Captain Larraq
Capitalist
Image Credit: Here
Image
Intent: To create a large, heavy duty backpack/power source to go with the Hyperion Combat Armor
((OOC: Weight and energy capabilities drawn from Star Wars D20 Roleplay Book: Arms & Equipment Guide.))
Development Thread: NA
Manufacturer: Mandal Hypernautics,
Model: Hyperion Combat Power Pack
Modularity: None
Production: Mass Produced
Material: Durasteel
Description:
The Hyperion Combat Power Pack is a compact power source designed to be used in conjunction with Hyperion Combat Armor. The Power Pack looks roughly like a squished egg secured to the back of the armor between the shoulder blades and the lower back. The pack is encased in a protective shell of durasteel to protect the delicate internal electronics from the hostilities of the battlefield. Inside the shell is a frame of metal and wires that contains twenty standard power packs. Layered between this frame and the durasteel shell is a number of Combat De-Ionizing Belts that protect the Power Packs from being overloaded should the wearer receive a hit from an Ion Weapon.
The Hyperion Combat Power Pack can be connected to a blaster weapon via a special adaptive cable that runs from the side of the power pack to standard power pack port of the weapon. Used in this way, the power pack can provide twenty times the standard ammo that the weapon would otherwise use. Alternatively, the Hyperion Combat Power Pack can provide twenty times the standard operation time for Hyperion Combat Armor Shielding System, Hyperion Active Camouflage System, and Hyperion Combat Helmet.
When all systems are installed in the same suit of armor, the wearer may not activate the Combat Shielding and Active Camouflage at the same time, as the two systems interfere with each other. On the whole, while on passive setting, the armor and helmet are fully operational for 30 days of continuous use. At maximum standard power draw, switching between Combat Shielding and Active Camouflage as needed, a fully equipped suit can expect an operational window of between 40 and 60 hours, depending on combat conditions. Heavy combat can reduce this operational window to as low as 140 minutes of continuous fighting.
Users are advised against adapting the Power Pack to a suit of armor and to a weapon at the same time. While the power pack is more than capable of providing power to both sources, it tents to result in a drastic drop in expected combat operation time for both the weapon and the armor. In active combat, while taking sustained fire and firing in return, an effective minimum of 45 minutes of extended fighting can be obtained so long as the wearer limits him or her self to a maximum of 650 shots from a standard blaster rifle.
The Combat De-Ionizer dampens the effects of Ion Weaponry and protects the power pack itself from being burned out. Sustaining a hit from an Ion Weapon will still disable the electronics of a suit of Hyperion Combat Armor for a minimum of a few minutes, but thanks to the insulation provided by a Combat De-Ionizer, the armor and secondary systems will be fully operational after the De-Ionizers have had a few minutes to absorb and dissipate the the energy from the Ion Weapon. If low on power, the HCPP can actually absorb some of the energy from an Ion Weapon and further reduce the negative effects of an Ion Weapon upon the wearer and the armor itself.
Classification: Multipurpose
Weight 6kg
Quality: Class 6
Other Features:
Combat De-Ionizer
Image
Intent: To create a large, heavy duty backpack/power source to go with the Hyperion Combat Armor
((OOC: Weight and energy capabilities drawn from Star Wars D20 Roleplay Book: Arms & Equipment Guide.))
Power Pack: 25 credits, 0.1kg, 100 shots for standard blaster pistols, 50 shots for heavy blaster pistols and standard rifles, 30 shots for Light Repeating Blasters
20x Power Packs: 2kg, 2,000 shots for a standard blaster pistol, 1,000 shots for a heavy blaster pistol or standard rifle. 600 shots for a Light Repeating Blaster. 400 shots for a Heavy Repeating Blaster.
20x Power Packs: 2kg, 2,000 shots for a standard blaster pistol, 1,000 shots for a heavy blaster pistol or standard rifle. 600 shots for a Light Repeating Blaster. 400 shots for a Heavy Repeating Blaster.
Development Thread: NA
Manufacturer: Mandal Hypernautics,
Model: Hyperion Combat Power Pack
Modularity: None
Production: Mass Produced
Material: Durasteel
Description:
The Hyperion Combat Power Pack is a compact power source designed to be used in conjunction with Hyperion Combat Armor. The Power Pack looks roughly like a squished egg secured to the back of the armor between the shoulder blades and the lower back. The pack is encased in a protective shell of durasteel to protect the delicate internal electronics from the hostilities of the battlefield. Inside the shell is a frame of metal and wires that contains twenty standard power packs. Layered between this frame and the durasteel shell is a number of Combat De-Ionizing Belts that protect the Power Packs from being overloaded should the wearer receive a hit from an Ion Weapon.
The Hyperion Combat Power Pack can be connected to a blaster weapon via a special adaptive cable that runs from the side of the power pack to standard power pack port of the weapon. Used in this way, the power pack can provide twenty times the standard ammo that the weapon would otherwise use. Alternatively, the Hyperion Combat Power Pack can provide twenty times the standard operation time for Hyperion Combat Armor Shielding System, Hyperion Active Camouflage System, and Hyperion Combat Helmet.
When all systems are installed in the same suit of armor, the wearer may not activate the Combat Shielding and Active Camouflage at the same time, as the two systems interfere with each other. On the whole, while on passive setting, the armor and helmet are fully operational for 30 days of continuous use. At maximum standard power draw, switching between Combat Shielding and Active Camouflage as needed, a fully equipped suit can expect an operational window of between 40 and 60 hours, depending on combat conditions. Heavy combat can reduce this operational window to as low as 140 minutes of continuous fighting.
Users are advised against adapting the Power Pack to a suit of armor and to a weapon at the same time. While the power pack is more than capable of providing power to both sources, it tents to result in a drastic drop in expected combat operation time for both the weapon and the armor. In active combat, while taking sustained fire and firing in return, an effective minimum of 45 minutes of extended fighting can be obtained so long as the wearer limits him or her self to a maximum of 650 shots from a standard blaster rifle.
The Combat De-Ionizer dampens the effects of Ion Weaponry and protects the power pack itself from being burned out. Sustaining a hit from an Ion Weapon will still disable the electronics of a suit of Hyperion Combat Armor for a minimum of a few minutes, but thanks to the insulation provided by a Combat De-Ionizer, the armor and secondary systems will be fully operational after the De-Ionizers have had a few minutes to absorb and dissipate the the energy from the Ion Weapon. If low on power, the HCPP can actually absorb some of the energy from an Ion Weapon and further reduce the negative effects of an Ion Weapon upon the wearer and the armor itself.
Classification: Multipurpose
Weight 6kg
Quality: Class 6
Other Features:
Combat De-Ionizer