Star Wars Roleplay: Chaos

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Approved Tech Arbiter Combat Helmet

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Arbiter Combat Helmet
Image: Here
Image Source: Here
Intent: A Helm compatible with most armors
Development Thread: Here
Manufacturer: ArmaTech Combat Systems
Model: Mark Two
Modularity: Can be constructed in different aesthetic styles and from different Materials

Affiliation: ArmaTech Combat Systems, Open Market
Production: Mass
Material: Duranium-Neutronium Alloy

Special Features:
Weaknesses
  • Requires specific training to make full use of the systems properly
  • Scanners are all active with Limited range
  • Target assist extends 100 meters only (Crosshairs and Fire Vectors still visible but ineffective)
  • Only track 8 Targets at maximum (2-3 when trying to target out of a crowd)
  • Penetrating Scanner Systems are Active meaning if not focusing on its use it is off
  • Target Lock and Acquisition Systems are Active

Description:
The Arbiter helmet consists of a ninety-ten duranium-neutronium alloy designed to disperse energy blasts and resist projectile and shrapnel damage, a layer of magnetic shielding and electrical insulation, and an internal insulator with padding to prevent injuries.

The Internal systems are complex, and often require significant training in order to be used properly. Eye movements and vocal commands operate the data streams projected by the HUD, capable of controlling weapons, sensors, support systems, and scanners to provide data to the wearer. It can connect to the HoloNet and with databases, allowing the wearer to perform tasks which would normally require a computer terminal or a Holo-Terminal. A rebreather, internal oxygen supply, and environmental filter allow the wearer to remain comfortable and functional in any environment; including vacuum assuming the wearer’s armor is hermetically sealed. The wearer is capable of maintaining functionality underwater for several hours. A Nutrient and Water dispenser allows the wearer to drink and eat power rations without removing the helmet, and finally a temperature regulator kept the interior of the helmet at a stable temperature. A digital life support system keeps the wearer informed on their own medical status, informing them on major injuries, broken bones, and internal bleeding, though it gives only general information on location and severity.

Scanners and sensors within the helmet fed data to the HUD on the surrounding area. An Active Penetrating Scanner System, consisting of Infrared, Sonar, Radar, and X-Ray Scanners providing extensive data on targets up to one hundred meters away, capable of penetrating several walls of permacrete or durasteel. Furthermore lead lined walls, sound proof walls, or extensively insulated walls distorted the data and decreased the range and penetration of the scanners. A Multi-Frequency Targeting and Acquisition System (MFTAS) assisted in acquiring targets in conditions of poor visibility such as darkness, smoke, rain, and fog, as well as providing some assistance at long range. A Multi-spectral target assessor provided a plethora of data to the user, such as height, current speed in regards to the user, range, range to target after a projectile’s travel time, and current direction of travel, but could only be used properly with eight or fewer targets, any more and it couldn’t properly track or sense threats. In crowds, this number is reduced to two or three as the computer has to ignore large groups of people. All of the target assist equipment is active and requires the user to select targets, the assist simply stacks selected targets in order of threat level. The Internal Weapon Targeting System links the weapons systems to display fire vector and range data to the HUD as well as placing crosshairs in the field of vision of the user.

Anti-Flash polarizing lenses protect the user’s eyes from bright lights or blasts, but have the drawback of possibly temporarily blinding the wearer by blacking out the photoreceptors. Noise Dampeners protect the user’s hearing, but in the din of battle can block out audio on occasion, making communication by sight and comm-link important. Aural Amplifiers allow the user to amplify a given sound, such as a voice and block out interference, however it is impossible to do this during battle, and requires line of sight. In addition the Aural Amplifiers cannot be active at the same time as the Sonic Dampeners as they have opposite functions and would negate each other's effects. Macrobinocular lenses allow the wearer to magnify his vision to ten times the normal magnification, also fitted with a range finder, capable of providing range data up to two hundred fifty meters.
 
[member="Silara Kuhn"]

Either the Sonic Dampeners or the Aural Amplifiers can be active at once. You can either block out the all the exterior noises or focus in on one noise, was the intention.
 
[member="Draco Vereen"]
I'm not certain if I missed that in the submission description above, but could you make a note of that if not already present?
 
Draco Vereen said:
Noise Dampeners protect the user’s hearing, but in the din of battle can block out audio on occasion, making communication by sight and comm-link important. Aural Amplifiers allow the user to amplify a given sound, such as a voice and block out interference, however it is impossible to do this during battle, and requires line of sight. In addition the Aural Amplifiers cannot be active at the same time as the Sonic Dampeners as they have opposite functions and would negate each other's effects.
It was not, but is now. Edited. [member="Silara Kuhn"]
 
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