be along the lines of the Jango arena pack.
  • Cod – Codpiece or Soft Cod / Armored Loin Cod. Loin Cloths to be taken into consideration on a case by case basis, and only with extremely strong supporting reasons why the required piece should be waved.


Weapon Requirements

  • Primary weapon must be a carbine, short rifle, or “shotgun” style weapon. No sniper rifles or heavy weaponry.
  • Pistol/sidearm required as a secondary weapon.


Required Accessories – These Accessories must be prominently displayed on the Urban Assault kit.

  • 1. Three grenades of some sort.
  • 2. At least one of the following “breaching” devices:
    A. Breaching charges-explosives that may be attached to walls/doors to facilitate entry into a structure.
    B. Breaching tool-some sort of hand held tool to assist in the opening of locked doors/windows/hatches.
    C. Electronic lock breaking device-some sort of device used for interfacing with and over-riding electronic locks.



Optional Additional Equipment:

  • Additional “trauma plates” on top of chest plates.
  • Flame thrower. Can be gauntlet or weapon mounted.
  • Combat knife.
  • Weapon mounted grenade launcher.
  • Tactical light on weapon.
  • Tactical webbing on armor.

 


 

Demolitions 


Armor Requirements

  • medium or higher
  • dirt, blast scars, pits or divots from shrapnel hits; no clean kits
  • no bright colors

Weapons Requirements

  • must have at minimum 1 sidearm, but can have up to a sidearm and 1 additional weapon no larger than a carbine or shotgun (medium ranged weaponry).  Long range weapons such as sniper rifles are prohibited.
    • Rocket/Missile launchers will be considered on a case by case basis, but are generally discouraged as they are more suited to the Shock Infantry – Heavy Weapons profession
  • grenades and explosives

Additional Required Gear

  • spotlamp, helmet or wrist
  • tools


Optional Gear – 4 or more of the following

  • carbine or shotgun
  • knife
  • first aid kit
  • neck armor/high collar
  • lock breaker/slicer pad/door charges
  • backpack for larger/more explosives
  • bandoleer for smaller explosives (grenades, etc)
  • electronic detonation device, stand alone or integrated into the gauntlets

 

Pilot 

Official Members with armor and equipment designed to follow the general appearance of pilots as depicted in the SW Universe

Pilot Requirements

Armor Requirements

  • Armor – Light coverage minimum
  • Helmet – Requires hoses and reinforced forehead area(as seen on most pilot helmets).
  • Survival Gear – Life support control box mounted on the back or front torso. Pouches for tools
  • Harness System – In universe styled harness in case of ejection.

Weapon Requirements

  • Weapons – Some form of side arm. Hand pistol at minimum and extensively critiqued short carbine at maximum

Optional Equipment:

  • Survival Gear – Some form of tank for your air supply.
  • Navigation Controls – Gaunt mounted data pad and buttons for input.

 


 

Medical Corps

 


 

 

Medic

Official members specializing in emergency first aid.

Medic Requirements

Armor Requirements

  • None –  Light or Medium recommended


Weapon Requirements 

  • None required – Recommended to at least have some sort of sidearm. Highly recommended to carry a Small, Medium or Large Beskad forHonorable Mercy and last ditch surgery or defense


Additional Required Gear

  • The Brigade Sigil must be Applied to the Left Shoulder Pad AND the Pad must be White with Red Sigil, This may also be used somewhere on the armor, and on the Medic bag.
  • The Brigade sigil cannot be applied until after acceptance, in the meantime just leave the spot where you will apply the sigil blank, and just let us know ‘sigil goes here’ in your application


Additional Requirements

  • Medic bag or backpack with medic symbol
  • The sigil on the Medic bag may be swapped for either of the following symbols, The Cross of Healing (Maybe Light blue or Red on white) and the ‘Republic’ Medical Symbol as seen on Clonetrooper Kix and in the 6th Season of The Clone Wars Series.



The bag/backpack must fit one of the following specifications.  Whatever you dont want to put into the pack, must be displayed somewhere on your armor.

Medpac

Containing at least three (3) of the following

OR

Medikit / Medical Backpack (ex. medical backpack)

        • splints
        • sonic scalpel
        • laser cauterizer
        • sample analyzer
        • Bacta delivery system
        • Advanced Readout/Diagnostic/Scanner equipment.
        • Revival/Defibrillator equipment
        • Set of (FALSE) surgical tools either added to gauntlet or kit in some way

Medpac contense and At least three (3) of the following:

Optional Additional Equipment

  • O2 delivery system
  • Tubes, hoses or bandaging materials.

Lots of ideas can be found here . If you want to build some of the other ideas from the linked list and substitute it for any of the above required medpack/medkit items, it will be considered on a case by case basis.

 


 

Special Operations

 


 

 

Assassin

 

Helmet:

  • The helmet must be streamlined; all Mercs approved helmets are allowed, as are custom designs, but there must not be any excess additions, such as re-breathers, oversized ear-caps, etcetera.

Armor:

  • Restricted light or medium armor, for ease of movement. Armor exceeding ‘light’ classification (shin plates, thigh plates, boot armor) must be made so as to obviously provide flexibility and movement. For example, one should not use wraparound thighs, as they restrict movement
  • Gauntlets must be simplified and streamlined; if Fett-style gauntlets are used, flamethrower housing and other accessories should not be used, allowing for a lighter appearance.
  • Specific colors ARE NOT required, however, subdued and muted colors are suggested, to make one less conspicuous.

Weapons:

  • Assassins are restricted to a maximum of three weapons.
  • One weapon must be a silent weapon, such as a bladed weapon, or a verpine shatter pistol , a garrote cord, etcetera.
  • The second weapon must be an exotic weapon, such as a dart-launcher , crushgaunt , Sith lanvarok or other uncommon weapons. If a weapon such as a dart-launcher is used, there must be some kind of visible dart holder, mounted to an armor plate such as chest or thigh, on the gauntlets, etcetera.
  • The third weapon can be a standard one-handed blaster pistol type weapon, no rifles or carbines.
  • All weapons should be worn on the kit so that they are within easy reach of one hand. These weapons can be integrated into the armor, such as gauntlet-mounted dart launchers or other similar incorporated gear. Integrated weapons still count toward the maximum, and should still be streamlined for ease of use and flexibility.

Optional Additional Equipment:

  • An assassin may use a jetpack or jump pack, but it should be of a streamlined design, not bulky. Other equipment and gear should be kept to a minimum, as should decoration. Assassins do not take prisoners, thus, manacles and other restraints are not needed.
  • Additional equipment can be added in the form of datapads, slicer or comm style equipment, small demolitions packs, compact macrobinoculars, etcetera, for use in getting to/observing one’s target. These are not required, but can be integrated for additional depth to the character.

 

 


 

 

Sniper

 

Armor Requirements

  • Armor of any style can be used. However, said armor must be free of projections, and loose fabrics that are likely to get caught on other objects.
  • The armor should give the appearance of flexibility; you don’t have to actually be able to kneel or lay down, but it should look like you can do so.
  • Kamas or camouflage-style capes can be used, but should be off a moderately heavy material of that type not to get caught on, for example, the branches of a bush.
  • Specific colors ARE NOT required, however, it is suggested to have muted color schemes, or environment-specific colors schemes (for example, a sniper working on Fest would have a snow-pattern color scheme, while one working on Kashyyyk would have forest colors).


Weapons Requirement

  • Each sniper must have a sniper-style weapon made in an in-universe style. That means a longish rifle with some kind of obvious scope or optical device.
  • Optional additions to such a weapon are a foldable bipod, extra magazines or extra rounds that can be worn at the belt, or in bullet loops elsewhere on the armor.
  • Each sniper must have an additional weapon such as a sidearm for close-in, ‘last minute’ defense, but extra weapons should be kept to a minimum, as snipers are specialists.


Additional Required Gear/Equipment

Snipers must have some form of vision enhancement.  You may use more than one of these, but one (1) must be used:

  • Spotter Droid(s) or Recon Droid(s) may be used and are Encouraged in addition to other Optics loadouts, Suggested to Use Armor Color Scheme on Droids as well
  • obvious optical equipment- such as helmet-mounted macrobinoculars, macros worn on the belt, over-sized/specialized rangefinder, etcetera.
  • obviously ‘enhanced’ rifle scope.
  • Sensor balls of the type described in the Republic Commando books can be used, but must be used in conjunction with but not in lieu of one of the listed spotter types.


A sniper may use more than one of these, but at least one (1) must be included.

  • some style of mid-sized knife
  • beskad/machete
  • a foldable entrenching tool. An entrenching tool need not be functional; it can simply be a prop that looks like it could fold out into a shovel/axe.


Snipers must also have some form of visible communications capacity; this can be as simple as extra antennae on the helmet, or a belt-worn comms device, or as elaborate as a communications pack.

Additional Optional Equipment

  • survival gear/ backpacks/ bedrolls/ etcetera.
  • jump packs or repulsor packs are acceptable
  • jetpacks should be avoided due to their bulky nature.

 

 

 


 

 

Recon

 

Armor Requirements

  • Light to Medium Armor


Weapon Requirements

  • Primary Blaster: Pistol or carbine or rifle. If a rifle is carried, it cannot be styled as an obvious sniper rifle, it should be an assault or battle rifle type weapon.
  • Hold-out or back-up Blaster (for example, the ankle-mounted blasters worn by Scout Troopers).
  • Knife, machete/beskad, entrenching tool or some combination of the three. (Cannot be more than two total; recon should carry the bare minimum gear to get the job done, as they’ll often have to move quickly.


Addtional Required Equipment

  • Macro/electrobinoculars (either hand-held or helmet mounted).
  • Obvious communications device: (extra antennae on the helmet, backplate-mounted ‘com pack’, com device worn at the belt).
  • Several ‘spare ammo’ pouches, as well as pouches or small packs for rations and first aid, such as thigh pouches or larger belt pouches.


Optional Additional Gear

  • Jet/ Jump pack.
  • Grenades
  • Flares (such as those worn by X-Wing pilots).
  • Ghillie Cape (should be minimal, so that it gives the appearance of a ghillie suit, but does not cover all of the armor).

 

 

 


 

Mobile Engineers

 


 

 

Mechanic

 

Armor Requirements

  • Light or Medium Only (Movement needs to be Free for Battlefield repairs)
  • At Minimum, Lightly applied, Proper weathering (grease stains, wear and tear at the knees and elbows, etcetera).


Weapon Requirements

  • One Weapon must be Carried for Self Defense or Close-In fighting. A Small or Medium Beskad, Blaster Pistol or Gauntlet Mounted Blaster/Rockets are Recommended for this Requirement, Medium Carbines, Blasters and Small Heavy weapons are also acceptable.


Additional Required Equipment

  • Hydrospanner. Can be of custom design, but must fit the overall established look of the in-universe hydrospanner.
  • Fusion Cutter. Can be of custom design, but must fit the overall established look of the in-universe Fusion Cutter
  • Spotlamp. Can be helmet mounted, gauntlet mounted or worn at the belt, but must be visible.
  • Tool-specific pouch/tool bag of in-universe materials, or tool loops on the belt or armor plates in easily accessible locations (gauntlets, thigh plates, ab plate, etcetera).


Optional Additional Equipment

  • Additional tools, either modeled after in-universe tools, or custom-made with a SWarzy appearance.
  • Mechanic-specific items such as Construction Droids, Telescoping mirrors.
  • HEAVY Duty weathering (grease stains, wear and tear at the knees and elbows, etcetera).

 

 

 


 

Force Hunter

 


 

Force Hunters

 

Armor Requirements

  • Armor – Medium to heavy coverage. This includes the minimum of boot, shin, knee, thigh, groin, torso/chest, shoulder, bicep, back, neck and gauntlet armor. It is recommended, but not required, to include armor any where else that would be useful in deflecting lightsabers in close combat.
  • Jet-pack or Jet-boots.
  • Cod – Codpiece or Soft Cod / Armored Loin Cod. Loin Cloths to be taken into consideration on a case by case basis, and only with extremely strong supporting reasons why the required piece should be waved.
  • Back plate – Back plates must be used.
  • Paint must have appropriate “Battle Damage” and must have Lightsaber scorch marks. Colors must match terrain of character location (no bright colors, “matchbox colors”)


Weapon Requirements
You must have a combination of at least three (3) weapons from the list below. Although you may stray from the list below the Brigade Team will be the deciding factor of approval of the weapon(s)

Authorized Weapons:


Additional Required Gear

  • Trophies such as Lightsabers, Padawan Braids, Lightsaber Crystals and etc. If lightsabers are used then they must be clearly identified as non working and highly damaged. They must be displayed in a manner that clearly shows it is not a primary weapon but merely a trophy.


Optional Additional Gear:

 

 

 


 

Beast Masters

 


 

Beast Hunter

 

Armor Requirements

  • Light or heavier configuration
  • Environment-toned armor and accessories – Acceptable colors will be those found in a Star Wars environment.  These include any colors found in any environment featured in the Star Wars films or EU material.
  • Substantial environmental weathering that suggests prolonged exposure to the elements (no pristine kits) – Hunters get dirty stalking through the woods or crawling through the sand, and your kit must reflect this. Keep in mind, a profession like this wouldn’t have much demand in urban areas.  Most of your jobs will be in the Outer Rim or in frontier areas where luxuries like baths and electricity are not common.
  • Weathering or scars from an animal attack – Examples would be claw or bite marks.  Each must be easily recognizable for what they are and placed in a visible location – No mouse sized bite mark on your back plate.  Examples can be seen below.
  • No additional techy greeblies allowed on helmets. – Things like flimsy or breakable antennae, radar dishes, bulky com systems, ear-cannons and additional greeblies that are not directly related to hunting or wilderness survival are not allowed. No Ornamental Ridges, Blades and/or Mohawks, only low Profile ridges Similar to Episode II Clones Helmets. Helmet-mounted macrobinoculars, rangefinders, spot lights, low-profile comm-systems with sturdy antennae and visors are allowed.Weapons Requirements
    • ONE of the following is required:
      • A knife or vibroblade
      • Machete or Beskad
      • Gauntlet mounted blade
      • Note: Though knives of this nature aren’t often seen in the Star Wars universe, they must be of a Swarzy design, meaning no obvious flea market Rambo knives or unmodified knives from the shelf.   Knives may be made to resemble any in-universe material as well as bone, tooth or sharpened scale.  They must be dull and completely safe.  As per club rules, no retractable or spring loaded blades are allowed on gauntlets.  Fixed or removable blades only.
    • ONE of the following is also required:
      • 2 handed, ranged weapon with scope – any in-universe weapon that fires lethal projectiles
      • A spear -Spears may be made of any con-friendly material and may resemble any material from wood to Mandalorian iron.  Spear tips may not be made of or made to resemble stone.
      • An axe – You may use any axe with canon reference.  Any non-canon axe (vibro or otherwise) would need to be shown to the App Team to make sure it is “Swarzy” enough.  Any axe that is approved for club use may be used here (including era-appropriate crusader-style axes, ROTJ style vibro-axes and Gammorean Guard style axes).  We would prefer any axe that is used as a primary weapon to obviously be a primary weapon on your kit.  Please refrain from using a wimpy tomahawk-sized axe.
      • A bow – Any bow & arrow must be con-friendly and should not fire.  A bow can be made in the traditional, earthy style or made to resemble energy-launching weapons like those from the Clone Wars animated series.  Arrow tips cannot be made of stone.
      • A sword

    Additional Required Gear

    • Electro/Macrobinoculars or a rangefinder. (one or the other is required)
    • Majority of pouches must be made of real or faux: leather, animal hide, or animal body parts made of any material that resembles flesh, bone, scale, or fur. – Examples include but aren’t limited to latex Gungan ears painted and weathered to appear realistic then stitched into the shape of a pouch; resin, plastic or clay realistic animal bone latched together; a wampa paw turned into a pouch; or a beasts skull turned into a pouch.  This means of 10 pouches, 6 must be of a material mentioned.  Of 5 pouches, 3 must be of a material mentioned, etc.
    • One trophy from at least two species of beast, and they must be on prominent display. – These do not include the previously mentioned knives (if they are made of animal parts) or pouches.  Claw marks and weathering are not considered trophies in this context.
      These also do not include common things like leather weapon grips, leather vests, gloves, belts, leather boots or other things that are commonly of some natural material and that are not immediately recognizable as a trophy.  For Early Crusaders with bone or leather armor, no part of the armor will be counted as a trophy.  For examples, see below.
    • ONE of the following is required:
      • A trap
      • A length of rope or cable – These can be draped across your chest, worn on your belt or slung over your shoulder.
      • A snare
      • A net or net launcher – Launchers can include individual guns or attachments to rocket packs or rocket launchers.

    Optional Gear

    • Poison or tranquilizer darts and dart gun
    • A low-tech kit is recommended – Once again, you would likely be away from your ship and civilization for days or weeks at a time and usually alone in the wilderness or in primitive settlements, so do-dads that draw power, need fuel or require frequent maintenance are discouraged.
    • Arena Style Jetpack or Low-tech Style Jetpack
    • Rations Packs (apply proper Mando’a or Aubresh to ID

 

 


 

Beast Tamer

 

Armor Requirements

  • Light or heavier configuration
  • Substantial weathering – Because you will get dirty working with animals.  Each person uses their own techniques to weather their equipment.  Any kit that looks freshly painted, new or obviously clean would not pass.
  • Ornamental Ridges, Blades and/or Mohawks ARE Allowed on Tamers, but the helmet should be low tech overall. Jaig Eyes, Beast Eyes and Artistic Helmet designs are highly encouraged. These would assist in Keeping Animals in line through Intimidation and Training. No Hosing, Flimsy Antenna or Fragile tech
  • Weathering, marks, or scars that suggest an animal encounter. – Unlike the hunter who requires scars from an animal attack, a tamer would only need signs of an animal encounter.  Several small claw marks that imply an animal has been jumping on you (like a dog), dirty paw or foot prints, clumps of hair or other signs that you have been around animals are accepted.  Signs of an animal attack are also allowed but not required.
  • A bite gaunt (padded, oversized, or bulky gaunt on one arm) – Some sort of obviously oversized gauntlet that you would use to absorb a bite or slash.  See examples below.
  • Soft parts and accessories must appear to be of a natural or natural looking material.  No nylon or similar materials. – This does not include your flightsuit or coveralls, which are often made of an artificial fabric.  This covers things like belts, pouches, kamas, capes, etc that might be made of nylon or artificial looking vinyl.


Weapons Requirements

  • ONE or more of the following:
    • Spear, prod, or shock stick – a spear must be made of a con-friendly material and may not have a stone tip.
      Canon examples of prods would be like the ones Troopers carry on Dewbacks.  A good way to visualize a shock stick is to include blue or strobing led’s.
    • A whip –  This may be a traditional bull whip, a smaller flail-style whip or a Clone Wars-style energy whip.
  • A one-handed, edged weapon – the only lethal weapon required to meet the BRL’s.  It is intended for self defense at close quarters if an animal gets out of control.


Additional Required Gear

 

  • Spurs or heel spikes – A more traditional cowboy style spur like the ones seen in SW: Visions (seen below) may be used.  Or you can use some Fett-style spikes, only moved to the heel.  How many spikes you use are up to you.  These are intended to show that a tamer may also be a beast rider.
  • A leash or lasso – These may be made of any material you wish.  A lasso may be made of rope or cable.  The leash may be made of any material you want, including chain.
  • You must have two items on your kit that come from some sort of beast, including furs or items created of animal parts, and they must be on prominent display. – While a hunter may wear a fur to show off a kill, a tamer may wear a fur as a sign of affection.  We would prefer you integrate the animal parts into your kit.  Examples would include soft parts like capes, kamas, armor lining (around your gauntlets or shoulders), large pouches or bags made of animal parts.


Optional Gear

  • Arena Style Jetpack or Low-tech Style Jetpack
  • Rations Packs; Treat Packs (apply proper Mando’a or Aubresh to ID

 

 


 

 

Mandalorian Protector

 

Colors

  • The primary color of the armor has to be medium green, similar to Boba’s, but not necessarily the exact same shade. A main secondary color must be present, either red, blue or yellow/orange. A tertiary color may also be chosen and may be of any reasonable color (no fuchsia, neon green or the like).

Armor

  • Helmet: Standard Fett-style helmet required, with RF and standard ear-caps. The visor frame/mandibles must be the secondary color (blue, red or yellow/orange) and the cheeks may either match the primary color or be white.
  • **Armor must be of light configuration (collar, chest and ab plates, back plate, shoulder plates, cod piece and knee plates) and must be of traditional Fett design, with some slight variation allowed. That includes knee plates, although the knee darts do not have to be identical to Boba’ or Jango’s.
  • Gauntlets: Gauntlets must be of Fett-style or streamlined weapons-platform design based on those depicted in the comic books and artwork. May be painted the primary green, red, yellow/orange or blue, and may be mismatched (each a different color).
  • Cod piece and back plate are required, cannot be substituted by loin cloth or full cape.

**Addendum: The ‘Fett-style’ plate requirement is not meant to exclude female members from becoming Protectors. Female-style chest plates that conform to the general appearance/configuration of Fett-style plates are acceptable. The diamond and abdominal plates must be as close to Fett-style as possible.

‘Soft’ Parts

  • Boba-style half-cape is optional. All other cape-styles are restricted.
  • Full flightsuit with Boba-style ‘double-sleeve’ required. May be two-piece, provided that it matches the general appearance of a full flightsuit. Colors: green, olive drab, light or medium grey. Thigh and shin pouches strongly recommended, but not absolutely required.
  • Vest: Must be similar in design to Boba’s or Jango’s. Colors: green, olive grab, light or medium gray or platinum grey/white.
  • Gloves: Must be similar in design to Boba’s, but do not have to be exact replicas. Padding on back can vary. Colors: any within reason, must match or complement other soft parts of the costume.
    • Patches such as the US 7th Infantry Division or FORSCOM shown on Boba’s Pre-production costume may be worn on gloves.
    • Similar patches may also be worn, at the discretion of the Brigadier.
    • Patches with simple generic geometric designs may also be worn.
  • Belt: Brown Fett-inspired leather or leather-like belt with a minimum of four (4) brown leather or faux-leather pouches, two (2) to either side of the buckle or four (4) across the front. May include two (2) oversized pouches hanging below the belt, suspended above the hips (one on each side).
  • Girth belt: Must be included, either Fett-style rope girth or of waist-wrap design. Can be any color within reason (yellow like Tobi Daala’s, brown, black, etcetera. No fuchsia or fluorescent colors) Can be red to denote Journeyman Protector.
  • Boba-thong and external knee straps are required. Must be of elastic material, and must be dyed or painted to match the flight suit as closely as possible.
  • Spats: Must be similar to Boba’s, should be colored to match vest or flight suit.
  • Boots: Laceless boots similar in design to Boba’s. Examples of acceptable styles include ankle-high Chelsea boots and Stormtrooper boots. Must be colored to complement or match the other soft parts. Toe spikes are required: must be similar in design to Boba’s, but do not have to be exact replicas.

Accessories

  • Jetpack: Required, must be of canon design (Boba, Jango or TCW hybrid style)
  • Boba-style chest lights on the left chest plate are strongly encouraged but not required
  • Weapon: Must be era-appropriate canon weapon. With the WEG RPG guides, comics and video games, there are literally hundreds of ‘canon’ weapons. Weapons can be customized to an extent (such as a modded E-11) but it must still be recognizable as a canon SW weapon from that era, defined as early-Imperial era onward.
  • Shin tools: If shin pouches are added to flight suit, shin tools similar to those worn by Boba must be in those pouches.

Sigils/symbols

  • Brigade sigil must be worn on the left shoulder plate
  • Clan sigil may be worn on the right chest plate. If worn as such, must be similar size and placement to Boba’s ‘family crest’.

 

 


 

 

True Mandalorians

 

Colors

  • The primary color of the armor has to be medium green, gunmetal or silver/steel. A main secondary color must be present, either red, blue or yellow/orange. A tertiary color may also be chosen and may be of any reasonable color (no fuchsia, neon green or the like).

Armor

  • Helmet: Standard Fett-style helmet required, with RF and ear-caps matching the design shown in the Open Seasons comic books. No keyslots, back of the helmet must be blank. The visor frame/mandibles must be the secondary color (blue, red or yellow/orange).
  • Armor must be of Medium configuration (collar, chest and ab plates, back plate, shoulder plates, thigh plates, cod piece, knee plates, shin plates and boot plates) and must be of traditional Fett design**, with some slight variation allowed. That includes knee plates, although the knee darts do not have to be identical to Boba’ or Jango’s.
  • The use of external straps on armor is prohibited.
  • Back plate: must be included. Can be of standard Fett design or following one of the two segmented designs depicted in the Open Seasons comic books.
  • Gauntlets: Gauntlets must be of Fett-style or streamlined weapons-platform design based on those depicted in the comic books and artwork. May be painted the primary color, red, yellow/orange or blue.
  • Cod piece and back plate are required, cannot be substituted by loin cloth or full cape.

‘Soft’ Parts

  • Capes such as those shown on Jango, Jaster and Montross at various points in the comics are optional. All other cape-styles are restricted.
  • Full flightsuit required. May be two-piece, provided that it matches the general appearance of a full flightsuit. Colors: green, olive drab, light or medium grey. Boba-style ‘double-sleeve’ optional, but not absolutely required.
  • Vest: Must be similar in design to Boba’s or Jango’s. Colors: should match the flight suit, within a couple of shades.
  • Gloves: Must be similar in design to Jango’s, but do not have to be exact replicas. Colors should match or complement the flight suit and vest.
  • Belt: Brown Fett-inspired leather or leather-like belt with a minimum of four (4) brown leather or faux-leather pouches, two (2) to either side of the buckle or four (4) across the front.
  • Girth belt: Optional. If included, must be either Fett-style rope girth or of waist-wrap design. Can be any color within reason (yellow, brown, black, etcetera. No fuchsia or fluorescent colors).
  • Leather or faux-leather holsters allowed, including leg straps worn over the thigh plates. All other holster and strap types prohibited.
  • Boba-thong is prohibited; cod piece must be secured in some other fashion, such as velcro or snaps on the groin of the flight suit.
  • Boots: Any CRL-approvable boots are acceptable, but any laces must be fully covered by the leg of the flight suit and by the boot armor. Color should match or complement those of the other soft parts.

Sigils/symbols

  • Brigade sigil must be worn on one shoulder plate. It may be worn on both plates.
  • Clan sigil may be worn on one shoulder plate with the Brigade sigil worn on the other.
  • < >, O or [ ] sigils may be worn on the chest plates of those with blue or red as a secondary color, as depicted in the Open Seasons comic books.
  • Recipients of the ori’ramikad award may wear the insignia on the chest diamond as appropriate
  • All other sigils and insignia are restricted

Accessories

  • Jetpack: if the [ ] sigil is worn, a jetpack is required. Otherwise, jetpacks are optional. Any jetpack worn must be of canon design (Boba, Jango or TCW hybrid style)
  • Weapon: Must be era-appropriate canon weapon. With the WEG RPG guides, comics and video games, there are literally hundreds of ‘canon’ weapons. Weapons can be customized to an extent (such as a modded E-11) but it must still be recognizable as a canon SW weapon from that era, defined as late-Republic to pre-Clone Wars era.

**Addendum: The ‘Fett-style’ plate requirement is not meant to exclude female members from becoming True Mandalorians. Female-style chest plates that conform to the general appearance/configuration of Fett-style plates are acceptable. The diamond and abdominal plates must be as close to Fett-style as possible.

 

 

 


 

 

Death Watch

 

Open Seasons Death Watch:

Colors

  • The primary color of the armor must be black or dark green. A main secondary color must be present, either green, dark blue or yellow.

Armor

  • Helmet: The helmet must be styled after the Death Watch helmet as seen in the Open Seasons comic book. ‘Real world’ versions such as the one made by Falin Skirata are acceptable. Versions closer to the artwork are also allowed, but all other helmet types are prohibited. The visor frame/mandibles must be the secondary color (dark blue, green or yellow).
  • Armor must be of medium configuration (collar, chest and ab plates, back plate, shoulder plates, cod piece, thigh plates, knee plates, shin plates and boot plates) and must be of traditional Fett design**, with some slight variation allowed. That includes knee plates, although the knee darts do not have to be identical to Boba’ or Jango’s.
  • Gauntlets: Gauntlets must be of Fett-style or streamlined weapons-platform design based on those depicted in the Open Seasons comic books and artwork. May be painted the primary color, dark blue, yellow or green.
  • Cod piece and back plate are required, cannot be substituted by loin cloth or full cape.

‘Soft’ Parts

  • Capes such as the one worn by Tor Vizsla in the comics are optional. All other cape-styles are restricted. Colors: Red, dark blue, yellow or green.
  • Full flightsuit required, with the option of having the Boba-style ‘double-sleeve’. May be two-piece, provided that it matches the general appearance of a full flightsuit. Colors: Medium or dark grey.The flight suit should be a clearly different color from the armor.
  • Vest: Must be similar in design to Boba’s or Jango’s and colored to match the flight suit.
  • Gloves: Must be similar in design to crush gauntlets. Colors: any within reason, must match or complement other soft parts of the costume.
  • Belt: Brown or black Fett-inspired leather or leather-like belt with a minimum of four (4) brown leather or faux-leather pouches, two (2) to either side of the buckle or four (4) across the front. May include two (2) oversized pouches hanging below the belt, suspended above the hips (one on each side).
  • Girth belt: Must be included, either Fett-style rope girth or of waist-wrap design. Colors: Medium grey, dark grey or black.
  • Boots: Any boots acceptable as per CRLs. Any laces must be covered completely by armor and flight suit leg.

Accessories

  • Jetpack: Optional, must be of canon design (Boba, Jango or TCW hybrid style)
  • Weapon: Must be era-appropriate canon weapon. With the WEG RPG guides, comics and video games, there are literally hundreds of ‘canon’ weapons. Weapons can be customized to an extent (such as a modded E-11) but it must still be recognizable as a canon SW weapon from that era, defined as early-Imperial era onward.
  • Beskads styled after the one depicted in the comic book may be worn in addition to primary weapon.

Sigils/symbols

  • The Death Watch sigil must be worn on one shoulder plate. It can have varying levels of damage to it, and must be red or faded red/orange.
  • Clan sigil may be worn on the other shoulder plate.

**Addendum: The ‘Fett-style’ plate requirement is not meant to exclude female members from becoming Death Watch. Female-style chest plates that conform to the general appearance/configuration of Fett-style plates are acceptable. The diamond and abdominal plates must be as close to Fett-style as possible.

 

 

The Canon/Legends CRLs

The Canon/Legends requirements can be found [HERE].