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Approved Tech FO-SF Mk I Armor

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Progflaw99

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OUT OF CHARACTER INFORMATION

  • Intent: To create a non-standard armor for First Order special operations personnel, aimed at being lightweight enough for use in starfighters, but also be resilient enough for assault operations.
  • Image Source: Img | Img Source
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Storm Commando Armor | FO-02 Stormtrooper Armor
PRODUCTION INFORMATION
  • Manufacturer: First Order Corps of Imperial Engineers, Brandt-Volcata Industries
  • Model: FO-SF Mk I "Commando"
  • Affiliation: The First Order
  • Modularity: Plates and Guards (Greaves, Gauntlets, Shoulder Pads), Environmental, Load Bearing Equipment, Enamel Coating (Camouflage, Matte, Gloss, Reflec)
  • Production: Limited
  • Material: Reinforced Duraplast and Duravlex Composite Ablative Alloy, Flex-Armour, Environmental/ Vacuum/ Compression - sealed Armourweave and Duravlex Bodyglove, Integrated Shockpadding, EMP/Ion Resistant Materials, Fire Retardant Textiles, Military-grade Electronics (Helmet and Body Armour.), Sonic Dissipator/Dampening Overlay, Advanced Bio-Restorative Underlay, Sound Baffling materials.
TECHNICAL SPECIFICATIONS
  • Classification: Environmental, Anti-ballistic, Anti-blaster Commando Armor
  • Weight: 7 kg
  • Resistances
- Blasters (And other plasma type weapons): Very High
- Kinetic: High
- Lightsabers: Very Low
- EMP/ION: Average
- Sonic: Low
- Elemental: High

SPECIAL FEATURES
  • Multi-Frequency Targeting and Acquisition System:
    The Multi-Frequency Targeting and Acquisition System, also known as MFTAS, was a sensor system used in helmets that provided assistance in acquiring targets in conditions of poor visibility and at long ranges. ~ Wookiepedia (x)

[*]Faraday Cage (Helmet):
  • The brain of the tactical advantages provided by the HUD are housed within the helmet. To prevent electrical or ion interference, the helmet has been designed with an internal Faraday Cage to diffuse excess electrical charges. This is not infallible however, and should the helmet be physically damaged, it is possible the Faraday cage will not perform as advertised.

[*]Holographic HUD (Biometrically Blink-Command Capable.):
  • Tied into the MFTAS and locked to the wearer's irises, this HUD is capable of displaying terrain-following tactical readouts, detecting energy emissions, night vision (Infrared and Ultraviolet), and designated target magnification. Additional to the standard systems, a lifeform scanner has been integrated into the HUD system, allowing the user to detect all but the most hidden of life signs. Based off of Scout Trooper Armor used during the reign of the Galactic Empire, this HUD also provides the advantage of an included Macro-binocular, able to increase visibility up to 1 km as well as a rangefinder. This data is visible on the HUD itself, but can also be projected to a Forearm-mounted Comms/Holo-Projector/Data-streaming Device.

[*]Sonic/Aural Dampeners:
  • Like any good soldier will tell you sound is a powerful tool on the battlefield, that and being able to tell where the sound came from. The Sonic/Aural Dampeners ensure that any excess or sudden loud noises will not overwhelm the wearer on the battlefield and assist in preventing ruptured eardrums.

[*]Tongue-activated Comm Link:
  • Entirely hands free, a tongue depressed device rests near the user's mouth in the form fitting helmet. This allows the user to activate, deactivate, and otherwise manipulate the integrated encrypted comm system all while performing battlefield duties simultaneously.

[*]Rebreather/ Environmental/ Oxygen Filtration System:
  • Designed to function just as well in the void of space as it does in atmosphere, the FO-SF Mk I is a fully sealed combat suit, supplemented with a rebreather/ Environmental/ Oxygen Filtration systems to allow the wearer to traverse even the most toxic of environments. This fully contained system allows for the integration of external oxygen supply tanks worn either as a pack or in some cases, strapped to the wearer's thigh and connected by a durable flex-weave tube into the helmet.

[*]Self Contained/Pressurized Body Glove:
  • Fully sealed, the body glove is made from blaster resistant fabrics, supplemented by an armorweave layer allowing the user's extremeties and unprotected bits some protection from blasters. While much of the wearer is protected by plates and padding, the body suit provides additional protection and capability allowing the user to operate in all environments, pressurized or not. As well the body glove is temperature regulated, shedding the worry of extreme temperatures in either direction.

[*]Auto-Adrenal Injection System:
  • In the moment of flight or fight, everything seems to move slowly around you as your heart hammers within your chest. The Auto-Adrenal Injection system detects your body's increased need for strength, alertness, and it responds in kind. Set up to either function automatically or manually (Both available to wearer), the injection system is rigged to supply much needed adrenaline to the wearer, allowing them unparalleled reflexes, strength, and speed to overcome the obstacle in their path. Note: This could be used to deliver other substances to the user, however this is highly discouraged and a violation of regulations.

[*]Advanced Bio-Restorative Underlay:
  • Included in the armor's bodysuit is a Bio-Restorative Underlay. This allows the bodysuit to apply chemicals and medications to the affected parts of the body rapidly and effectively not only to stop traumatic bleeding, but to enhance the speed at which the wearer's body will heal. In tandem with the auto-adrenal injector, this allows the wearer to truck through injuries that might incapacitate or otherwise prevent the soldier from continuing on without medical treatment.

[*]Mag-lock Capable Surfaces:
  • Containing several HUD activated mag-lock capable surfaces, the FO-SF Mk I armor provides the user unparalleled control of both their body and their weapons systems. In space, activated mag-lock boots help root them to the surface of a starship before they cut their way into the hull. On the ground, a mag-lock capable glove ensures the wearers weapon isn't jarred from their hands as they dive behind cover to avoid an incoming blaster bolt.

[*]Reinforced Gauntlets (Optional):
  • An important feature of the FO-SF Mk I is its reinforced gauntlets. While the armor itself has very weak lightsaber resistance, the gauntlets are designed to be able to take several strikes from one, allowing the user at least a short moment for a last ditch attempt to render the lightsaber wielder ineffective before they die. Though it is somewhat resistant to lightsabers, these can be easily rendered useless by a quick strike across the elbows.

[*]Energy Sinks & Combat De-ionizer:
  • If utilized as intended, the user of the FO-SF Mk I is likely to come under heavy fire at some point during its use. As such, two integrated Energy Sinks and a Combat De-ionizer have been designed into the armor. As an added capability, the wearer is able to supplement their suit's energy with this stored energy, however they should be wary that if the Energy Sinks are damaged, it could cause an overload rendering their HUD (Arguably the most comprehensive piece of the armor) useless.

[*]Sound Baffle System (Integrated):
  • Just like its predecessor Storm Commando Armor, the FO-SF Mk I comes with a proprietary sound baffling system which enables the wearer to move more quietly. While in complete silence some movements may still provoke noise, in anything more the sound of movement is suppressed. The field only extends with a radius of one meter, and while sound of movement is suppressed, a standard weapon discharge would be unaffected by this system, easily revealing the location or presence of the wearer (Unless the weapon in question is suppressed inherently).

[*]Power Gloves
  • While nowhere near as powerful as a Mandalorian Crushgaunt, Power Gloves allow the wearer increased physical strength in gripping or forcibly handling detainees. With strength enough to break bones, these gloves are also capable of delivering an unpleasant and possibly incapacitating shock to anyone gripped by the wearer. These gloves are supplied by a power pack integrated into the armor itself, however it can be supplemented by siphoning energy from the Energy Sinks or Combat De-ionizer. Control is relegated through the HUD system but also has a manual input on the wrist strap.

Strengths:
  • I See You:
    The complex HUD system of the armor is likely the most important feature, feeding tactical and environmental data to the wearer. Additionally, the HUD allows the wearer to interact and control the sub-systems of the armor making them even more deadly in a fight. Capable of boosting the wearer's vision up to 1 km and providing numerous ranges of visual attenuation, the HUD is what gives the wearer an almost unhindered view and understanding of the battlefield.

[*]I'm the Juggernaut, Schutta!:
  • The Auto-adrenal injection system is likely the secondary most notable system of the armor that makes it stand out among the armors of the First Order. Capable of delivering a heavy hitting chemical cocktail to the wearer upon detection of need or manual input, it could be said that it makes the wearer unkillable. While that isn't exactly true, it does turn the wearer into an almost unstoppable force. Wounds no longer seem to matter, and the user's natural abilities are enhanced and amplified. Faster, stronger, they seem driven by death itself. This obviously comes with drawbacks. Depending on the chemical cocktail involved, it can be very taxing on the body, resulting in addiction.

[*]Any Clime and Place:
  • Designed to be resilient in all manner of atmosphere, or lack of atmosphere, this armor, due in part to the armorweave and duravlex body glove, is capable of operating in most environments provided the additional equipment is acquired (Such as oxygen tanks in low O2 environments). Underwater, in space, in extreme cold or heat - this armor does it all.

[*]Honey, I Shrunk the Kids:
  • Unlike the majority of combat armor, the FO-SF Mk I has been streamlined, cutting out the unnecessary weight and decreasing overall target profile. Designed to fit within the tight confines of First Order TIE fighters, this armor is designed to be both comfortable and allow them sufficient room to move without restriction as mobility is key.

[*]High Voltage:
  • Due to the Power Gloves included as a feature of this armor, increased grip strength (Bone breaking pressure if applied) and the ability to shock enemies or detainees into compliance is literally at your fingertips. A useful and possibly unexpected tool that could give the wearer a temporary advantage in a fight. The shocking mechanism can be supplemented by siphoning energy from the Energy Sinks or Combat De-ionizer. Control is relegated through the HUD system but also has a manual input on the wrist strap

[*]Pink Panther:
  • The combination of both the sound dampener and the reflec coating of the armor creates a perfect recipe for stealth operations. Along with the decreased silhouette and the high mobility of the armor, the sound dampening system reduces sound to a minimum while moving within a radius of one meter. The Reflec coating ensures getting an accurate sensor read is difficult. I might not recommend trying to rip off the Grand Bank of Coruscant, but in combat, these systems make for a deadly surprise for the unwary.

Weaknesses:
  • Vlad the Impaler:
    While this armor provides great blaster and kinetic protection, this time the lightsaber is not your friend. Designed for breaching vessels of war and heavy conflict zones, lightsabers weren't a consideration when testing vulnerabilities. It goes without saying, should a lightsaber be used against the wearer it would be much better to surrender and sort it out later - unless you want to be missing body parts or a Jedi's pincushion.

[*]
Turn That Trash Down!:
  • While the armor does provide a glancing blow's worth of protection against sonic weaponry, it's definitely not the primary or even secondary function of the armor. If you're fighting an enemy who's utilizing sonic weaponry in this armor, your best bet is to find another route or get out of Mos Eisley, pronto.

[*]
Lack of Durability:
  • Though a stout defense against blasters and kinetic weaponry, the armor won't last long under repeated fire. Should one portion of the armor be focused on, it won't be long before it is rendered useless. Likewise, if the body suit is damaged significantly and cannot self seal, it becomes worthless in the void or extreme temperature zones. The armor was meant to take hits, but not for prolonged periods of time, just enough to shed a few blows - the idea being that due to the decreased weight and high mobility of the armor would allow the wearer to reach cover or some form of protection. It'll shrug a handful or two of blaster bolts or slugs, but after that it would be little more than excess weight. Compared to other medium armors, it wears down faster, even if it can take a few hits from high caliber or high power weaponry like its counterparts.

[*]Exposed Joints:
  • Making anything comfortable or mobile usually means it's missing something somewhere. The FO-SF Mk I is no different. Using armorweave and Duravlex to protect the user's joints has drawbacks, as it creates distinctive weak spots in the armor. Designd to be lightweight and flexible, the armor pays for it in the joints.

DESCRIPTION

Created to provide a special forces specific armor, the FO-SF Mk I is the first in a proposed line of combat armors tailored to the specific needs of the special forces community. A few key factors were discussed by the manufacturers until a prototype design was developed and tested based off of the FO-02 Stormtrooper Armor - those tests failed miserably. After receiving the test results and scratching their heads, it was determined that they would go back to the drawing board. After the success of the FO-02 pattern, engineers decided to invite a panel of actual operatives and special forces troopers to oversee development and testing of the armor. Why talk about it and make pretty pictures when they could go to the source. What did the special operations community want?

Several key descriptors came up: Intel, Mobility, Versatile. What they got was the FO-SF Mk I.

Designed and tested in a lab environment, the armor performed well and the special forces operators loved it. It was just what they needed. Something smaller than the FO-02 model, allowing for more mobility and the ability to be agile in enclosed spaces. Something more versatile than a full combat kitted armor, both in weight and capability - it had to be able to be tailored to their individual mission, something that couldn't be said quite as much about the FO-02. For the general forces of the Stormtrooper Corps the FO-02 was a blessing, but for some of the more covert and surgical applications, the FO-SF Mk I would become the standard go to of both Special Forces and FOSB Operatives.
 
Rolf Amsel said:
Blasters (And other plasma type weapons): Very High - Kinetic: High - Lightsabers: Very Low - EMP/ION: Average - Sonic: Average - Elemental: High
Rolf Amsel said:
Turn That Trash Down!: ​While the armor does provide a modicum of sonic protection, it's definitely not the primary or even secondary function of the armor. If you're fighting an enemy who's utilizing sonic weaponry in this armor, your best bet is to find another route.
These resistances look a little high altogether, even as a limited armor. In addition, I think the sonic resistance doesn't match its description under the weakness section. I would recommend dialing it down some to match the description and to help balance the resistances out.



Rolf Amsel said:
Lack of Durability: ​Though a stout defense against blasters and kinetic weaponry, the armor won't last long under repeated fire. Should one portion of the armor be focused on, it won't be long before it is rendered useless. Likewise, if the body suit is damaged significantly and cannot self seal, it becomes worthless in the void or extreme temperature zones.

I'd like a bit more detail on this. All armor naturally degrades under repeated attacks, it is a question of by how much that it degrades that could turn this into a viable weakness. Does this armor wear down under fire quicker than than normal medium armor?
 

Progflaw99

Well-Known Member
[member="Gir Quee"]

See edits below! Changed to low Sonic, left the rest. Expanded on the description to explain low sonic durability, as well as overall explanation of what "Low Durability" means in reference to average Medium Armors.


- Blasters (And other plasma type weapons): Very High
- Kinetic: High
- Lightsabers: Very Low
- EMP/ION: Average
- Sonic: Low
- Elemental: High


Turn That Trash Down!:
  • While the armor does provide a glancing blow's worth of protection against sonic weaponry, it's definitely not the primary or even secondary function of the armor. If you're fighting an enemy who's utilizing sonic weaponry in this armor, your best bet is to find another route or get out of Mos Eisley, pronto.

Lack of Durability:
  • Though a stout defense against blasters and kinetic weaponry, the armor won't last long under repeated fire. Should one portion of the armor be focused on, it won't be long before it is rendered useless. Likewise, if the body suit is damaged significantly and cannot self seal, it becomes worthless in the void or extreme temperature zones. The armor was meant to take hits, but not for prolonged periods of time, just enough to shed a few blows - the idea being that due to the decreased weight and high mobility of the armor would allow the wearer to reach cover or some form of protection. It'll shrug a handful or two of blaster bolts or slugs, but after that it would be little more than excess weight. Compared to other medium armors, it wears down faster, even if it can take a few hits from high caliber or high power weaponry like its counterparts.
 
[member="Rolf Amsel"], looks good.

Please add those into the submission itself.

Please also add something about the stealth features(reflec, sound dampener) into your strengths section.

This looks good to go otherwise.
 

Progflaw99

Well-Known Member
[member="Gir Quee"]

Oops! Managed to miss that - fixed!

Also added a strength here for sound dampening and reflec! :

Pink Panther:
  • The combination of both the sound dampener and the reflec coating of the armor creates a perfect recipe for stealth operations. Along with the decreased silhouette and the high mobility of the armor, the sound dampening system reduces sound to a minimum while moving within a radius of one meter. The Reflec coating ensures getting an accurate sensor read is difficult. I might not recommend trying to rip off the Grand Bank of Coruscant, but in combat, these systems make for a deadly surprise for the unwary.
 
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