[W] Immortal Had'aran-class Combat Armor

Solaris

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chissimmortalscombatsui.jpg

Manufacturer: Chiss Ascendancy
Production Line: Immortal Combat Suit
Model: Had'aran-class Combat Armor
Technical Designation: CA-188
Affiliation: Chiss Ascendancy
Availability: Stock
Modularity: Average
Composition: Turadium, duralloy, armorweave, duraplast.
Ownership: Immortals
Description: A powered battle armor, this is designed for the rank and file Chiss Immortals. Wearing it, the Immortals are potent troopers easily worth at least ten Alliance troopers - useful, considering the Alliance have them outnumbered by at least ten to one - but are not quite as dangerous as the Immortal elite shock troopers. 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 forty 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 two-three 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 a single generator, being less powerful than that of the Zuul'aran-class Assault Suit.
    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.
  • Fractal Camouflage: The skin of this armor is a constantly-shifting pattern that enables it to blend in very well with its background. While by no means a cloaking device, fractal camouflage enables the wearer to hide from observers even as close as ten meters, at least while stationary. The camouflage is most effective in the infrared, visible, and ultraviolet spectrums, but is also effective at absorbing radio waves and thus negates radar fairly well.
  • 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 ballistic gel. The armor plating is able to withstand two to three rifle shots, about half a dozen pistol shots, or about one blaster cannon shots. The armorweave itself is good at dispersing energy, able to withstand one to two blaster shots, but the ballistic gel packets it grant 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 enhances the burst and top end of his physical strength to nearly double what it was originally.
    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.
  • 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.
  • 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.
  • 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.
  • 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: 45 kg
Quality: Class 6
Other Feature(s): Tridiflective energy barrier, fractal camouflage, 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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Vencu

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Wookieepedia said:
By the time of the Battle of Naboo, personal shields that covered an entire being existed, but produced radiation and magnetic fields that were dangerous for sustained use.

Wookieepedia said:
The droideka units of the Trade Federation also carried personal energy shields, making them highly effective against clone troopers and Jedi Knights. However, these shields were hazardous to organic lifeforms, generating highly-intense electromagnetic fields and large amounts of radiation.

Wookieepedia said:
The Chiss used personal shields with reverse polarity to protect homes against robbers, with the criminals often incinerating themselves. However, this practice was discontinued several decades prior to 27 BBY due to the dangers of both the radiation and of catching innocent bystanders.

I don't want our allies to fry themselves alive.
 

Solaris

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Why do you think they're walking around with forty kilos of armor that can stop many kinds of harmful radiation and a full-coverage body glove that's rated against hard rads?
 
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