MK.I High Mobility Combat Armor

Billbo Swaggins

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HMCA MK.I

Designed and manufactured by Astora Arms, an experimental weapons and armor RND company, the HMCA Mk.I was created to test the feasibility of a extremely high mobility suit of armor that still provided the user with ample protection against potential threats. Created using a plethora of materials including but not limited to durasteel, durafiber, and more, the complex systems and electronics featured inside the suit of armor have made it incredibly difficult and expensive to produce. As such, the only way to obtain said suit is to participate in an annual competition hosted by the company in which the suit of armor could be a prize.

When worn, the suit gives its user a boost to their movement speed as well as various means to control their lateral movement. While it shies away from full-on jetpack technology, the HMCA uses low powered boosters in conjunction with grapples and other functions in order to allow its user to move in a fast-paced three dimensional manner, in contrast with the typical ground combat of today.

LEGALITY

While technically legal wherever combat armor is permitted, the uniqueness of the armor and its obviously high-tech composition will likely draw some eyes.

INTENT
My primary intent in creating this tech was to introduce another, different, system of movement for experienced role players as well as to create a suit of armor that focused primarily on granting its users high mobility without compromising defense too much. Additionally, I wish to use it in as a reward in a series of plots that I am currently working on, allowing more opportunities for interested players and factions to role play.

ADVANCED TECH
Yes. The only way to obtain this tech would either to raid the AstoraArms headquarters on Coruscant, defeating its numerous skilled security teams, and stealing the technology or to compete in the yearly competitions held by the company due to the whimsical nature of its founder and owner, Brian Astora.

Type and Coverage

Type: Medium Armor

Coverage:
  • Head: Covered by entirety of helmet. Upper neck unarmored.
  • Torso: Entirety of chest, shoulder, and abdomen areas covered. Lower neck and armpit areas unarmored.
  • Back: Back: Entirety of back covered. Lower neck unarmored.
  • Right Arm: Right Arm: Upper and lower arm covered. Elbow only padded, otherwise unarmored.
  • Left Arm: Right Arm: Upper and lower arm covered. Elbow only padded, otherwise unarmored.
  • Hands: Unarmored save for some padding.
  • Legs: Knee and thighs covered.
  • Feet: Feet, shin, and calves protected by armored boots.


Functions



Function 1: Booster Pack
  • Similar in concept to jetpacks, the booster pack consists of a set of low powered boosters that is capable of a low powered burn for long periods of time, which thus increases the user's movement speed to a maximum of 10 m/s. Additionally, the user can briefly overcharge their boosters, allowing them to jump up to 5 meters in the air. Once overcharged, the user cannot overcharge the boosters for a period of time (1 thread cooldown). When used in conjunction with boosters, this enables the user to attach themselves to a ferrous surface for a brief amount of time (2 threads max).
Function 2: Advanced Grapple Lines
  • Similar in concept to regular grapple lines, the advanced grapple line is only capable of supporting the weight of the user and can launch up to ranges around 15 meters away. Once no longer in use, the lines are detached from the launcher and left behind. While still unable to auto-winch, the advanced grapple instead has a magazine of up to three more lines in addition to the one already loaded, to a maximum of four. This allows the user more uses of a line than a normal grapple launcher would provide. Grapple lines must be manually activated and controlled by a button or switch.
Function 3: Mag-Boots
  • Magnetic boots contain electromagnets in the soles and allow for enhanced movement on ferrous surfaces in microgravity or steep gradients. This functionality must be turned on or off manually by a button or switch. When used in conjunction with boosters, this enables the user to attach themselves to a ferrous surface for a brief amount of time (2 threads max).
Function 4: Scout HUD
  • Scout HUD - Contains a 4x magnifier and Compass.

 
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Loco

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This seems way too advanced for this TL as is- particularly the predictive HUD. Think back to the movies for a second. This is a targeting computer display 6000 years in the future from this TL:

959419_2.jpg


I have a hard time imagining an advanced helmet mounted HUD that does significantly more than that with less space, less power, less sensors, 6000 years earlier.


As for the booster pack, I like the concept (TF2 = Best Shooter Ever), but it's pretty similar to the repulsor boots we already have combined with jump boots, but back mounted. I would look at those for speed ideas, and tone it down a bit. Olympic sprinters can hit 6.5m per second, so 20m per second seems pretty crazy- like a good way to accidentally run face first into a wall. Alternatively, you could just reskin the repulsor boots into a belt unit for the aesthetic you want, instead of building an entirely new device, and use jump boots separately. Up to you.
 

Darasuum

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I would suggest if you want assistance with targeting you could try a hyrdaulic weapon arm not exactly the same thing but it's better than nothing if you want to put shots on bods.
 

Billbo Swaggins

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This seems way too advanced for this TL as is- particularly the predictive HUD. Think back to the movies for a second. This is a targeting computer display 6000 years in the future from this TL:

959419_2.jpg


I have a hard time imagining an advanced helmet mounted HUD that does significantly more than that with less space, less power, less sensors, 6000 years earlier.


As for the booster pack, I like the concept (TF2 = Best Shooter Ever), but it's pretty similar to the repulsor boots we already have combined with jump boots, but back mounted. I would look at those for speed ideas, and tone it down a bit. Olympic sprinters can hit 6.5m per second, so 20m per second seems pretty crazy- like a good way to accidentally run face first into a wall. Alternatively, you could just reskin the repulsor boots into a belt unit for the aesthetic you want, instead of building an entirely new device, and use jump boots separately. Up to you.

Thanks for the tips! I've changed the max booster speed to 10 m/s and replaced the predictive movement HUD with some mag boots. What do you think about allowing the user to suspend themselves briefly on a wall when using the boosters and mag boots in conjunction?

Let me know if you have any other problems ^_^
 

Loco

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Thanks for the tips! I've changed the max booster speed to 10 m/s and replaced the predictive movement HUD with some mag boots. What do you think about allowing the user to suspend themselves briefly on a wall when using the boosters and mag boots in conjunction?

Let me know if you have any other problems ^_^

That would be fine, as long as the wall is made of metal and keeping in mind that they would still have to contend with gravity, which could hurt.

Approved. But even as advanced tech I would like to see this suits use fairly limited.
 

Darasuum

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So it says "Threads" in the booster pack...do you mean posts?
 
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