Orion Ultra-light Armor System

ShadowWalker

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Orion Class Combat Armor



Affiliation: Sith (Specifically Lord Weiss)


Ownership: James Marcus Desoto


Intent: Armor that is to maximize protection without sacrificing any of its operator's agility, dexterity, speed or stealth. Intended for use from only full cyborgs.


Model: CSA-416/O


Weight: 30 kilograms


Composition: Skin is a polyfibe weave with durasteel fibers woven into it for added strength. Main armor piece components are 20% phrik and 80% durasteel. This applies to all armor plates. Fins are composed of 40% phrik and 60% durasteel, and are located only on the Shoulder's and forearm's plates.


Rating:

"Combat Skin" : Small caliber Blasters: Short range good, mid range great
Medium Caliber Blasters and Rifles: All ranges minimal protection
Large Caliber Blasters and Rifles: All ranges extremely poor
Heavy Caliber Rifles and Repeaters: All ranges non-existant
Standard Melee weaponry: Moderately effective protection
Lightsaber: None

Plates: Small caliber Blasters: Very good protection
Medium Caliber Blasters and Rifles: Acceptable for carbines, poor for rifles
Large Caliber Blasters and Rifles: Extremely poor
Heavy Caliber Rifles and Repeaters: Non-existant
Standard Melee weaponry: Highly effective protection
Lightsaber: Light Protection in shoulders and torso, moderate in forearm guards

Plate Locations: Full thickness plates (all values normal) Shoulders, Kneecaps, Forearms, Upper Torso
Half to Quarter Thickness plates (take all values divide by 3) Sides and back of head (moderately thin, meant to encase and protect brain), and thin plates that encases outside, front, and back of thighs, and outside of calves.

Description:

This armor uses a two point protection system to defend the wearer. The "Combat skin" covers the cyborg completely and while offers protection from all angles, it does not provide very good protection. The plates of that protect key points across the wearer however provide much better protection, however they are only in key points to cover vital areas. The main key to this armor's ability to (somewhat) defend against lightsaber attacks is the use of "fins", protrusions from the plates that extend like blades to actually catch both lightsaber and melee weapon strikes before it actually reaches the armor itself. In doing so, it utilizes less material to gain more protection from these melee attacks, and the key to the forearms being more better suited to this is that where areas the shoulder pauldrons have only one or two fins to cover the entire shoulder, the forearms have two fins side by side to share the damage of a lightsaber blow, effectively doubling their durability. Fins range in height from their location, the shoulder pauldrons being around four to maybe five inches long, to the forearm's being two to three inches long. The shoulder's fins are thinner, which is another reason why the forearms are much more durable.

Another added utility on the armor, is the grappling claws located on the hands. To insure maximum durability and life span, plus strength, these are pure phrik. Combined with the strength of the artificial muscle aspect of the forearms, and calves, and these grappling claws can be used to cut and latch onto durasteel walls, giving the operator the ability to climb on just about any surface. It also makes these claws potent weapons, being able to cut through most tissues with ease, and allowing them to be used (with much concentration) as infiltrator's tools for other applications.

This Armor system is meant to interface with a complete Cyborg (ie, almost no biological tissue except for necessary tissues to support brain, and spinal cord). As such when this armor interfaces with the system, normal safety locks that keep a cyborg from damaging artificial skin outside of a combat zone, and in a peaceful environment, are disengaged. The increased strength threshold from the artificial muscle tissue already inside the cyborg as the subcutaneous implants allowed to operate at peak capacity, and in bursts by the user's command, in overdrive. Overdrive allows for the artificial muscles to operate above intended levels, providing increased speed, agility and strength to the operator. However, overuse of the overdrive functions will severely drain the power cells, and overwhelm the fuel cell's ability to replenish the power cells, thus putting the entire Armor system and Cyborg Operator systems into shutdown. Another problem that arises is that if overdrive functions are utilized for too long of periods is that the artificial muscle will gradually become damaged, and natural systems in place to keep the muscle reacting correctly over long periods of time will be overwhelmed. This will cause cords to snap and shear, lessening the overall strength of the appendage and/or causing the artificial muscle to fail completely.
 
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Cassanova

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Please use the provided templates.

Per Jiang:

Jiang Winters said:
3) Stick to the Templates.
Deviation from the templates is not allowed - the more you tweak and fiddle with a template to make it look 'shiny', the harder it is for myself to read it and the less likely it is to be approved. (If we don't reject it outright for failing to follow the templates!) So again, please make sure you follow the templates!
 

Jiang Winters

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No, you just split the description in half and stuck one half in 'Rating' and the other in 'Description'. Please use the rating section for its intended purpose - describing what the armor can stop in a relatively concise fashion.
 

Jiang Winters

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Getting there.

The combat skin shouldn't have any resistance to blaster rifles or heavier weapons. If you get hit there, that's it, it should penetrate. That means that anything meaner than a pistol should cut right through - including heavy blaster pistols, which were meant to slag guys in armor.

The hard armor plates need a nerf, though. They shouldn't have any resistance at all to heavy weapons; if you get shot in the chest with an anti-materiel rifle or a heavy machine gun, it should be game over. Power armor can be a different story, but this suit is too light and too thin for that. And as you're trying to maximize protection without sacrificing agility or stealth, that means you're sacrificing protection. You're getting as much as you can, but if you're going for a high-mobility, low-signature suit, that means less overall armor.

Give it a slight resistance to blaster/projectile rifles, modest protection against carbines, and leave it as proof against pistols. Anything else should go straight on through.

You'll also need to rework your composition - if only a few pieces are actually lightsaber resistant, then specifically state, by component, which bits of your armor have phrik. You sort of have the start of that, but it's not satisfactory as of this time.

Also, don't differentiate between the armor's effectiveness between something at medium and long range. A projectile, for all practical intents and purposes, will kill you just as dead from 200 meters as it will from 600, and iirc blasters don't lose killing power over distance.

And lastly, you very briefly mention artificial muscle when talking about the claws. You'll need to expand on that and describe in some detail its abilities - otherwise it'll have to go, along with any strength boost you might imagine the armor having.

Kind of a daunting checklist, but you'll get there, mate. Keep it up. :>
 

ShadowWalker

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Second Revisions complete and awaiting review.
 
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