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Approved Tech Mark-I 'Legionnaire' Armour

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Caesar Kenway

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C
q41YAFC.jpg

OUT OF CHARACTER INFORMATION

  • Intent: To sub a specialised medium armour.
  • Image Source: [SIZE=10pt]X[/SIZE]
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: Average
  • Resistances
- Blasters (And other plasma type weapons): High
- Kinetic: Low
- Lightsabers: High
- Other: Gas/Toxin: Very High
- Other: High Temperatures: None
- Other: EMP/ION: None

SPECIAL FEATURES

Helm:
Armour:
  • Comm-Pack
  • [SIZE=10pt]Magnetic Weapon Harness[/SIZE]
  • [SIZE=10pt]Power Pack (For the suit)[/SIZE]
Gauntlets:
Feet:

DESCRIPTION
The Mark I Legionnaire armour is designed to work as a general commando armour for those with the credits to buy it. It offers good protection against blades, blasters, lightsabers, and average protection for kinetic damage, such as force lightning. It is made of duraplast, with a synthweave visor, and armourweave undersuit. It features magnetic grips on the boots and gloves to grip onto metal, allowing for climbing, or to walk in zero-g environments. It also features a power pack for the suits systems, and a magnetic weapon harness on the back. However, it is not a space suit, nor an aqua suit.

Strengths:


  • Duraplast: Offers a high protection against lightsabers, and high protection against blaster fire, and explosions.
  • Synthmesh: The visor is easily able to keep out air born particles, such as ash, snow, dust, gas, chemicals, and diseases.
  • Fully Sealed: The suit is fully sealed, allowing no chemicals or diseases to get in.
  • Filter: The Helmet features a filter to allow the wearer to breath in environments with gas, or other airborne diseases/chemicals
  • Advanced Information: With enough sensors to turn two eyes into a thousand, The Acumen HUD is able to collect any information about the local vicinity required; even passing said information to the various squad members around the user. This all encompassing view allows for supreme tactical advantage in any situation, which is seen as fundamentally the most important aspect of any battle.
  • Everything Under The Sun: Covering most bases, the system is made to be put in any compatible armor to turn any soldier into a force multiplier. From encrypted comlinks, to breathing apparatus' built in, there is little the system can not make up for.
Weaknesses:
  • No Oxygen: The suit does not feature any oxygen supplies, so the user can not be in places with no oxygen for them to breath.
  • Duraplast: Any explosives or machine gun fire higher than a light rating will rip through it. While it's not heavy, it is also not especially light.
  • Ion Kryptonite: ​With no Ion protections in the system, should any assault be made through either EMP or Ion means then the system would be entirely vunerable. Should any attack reach it, there would be no solution to an in field fix lest an outright replacement of the entire system within the armor. An expensive option, but often the only choice to the various aspects of the galaxy.​
  • Intrusive Radio Waves: Should the use of scramblers be put in use around the devices, there would be no means to transfer information between soldiers; leave alone direct communications. With the ability to cut much of the unit's effectiveness in half with a simple tactic, this is another glaring weakness of the entire system. To compensate, traditional annunciations and more traditional hand signs must be implemented to make up for the tactile blindness.
  • Under Heat: The suit does not fare well in high temperatures.
 

Ravenfire

King of Pumpkins
Moderator
[member="Caesar Kenway"]

Hey there interesting sub. Right now the straight ratings look out of balance and reading the sub there is stuff there to balance it but it should be placed within the ratings as well. Like you mention it has no Ion/EMP protection. Add that as a rating and put none.

I would suggest pulling off slugthrowers and melee blades as you already have kinetics as an average rating anyway. I would also suggest rolling all the duraplast strengths and weaknesses into one strength and one weakness respectively.

I would suggest adding gas/toxins to the ratings as well at least a average as you have two strengths to it. Both Power intensive and Incompatible although interesting weaknesses have no bearing on PVP even though most of you strengths do. I would suggest you add at least one more PVP weakness to make up for this. Maybe weakness to acid or temperature.

Also for image search I also found nothing through tineye but google images did give me a pintrest link probably better than nothing
https://www.pinterest.com.au/pin/302937512430870847/
 

Ravenfire

King of Pumpkins
Moderator
[member="Caesar Kenway"]

Looking back over it. Again I suggest you add your Ion/EMP to resistances as none or low just to help people find it easier and suggest you do the same with high temperatures. Otherwise it looks good.
 
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