Star Wars Roleplay: Chaos

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Approved Tech CDI SOCOM-ER (Special Operations Command Exoskeleton Rig)

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BIG Z1776

Baboon with a MAAWS
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Crossroads Defense Industries
  • Affiliation: Crossroads Republic Armed Forces
  • Model: CDI SOCOM-ER
  • Modularity: No
  • Production: Limited
  • Material: Durasteel, Laminasteel, Chromium, Droid Components, Cortosis Weave
TECHNICAL SPECIFICATIONS
  • Classification: Powered Exoskeleton
  • Size: Average
  • Weight: Heavy
  • Resistances (Optional):
    • Energy (And other Blaster type weapons): High
    • Kinetic: High
    • Lightsabers: Very Low
    • Other:
      • Blunt Force: Very High
      • Ion/EMP: Very High
      • Chemical: None
      • Fall Damage: Very High
SPECIAL FEATURES
  • A powered exoskeleton which takes the biological strength of its user and amplifies it to the point of exceeding the strength of the average Lasat Wookiee or Trandoshan.
  • Advanced inertial dampeners and the powered servos and rigid exoskeleton itself in combination with advanced pulse jets in the shoulders, lower legs, and waist allow the user to drop from substantial heights and hit the ground without much discomfort. The inertial dampeners can activate to soften ~60% of a terminal velocity drop while the jets can provide upward thrust for no more than three seconds which can slow down a terminal velocity drop by ~30%. The exoskeleton itself is able to withstand the remaining ~10% of impact force with incredible ease, and the exoskeleton can increase the impact absorption to an additional thirty percent to adjust for other potentially-damaged components.
  • The pulse jets and exoskeleton itself can be used to assist in very long jumps across open spans or high jumps up to a ten-foot vertical leap or a fifty-foot horizontal leap.
  • Controlled subconsciously by nerve firings being detected through a neural interface which is part of the package allowing each rig to be highly attuned to the individual user. This also prevents stolen rigs from being used, as without this neural interface the rig will lock up and not even a Wookiee or similar species can outmuscle it.
  • Possesses a knuckle pad, palm pad, and finger pads around the hands to allow users to have the ability to pull at objects like doors or hatches that would otherwise be painful to grip and it allows the strength of the exoskeleton to be applied to hand-to-hand fighting through blunt force application in combination with kinetite generators in the fists and bottoms of the feet they can send even powerful large species or droids flying backwards a dozen feet with one full-strength blow, or turn the guts of an average human into mush.
  • Come in several sizes for different humanoids, these rigs are made to specific individuals as they get selected for special forces billets.
  • Has mounts for heavy backpacks or other wearables.
  • Able to send status updates to a HUD.
  • A minimal amount of Cortosis Weave and duraplast is spread over the exterior to assist in blocking lightsabers.
STRENGTHS
  • Very powerful strength amplification allows for normal humanoid wearers to fight much larger and stronger adversaries from a position of advantage.
  • Impact absorption measures allow for drops from high places without worry.
  • Allows high jumps or long leaps.
  • Allows users to pry or smash open many doors and hatches, as well as smashing through and dismantling many walls.
  • Can be worn over most kinds of clothes or uniforms.
  • Decreases the weight that its wearer feels from carrying large weights, allowing soldiers to avoid long-term injuries to ankles, knees, and backs.
  • Requires very powerful EMP's to disable the rig's systems.
  • Batteries is in an armored cubby of durasteel on the back can go for a week without being replaced.
  • Requires a neural implant to use them. (Depends on your POV and situation if it's a strength or weakness)
WEAKNESSES
  • It is not armor, it is not meant to be treated like armor by its wearers.
  • Requires a great deal of training to effect major repairs.
  • Affords no protection against lightsabers whatsoever.
  • Somewhat bulky rigs, with an armored battery packs over the user's upper and lower back.
  • It is not very easily modified, its batteries do not have the strength to handle jury-rigging a personal shield to it.
  • Rather expensive, built to a single individual's specs.
  • Requires a neural implant to use them. (Depends on your POV and situation if it's a strength or weakness)
  • Very complex to repair in the field.
  • Other special forces cannot use another rig, their rigs are specific to their neural implant.
DESCRIPTION
The SOCOM-ER is the design successor of the C-TER, being more powerful, stronger, and faster. The only users of this rig are Crossroads Special Forces operators, and they are trained in its use. Its six pulse jets do not perform the same role as a jetpack, but in zero gravity can be powerful mobility aids thanks to advanced software in the neural implants of special forces personnel. Operators wearing this suit are fully-capable of holding open blast doors ripping open light armor armor plate, and outmuscling all but the biggest species. When in hand-to-hand combat not much can defeat such a rig.

This piece of equipment could be prone to be abused due to its inherent strength, and while its components can shrug off glancing shots they present a minority of the total target profile, and the excuse that "the shot hit the rig" is a weak one to avoid harm to an RPed character. This suit is also not used by personnel who aren't special forces operators like those who are are technically involved in special forces support but aren't actually operators.
 
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