i guess in that picture it looks like environment cube map. you have more than the diffuse and normal map. you usually also have a specular intensity map, you can have glow mask textures, and if you enable the shader for it, environment map, environment mask map, and you can use parallax mapping as well. < though probably not on armor.
anyway- a cube map that is designed for a metalic finish, but also contains that purple/green for the iridescent effect.
I have one actually (though i didn't tile all the edges, but you probably won't ever see that in this map, so it is technically unfinished as one of my experiments)
It will probably only work correctly on a diffuse that is around a mid grey, if it's colored the iridescent coloring might not look correct, and specular map that is also mid grey or sightly brighter too. add in some AO to the spec map and some scratches, and make it a bit extra contrasted, < the env map seems to default to using the specular map as the mask map if no mask map is set up in the texture set. so if you want al the control possible, you will have to make a full env mask map.
anyway try this env map and the suggestions i made, and maybe it'll at least give you a starting point for further refinement.
http://rapidshare.com/files/416998705/Iridescent_e.dds
if you don't know about environment maps and how to set them up, i wrote 2 articles of some of my research on them in the nexus article section. they are a bit outdated on 1 or 2 things, but it should save anyone time in understanding how to use them.