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Approved Tech OMEGA SQUAD - "APOSTLE ARMOR" Mk III (Tech/Demo Variant)

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Aien Mueller

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OUT OF CHARACTER INFORMATION

  • Intent: To update on the design and create a more mobile, highly modular version (and more personalized versions) of the Mk II)
  • Image Source: Marvel Toy News
  • Canon Link: N/A
  • Permissions: My Subs, Gir Quee
  • Primary Source: Apostle Armor Mk II
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: Heavy
  • Resistances:
    • Energy: Very High
    • Kinetic: High
    • Lightsabers: Very Low
    • Other:
      • Sonic: Average
      • EMP: High
      • ION: High
      • Elemental: High
SPECIAL FEATURES
  • Composite Construction
  • Loth-Wolf series Combat Scanner (The Mk IIII takes the HUD and Scanner a step further in that each weapon carried is linked to the HUD with real-time ammunition and readiness levels. The Heavy Weapons Variant's scanner locates targets and auto-fires when there is a safe shot to take.)
  • Uller series Exoskeleton: Borrowing original design plans and systems from the EX-1 "Juggernaut" Power Armor, as well as the Gundark II, the Mk III offers more options and more protection. However, in order to conserve energy, not all of this strength is typically activated all the time, and it uses a modified capacitor overcharge. The Tech/Demo Variant lacks the armor of the Heavy Weapons Variant, and the speed and reaction time that the Assault variant might carry (though is no slouch in its own right) but the increased power to the Exo-Skeleton, Distortion Field and weapons makes this the perfect need filled.
  • Asclepius Bio-support Dispenser: This internal device provides basic physiological monitoring, emergency topical bacta/kolto administration, and can also inject users with a variety of emergency or performance-enhancing drugs.
  • Bia series Portable Fusion Generator: Mounted on the suit's back, this generator provides the suit with a constant source of power to the power armor, as long as it has fuel. Because of the energy conservation protocols of the suit (not constantly using full power to the servos unless needed), this is typically around 12 hours, comparable to the old AV-1A Assault Power Armor. The redundant restart energy pathways built into this reactor allow the Power Armor to "sputter" along when faced with Ion, EMP, and other tech-dampening threats.
  • Ferrazid Particle Distortion Shield: As the suit is built particularly to face the Bryn'adul in direct combat, it sports the Ferrazid Particle Distortion Shield, which was purposefully engineered to help the user to better withstand some common types of attacks preferred by the Bryn'adul. While Ferrazid does provide some typical shield protection, it is unusual in that it is also designed to break up physical attacks and push them away or in other directions through the use of layered particle shields and an omnidirectional pressor field.
  • Web Gear: contains the following equipment: a spool of high tension wire, one grappling hook, 2 power packs, two ion flares (for illumination or emergency signaling), a combat de-ionizer, a GLiS Emergency Medpac, and two ration packs. The Tech/Demo variant offers added compartments for components to explosive charges as well as added datapads and detonators.
  • Basic Environmental Protection:
  • Slicer Kit/Links (Linked directly to suit/HUD)
  • Droidbrain (Mounted to Shoulder to assist with slicing and defend against counter-cyber attacks)
  • Datapad Vambraces (Linked directly to suit/HUD)
  • Concealed Jump Pack: (*See Weaknesses)
STRENGTHS
  • Advanced HUD: Each unit of the MK III has a new HUD with real-time positioning of each member(Including RONTO, Pegasus', and Annunaki, and automatic comms link up. Each HUD also provides direct activation and automatic "Line of Sight" targeting and fire for Shoulder Mounted, and Vambtace weaponry. The Tech/Demo Variant offers real-time status updates on all comms as well as situational awareness of any explosives set as well as the location of the maximum explosive range.
  • Impressive Strength: While not as consistently powerful as the prototype EX-1 "Juggernaut", the Mk III does consistently provide enhanced strength to its user.
  • Energy Kinetic and Ion/EMP Resilience: The MK II’s construction provides the suit with good energy protection from weapons like blasters, or specifically in this suit's case, heat from Spikers and other common Bryn'adul weapons. This is largely due to a combination of the duraplast inserts and plasteel's good heat resistance.
  • Shoulder Mounted Modularity: The MK III has an array of capable weaponry that can be mounted to the left or right shoulder the need to sling yet another weapon. The Heavy Weapons Variant carries the FYB rocket launcher as the other models do, but also carries the mounting for a shoulder-mounted "Bertha". While capable of utilizing weapons all the same on the extra mount, the tech/demo variant keeps to the droidbrain.
  • Modular Vambraces: The MK III has integrated blaster and rotary vambraces giving each team member last resort weapons and technical gear.
WEAKNESSES
  • Weak Points (inner thighs): The MK II have very limited protection at their inner thighs in order to cut down on weight and enable better movement in case the suit loses power. This area is only covered by several layers of armorweave and insulfiber. While this is often enough to provide some protection from shrapnel or grazing hits, most direct hits by most weapons will pierce through this layer.
  • Obvious Target: The MKII’s added strength and armor comes at a noticeable increase in size. While it is more mobile and not as noticeable as the Gundark II, or the Juggernaut, the Mk II does provide a more significant heat source.
  • Weak Lightsaber Resistance (Very Low): Being engineered primarily to fight more combat-oriented cultures such as the Bryn'adul, still no thought was given to engineering any sort of protection against lightsabers. None of the actual armor platings is designed to withstand a committed saber attack and will succumb soon enough. However, the suit does have some limited resistance to lightsaber strikes thanks to its phrik exoskeleton and some armor weave material in the bodysuit.
  • Concealed Jump Pack: A jump pack serves its purpose and is nothing but an asset for most ground units. Omega Squad are not "ground units", and their operations do not often allow for the use of one so the Mk II was never allotted the space. The Mark III has been afforded a concealed unit but the power allotment already spread throughout the suit affords little more than "exfil" and "emergency" use of the pack itself. The unit is just as mobile and powerful as any other jump pack but is not the same type of unit.
DESCRIPTION
The Mark I armor is great and does its job to no end. The Mark II armor is a design that was a veritable "jackpot" for operations, and frankly still is. The Mark III is still but there are times when it is just not enough and the Mark II needed to come about. Mark III takes the strengths of Mark II and takes those strengths to the next level. The need for increased strength and speed in emergency situations became necessary with the war with the Bryna’dul though they will still use the Mk I, this system will always be necessary. The Assault Variant of the Mk III is designed for just that "Assault", a "Jack of All Trades, but Master of None" giving some capabilities to ranged fire, some to weapons specialties, some to tech, some to explosives in a strong balance, much like the original purpose for the Mk II. The Heavy Weapons Variant is all about power and open and direct engagement when and where possible. This suit allows Samael to either clear a room or suppress fire to allow for extraction. The Tech/Demo Variant utilizes its own added armor set to conceal all tech and explosive-related needs. Bartleby can literally link into a ship's systems if necessary by simply hooking into his suit. Gabriel no longer needs to carry ready made charges (taking more loadout).
 
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T E R R A R I S - C O M M A N D
Factory Judge
Aien Mueller

Everything is fine here as well, just I noticed now, the permission is unreadable, too blur. I know that is a valid permission, because I saw the good version from it, when I sent you to ask the permssion from Gir. Please upload the permission again, this time try to in readable form.
 
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