Jump to content

  • Log In with Google Sign In
  • Create Account
Photo

Jörmungandr Power Armor Mark I

- - - - - GWS Power Armor Armor Mark I

  • This topic is locked This topic is locked
1 reply to this topic

#1
Huxy

Huxy

    Veni, Vidi, Vici

  • Writers
  • 530 posts

Jörmungandr Power Armor Mark I

 

OUT OF CHARACTER INFORMATION

  • Intent:  To create a suit of cutting-edge powered assault armor for use by the most highly skilled, and the most highly trained soldiers of the now private military organization, the G.W.S

  • Image Source:

    • [X]

    • [X] (Gif is self-created from video)

  • Canon Link:  

    •  
  • Primary Source:

    • Mk. VII Power Armor - [X]

    • Mk. IX Power Armor - [X]

PRODUCTION INFORMATION

  • Manufacturer: The G.W.S

  • Affiliation: The G.W.S

  • Model:

    • Jörmungandr-001//41-90VTA Powered Assault Armor Mark I (Mk.1)

    • Jörmungandr Power Armor Mark I

    • Jaeger Power Armor Mk.1

  • Modularity:

  • Paint color can be changed according to environmental conditions

  • Optional jetpack addition armor mod

  • Wrist weaponry can be modified and changed out

    • Wrist blade (both hands)

    • Wrist laser (one hand)

  • Production: Limited

  • Material:

    • Nanoscale Carbon, Graphene & Armorweave Polymer Bodysuit

    • Internal Leather & Kevlar Body Padding (helps to regulate body temperature in cold environments)

    • Impact Gel & Thermal Gel Inner Armor Lining (located between plates of armor)

    • Durasteel & Quadanium Body Armor

      • Beskar Shoulderpads (Lightsaber resistant)

    • Quadanium Gauntlets

      • Beskar Forearm Protection (Lightsaber resistant)

    • Flexsteel Calve Plating

    • Flesteel-durasteel Alloy Thigh Plating

    • Flexsteel Knee Plating

    • Plasma-based Energy Cell Battery Cartridge

      • Beskar Battery Protection Device

TECHNICAL SPECIFICATIONS

  • Classification: Multipurpose Powered Assault Armor

  • Weight: Heavy

    • 350 lbs (158.75 kg)

  • Height: Entirely Dependent on User Height + 11.5 inches = Max Height

  • Resistances:

- Blasters (And other plasma type weapons): Very High

- Kinetic: High

- Lightsabers: Average

- Sonic: Low

- ION/EMP: Low

- Elemental: Average

 

SPECIAL FEATURES

Helmet

HUD

Ion-scrambler anti-communication System - [X]

Information recording and code-keyed retrieval/broadcast system - [X]

Annunciator

Voice Modulator

Macromotion Monitor

Voice-scrambler & Communications scrambler system

Encoded, code-keyed armor tracking system

Personal Transponder

Communications Transceiver

Broadband Antenna

Telemetry receiver unit

Multi-frequency Targeting & Acquisition System

Combat Sensor

Lifeform Scanner

Infrared Optical Vision system (toggleable)

Optical Night Vision system (toggleable)

Multi-spectral target accessor

Anti-flash Lens

Commlink

Sonic Dampeners

Personnel Identification Scanner

Emotion Scanner

Lie-detection Scanner & Software

Image recording device

Image-capture device

Impact-gel & Thermal-gel chemical combination layer lining

Vehicle scanner (identifies weak points, strong points, etc)

Internal Temperature Regulation System

Tactical Flashlight

Rebreather ( twelve standard hours)

Viewfinder (12x optical zoom)

Medical Synthetic Artificial Intelligence (Alerts user about their injuries, suit punctures, etc; doesn't help with anything else)

Chassis

Environmental Scanners

Strength enhancement, under-armor exoskeleton

Copper faraday cage

Ion-based thruster pack dash device (any direction; upwards height limit of twelve feet // 3.65 meters)

Impact-gel & Thermal-gel chemical combination layer lining

One Terabyte Storage

Arms

Repulse Hand (left arm; toggleable on/off)

Wrist-mounted combat blade w/electro-plasma energy filament running along the edge of the blade(right arm; top of the forearm)

Beskar knuckle spikes w/electro-plasma energy filament running along the spikes and across the knuckles (cannot be activated when wrist blade and repulse hand is active)

Medical Scanner - [Image]

Life-reading Scanner

Strength enhancement, under-armor exoskeleton

Information-analysis device

Impact-gel layer lining

Data-downloading device (Hidden)

Legs

Magnetic-locking Boots

Strength enhancement, under-armor exoskeleton

Ion-based thruster dash device (any direction; upwards height limit of twelve feet // 3.65 meters)

Impact-gel layer lining

Features

Standard armor color is Black with Gold accents and a Gold Trim

Synthetic Adrenaline Injectors (Helps user to ignore the pain from injuries and broken bones, however, doesn't heal injuries)

Plasma-based, electronic energy cell cartridge (Rechargeable; one-hundred sixty-eight hours // seven standard days, one standard week)

Backup electronic cell cartridge (rechargeable; eighty-four hours)

Strength enhancement, under-armor quadanium steel, and beskar strengthened/reinforced mechanical exoskeleton (Body, arms, legs)

Beskar Spiked Knuckles

Biometric Security System (Each battle-suit is biometrically coded to an individual's' DNA)

Self Destruction Feature

If captured, the user can self-detonate their armor to cause an explosion, destroying the suit and possibly killing all those around it along with damaging nearby structures and vehicular devices. To do this, the user merely needs to activate the kill switch which has two confirmations for its detonation. The user must first utter the sequence to start the detonation code. The code is randomized for every single piece of armor and any attempt to access this code by force will shut down the kill switch option until the user biometrically scans back into the security settings and system of the battlesuit.

After the first codeword is entered, the lithium energy cells will begin to systematically overcharge themselves purposefully, a process which takes a total of ten seconds. After this, a confirmation code will need to be uttered from the user. However, if the user’s heart-rate stops for more than five seconds, the suit will automatically explode.

Multi-directional Sensors & Multi-directional Combat Sensors

 

Strengths:

  • Increased Physical Strength

    • A combination of the strong exoskeleton of the battlesuit and the overall strength of armor plating creates an almost unparalleled total strength value which can rival most other power armor units, and possibly even the strength of a view super soldiers encased in power armor.

    • The exoskeleton makes uses of a number of advanced mechanical and electronic hydraulic lifting and moving systems, allowing the lifting of heavy objects a being who wasn’t in armor could never hope to do. The skeleton itself is augmented and retrofitted with very heavy duty and resilient metals that can support a few tons of weight within their grip. A multitude of electronic systems and augmented mechanical systems help to optimize the performance of the exoskeleton, allowing for the exoskeleton alone to lift up to five fifteen tons by itself. That is, of course, if the user is fully rested and not in a combat zone where it could be impractical to lift fifteen tons.

    • The actual suit itself made uses of a number of electronic and hydraulic system, allowing for relatively simple and quick movements of all external extremities with very little to no slowness save for running speed. This, combined with the overall physical strength and resistance of all of the combined armor platings allows for a total lifting of six tons by itself, rounding out the total estimated physical liftgate of the suit to an odd twenty-one metric tons.

    • Punching power of the suit had enough force to break through durasteel-bar reinforced concrete at relative ease, allowing it enough power to break bones as well relatively easily and simply. The combined hydraulic systems of the interior exoskeleton and the exterior armor battle suit creates a mass of electronic systems and an industrial-like machine hydraulic pounder to try and kill most organics. An average punch of the suit has two tons of force behind it, which can break quadanium steel building structures if given enough time to do so.

  • Force Lightning

    • The entire battle suit has a copper Faraday cage style layer built between ut’s layers, one at the forefront of the layers and one just right above the bodysuit. These copper faraday cages will attract most lightning shot directly towards them, absorbing them in most cases and dispersing the energy out across the suit’s entire copper Faraday cage system to minimize damage. The excess lightning received from force user’s using force lightning is recycled automatically into the battle suit’s energy cells, allowing for the suit to self-charge and remain completely charged when fighting against a force user who is using force lightning.

    • When force lightning is shot at the armor suit, it will become more or less, attracted towards a very thin and almost invisible number of copper pylons scattered across the surface of the battlesuit. These copper pylons help to absorb most of the lightning delivered from the force ability of force lighting, taking in most of the damage while leaving any excess lightning to casually and almost harmlessly hit the thick exterior armor platings to cause as minimal electrical and burn damage as possible.

  • Kinetic Tank

    • The battlesuit makes uses of a multi-layered system of alloys with a chemical combination of impact gel and thermal gel to sustain and protect against kinetic-heavy attacks. This combined layered system will, in most cases, protect the user from most forms of kinetic weapons from ranged weapons to melee weapons. When hit by a kinetic strike, upon impact the uppermost layer of impact gel will help to spread the fierce and tempest-like shockwave of impact across the impact gel layer and across the outermost layer of alloy armor, minimizing if not outright almost eliminating outright any damage caused to the user underneath the armor. For attacks from anti-material rifles, the alloy armor and gel layers can absorb and take the brunt of the attack, however, these attacks are still strong enough to bruise the user underneath if not fracture a bone entirely. Standard small arms fire from pistols and revolvers will, in most cases save for a few exceptions, can be deflected into a random direction much similar to what happens with low caliber blaster pistols.

  • Blaster Tank

    • The power armor can very easily defend against most types of blaster and plasma-based weaponry. With the inclusion of thermal gel and alloy plates, laser bolts have a difficulty of burning through and melting through the armor. When a laser from a normal blaster gun is shot at the power armor, there is a possibility of deflection into a random direction if the laser gun is of low caliber, such as for most types of laser pistols and even a few laser rifles, though it mostly remains for laser pistols. When a standard laser blast hits the power armor, the armor and the uppermost layer of thermal gel will help to spread out the intense heat of the laser with the alloy armor both spreading out the thermal heat given off by the laser and absorbing the bolt due to the incredibly high temperatures required to actually melt through the armor.

Weaknesses:

  • Neural-Exoskeleton Delay

    • The exoskeleton carries a direct connection to the neural network of its user.  Despite this very direct connection, there are often delays due to current technological limitations. The GWS does not have unlimited monetary resources, the yare still a small and fledgling private military organization and thus cannot fund or create massively advanced technological constructs to further their own military creations. Delays between the exoskeleton and the neural network do no happen every single time, they happen on a more occasional basis than anything else. Despite this, it is still very noticeable when it does happen and it can still spell doom for the user. A neural-exoskeleton delay will typically cause a delay of one second. This one-second interval of delay theoretically doesn't sound as though it would cause a negative impact...however it does despite presumptions and assumptions by baseless scientists. While in reality, this one second causes a delay between movements. Want to punch something one second? Will you might be able to do it instantly...or you might do it one exact second later when all the neural connections are fully connected.

  • Ion Weapons

    • Ion weapons are dangerous if used against the battlesuit. Although they might not overly damage the suit, they can possibly kill the user by how they affect the battlesuit. Typically, large amounts of ion blasts must hit the suit or a few shots from heavy ion weapons must target and hit the armor of the suit to disable it. Once disabled, the suit will be useless until the power system reboots itself. When all electrical systems are offline, however, the occupant will feel the full weight of the armor suit on their shoulders which will very easily break their bones if not semi-liquify them due to the intense weight that they have to hold up. Despite this, some features of the exoskeleton are mechanical and thus, will be able to hold up a little bit of the entire combined weight of the battlesuit and the electrical parts of the exoskeleton, however, it isn’t enough to fully save the user from damage or from possibly being killed.

  • EMP’s

    • EMP’s have a very similar effect to what Ion weapons can do the the battlesuit. Weak EMP’s that hit the suit will temporarily stall the suit from moving, it will usually take the suit a total interval of one to two and a half seconds to recover from these short blasts. If a larger, more powerful EMP hits the suit, however, the battlesuit has a very likely chance of fully shutting down, much in a similar fashion to what happens with enough blasts from Ion weapons. When the suit shuts down...the after effects follow what happens with the Ion weapons, almost-guaranteed injury, and breakage of bone and possibly even death.

  • Sinks

    • The incredibly heavy weight of both the exoskeleton and the battlesuit makes any type of water-crossing dangerous and utterly useless. When in water, the suit will move much slower than it’s standard speed and when the suit passes over deep water, there is no escape. Instead of remaining afloat, the armor will just sink to the bottom of deep bodies of water. Due to the complex nature from which to get out of both the exoskeleton and armor suit as it requires a separate machine to get out of it or just prying it from their body, users of the suit are trapped inside as the suit sinks. And the rebreather will only last just so long until the user suffocates.

  • Sonic Weapons

    • The battlesuit has absolutely no way to defend against sonic weaponry. Due to the nature of how they operate and the relative lax department in how to deal with such types of weapons, the armor’s multiple layers and gels layers can do nothing to stop sonic weapons from rendering it useless and utterly ineffective at protecting the user. Even with sonic dampeners installed into the suit, these do little to nothing to protect against most standard sonic weapons, instead, they act as a rather obsolete defense against sonic weapons.

  • Relatively Slow

    • The need for a fast battlesuit is a much-needed application for future endeavors. The Mk.1 variant for this battlesuit, however, didn’t meet the need for speed. Being the first power suit that the GWS developed by themselves alone without any exterior assistance, there were numerous issues with construction and with built-in features. One of which is the overall speed of the suit. The weight of the suit and the presence of countless hydraulic systems greatly weigh down the suit to a crawl. Although it can move at a speed of 5.6 mph (9.01 kph),, making it faster than most humans, it is still relatively slow and it’s maneuverability is lackluster on the ground.

  • Faulty Power System

    • The battlesuit’s power supply is not state of the art nor top of the line. Instead of utilizing something fancy that would be horrendously expensive to both develop and to integrate into the suit of armor, engineers opted to use what they had available. They used energy cells that were large enough and stored enough power to properly operate the suit for the maximum of a week, not including the backup energy cells. However, due to using energy cells and not something more sophisticated, the suit suffers as a  result. The power source is faulty as a result due to being overworked and overclocked constantly to power both the exoskeleton and the power armor. With this, the battlesuit suffers occasional yet infrequent stalls in motion and electronics usage.

  • Limited Power System

    • The power supply for the battlesuit isn’t a good one. Being able to only last a full seven days off of its power supply, it’s rather useless for weeks long skirmishes and even longer warfare. The energy cells do not offer enough support or capability to be fully useful in long-term engagements Which is why whenever the GWS does role in their advanced power armor units into the field of battle, they are there for a few days before briskly leaving. It is also why they are very rarely seen, save for the military leaders of the GWS who use modified and experimental versions with much better a much better power supply.

 

DESCRIPTION

  • The Jörmungandr-001//41-90VTA Powered Assault Armor Mark I, Jörmungandr Power Armor Mark I, or the ‘Jaeger(“Hunter”) Suit’ for short, is the very successfully developed suit of powered armor that the private military organization of the GWS, Griffin War Solutions, has developed and put into full, but limited production. Combining a large quantity of self-created modules and pieces with a few outsourced and imported parts, the Jaeger is a  semi ‘native manufactured’ piece of technology, falling in line with recent developments at GWS to internalize development instead of relying on others to supply it with parts and technology. Making use of more internalized pieces and technology, however, limits the first power armor suit of the GWS to an extent. With being a relative newcomer to the business field of warfare that comes with being a private military organization, the PMO (primitive military organization) lacks the proper monetary and funds to properly create an advanced and state-of-the-art suit of powered assault armor. This development led to faults with the first variant, the first version, Mark One of the powered armor...which will hopefully be fixed in future endeavors, that is what the engineers hope for.

  • Jörmungandr Power Armor is too bulky and large of a suit that can easily be equipped and taken off by hand. Multiple complex digital and magnetic locks exist, with numerous precise mechanical screws and bolts to help the armor hold it’s shape as well. All of these electronic fixture locks, magnetic mechanisms, nuts, and bolts, cannot be undone or taken out by the hands of a humanoid. Doing so would prove a useless attempt as nothing would get done or accomplished and an individual would be doing more damage to themselves by overexerting themselves to open up the suit. Specialized circular machines are used to unlock and lock the suit. Very precise and small tools are handled by robotic arms operated by an engineering AI which knows the exact blueprints of the battlesuit. These arms can these easily and precisely break down the suit piece by piece until it is fully off. The machines begin at the arms first, moving to the shoulders, chest plate, and then to leg armor. There is no need to remove the helmet as it can be manually removed by the user when they release the small magnetic clamps holding the helmet in place over the bodysuit via the press of a small silver button located on the underside of the helmet on both the right and left side. These type of stations will typically be located in large military structures which are under the jurisdiction and ownership of the GWS. Other locations for such machines are on mobile land bases and mobile land ships, large aircraft, and spaceships as well.

 

 

A GWS operative in the Jörmungandr Power Armor having their power armor removed for repairs

 

  • For protection, the Jaeger makes effective use of a multi-layered armor and gel system. There are three layers of armor plating, excluding the bodysuit. Each layer is effectively made up of strong alloys that were purposely made for the intended purpose of taking a beating in combat and continuing to go off after the enemy gun-ho. Between the three armor layers, there is a chemical compound mixture of impact gel and thermal gel. This ‘gelly’ layers helps to support armor layers and offers shock and damage absorption to armor which otherwise might not have a lot of it. The impact gel helps to absorb almost all forms of kinetic damage, dispersing the impact vibrations and shockwaves across its entire density in one singular layer, minimizing total damage the user receives. However, there is just so much impact gel can absorb in terms of kinetic weaponry. The impact gel can, of course, not withstand artillery shells and blasts for tanks. It will try to absorb the impact and might succeed to some extent, however, it will be rendered useless after such an attack, causing the armor to become heavier as an armor layer isn’t supported by a gel layer to drop it’s total weight value down. The addition of a thermal gel layer offers the user a great deal of protection from mainly tibanna gas centered weapons, in short, most forms of blasters. The thermal gel will help to absorb the thermal heat given off by blaster weapons, spreading it out amongst the entire thermal gel layer and minimizing total damage done to both the user of the armor and the armor itself.

  • Both the armor and exoskeleton of the battlesuit directly connect to the nervous system of the host. These two systems connect to the host via a thick metal cylinder made of flexsteel, allowing for maximum movement and freedom of control. A cybernetic implant is surgically added to the user’s neck, right above the spine. From there, metal bars will magnetically connect the two pieces together to allow the exoskeleton and armor suit to act in sync with the battlesuit. At least, in most cases they all as one singular entity. This cybernetic-nervous system collaborative connection serves to help the battlesuit to detect the all medical diagnostics for the user, ranging from heart-rate to breathing-rate, to current injuries.

  • The battlesuit cannot self medicate its user. Being too complex and too expensive of a technology to implement into every suit, an alternative was decided upon. Instead of injecting bacta like most other forms of power suits, internal injectors built into the suit can inject synthetic adrenaline chemical compounds into the user’s body. The synthetic adrenal chemicals can once injected, increase the reaction speed of the user and their strength along with their time to make decisions. The injected adrenal helps the user to ignore most forms of pain that they have received, depending of course, on the amount of injected adrenal formula that has been injected into their bloodstream.


Edited by Kraken Society, 23 January 2019 - 12:03 AM.


#2
Adron Malvern

Adron Malvern

    King of Illyria

  • Character
    • Character Bio
  • 2,126 posts

Approved.


Exarch.gif

37bWS8Y.gif

8NJlUTi.gifCytmDmh.pngXmGsXBnn.png