Star Wars Roleplay: Chaos

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Approved Tech TDW Gen - 2 Commando Armor

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OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: The Dire Wolves Mercenary Company
  • Affiliation: The Dire Wolves Mercenary Company, Closed-Market
  • Model: Gen 2 Commando Armor
  • Modularity: Additional tools and components can be added to increase versatility. Armor size can also be adjusted to fit various individuals.
  • Production: Minor
  • Material: Armorweave, electronic components, DuraArmor plating (Several different alloys of DuraArmor) reinforced with Impervium coating, zersium reinforced body glove, sensor components and other various necessary components, Myomer Actuation System (from Locke and Key Mechanics), capacitor systems, power distribution and generation systems.
TECHNICAL SPECIFICATIONS
  • Classification: Semi - Powered, Multipurpose Combat Armor
  • Weight: Heavy - (Unpowered)
  • Resistances:
    • Energy: High
    • Kinetic: High
    • Lightsabers: None
    • Other: Vacuum/CBRN/: Very High, Ion/EMP: High
SPECIAL FEATURES
  • This suite is physically heavy, but due to the Myomer Actuation System built into the suit it feels extremely light, augmenting the persons ability to move in the suite with extra weight almost like they were wearing a slightly bulky but extremely light armor. This gives users the ability to wear this armor for long periods of time without the serious exertion that comes with wearing heavy armor. And a soldier that's less tired, can fire and maneuver more effectively in combat especially when he's able to move like a bat out of hell.
  • Armor provides good coverage of major vital areas with armor plating, rest of the body is two layers with the first being zersium lined body glove that can be sealed for protection against vacuum and against hostile environments.
  • The second layer of armor is the actual Myomer Actuation System muscle fibers as they are woven in such a way to make them actually stab/puncture/blaster resistant and gives the wearer a base protection against these weapons. With this underneath the plates it allows for great movement and protection at the same time.
  • Main plates of armor are DuraArmor, and cover the chest, forearms/wrists, shoulders, and shins/knees. Provides exceptional protection in areas covered by armor plating.
  • Body glove is able to seal and contains internal air tanks with a re-breather that's able to recycle the internal air almost indefinitely, and zersium lined body glove is also reinforced against EMP/Ion weapons along with being extremely good against radiation and other hostile environment.
  • HUD is minimalist, providing bare bones information for the combat zone, however is customizable allowing for more or less information to be displayed, including ammo count for current weapon. Low light mode also available for night operations.
  • Helmet mounted commlink and speaker system allows for communication between soldiers at various distances on the battlefield.
STRENGTHS
  • Armor is able to completely seal against outside threats and give the operator almost total protection against any airborne threats, and body glove also doubles as a vacuum suit allowing for EVA operations to be conducted with this armor on in lieu of a space suit. Zersium acts as an insulator providing increased hostile environment protection. Also the air system is a basic valve that doesn't require electronics to function, and so is completely impervious to EMP/Ion attacks.
  • Armor is adaptable to most combat environments, giving operators the essentials to conduct combat operations on most worlds.
  • Conservative use of plating provides maximum protection at areas most likely to be hit in combat, while saving on weight and reducing the load on operators in the field, making them able to conduct long term assaults or operations without fear of exhaustion or hindrance due to weight or mobility restrictions.
  • HUD is at basic settings very minimalist, giving operators only what information they need to conduct combat operations or receive directions from combat controllers. However this can be customizable to allow for increased information loads, or for certain specialties in the combat zone, making it highly adaptable and able to be useful to anyone on the ground.
  • Well rounded protection allows for armor to be effective against blasters, disrupters, and kinetic weaponry at plate placements, which in CQC is the most likely places to be hit.
WEAKNESSES
  • If you get hit with or face someone with a lightsaber good luck, because it's a bloody lightsaber.
  • Armor requires the wearer to go through a learning curve on how to utilize the suit's Myomer system to get the most out of the armor. Improper use of the armor can cause either the wearer to be sluggish or straight up slow, or even cause the wearer to get hurt.
  • Armor system utilizes a power capacitor and distribution system that can be overloaded by extended electrical/lightning attacks against the armor. If this gets overloaded from extreme directed attacks will cause the myomer system to deactivate causing the armor to behave as a heavy armor.
DESCRIPTION
The second generation in The Dire Wolves Mercenary Company's Armor program, the Generation 2 takes a different approach to tackling the problems presented in a combat scenario than the Gen 1. Namely Dr. Ryan Alphonse decided that the fastest and easiest way to make the armor provide more protection and better capabilities was to increase the weight of the system in general, as generally the more mass behind something, the more protection provided. He however counteracted this by changing the makeup of the under suit by replacing the jacket and over pant with Locke and Key's patented Myomer artificial muscle fiber system, with tweaks of course. Dr. Ryan saw that the traditional structure of the myomer system while effective in generating movement, power, and strength, was relatively easy to break when subjected to even paltry amounts of slug thrower shots, blaster fire, stabbing weapons, and essentially anything you could through at the system in general. So he came up with a solve. Layering each individual fiber in the muscle groups over top of each other, and changing the thickness of each individual fiber to be much, much smaller and therefore increasing the efficiency of the system while also increasing the protection offered as now the layered construction of the musculature gave it the ability to not only absorb the former problems to an acceptable protection level, and still function. As now when a single or several "muscle" fibers were damaged, the system would just shut them off and shunt the power to still functioning fibers, and since the suit is only designed to carry the weight of itself, and not increase the strength or speed of the wearer, this is relatively much easier.

Then you go to the main piece of the protection, and Dr. Ryan at first thought to just keep the original armor plating until he had a thought to make the armor itself less dense, but add more of it to increase the protection. This included the core of each piece of plating being a 90% Alusteel, 10% DuraArmor alloy that would allow the armor plates themselves to flex to offer even more protection against kinetic and energy rounds it couldn't straight shrug off giving it the ability to bend and warp to a certain degree to make it much, much harder to actually break. Add on top of it a complete DuraArmor outer core and an Impervium coating to make the armor on the outside extremely hard, and on the inside malleable just enough to give the shell the ability to flex and better absorb the impacts of kinetic based rounds such as disrupters and slug throwers even easier.

Now onto the power system, and the main event, the Semi-Powered musculature that gives this armor the abilities it does. This armor utilizes a small capacitor battery system that when fully charged, gives the armor a run time of 1 week. This is achieved through the effectiveness and efficiency of Locke and Key's Myomer Actuation System, on top of Dr. Ryan's improvements and software developments that allow for this armor to essentially always be running in the most power efficient manner possible while not ever sacrificing the one thing it actually does for the soldier. And that is to make his armor and gear on his back feel like it's not there. This armor will only ever exert itself enough to the point that the wearer can move nearly freely with an extreme lack of having to use excessive force to move themselves, or carry weight. This includes any gear that a soldier on the ground can be normally tasked with, to include heavy weapons, ammo, backpacks, and other necessary gear for the soldier to not only fight on the ground, but survive. But it has its limits. Being Semi-Powered, you can't rip a M-2 off of it's mount and start going to town with it, and you can't load your bag with 100 kilos of ammo and supplies and expect this armor to just go with it. It's meant to give the average soldier the ability to carry what they are meant to into battle, and if you try to push it, it will punish you. This is done mainly with the on board systems detecting that the muscle fibers are putting out too much force outside of what they are designed for, and as such it will shut them down to avoid damage. That means whatever that piece was trying to carry, you now have to not only physically carry yourself, but the armor as well which can really hamper your progress. So don't be some cheeky FNG and think you can cheat the system, because you will screw it up, and possibly kill yourself. That being said, this armor allows for people to essentially conduct themselves as if they are wearing light (or even extra-light if the wearer is used to wearing heavier armor) armor, making running with kit and load, climbing, jumping, and anything that could possibly happen on mission that requires its wearer to be absolutely mobile. And at that it excels. You don't have to be super human quick, or even super human strong with this armor on, it just gives you the options of a light infantryman, with a heavy infantryman's kit.

Lastly, there's the on board support systems. The first thing that was immediately upgraded was the air system on the armor from the Gen 1, as experienced on Artisia during the outbreak, standard rebreather scrubbers for open atmosphere failed miserably against the virus. So Dr. Ryan redesigned the air system to be totally internal, with the rebreathers now instead of filtering outside air, you are completely breathing recycled air so as to keep anything on the outside that's even potentially dangerous outside. And since it's rated for vacuum, and your undersuit is reinforced with zersium you can can take it for space walks, allowing you use this armor in ship to ship combat as an offensive or defensive parties in boarding actions. You also have the HUD which while is simplistic in design, can give you as much data on the battlefield as you need to keep yourself alive and effective. This includes a diagram showing what's wrong with someone that you're treating, yourself, methods of treatment and location of user's EBFAK, or for the combat infantryman, round count, relative location of friendlies, known locations of enemies, objective trackers, and an augmented view that allows you to transmit data for strikes or friendly positions in real time to aircraft. This gives the armor the ability to work with any specialty of ground pounders, from its built in macrobinoculars, to a comms system that's rated for all levels of ground combat that can easily be tied into a comms booster to start hailing local air, or even space traffic.

In conclusion, this armor is the second step in the evolution of The Dire Wolves' armor program. It's bigger, it's heavier, but it still feels like it runs light allowing the user to have as many options available to them for ground combat as possible when it comes to conducting war. Your infantry will hit like a bus, and be able to run like hell when the enemy tries to muster a counter attack, giving you the impression of using a much larger force of light infantry when doing hit and run attacks, or you can utilize the armor's carrying capacity to its limit and hit the enemy positions hard and when they think you can't keep pushing because you should have run out of bullets ages ago, surprise them when you are not only STILL SHOOTING, BUT NOW YOUR CHARGING THEIR POSITION BECAUSE OH MY GODS THEY'RE WEARING POWER ARMOR! This kit is a step up in expense, but if you're good friends with The Dire Wolves, you might be able to score some of these suits. Because gods know nothing is more terrifying than an infantryman with his rifle, as many rounds as he wants, and a hill to take.
 
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