Star Wars Roleplay: Chaos

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Approved Tech Black Knight Sharpshooter Armor

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  • Intent: To sub a Medium Armor exclusive to the Black Knights
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PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Medium Armor
  • Weight: Medium
  • Resistances:
    • Energy: Average
    • Kinetic High
    • Vibro: High
    • Ion: Very Low
    • Lightsabers: High
    • Flame: Average
    • Cryo: Low
    • Electricity: High
    • Acid: Low
    • Sonic: Average
    • Gravitic: High
    • Vacuum/Pressure: High
    • Tensor: Low
    • Radiation: Average
    • Magnetics: Low
SPECIAL FEATURES
  • Phrik Alloy Armor designed to resist severe damage, but primarily from Jedi
  • Built in Mark 4 Bio Restorative Underlay
  • Built in Strength Enhancer
  • Built in Advanced Repair Unit
  • AG/L Mark 3 Targeting Goggles
  • Electrical Capacitance Shield
  • Doubles as Radiation resistant Space/Underwater Envirosuit
  • Special sections allow for the release of built in miniature smoke projectors, and micro amounts of hallucinogens and toxins into the air
  • Built in Holo projectors for creating realistic duplicates of themselves and other objects for a short period of time
  • Built in Tractor Beam projectors in gauntlets
  • Built in Accuracy Gloves
  • Built in Com Link
STRENGTHS
  • Quentin Beck: Miniature projectors to expel smoke, micro amounts of toxins and hallucinogens, and miniature holoprojectors to create extremely realistic duplicates of themselves at a distance, tractor beam projectors in the gauntlets, and their own skill in stage magic allows the wearer to craft realistic illusions in an immediate area of 35 meters around them, faking Telekinesis, teleportation, and an uncanny ability to duplicate themselves as the most easily accomplished tricks
  • Duelist: Fully geared to fight either traditional sword fighters or Lightsaber duelists
  • Fight Anywhere: Its ability as an envirosuit allows the wearer to remain underwater or in space for a period of up to seven hours each, and has enough Radiation Shielding to survive a highly irradiated area for a time before the need to escape is necessary, and enough thermal Shielding to survive a very hot environment for a short time
  • Toughness: Built to withstand plenty of Conventional threats as well as unconventional
  • Strength: Increases the wearer's strength by two
  • Fixit: Special Onboard mechanisms allow it to fix both itself and the wearer even from very severe damage over a period of ten hours
  • Marksmen: Special Onboard upgrades increase shooters accuracy
WEAKNESSES
  • Ion: Ion shuts down all the electronics for ten minutes
  • Cryo: Cryo weapons just utterly destroys the armor
  • Tensor: Tensor beams ravage it's Molecular structure easily
  • Common: Only middling Protection against blasters
  • Screams: Sonic weapons gradually break down it's resistance after three shots
  • Acid: Acid eats through its materials rapidly
  • Rad limits: Can only stay in an irradiated zone for two hours
  • Magnetics: Magnetics play havoc with and destroy it's Electronics and may cause wearer to stick to a fully magnetic surface
DESCRIPTION

Worn by those in the Black Knights that specialize in engaging enemy Force Users with both ranged weapons and stage magic this armor is guaranteed to ensure that no matter the range, the Knight has the best protection possible for their given duties
 
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