Jump to content

  • Log In with Google Sign In
  • Create Account
Photo

UAI-1 Combat Armor

- - - - - Armor

  • This topic is locked This topic is locked
10 replies to this topic

#1
Errreembuhr

Errreembuhr

    CEO of EODD

  • Character
    • Character Bio
  • 438 posts

 

 

OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS

  • Classification: Multipurpose
  • Weight: Average
  • Resistances(see below)

Resistances

  • - Blasters (And other plasma type weapons): Very High
  • - Kinetic: High
  • - Lightsabers: Low
  • - EMP/Ion: High
  • - Environmental: High
  • - Sonic: Very Low
  • - Acid: Very Low

SPECIAL FEATURES
 

 

Strengths:

  • Blaster Protection: The use of Krykna hide in the armor’s coat as well as belts provides protection far superior to a majority of other materials on the market from energy weapons from both standard and heavy blaster weapons.
  • EMP & Ion Protection: A major portion of the armor is made up of reinforced duraplast, a material which has excellent natural resistances to EMP and ion weaponry, something put to use protecting the electronic systems carried on board.
  • Environmental Survival: The armor contains a life support system able to keep its wearer alive even in the vacuum of space alongside its air-tight bodyglove.
  • Layering: Several layers are present to the armor, providing excellent protection for the wearers. A primary duraplast cuirass provides the first layer of defense, with a durable Krykna hide coat over. Pauldrons and a limited size back plate come next, covering the shoulders and upper back while held in place to the coat with belts. Duraplast plates also cover the legs as well as the forearm vambraces.
  • Thermal Benefits: All systems that generate power generate heat, but each suit contains a heat sink system that draws the heat generated by its power cells and active systems along microtubing towards the boots, where it pools in pockets made up of dallorian alloy, further reducing the suit’s already small heat signature and making it extremely difficult to spot on thermal sensors. In addition, with the inclusion of the Thermoguard Bodyglove, as well as the heat sink drawing away generated heat, the UAI-1 is practically invisible to thermal imaging.

Weaknesses:

  • Sonic Weaponry: The armor contains little to no protections from sonic weaponry, leaving the wearer extremely vulnerable to them.
  • Acid: Duraplast and Krykna hide, despite their highly protective properties, can be very easily burnt away by various acids, as well as the person underneath the armor pieces.
  • Lightsaber-Vulnerable Upper Arms: The upper arms lack duraplast armor to aid with providing better mobility to the user, being covered only by the krykna hide coat holding everything together. While the coat protects heavily from blasters, they’re highly vulnerable to kinetic weaponry, bladed weapons, and lightsabers.
  • Open Chest and Stomach Armor: Due to the rigidity of the Krykna hide coat it’s impossible to fully cover the body, leaving the chest and stomach uncovered and reliant on the duraplast armor which doesn’t provide the same level of protection as the coat would.
  • Rear Leg Exposure: The rear of the thighs and calves aren’t covered by the duraplast armor in order to increase mobility in a firefight, making them highly vulnerable to attack.
  • Heat Sink Discharge: The heat drawn away from the suit to the dallorian alloy pockets in the boots will eventually require discharge into the ground. Until this discharge is enacted by the user their heat buildup will show up quite visibly on thermal sensors, possibly giving away their position while attempting to remain hidden.

DESCRIPTION
 

Taking design influence from the Antarian Rangers’ primary armor suit, as well as a private market suit developed by Locke & Key Mechanics, the UAI-1 Combat Armor was designed specifically with the Umbaran Armored Ranger Battalion in mind. Highly protective yet not quite as restrictive as heavier armor, the UAI-1 consists of several components: Cuirass, Coat, Pauldrons, Vambraces, Greaves, Boots, and Helmet.

 

The base layer for the entire suit is the Thermoguard Bodyglove, an airtight suit with an internal cooling system, making the user appear invisible to thermal sensors. While this section in itself provides the ability to keep the user protected from extreme conditions such as a vacuum(in conjunction with a helmet of course) it provides little in the way of actual defense. That is where the armor comes in. The duraplast cuirass splits to allow easier equipping along the chest and back, protecting the entire upper body and midsection, extending down as well to cover the waist and groin area. The thighs and calves are protected by duraplast that wraps around them forward, using straps to hold them in place wrapping around the backs of the user’s legs as well as up and down from the cuirass to the boots. While this leaves the rear of the legs vulnerable, it lightens the armor and allows for extra mobility as a benefit.

 

Around the neck the body armor and bodyglove have positions to lock with the helmet, able to seal with the helmet tight enough to allow the wearer high survivability in the vacuum of space if necessary. An on-board life support system helps this along with a rebreather, providing up to three hours of safety. The helmet itself also provides significant protection. In addition to housing several sensor systems that feed information to the HUD, its dense construction provides serious protection from both blasters and kinetic weaponry.

 

A coat made of Krykna hide covers the torso and arms of the wearer, adding an extra layer of defense over even the thick duraplast armor. In addition to decent protection from slashing weapons like vibroblades, the krykna hide is exceptionally resistant to blaster and laser fire, having proven capable of resisting up to light starfighter-grade cannons. Several belts and straps included on other parts of the armor as well are made up of the material, ensuring that incoming fire doesn’t break them and jeopardize their integrity. These straps not only stretch across the front of the armor to hold the coat in place and prevent too much movement from jostling it around, but they bear magno-clasps as well to allow for some modularity in what they can carry, allowing the user to change a loadout at will. In addition they provide a mounting point for the pauldrons and upper back armor.

 

Vambraces and boots round out the coverage of the suit, providing both offensive and defensive boons to the wearer. The boots carry in them dallorian alloy-based pockets where the suit’s heat sink banishes its collected heat and collects over time. While an eventual discharge of the heat into the ground is required, sensors send information to the HUD in the helmet regarding the temperature and approximate maximum time until a discharge will be required. The vambraces carry with them several features including a grapple, a multitool, and the Apollo data system in addition to their protective armor.


Edited by Errreembuhr, 15 August 2018 - 01:49 AM.


#2
Gir Quee

Gir Quee

    Directorate Officer

  • Writers
    • Character Bio
  • 5,494 posts

Under Review.


<p class='bbc_center'><a href='http://starwarsrp.ne...7-lucerne-labs/' class='bbc_url' title=''>KULV1Mo.png</a><a href='http://starwarsrp.ne...rsonal-defense/' class='bbc_url' title=''>ARav83L.png</a></p>

#3
Gir Quee

Gir Quee

    Directorate Officer

  • Writers
    • Character Bio
  • 5,494 posts

- Blasters (And other plasma type weapons): Very High - Kinetic: High - Lightsabers: Average - EMP: High - Ion: High - Environmental: High - Sonic: Very Low - Acid: Very Low

 

I think that this is a bit too much protection overall, especially given that it has some stealth features built into it as well. I'd like to see three of the "High" features changed to "Average", two of them brought down to "low", or one of them brought down to "Very Low". If have other ideas on how you'd like to balance out these ratings, I'm open to hearing them.

 

up to even light starfighter-grade laser cannons.

 

Based on this, the blaster rating should probably be "extreme" because we're talking about starship and vehicle weaponry. Please adjust the armor rating to match (and this may require something else being dropped down), or remove the reference to it stopping starship/vehicle grade weaponry. 

 

All systems that generate power generate heat, but each suit contains a heat sink system that draws the heat generated by its power cells and active systems along microtubing towards the boots, where it pools in pockets made up of dallorian alloy, further reducing the suit’s already small heat signature and making it extremely difficult to spot on thermal sensors.

 

Essentially, this moves all of the heat to a single location (boots), so while this may make it hard for parts of the body to be seen on thermal imaging (such as the head, etc), there's going to be a massive spike of thermal readings at the sole(where all the heat is), which will still be seen on thermal imaging, depending on the relative location/position of the thermal imaging sensor and the wearer. If you'll make a note of that here please.


<p class='bbc_center'><a href='http://starwarsrp.ne...7-lucerne-labs/' class='bbc_url' title=''>KULV1Mo.png</a><a href='http://starwarsrp.ne...rsonal-defense/' class='bbc_url' title=''>ARav83L.png</a></p>

#4
Errreembuhr

Errreembuhr

    CEO of EODD

  • Character
    • Character Bio
  • 438 posts

Gir Quee I removed the reference to starfighter weaponry to keep it at Very High, and added the thermal spike to the Heat Sink weakness. As for the ratings, if I dropped the Lightsaber rating from Average to Low, and one of the High ratings to average, what more would I need in order to get it balanced?



#5
Gir Quee

Gir Quee

    Directorate Officer

  • Writers
    • Character Bio
  • 5,494 posts

Errreembuhr, probably lower one other rating. As an aside, I would probably combine Ion and EMP into a single rating (like "Ion/EMP") since there are some weapons that overlap between those categories, and the end result/effect is essentially the same.


<p class='bbc_center'><a href='http://starwarsrp.ne...7-lucerne-labs/' class='bbc_url' title=''>KULV1Mo.png</a><a href='http://starwarsrp.ne...rsonal-defense/' class='bbc_url' title=''>ARav83L.png</a></p>

#6
Errreembuhr

Errreembuhr

    CEO of EODD

  • Character
    • Character Bio
  • 438 posts

Gir Queewould having EMP and Ion combined into one rating change how many ratings need to be dropped, or will it still require three?



#7
Gir Quee

Gir Quee

    Directorate Officer

  • Writers
    • Character Bio
  • 5,494 posts

Errreembuhr, it would still require three.


<p class='bbc_center'><a href='http://starwarsrp.ne...7-lucerne-labs/' class='bbc_url' title=''>KULV1Mo.png</a><a href='http://starwarsrp.ne...rsonal-defense/' class='bbc_url' title=''>ARav83L.png</a></p>

#8
Errreembuhr

Errreembuhr

    CEO of EODD

  • Character
    • Character Bio
  • 438 posts

Gir Quee may I ask how it requires 3 ratings to be dropped? By my calculations that seems like a lot to drop. Solely based on protection ratings and production value, after combining EMP and Ion into a single rating, it's underpowered in that regard.

 

Limited: -2

Sonic: -2

Acid: -2

Total: -6

 

Blasters: +2

Kinetic: +1

EMP/Ion: +1

Environmental: +1

Total: +5

 

Counting the heat sink and LK Phantom as +1 each for stealth systems it should only be 1 over a balanced overall rating. Unless stealth systems are counted as +2 towards balance? If that's the case, would removing one stealth component and dropping one rating be sufficient?



#9
Gir Quee

Gir Quee

    Directorate Officer

  • Writers
    • Character Bio
  • 5,494 posts

Errreembuhr, armors aren't regulated strictly by the rating system like starships, so this is all rough balancing. It's more of a thing that we eyeball.

 

You are right though in that I am factoring stealth heavily into balance with protection here. If this didn't have considerable stealth technology, I would agree that its protection is underwhelming. However, the amount of stealth technology in here and their culminative effect is not insignficant, and effectively could provide even better protection thanphysical armor can supply itself: the ability to not take damage because the user can't be found or targeted.

 

With that said, I can get behind dropping a stealth system and a single rating.


<p class='bbc_center'><a href='http://starwarsrp.ne...7-lucerne-labs/' class='bbc_url' title=''>KULV1Mo.png</a><a href='http://starwarsrp.ne...rsonal-defense/' class='bbc_url' title=''>ARav83L.png</a></p>

#10
Errreembuhr

Errreembuhr

    CEO of EODD

  • Character
    • Character Bio
  • 438 posts

Gir Quee that's fair. I'm still unfamiliar with how judgments on armor work, so this is sort of a learning experience for me. I went ahead and removed the LK Phantom from the submission and dropped the Lightsabers rating from average to low.



#11
Gir Quee

Gir Quee

    Directorate Officer

  • Writers
    • Character Bio
  • 5,494 posts

Approved.


<p class='bbc_center'><a href='http://starwarsrp.ne...7-lucerne-labs/' class='bbc_url' title=''>KULV1Mo.png</a><a href='http://starwarsrp.ne...rsonal-defense/' class='bbc_url' title=''>ARav83L.png</a></p>