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Approved Tech DARKSABRE Advanced Powered Assault Armour/Mark VII

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Mk. VII DARKSABER [ALPHA] Variant, sans left pauldron
Source (x)
OUT OF CHARACTER INFORMATION
Intent: Provide the First Order's new Death Troopers a suit of cutting-edge Power Armour to multiply their individual combat efficiency and survivability to better compensate for their extremely limited numbers.
Image Source: Source, Zai Avery (For editing)
Canon Link: N/A
Restricted Missions: N/A
PRODUCTION INFORMATION


Designer:
Interstellar Manufacturing Corporation (Intellectual Property Holder)

Manufacturer:
First Order Corps of Imperial Engineers (Unlicensed Production)
Interstellar Manufacturing Corporation (Intellectual Property Holder)

Affiliation: Closed-Market
Project: AFTERLIFE
Project: REVENANT
Model: DARKSABRE Advanced Powered Assault Armour/Mark VII
Cost: 6,000,000 Credits
Value: 55,000,000 Credits (Black Market Value)
Modularity: Yes (Attachments, Firmware, Reflec-Paint Overcoat, Variants, Visor BIOS/Colour)
Production: Limited
TECHNICAL SPECIFICATIONS
Classification: Powered Armour
Height: Wearer's Height + ~9.7cm (~4.0")
Weight: 453 Kilograms (Extreme)
RESISTANCES
Kinetic (Ballistic/Kinetic Weapons): Very High
Blasters (Directed Energy/Plasma Weapons): High
Electrical/Ion: Average
Lightsabers: Average
Sonic: Average
SPECIAL FEATURES
Annunciator (Programmable Distorter)
Biometric Security System
Closed Circuit Rebreather
Cooling System (Air Conditioned)
300Ghz Comlink (Microwave Broadband, 300-500km range)
Computer System
Data Port
Defibrillator
Deflector Shield Generator
Environmental Control System
Global-Positioning System (W/Blue Force Tracking)
Ion Maneuvering Thrusters (Rear Cuirass Mounted)
Helmet-Mounted Flashlights (NIR + Visible Light Projection)
Holographic Heads-Up Display (Programmable, Customisable)
IFF Transponder (Encrypted; contains basic biographical information about wearer)
15-20cm Knuckle-Gauntlet Retractable Vibroblade (Off-hand, ambidextrous)
Life-Support System (90 Minute Oxygen Supply)
Liquid Induction Port (Helmet-Mounted, rotates into Wearer's mouth)
Magnetisable Weapon Storage Strips (Upper Thighs, Cuirass Rear)
Magnetisable Boots
Macromotion Tracker (HUD Display)
Multi-Frequency Targeting & Acquisition System
Nuclear Fusion Reactor
Power Supply Unit (1,176 hr MTBF)
4x Image Magnification
Reflec Polymer
Self-Destruction Capability
Servo-Assisted Boot Bracers
Sonic Dissipators (Helmet-Lining)
Two Terrabyte Solid State Drive
DESCRIPTION
"The most exquisite First Imperial engineering to equip our finest warriors"
-First Imperial Engineer

The Mk. VII DARKSABRE Advanced Powered Combat Armour is a model of Powered Armour designed for the exclusive use by the graduates of Project: AFTERLIFE and upcoming Project: REVENANT the biochemical and cybernetic augmentation regimens that creates the First Order's modern Death Troopers. This Powered Armour was developed in parallel to another FOCIE Project which was essentially an update to antiquated technology used by the Galactic Empire centuries ago for their own "Death Trooper" project, DARKSABRE was developed independently and while far more expensive than the former product it is far superior when one considers the physiological benefits of an exoskeleton. DARKSABRE originally started as a project to provide regular First Imperial Soldiers with an Exoskeleton which could significantly improve their strength, endurance and reduce their reaction times but it was found that the physique and nervous system of a regular Human was woefully under-equipped to deal with the demands placed upon it by the DARKSABRE armour with it in some cases leaving the soldiers testing them with shattered bones and often disorientated from connection with the Neural Interface Device which helps eliminate any delay to external stimuli for the wearer. Going through seven different permutations before its' current form it was decided roughly at the Mk. IV stage that the armour would be designed for exclusive use by the First Order's upcoming Supersoldiers and not regular Troops with the rising costs of the Project already significantly hampering Production, a single team of Project: AFTERLIFE graduates wearing the armour would cost as much as a small Star Destroyer. The hopes of the engineers who had spent years developing the armour were validated when one graduate tested the armour without experiencing any of the ill-effects seen in the regular Human testers due to their enhanced physiology with a massive increase to individual unit efficiency when equipped with the armour it was approved for Limited-run Production to equip each of the Graduates of Project: AFTERLIFE with the hope that their combat performance will entice further investment into the First Order's new Death Trooper initiative and the DARKSABRE Powered Combat Armour program.
DARKSABRE Armour is comprised of a number of different technologies working in harmonious beauty with its' foundation being a thick TYI Flex-Armour Bodysuit that is flexible while providing some protection against energy and kinetic attacks and equipped with propriety FOCIE Thermal-Gel Layer sandwhiched into the bodysuit which provides the Power Armour System with its' kinetic-energy absorbing qualities permitting the wearer to withstand great amounts of mechanical stress without injury such as when falling or receiving a slugshot to the torso. There is a comfortable cloth moisture wicking mesh layer installed within the bodysuit against the wearer's skin and the Battlesuit's computer uses data about the user's body temperature and perspiration retrieved by this layer to decide whether or not it is appropriate to lower or increase the battlesuit's internal temperature so as to achieve maximum comfort and peak muscle efficiency. When subjected to large amounts of Mechanical, Gravitational or Kinetic Forces the Thermal Gel-Layer of the armour increases pressure to protect the wearer however this has several drawbacks, as the pressure increases there is a risk that a nitrogen gas embolism will develop with potential to induce a stroke, cardiac fibrillation and/or cardiac arrest. Interestingly there are pressure increases when the wearer is within an interdiction field created by a gravity well as seen when used by Interdictor-Class Warships, artificial gravity on-board starships could also be used to exploit this weakness for example and is one of the methods the First Order can use to subdue non-compliant wearers. The Thermal Gel-Layer also possess a mechanical stress limit of approximately 598 Kg/cm^2 or 8,750 psi that if exceeded will transfer the applied mechanical force not just locally but across the wearer's entire body with the potential to fracture several if not most bones with the distinct possibility of killing or paralyzing the wearer. The greatest risk of this occuring comes from great falls without 'locking' the Thermal Gel-Layer prior to landing, the wearer has had a huge mass dumped on their body such as building debris or somebody wearing a Power Gauntlet or "Crush Gauntlet" Has managed to keep a sustained grip on the wearer's bodysuit. The battlesuit's hermetic seal is strong ernough that it permits the wearer to submerge underwater and permits the wearer to dive to a depth upto 5,950 Meters withstanding pressure equivalent to 595 standard atmospheres, in low-light conditions such as at bottom of an ocean the helmet is equipped with a pair of lights on either side of the helmet located in the 'mandibles' that can be adjusted between normal visible light and IR tactical light the MFTAS software also has support for a low-light visor imaging mode.
Though the Neural Interface Device was a largely abandoned technology under the Galactic Empire after it was tested by pilots who found being directly connected to their craft overwhelming and confusing, their nervous systems unable to comprehend the amount of data needed to pass through in order to efficiently control their craft with 'thought-to-action'. A Neural Interface Device was implemented into DARKSABER as a method to eliminate any input lag to the reaction to stimuli allowing the users to react as fast as their brains can think, it also helps connect the wearer to their armour truly making it feel as a second-skin rather than an ordinary suit of Powered Armour. The Neural Interfacr Device is connected via four diodes connected to adhesive pads that are placed behind the wearer's ears and on the templates which facilitates effective communication between the armour and wearer's brain. DARKSABER armour is designed to be worn for long duration with a durable Power Supply Unit that can withstand roughly half a dozen weeks of use before failing under typical use on average. To facilitate endurance operations the DARKSABER armour is equipped with a Human waste recycling system and can recycle the wearer's urine into drinking water this is accomplished through the connection of the urethra via catheter to the recycling system which then fills an internal 1.5L reservoir with clean drinking water the reservoir is connected to an induction port inside the helmet which can be rotated in and out of the wearer's mouth and sucked on like a straw to receive the drinking water from the reservoir, liquid food or other liquids can also be introduced externally into the wearer's mouth through this induction port which is sealed against CBRN contaminants and concealed normally by a small rectangle-shaped armour plate in front of the helmet's 'mouth'. The entire battlesuit is hardened against harmful radioactive emissions including high-powered gamma particles and waves, reducing their potency by about 75% permitting wearers to operate safely in areas with significant levels of radioactive contamination.
Advanced Medical Care and even First Aid treatment for the kinds of injuries the wearers are likely to sustain is often difficult to administer when there is several hundred kilograms of armour plating obstructing access to the wearer, thankfully DARKSABER was designed acknowledging this fact and had a number of solutions implemented to address the issues presented by the Power Armour in providing adequate medical treatment. An Automated Defibrillator is included in the cuirass and connects to the TYI Bodysuit through a pair of terminals over the thoracic region with the defibrillator pads placed in the appropriate areas on the wearer in preparation prior to putting on the bodysuit and the rest of the DARKSABER battlesuit. The Automatic Defibrillator is managed by the onboard computer which uses data it collects about the user's cardiac rhythm, heart rate, blood pressure and nervous system information through the neural interface device to decide whether or not it is appropriate for the deployment of the defibrillator. The Defibrillator is a crucial life-saving measure supposed to keep the wearer alive and correct arrhythmia in the event they suffer a cardiac arrest likely from a nitrogen gas embolism caused by excessive internal pressure within the battlesuit to protect the wearer from high gravitational forces or hydrostatic shock. There are several discrete vacuum-sealed bodysuit ports protected by armour-plating that permit the introduction of meds such as Bacta and Stims to the wearer, these ports are small and discrete there is one on either vambrace above the median antebrachial vein on either arm and one port on the outside of either thigh with an additional port over either bicep. The ports above the median antebrachial veins are designed for intravenous stim and bacta and connect straight to the vein via a thick durable highly flexible cannula, the other ports are designed for the intramuscular delivery of stims or bacta and do not involve the introduction of a cannula into a nearby vein. These ports allow the delivery of stims and other medication without necessitating the breaching of the battlesuit's TYI flex-armour bodysuit which therefore allows it to maintain a hermetic seal while receiving stims protecting the wearer from environmental threats.
DARRSABER's Armour protection is derived from a three-tier system with the third-tier being the Deflector Shield system which is triggered by any projectiles with an acceleration equal or greater to thirty meters per second which allows the wearer to perform routine movements and tasks without triggering the Deflector Shield unnecessarily. The Deflector Shield is effective at stopping most conventional weapons including common energy weapons and slugthrower-type firearms the latter of which it is highly effective against. Energy Weapons are actually quite effective at punching through the Deflector Shield and it isn't designed to withstand sustained blaster rifle fire with it typically collapsing and requiring a recharge after no more than eight shots, it has greater vulnerability against certain types of weapons such as Ion Weapons and Particle Beams, the former of which can collapse the Deflector shield in a single shot whereas the latter's tightly packed highly energized particle steams can punch straight through it forcing the shield to collapse in the process. The Deflector Shield recharges when it has been totally or partially depleted after approximately five seconds where the suit hasn't received any damage that would have otherwise triggered it, The Deflector Shield recharges with startling speed and is capable of fully re-charging a little under two seconds. Despite the fact it's highly effective against kinetic-energy attacks, anti-material rifles will generally force the shield to collapse in a single shot which permits the wearer a moment to realise they're under attack and seek cover hopefully before the successive shot lands. Unfortunately due to its' function and design the Deflector Shield will not react to the amorphous waves that Sonic Weapons use to inflict damage upon bones, soft tissue and internal organs. Melee weapons are another oversight of the Deflector Shield System as they almost always move at an accelerate slower than thirty meters per second permitting assailants with melee weapons to bypass the wearer's personal Deflector Shields and exploit this weakness with the likes of Bladed weapons one could stab and slash at the sections of bodysuit not protected by the alloyed metal armour such as across the abdomen or inner thighs. Explosives are a threat to the armour as they often create what's called "Shrapnel" Pieces of the explosive device or its' contents that fly erratically through the space where the explosive has been detonated, shrapnel usually moves at an acceleration beneath that required to trigger the Deflector Shield and as a result explosive devices are particularly effective against the Battlesuit's wearer due to the ghastly injuries large pieces of shrapnel can inflict.
The Armour's Second-Tier of Protection is the Quadanium-Titanium alloy armour that protects the wearer's limbs, vital organs and head. The Quadanium-Titanium alloy armour is highly effective at providing protection from ballistic threats and under test conditions anything short of an anti-material rifle round struggles to penetrate any of the armour plating, low calibre low velocity rounds fired from the likes of pistols often flatten against the incredibly hard armour-plating or ricochet harmlessly off the metal surfaces, however, sometimes the ricochets can be dangerous to the wearer as there are a handful of 'shot traps' with the most potentially fatal shot trap located on the upper cuirass that can send ricocheting rounds into the bodysuit's throat area. Armour-Piercing ammunition fired from rifles and pistols alike are usually inadequate to penetrate the armour. For all the Quadanium-Titanium armour's effectiveness against kinetic energy-based attacks it's protection against directed energy weapon isn't amazing DARKSABER suits are treated with Duravlex to help disperse the immense heat generated by plasma-gas based weapons such as blaster to ablate the thermal energy before reaching the metal armour. Without their Deflector Shield Generators active the Quadranium-Titanium armour can withstand at most one or two hits before the armour plating is melted through and compromised then relying on the battlesuit's first tier of protection.
The Battlesuit's first-tier of defence is one that every single threat against the wearer is going to have to penetrate before reaching their body, it's highly flexible and ultimately the most vulnerable of all the DARKSABER armour's protective tiers. The TYI Flex-Armour bodysuit consists of several layers with the outermost being coated with Duravlex and comprised of a Titanium-Durasteel weave which provides basic protection from ballistic threats with the potential to prevent penetration of low-velocity ammunition though high velocity ammunition fired from rifles generally has little difficulty penetrating the bodysuit. Duravlex coating is applied before the black epoxy finish helps ablate heat from any energy weapons in the hope it'll reduce the severity of burns and subsequent infection that could arise from such an injury the TYI Flex-Armour bodysuit rarely if ever outright prevents penetration of directed energy weapons and is another reason why the wearer would be wise to take cover in a heated close-range firefight if their shields have been depleted as there is a prominent weakness located at the Abdomen where there is no hard Armour covering the area to ensure the wearer maintains flexibility.
DARKSABER helmets are highly advanced pieces of equipment and constructed from a Quadanium-Titanium alloy and can withstand massive amounts of energy and mechanical stress without the structure failing, a notable weakness of the helmet is its' transparisteel visor which while highly resistant to kinetic based weapons such as Slugthrowers has a much more pronounced vulnerability against Directed energy weapons with the potential for particularly high velocity shots from powerful blaster rifles, charrics and particle beams. The Helmet-Mounted display is holographic and can be programmed by the user through the Battlesuit's onboard Computer system it's standard display includes a magnetic compass display located center of the display's top edge which indicates what bearing and direction the user's head is currently facing. Deflector Shield charge is displayed in a bar beneath the compass bearing display permitting the wearer to track information regarding the draining and charging of their personal Deflector shield generator. In the bottom left-hand corner of Helmet-Mounted Display is the omnidirectional motion tracker display which indicates the contacts' position relative to the battlesuit's wearer and their elevation with the use of circles, diamonds and squares to represent contacts of equal, higher and lower elevation relative to the wearer with a range of approximately twenty-five meters this is a particularly useful feature in close quarters fighting to help track fast-moving targets a prominent weakness of the motion tracker is that it doesn't register slow moving targets as contacts such as trees swaying in the breeze or a humanoid walking slowly. The onboard Computer and battlesuit's onboard sensors scan weapons that the user picks up with their hands and displays a weapon tooltip based on its' scanned cross-section and displays the weapon's shot capacity or charge percentage beside the weapon in the top right-hand corner of the helmet-mounted display, any grenades equipped are displayed by in the top-left corner of helmet-mounted display.
Wearers of the Battlesuit can use either a wrist-mounted datapad with a small graphical user interface for easy access to their onboard storage devices and other auxillary functions with voice commands to the computer capable of achieving similar effects though without the wrist-mounted datapad it can quickly clutter the helmet-mounted display. There also exists a dataport located on the left vambrace where the wrist-mounted datapad would otherwise be if equipped with permits the wearer to connect an external touchscreen monitor to manipulate their onboard storage devices or other auxiliary functions and programming. A number of DARKSABER variants exist and continued to be manufactured as necessary, the battlesuit can be easily modified while the variants all utilise the same materials and underlying technology the metal armour itself can be entirely changed with ease to be more suitable for certain battlefield roles such as Marksman or Close Quarters Combat specialists. Personal information interfaces are often integrated into the left vambrace and supplemental armour and webbing can also be added in an armoury environment, variants produced of the Mk.VII DARKSABER armour have few if any differences with regards to armour's material properties or functionality. Each Battlesuit is hermetically sealed against foreign contaminants and atmospheres hostile to life such as a vacuum, the helmet's filters are high quality and rated for biological, chemical, nuclear and radiological contaminated environments capable of continuing functioning even when clogged. Within a total vacuum armour's life support system can supply the wearer with vital gases for ninety minutes worth of operation, when the vital gas supply reaches low levels the wearer can engage an emergency 'life saver' failsafe where the battlesuit then pumps a potent anaesthetic into the helmet to render its wearer unconscious to ensure minimal gas intake from the battlesuit's finite supply.
Every DARKSABER battlesuit is equipped with magnetisable boots to allow its' wearers to scale metallic surfaces with ferromagnetic properties in low or zero gravity environments such as the hallways of space stations or starships. The battlesuit is additionally equipped with Ion maneuvering thrusters in the back of the cuirass roughly corresponding to where the wearer's shoulders would be, permitting the wearers to maneuver quickly in a low or zero gravity environment. This pair of Ion Thrusters unlike liquid propellant jump or jet packs generate insufficient thrust to lift the wearer and the battlesuit's mass on worlds with high gravitational acceleration values. Skilled or daring users can use these Ion Thrusters to safely perform low-altitude jumps from aircraft at altitudes of 160 to 200 meters utilizing the generated counter-thrust to prevent the Gel-Layer from 'locking' as a result of the greatly reduced mechanical stress experienced by the user and battlesuit on landing facilitating lightning-quick air assault deployments. Creative troopers could also utilize the Ion Thrusters in close quarters fighting for increased effectiveness, such as using them for a bout of acceleration in a charge prior to striking an enemy or surface, abruptly turn, pivot or otherwise shift their center of gravity and momentum quickly.
Each DARKSABER Battlesuit is a secure piece of technology and hardened against reverse engineering, in regards to unauthorised use the DARKSABER features a comprehensive biometric security system with a retinal scanner, password and fingerprint scan required for Battlesuit start-up if this wasn't enough under testing conditions unaugmented wearers were often injured and often killed when attempting to perform any exertion. The combination of characteristics and security features inherent to the battlesuit make it near worthless if one's objective is to steal the armour and claim if for their own although the underlying technology that provides the battlesuit with its' capabilities is far more valuable. To help prevent capture the wearer can utilize the built-in self-destruct sequence where the battlesuit's fusion reactor becomes an improvised bomb and incinerates the armour and potentially heavily damages all objects and individuals within a thirty-meter radius though whether or not a Death Trooper would actually have the courage to use this feature remains to be seen. Due to the Armour's extreme weight it requires specialist personnel and equipment to quickly equip and a Trooper wearing a disabled battesuit with the Thermal Gel-Layer hardened finds themselves paralysed and bar another Trooper wearing the same battlesuit carrying them they're generally immobilised and require dedicated recovery vehicles or heavy air lift gear to transport a Trooper wearing a disabled suit with Thermal Gel-Layer "Lock".
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Mk. VII DARKSABER [ALPHA]
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This model of Mk.VII DARKSABER armour is the mainline battlesuit platform designed for modularity to facilitate operational flexibility permitting the wearer to effectively perform any role and function while being bested by the other variants in specific environments or when confronted with specific threats and is issued to the graduates of Project: AFTERLIFE and Project: REVENANT if the other variants are inappropriate when considering the Trooper's aptitude. The Visor is supposed to vaguely resemble those seen on the Galactic Republic's Clone Trooper armour with the lower portion of the helmet being reminiscent of a Human Skull in the hope it'll have a psychological impact for opposition forces. ALPHA models of the Mk.VII armour have attachment points around the abdomen for webbing and magazine pouches.

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Mk.VII DARKSABER [BRAVO]
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Developed from the ALPHA variant the DARKSABER [BRAVO] variant differs from its' progenitor in a few outward ways first it has a redesigned cuirass that increases the chance that ballistic projectiles will be deflected although this this ironically made it more vulnerable to the infamous throat shot-trap. The aim of the redesigned cuirass was to increase the chances that high velocity high calibre ballistic ammunition would ricochet up or down away from the armour unfortunately when it does ricochet upwards the rounds have a nasty habit of moving up into the wearer's throat. The Bravo variant maintains Alpha's support for webbing and pouches around the abdomen region though unlike the variants that followed it Bravo itself lacks any kind of supplemental abdominal armour to ensure efficient mobility. Bravo's helmet was redesigned to have a more conventional utilitarian less intimidating appearance with a visor to increase the wearer's field of view slightly.

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Mk.VII DARKSABER [CQC]
Source (x)
The CQC or "Close Quarters Combat" variant of the DARKSABER armour is optimised for close quarters fighting and has been up-armoured to provide greater coverage over the abdomen and torso with ample attachments for magazinesa and other pouches around the waist and sides of ribs. The Helmet's visor is noticeably wider than the standard variant to provide a wider field of vision to the wearer in an attempt to increase situational awareness. With an additional modular laser pointer and IR built into a module that can be moved to either side of the helmet that assists in targeting at short range with an additional flashlight mounted on the side opposite to the Laser pointer module.


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Mk.VII DARKSABER [DELTA]
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Combining what is generally considered the best design features of the Alpha and Bravo variants that preceded its' development, it has a thicker and rounded front breastplate covering the thoracic region to optimise protection against ballistic threats to the wearer with a small amount of abdominal armour to protect against armour-piercing ammunition without necessarily compromising on flexibility, there is a shottrap however on the upper cuirass that isn't present on the Alpha model and shares this similarity with the Bravo variant and exposes the wearer's clavicle regions somewhat more than the previous models with the variant's unique breastplate but these targets are usually partially or totally obscured when facing an enemy in a firing position. There is a pair of LED lights that can also switch to near infrared for tactical lighting, the visor itself is reminiscent of Bravo's quite wide and provides the wearer with an excellent field of view and thanks to its design confers above average protection to the lower areas of the maxillofacial region. Like the Alpha Variant the Delta features a prominent sun visor to reduce glare that strikes the visor and thus makes it an acceptable choice for most Marksmen or Snipers.

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Mk.VII DARKSABER [GRENADIER]
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GRENADIER is a variant of the Mk.VII [BRAVO] armour that sacrifices mobility and flexibility for increased armour coverage and protection at the front of the torso and abdomen with an additional blast collar included to help prevent shots or shrapnel from ricocheting off the upper cuirass into the wearer's throat, the deltoids also receive greater protection at the cost of flexibility. There is a resigned helmet which provides an overall slightly wider visor and greater field of view with the front of the helmet above the brow receiving additional armour to protect the wearer's head from ballistic attacks and explosive force.
Strengths:
Deflector Shield Generator: The DARKSABER Advanced Powered Combat Armour is the first production power armour fielded by the First Order to feature a Deflector Shield and this greatly increases the survivability and endurance of each user providing adequate protection from common energy weapons and high levels of protection against kinetic energy based attacks. It's not perfect however, the shield doesn't react to any projectile travelling slower than thirty meters per second and has other exploitable flaws and vulnerabilities.
EMP Hardened: DARKSABER Powered Armor is hardened and protected against damage from short-burst electromagnetic pulses released from the likes of Nuclear Weapons and dedicated EMP Bombs though it's still quite vulnerable to Ion Weapons.
Exoskeleton: The benefits of the DARKSABER Powered Exoskeleton are considerable its' wearers are provided with an approximate six-hundred kilograms of lifting power which permits the wearer to lift themselves with armour equipped and powered or one of their comrades should they become immobilized from injury or for some other reason. The Armour also permits the augmented wearers to reach running speeds just over 70 km/h although much higher speeds are achievable very briefly at the risk of tearing the wearer's muscles and tendons in the lower body which can subsequently immobilise them making it reckless and dangerous for the wearers to ignore the advised do not exceed speed of 70 km/h.
Kinetic Resistance: Generally speaking the DARKSABER is highly resistant to kinetic attacks as an example anything short of anti-material rifle ammunition tends to fail to penetrate the alloyed armour plating. The Deflector Shields used by the DARKSABER exasperate this resistance and they easily disperse kinetic energy transferred to them by physical impacts such as that from high-velocity slugthrower ammunition or other fast-moving objects.
Neural Interface Device: DARKSABER Advanced Powered Combat Armour features a Neural Interface Device which eliminates any delay in response to stimuli for the wearer permitting them to respond as fast as sensory data is received and processed by their brain in a way this allows a sort of 'thought-to-action' permitting the wearers to fully exploit their decreased reaction time and truly renders the armour as a second skin as opposed to just any ordinary suit of armour or power armour.
Reflec Coating: DARKSABER Armour is equipped with a standard spray-polymer coat of Reflec which helps to reduce the Armour's sensor and radar cross-section to the profile of a normal Human if their presence was detected in the hope this will ease or even eliminate suspicion so as to the contact's true nature as a suit of Power Armour. The Reflec also helps stifle the emission of Infrared or Ultraviolet radiation that can be detected with the use of specialist imaging equipment.
Weaknesses:
Charrics/Masers: Charrics exploit both high amounts of thermal and kinetic energy; as a result they've got higher than average effectiveness at both depleting the Deflector Shield Generator and punching through the armour plating protected beneath when compared with typical Blaster or Plasma-Based Weaponry making it an efficient weapon for use against the battlesuit, with the potential to additionally electrocute the wearer.
Disruptor Weapons: Disruptor-based weapons such as pistols or rifles are frighteningly effective against the battlesuit; a single shot from pistol or rifle can usually deplete the Deflector Shield if not break it and continue on its' path. Impacts that strike the battlesuit's armour can violently tear through it and the wearer behind it with the potential to inflict grievous bodily injuries in the event it doesn't outright distintegrate the wearer.
Force Lightning: Contact with Force-Lightning has the potential to fry the battlesuit's power supply unit which leaves the wearer with half of a metric tons' worth of Quadanium Armour and Battlesuit on their body adversely impacting the wearer's efficiency at retaliatory action against the user of such an ability.
Force Powers: For an adept or master certain force powers such as telekinetic based abilities are quite effective at restraining or constraining the movements of the wearer without necessarily having to engage in a protracted engagement, a skilled force adept in theory could simply restrain the wearer rendering them unable to protect themselves adequately from attacks.
Ion Weapons: The effects of Ion Weapons on the DARKSABER Armour varies and correlates usually with the power of the weapon being discharged against the suit; a single shot with an Ion Pistol can temporarily drain and disable the suit's Deflector shields rendering the suit and its' wearer far more vulnerable to damage or injury. Ion Cannons and Heavy Ion Rifle-Type weapons can potentially overload or temporarily and rarely permanently shutdown or overload the onboard Power Supply Unit which leaves the wearer with a 453 Kilogram dead-weight on their body significantly inhibiting if not crippling the wearers mobility for the duration of the effect.
Limited Production: These Battlesuits are extremely resource intensive and costly to produce in total there is a total fifty-five suits authorised for manufacture to equip just as many Death Troopers, the wearing of a DARKSABER battlesuit marks the wearer as one of the First Order's new generation of Death Troopers and additionally identifies them as high-priority and valuable targets. Due to their rarity it's extremely unlikely most of the First Order's enemies will ever encounter an individual wearing the battlesuit and it's production is almost certainly never going to increase beyond the current authorised number.
Mechanical Stress: The Thermal-Gel Layer helps permit the wearer move when wearing the armour distributing the weight across the layer impregnated throughout the bodysuit and resisting it successfully. The Thermal-Gel Layer also absorbs any excessive kinetic or hydrostatic shock applied to the wearer although it had its' limits. When he Thermal-Gel Layer exceeds the mechanical stress it is capable of withstanding it fails and transfers the massive load across the wearer's entire body with equal magnitude creating sufficient hydraulic force to liquify a normal Human's tissue or fracture the practically unbreakable bones of its' wearers.
Melee Weapons: The Deflector Shields aren't triggered by any objects moving slower than thirty meters per second and as a result melee weapons generally bypass the Deflector Shields entirety and permit a potential attacker to target sensitive areas such as the abdominal space between the thoracic region and pelvis or the throat. This also means that the wearers are highly vulnerable to being struck by moving vehicles moving slower than 108 km/h or shrapnel from explosives which could potentially penetrate the bodysuit.
Particle Beams: Highly energised streams fire from particle beam-based weaponry has little difficulty at completely draining the Powered Battlesuit's Deflector shields and punching straight through the armour plating and the individual interred within. Particle Beams are second-to-none for their ability to both drain the Deathwing's shields and penetrate the Duravlex covered Quadanium armour plating, with the potential to cause grisly injuries to the battlesuit's wearer.
Plasma Blades: The Armour is slightly resistant to Plasma Blades and can survive glancing strikes and near misses with the likes of Plasma Torches and Electro-Plasma Weapons without being compromised but it cannot survive full-blown contact with Lightsaber-based weapons; these weapons easily cut through the metal armour plating with their immense blade temperatures. Contact with Lightsabers also drains the deflector shield generator due to the disruptive effects of the powerful magnetic field that contains its' plasma blade.
Plasma (Blaster) Shots: Despite the suit's bulk and large armour envelope the Duravlex coating and Quadanium Armour plating is ineffective at stopping repeated hits to the armour as the Duravlex coating boils away to ablate the staggering heat generated by plasma weapons such as Blasters. Repeated hits quickly compromise the armour's protective qualities and quickly punch through the wearer's tissue down to the bones. Impacts from Energy weapons additionally deplete the armour's deflector shield generator quickly and it cannot tolerate sustained fire without failing.
Power Supply Unit & Nuclear Fusion Battery: In the cuirass' rear there is a miniaturised Nuclear Fusion Reactor that powers the Battlesuit and the Corresponding Power Supply Unit, if either of these are compromised it can result in insufficient power being supplied to the Battlesuit disabling a variety of features including the Heads-Up-Display; the inability to generate an electric charge also means that the suit's corresponding physical enhancements and exoskeleton support is lost leaving the wearer with several hundred Kilograms of Metal armour on their bodies significantly inhibiting if not crippling mobility as the Thermal-Gel Layer constricts the wearer's movements to protect them from the mechanical load.
Sinking: There isn't a quick way for the wearer to remove their armour without access to specialist stations, if the wearer was to find themselves dropped into a liquid like Water, they certainly will sink in the liquid which can make operations on worlds covered with water difficult due to the armour's negative buoyancy as they cannot ascend from depth independently, they can however maintain neutral buoyancy using their Ion Thrusters when submerged.
Solar Ionisation Weapons: Due to their nature and properties when used in weapons such as Cannons or Blasters. Solar Ionisation Weapons are capable of completely bypassing the battlesuit's deflector shields and hitting the armour with effects not dissimilar to a particle beam; tearing straight through the armour plating and the organic tissue that it protects.
Sonics: Due to the nature of Sonic Weaponry they completely bypass the Battlesuit's Deflector Shields and strike the armour and its' wearer even if fully charged conversely as they do not trigger the Deflector shields they do not deplete them either which is somewhat of a saving grace.


SUBMISSION MODIFICATION RECORDS
  • 09/04/2019: Edited the Affiliations, Manufacturer, Designer to include the Interstellar Manufacturing Corporation, cleaned up affiliations. Specified Closed-Market. Edited name formatting to be consistent with the Mark IX. Increased directed energy weapon resistance to "High".
 
Hello, I'll be judging this submission. Please tell me if you have any questions!



Kyli DT-6767 said:
Multiple Sources,
Please provide the link to the original image.



Kyli DT-6767 said:
Affiliation: Project: AFTERLIFE
This affiliation is the link to another piece of technology. I'm assuming only members of Project Afterlife will be allowed this armor?



Kyli DT-6767 said:
typically collapsing and requiring a recharge after no more than eight shots,
How long is the recharge time after collapse?



Kyli DT-6767 said:
To help prevent capture the wearer can utilize the built-in self-destruct sequence where the battlesuit's fusion reactor becomes an improvised bomb and incinerates the armour and potentially heavily damages all objects and individuals within a thirty-meter radius
Please list this under Special Features



Kyli DT-6767 said:
The CQC or "Close Quarters Combat" variant of the DARKSABER armour is optimised for close quarters fighting and has been up-armoured to provide greater coverage over the abdomen and torso with ample attachments for magazinesa and other pouches around the waist and sides of ribs.


Kyli DT-6767 said:
GRENADIER is a variant of the Mk.VII [BRAVO] armour that sacrifices mobility and flexibility for increased armour coverage and protection at the front of the torso and abdomen with an additional blast collar included to help prevent shots or shrapnel from ricocheting off the upper cuirass into the wearer's throat, the deltoids also receive greater protection at the cost of flexibility.
Kyli DT-6767 said:
it has a thicker and rounded front breastplate covering the thoracic region to optimise protection against ballistic threats to the wearer with a small amount of abdominal armour to protect against armour-piercing ammunition without necessarily compromising on flexibility, there is a shottrap however on the upper cuirass that isn't present on the Alpha model and shares this similarity with the Bravo variant and exposes the wearer's clavicle regions somewhat more than the previous models with the variant's unique breastplate but these targets are usually partially or totally obscured when facing an enemy in a firing position.
So what I'm noticing about the variants is that they are made to be modular in where they are more heavily armored and if they are a bit more flexible than another. I'm worried about this being abused where, because a variant is "uparmored" it will have a higher rating in that specific area, when in fact all of these variants have to have a static defense rating.

For example:



Kyli DT-6767 said:
increases the chance that ballistic projectiles will be deflected
Does this increase the chance to the Very High that is shown in this submission, or above that?

[member="Kyli DT-6767"]
 
Adron Malvern said:
Hello, I'll be judging this submission. Please tell me if you have any questions!



Please provide the link to the original image.



This affiliation is the link to another piece of technology. I'm assuming only members of Project Afterlife will be allowed this armor?



How long is the recharge time after collapse?



Please list this under Special Features








So what I'm noticing about the variants is that they are made to be modular in where they are more heavily armored and if they are a bit more flexible than another. I'm worried about this being abused where, because a variant is "uparmored" it will have a higher rating in that specific area, when in fact all of these variants have to have a static defense rating.

For example:




Does this increase the chance to the Very High that is shown in this submission, or above that?

[member="Kyli DT-6767"]
Hello Adron,

Thank you for taking the time to review my submission.

Would you like to see the top image linked under 'Image Source' or each image included within the submission? I was careful to include links to each artworks' composer so that they received appropriate credit for their work.


You're correct, Project: AFTERLIFE's members are the exclusive users of this armour within the First Order as it stands, I intend to create a second Generation of augmentation for Death Troopers in the future at some point which is why the armour had a production run of 'Limited' rather than 'Semi-Unique' :)

The Recharge time is in the 5th Paragraph and I quote "The Deflector Shield recharges when it has been totally or partially depleted after approximately five seconds where the suit hasn't received any damage that would have otherwise triggered it, The Deflector Shield recharges with startling speed and is capable of fully re-charging a little under two seconds." So recharging from fully depleted would take somewhere around 6.8 seconds, 5 for the Generator to Cycle and then just under two for the charge to return to maximum. It should also be noted that the generator won't cycle if the armour is being struck by incoming projectiles that would otherwise trigger the shield.

I cannot see which feature you thought would be appropriate to include under 'special features' would you kindly specify?


The Resistance ratings reflect all of the variants, some of them simply have a bit more armour coverage for areas that expose the bodysuit such as the abdomen or the throat which usually comes at the cost of flexibility or mobility but the armour's material properties don't change. High velocity Anti-Material caliber munitions for example should still punch holes through the 'Up-armoured' variants' envelope, it doesn't significantly impact what kind of munitions that the armour will defeat and what it won't.

[member="Adron Malvern"]
 
Kyli DT-6767 said:
Would you like to see the top image linked under 'Image Source' or each image included within the submission? I was careful to include links to each artworks' composer so that they received appropriate credit for their work.
Just put the top image link under image source please. Everything else is just fine.



Kyli DT-6767 said:
You're correct, Project: AFTERLIFE's members are the exclusive users of this armour within the First Order as it stands, I intend to create a second Generation of augmentation for Death Troopers in the future at some point which is why the armour had a production run of 'Limited' rather than 'Semi-Unique'
Awesome. Just making sure I understand.



Kyli DT-6767 said:
I cannot see which feature you thought would be appropriate to include under 'special features' would you kindly specify?
In Special Features the Nuclear Fusion reactor is listed, however I do not see it's Self-Detonation feature. Which I consider a special feature, however suicidal hehe.



Kyli DT-6767 said:
High velocity Anti-Material caliber munitions for example should still punch holes through the 'Up-armoured' variants' envelope, it doesn't significantly impact what kind of munitions that the armour will defeat and what it won't.
All I needed to hear. Thank you.
[member="Kyli DT-6767"]
 
Adron Malvern said:
Just put the top image link under image source please. Everything else is just fine.



Awesome. Just making sure I understand.



In Special Features the Nuclear Fusion reactor is listed, however I do not see it's Self-Detonation feature. Which I consider a special feature, however suicidal hehe.



All I needed to hear. Thank you.
[member="Kyli DT-6767"]
I appreciate the speedy feedback.

I've gone ahead and adjusted the 'source' field to link to the first image as requested, 'self-destruction capability' has been added to the special features.

And that should be everything, look good now?

[member="Adron Malvern"]
 
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