Immortal Zuul'aran-class Assault Armor

Solaris

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Manufacturer: Chiss Ascendancy
Production Line: Immortal Assault Suit
Model: Zuul'aran-class Assault Armor
Technical Designation: AA-901
Affiliation: Chiss Ascendancy
Availability: Stock
Modularity: Average
Composition: Turadium, duralloy, laminanium, armorweave, phrik, duraplast.
Ownership: Immortals
Description: A powered battle armor, this is designed for the Chiss Immortal shock troopers - the elite of the elite. When coupled with the cyborg super-soldiers of the Immortals, the Zuul'aran armor can equal and overmatch a Jedi or Sith. The armor is quite heavy, and the exoskeleton requires that the wearer have some manner of computer interface implant; an unaugmented Chiss would have a great deal of difficulty wearing this suit into combat, and despite the fact that it supports its own weight the armor still adds seventy kilos to the wearer's mass.
  • Tridiflective Ray Shield: A device similar to that used by the Clone Wars-era droideka, this ray shield protects against energy and particle attacks; it is worthless against projectile weapons. The shield readily absorbs small arms fire and provides some small protection against cannon-fire, though naturally the shield is impotent against turbolasers and other ship-scale weapons. The shield can take up to three-four blaster cannon shots before it fails, and it also provides protection against lightsabers. When the shield collapses, it can take up to a minute to regenerate, but it can recover from being ninety percent depleted within fifteen seconds. The shield has twinned generators, with one being able to pick up when the other fails or both active for double-layered protection.
    The shield is visible as a transparent pale blue ovoid of layered, interlocking hexagons while up, but when it takes a shot it lights up on the quadrant that took the impact. Heavy fire can thus effectively blind the user unless he utilizes non-visual senses (such as the helmet's piercing visor). Not only does it interfere with enemy energy weapons, it also blocks enemy sensors while the shield is active. The armor's own sensors are not obstructed by this, as they are calibrated to filter it out.
    When the shield reverses in polarity, as all Chiss energy shields can, it becomes an intensely destructive field that boils away flesh and shatters solid objects. While not nearly so potent as a lightsaber, it is still quite dangerous.
  • Composite Plating: The armor plating is laminated turadium alloy over duralloy-sandwiched ceramic plating, providing near-total coverage over a bodysuit of armorweave protected by packets of zersium-impregnated laminanium. The bracers, torso, and helmet are all reinforced with phrik alloy. The armor plating is able to withstand three to five rifle shots, as many as a dozen pistol shots, or one or two blaster cannon shots. The armorweave itself is good at dispersing energy, able to withstand one to two blaster shots, but the laminanium banding grants it improved protective capability against projectile weapons, able to withstand most pistols and rifles.
  • Powered Exoskeleton: This exoskeleton not only supports the weight of the armor with practically no burden on the wearer (even without power), it also provides a sizable boost to the wearer's strength by providing a mechanical assist when his efforts pass a certain threshold. Thus, the armor does not provide any unbalancing or encumbering strength for routine tasks, but it enables him to perform spectacular feats of strength.
    The exoskeleton has hefty power requirements, drawing heavily from the armor's backpack power generator. Should the generator fail, the exoskeleton's joints swing freely and the design of it still allows the armor to support its own weight; the exoskeleton barely hinders the wearer unpowered any more than it does powered. The joints don't hinder even superhuman reflexes, as they're specialized magnetic locks that reduces friction to near zero, while the neural link with the wearer enables the exoskeleton to react as quickly as the wearer can think.
  • Small-Yield Generator Pack: A backpack situated on the upper torso can hold more air, up to two canisters that provide four hours apiece. The backpack also houses a micro-generator capable of charging four power packs at a time as well as having a single generic outlet and a power uplink to the rest of the suit; power packs stowed in the standard-issue pouches attached to the vest or cuirass on the abdomen are linked to the explorer pack's generator. Thigh panels also provide uplinks for additional power packs, three apiece. The pack's main compartment, located above the air canisters and micro-generator, has space for about 10 kg of items. The pack can also have other items secured to it, such as additional pouches.
    The armor has uplinks in the gauntlets that enable it to connect to weapon systems, tools, and other equipment to provide them with power.
  • Heads-Up Display: The suit's helmet employs a heads-up display that subtly highlights moving objects, helping the wearer track creatures within his field of view. The transparent LCD panel over the wearer's dominant eye provides him a targeting reticule for appropriately linked weapons as well as ammunition and power counts for them. It can also link with external sensors (including friendly remote-linked droids) to provide easy access to display data, and can even link to vehicles to enable the wearer to look at his vehicle's display panels without taking his eyes off the fight. By interfacing with the AI, the HUD can also display overlays to show mission objectives, be they maps, imagery, or even highlighting objects in the field of view or providing the image of a trail, arrows, and other indicators where the commander wishes for the suit's wearer to travel.
  • Integrated Comlink: The armor has a built-in comlink with a 50-km range, able to reach up to low orbit. The armor comlink has the capability for holographic display, either through the HUD or through a panel on the wearer's forearm, as well as multi-band encrypted communications.
  • Neural Interlink: The armor bears a number of neural sensors able to read and monitor the wearer's nervous system. The result is that the system effectively reads the wearer's mind, enabling the suit to react and act more as an extension of his body than as a piece of equipment. It also helps monitor the wearer's mental condition, assisting the AI and the therapists back at base with their treatment.
  • Integrated AI: An advanced computer brain, this serves as the assistant and operating system for the suit - one of their roles is to communicate with other assets for the wearer, acting much like a personal assistant on a battlefield in order to contain the information overload. It is intelligent and resourceful, more like a living being in its adaptability than a droid. The wearer is able to select certain pre-programmed personas for the AI to adopt, though they it certainly begins to develop a personality of its own based on both those personas and on its experiences.
    The AI constantly sifts through the Immortal networks, plucking out data necessary for its trooper while simultaneously remaining in constant contact with nearby network-linked Immortal assets.
    The Integrated AI is a second-degree droid brain with a protocol chip. It is built into the armor, with triple redundancy on the processors. It also has a number of biometric sensors that monitor the Immortal's physical condition, as well as monitoring the Immortal's psychological state. It controls the medical unit's drug and batch injections, being programmed with battlefield medical expertise, and while it has limited ability to render aid it can assist even untrained personnel in providing medical treatment both to its wearer and to others.
  • Flight System: The armor has a repulsorlift built into the belt and boots, as well as small ion thrusters under armored plates on the calves, shoulders, back, abdomen, sides, and feet. This enables the wearer to fly, albeit with limited maneuverability, at speeds of up 160 km/h, as well as hover in place. The speed reduces to 35 km/h with just the repulsors. Its maneuverability improves dramatically at lower speeds; at max speed it can barely turn, while at lower speeds the flight system is as adroit in the air as a human is on the ground. The flight system is most useful for assisting the wearer's maneuverability in jumps and leaps.
  • SurvivAll Thinsuit: A very thin material, this forms the layer just above the innermost and below the heavy weave-and-gel body glove. The thinsuit protects against heat, cold, vacuum, radiation, and corrosive environments, albeit for limited periods of time. In a worst-case scenario, the armor's wearer can not only rely on the thinsuit as an emergency space suit, but he can abandon the outer components of the armor and wear just the thinsuit and those components beneath it. The armor's designers envisioned this being necessary in case the suit's exoskeleton were to lose power and thus become a heavy burden on the wearer.
    The thinsuit can link to a face-mask and breather, able to function either on filtration or sealed settings. The filtration setting can pick out most poisons and nearly all hostile life-forms from an atmosphere indefinitely but requires a breathable atmosphere to function. On sealed setting, it draws from compressed air secreted around the body and can provide an hour's worth of breathable atmosphere.
  • Biorestorative Underlay: A network of bacta-filled capillaries and medical sensors lay next to the wearer's skin, ready to provide treatment in case of injury or illness. Though the underlay's ability to render aid is somewhat limited, it can sustain life and prevent uncompensated shock provided the basic mechanisms of life remain. While it probably would not bring a soldier back into the fight, it reduces scarring and recovery time as well as increasing survival rates dramatically. When coupled with the medical unit, it provides the Immortal Assault Troopers unparalleled staying power in a fight.

Classification: Multipurpose
Weight: 75 kg
Quality: Class 7
Other Feature(s): Tridiflective energy barrier, composite plating, powered exoskeleton, small-yield portable generator, integrated comlink, neural interlink, integrated medical unit, integrated AI, flight system, SurvivAll thinsuit, biorestorative underlay.
 
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Demiurge

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[*]Medical Unit: The neural interlink is technically part of the medical unit, and is able to subtly influence the wearer's mind through psychoactive drug injections and brainwave manipulation. While most would regard this with horror, Immortals have frequently suffered instances of mental instability after treatment with the Phoenix Virus - particularly during combat situations.
More obviously, the medical unit includes a miniaturized robotic surgeon integrated into the armor's lower back. The surgeon is able to treat nearly any conceivable battlefield injury, either through the miniature arms located throughout the armor capable of dealing with relatively minor traumas such as severed arteries or by detaching itself and bringing to bear its entire suite of syringes, laser-scalpels, vibro-cutters, laser cauterizers, spray-flesh, and other medical equipment commonly found in medics' bags. The medical unit contains three liters of bacta, one liter stored within the robo-surgeon itself and two more stored within the pack on the upper body.

Scratch that and you're good
 

Gaja

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You know I like this armor... sorta... Actually I liked it, but then I found out it doesn't have any built in hookers... I mean come on... lol
 

Solaris

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It now has a new picture, and I'm about to add a link into the Immortal write-up.
Red unz go fasta.
 
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Gaja

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I gotta admit I like this picture better. Well done!
 
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