Star Wars Roleplay: Chaos

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Approved Tech Raiju Armour

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Body Glove
  • Classification: Armoured Bodyglove
  • Weight: Light
  • Resistances:
    • Energy: Very High
    • Kinetic Penetrative: High
    • Lightsabers: High
    • Kinetic Concussive: Low
    • EMP/ION: High
    • Force: High
    • Sonic: Low
    • Elemental: Average
    • Radiation: Low

Combat Armour
  • Classification: Multipurpose Advanced Combat Armour
  • Weight: Very Heavy
  • Resistances:
    • Energy: Very High
    • Kinetic: Very High
    • Lightsabers: High
    • EMP/ION: High
    • Force: High
    • Elemental: Average
    • Radiation: Low

Iron Coffin
  • Classification: Sealed Armoured Unit
  • Weight: Extreme
  • Resistances:
    • Energy: Very High
    • Kinetic: Very High
    • Lightsabers: Very High
    • Force: High
    • EMP/Ion: High

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  • 3-modes: The Armour can activate one of 3 different modes. A bodyglove, a combat armour and the Iron Coffin.
  • All Armour Modes:
    • Modular: Given the nature of the armour, the entire suit doesn’t need to be activated at once. The Gloves alone might be activated, or the boots, or just the rebreather depending on the needs of the user.
    • It’s not me, it’s you: Instead of Deploying around John, he can command the Nanobots to form around another target he’s touching.
    • Airtight: Due to the Nanobot driven construction of the Armour it is completely sealed from the outside in all of its configurations.
    • Energy Shielding: The Raiju comes with Locke and Key’s signature Kavcha Shield System installed, allowing it’s defenses to account for a number of different forms of attack.
    • Self-repairing: The Nanobots involved in the creation of the armour allow it to have some degree of self repair capability, able to fix small amounts of damage on the battlefield by breaking down more of their environment.
    • Slave Circuit: All forms of the Raiju contain a slave circuit, allowing the wearer to send commands to a ship or vehicle which is connected to it.
    • Padlocke: The Raiju is a technologically advanced suit of armour, one of the most advanced in the galaxy, but like any technological item it can be hacked or afflicted with viruses. To counter this John included the Padlocke program, a powerful cyber defense suite that provided the armour with the protection that it needs to survive in the modern world.
    • Minerva: A HUD system designed to draw information and data from a variety of sensors spread across the surface of the Raiju allowing the wearer to make decisions based on a complete understanding of the battlespace around them.
    • Hermes: A capable communications system able to send data via a variety of encryptions all the way upto Quantum Key Encryption.
    • Legion: A very capable mesh networking software that allows the Raiju to link up to other electronic devices, such as droids, ships and infrastructure. It allows information and commands to flow up and down, allowing the wearer to receive data to and provide commands to units and vessels as needed.
    • Harmonia System: A communications device designed to allow technological communications networks to communicate via telepathic means
  • Bodyglove:
    • Discreet: Not an all up war armour the bodyglove mode but is more akin to an armoured skin suit such as Locke and Key’s Hexarium Bodyglove. The Armour can be generated underneath John’s clothing if necessary, providing him with a hidden level of protection.
    • Sensor Slick: The materials used in the creation of the bodyglove, primarily the Sichouweave, are hard to spot on sensors, making the bodyglove behave almost like a ghost, revealing only the faintest of signatures that would normally be ignored.
    • Keystone system: In a similar manner to the Respechel John had previously created on commission for Aeneis Valdemar, a similar system was spread across the bodyglove, allowing it to fire blasts of concussive force when needed.
    • Grip: The bottom of the foot is textured to provide additional grip to prevent the user from sliding around when walking around in the bodyglove. The grip provided is analogous to a pair of trainers, not enough to stick to walls, or fight against a vacuum.
    • Health Sensors: The suit is threaded with a variety of health sensors which collect data on the wearer’s heart rate, breathing and other biological functions. This data is collected via the Iris Link built into the suit that will allow the data to be processed by any armour you are wearing, or transmitted via a commlink.
    • Iris Link: Locke and Key’s newest generation of datalink has the ability to link up to other systems via a direct-wired connection or a wireless link. This data can include readings from the medical sensors and Direct Neural Interface, as well as commands sent via the Apollo Mark II.
    • Apollo Mark II: An improved version of the Apollo interface, the Mark II replaces the need for a datapad, providing a holographic display and interface when needed. It also comes with a few basic sensors built-in and solid light technology, allowing the user a greater ability to interact with their environment without needed tools or armour. Very useful when you need to make a quick repair or adjustment onboard a ship.
    • Direct Neural Interface: A series of medical sensors spread across the suit allow it to detect motor impulses, feeding them into a suit of armour or other vehicles if able which will cut down the reaction time of the user.
    • Shield: The bodyglove was designed to be the basis of further armour systems created by Locke and Key Mechanics, but also to be a ship suit, able to be worn by itself when the need arose. However, there were times when, regardless of good intentions, that someone may find themselves on a ship under attack. While it was hoped that this situation would never come to pass, if the compartment you are in is exposed to space the body glove comes with a ‘shield’ capable of creating a forcefield around you to maintain a semblance of an environment and capture your body heat. The forcefield won’t last forever but does give rescuers the ability to get to you before you succumb to the vacuum of space.
    • Repulsors: The Gloves and Boots of the bodyglove are seeded with micro repulsors that help the suit to maintain its speedy movement. The micro-repulsors also increase the damage caused by any kicks and punches delivered by the armour.
  • Combat Armour:
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    • Myomer Actuation System: Artificial muscles that provide the armour with the ability to move also have the ability to boost John’s strength and agility to the level which allows him to fight on the same level as Master-level force users and the other monsters that haunt the galaxy.
    • Repulsors: The Gloves and Boots of the armour are seeded with micro repulsors that help the suit to maintain its speedy movement despite it’s weight. The micro-repulsors also increase the damage caused by any kicks and punches delivered by the armour.
    • Second Skin: The bodyglove connects directly to the armour to its users nervous system. Unlike other power armours it doesn’t read your bodies reactions to move, but rather can read your nervous impulses, reacting as if it was your own body increasing your reaction time.
    • Heavy Armour: The Raiju is built on the basis of a heavy laminated armour, the suit is built like a suit of ancient plate armour, all solid pieces of armour, built in smooth curves. The curvature of the armour was designed to turn enemy strikes into glancing hits which the solid laminate construction of the armour could easily withstand.
    • Integrated weapons: The Raiju comes with a variety of weapons built into its frame, allowing it to engage opponents at a variety of ranges without resorting to handheld weaponry.
    • Repulsorpack: The ability to fly, to float around a battlefield engaging and retreating from your enemies is a useful tool to have for any armoured combatant. The Repulsor pack allows for silent movement, but most importantly a greater level of control thank a standard jetpack would.
    • Cloak: The combat armour comes with a full personal cloak, allowing it to disappear from both sight and sensors.
    • A knife’s breadth away: Sometimes you can’t engage someone at range, sometimes you just need to get in close to someone by your choice or theirs. Many people choose to carry some form of melee weapon but drawing this can take time, if you even have a weapon. To that end the Locke and Key engineers decided to include melee weapons in the suit, providing each vambrace with a retractable blade. In the world of armoured suit slamming into one another on a battlefield they wanted a weapon that could provide you with an advantage in this level of fight. They chose to include combat blades in the vambraces, able to deploy out on command to block or attack an enemy. However, these are static blades, extending out over the back of your hand which restricts their use in a fight, these are last ditch weapons meant to provide an emergency weapon that can come as a surprise for an unsuspecting foe. In order to give the blades the ability to impact combat between powersuits, or to give them the ability to hold of lightsabers, if only temporarily, the blades were based on the weapons of the Elite Praetorian Guard, provided with a molecular edge and threaded with plasma filaments to increase the lethality and capability of the blades.

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  • Bodyglove:
    • Low Combat Capacity: The body glove is a skin-tight suit with only basic armour, while it can protect you from blaster bolts and can stop the penetration of a slug or other weapon, the physical impact will still transfer to your body.
    • Nowhere to hide: A skin-tight suit the Hexarium doesn’t come with an additional backpack or stored supplies, meaning that it carries with it no emergency supplies, if you’re not holding it then you’re out of luck.
    • Emergencies only: The Body glove’s forcefield is not meant as an alternative for full EV suit but will sustain you if your armour is breached, or if the hull of the ship you are on is opened to space, for long enough for you to escape or be rescued.
    • Not a hazmat suit: The suit is airtight but not designed as a hazmat suit, while it can handle the cold of space for a time, and some other environments it’s not a replacement for a proper hazardous environments suit.
  • Combat Armour:
    • Weak Joints: Built to fight in the fast-paced world of powerful battle armour combat the Raiju needs to be protective but still allow it's user to move fast, to use the agility and speed of the suite to dodge attacks and deliver blows of its own. The side effect of this, however, is the armour needed to be thinner, more flexible, at the joints allowing the suit to move and dodge. However, this makes the suit weaker at the limbs, the armour thinner and easier to pierce. The Raiju comes with a variety of defensive options but an attack on the flexible sections of the armour can penetrate much easier, a marked vulnerability in the armour.
    • Vulnerable sensors: The Minerva System gives the Raiju the ability to draw data about your surroundings giving you the capacity to make the best decision in any situation. But that system relies heavily on a series of sensors scattered all over its surface, however in order to do their job the sensors have to be exposed. This exposure also leaves then vulnerable, it is relatively easy to damage those sensors when the suit gets hit. With each sensor damaged the Minerva system loses its eyes, leaving the suit without one of its integral components. The suits sensors, exposed as they are, are also vulnerable to EMPs, ion strikes and jamming, disabling the sensors blinds the suit, nullifying the advantages of the Minerva. The Suit's over-reliance on its sensors also leaves it vulnerable to hacking, it's possible for the hacker to spoof the suit's sensors, feeding them false data that can lead to the user reacting to things that aren't there, or failing to react to things that are.
    • Second Skin: While the direct connection to the armour helps to improve reaction speed and capability, it also means that a direct connection to the armour is required. This means that any cyber or ion attacks that manage to breach the armour’s capable defences have the potential to affect the wearer as well.
    • Repulsor pack: While the armour is equipped with a repulsor pack it requires the armour to be under the effect of gravity to use, making it effectively useless in space or in any other situation where gravity, (artificial or real) is not present.
    • One or the Other: The armour can’t run the shields at the same time as the cloak, and the user must choose one or the other to be active at a time. While the laminate is tough, activating the stealth mode does compromise some of the armour’s other more specialised defensive systems.
  • Iron Coffin:
    • Immobile: The Iron Coffin can’t move at all, and has no offensive capabilities. It is the ultimate defence, but once activated it is an immovable object, effectively sealing the wearer within a phrik vault. While it might be difficult for someone to get into the coffin, it’s impossible for the user to move or to physically influence the world outside until the vault is opened.
    • Limited Supplies: Despite the technology involved in it, the Iron Coffin has a limited supply of resources, particularly oxygen to breath. This imposes a time limit on it's user, either they get rescued, dismiss the coffin or they'll run out of breathable air.

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You never knew what kind of situation you might find yourself in, what need to protect yourself or your friends and family. What environments or situations you might find yourself in. John had seen monsters, Sith and Mandalorians rampaging through the corridors of a ship, through the grounds of a planet. He’d seen how quickly a threat could appear from no-where at anytime. The Proteus Armour was John’s answer to this, a modular defensive suit that could deploy from no-where to provide John with the protections he thought he might need.
Construction/Storage
The Raiju armour is based around a Nanohive implanted into John’s body, the hive which is the key to the modular nature of the armour. From their central position, the nanoassemblers could rapidly deploy anywhere on John’s body, allowing him to allow a certain part of the armour to be deployed when and if he needed it. This functionality can range from a rebreather, gloves, combat gloves and the like.
The nature of the hive means that the nanobots are only capable of creating one of the three forms of the armour, and when used to create the armour they can’t work further until they have had a chance to replenish their energy. The period of time this takes differs greatly depending on the form of armour which was created. The bodyglove required the least expenditure by the hive and it can replenish its supplies within a short period of time. The Combat armour requires a much heavier investment of nanobots, taking significantly longer to replenish supplies. The Iron Coffin requires a complete expenditure of nanobots, and it can take days for the nanohive to replenish its resources after the use of this ultimate defence.
To actually build the armour, however, requires more resources than John’s body can store, and for that the nanobots will breakdown the materials surrounding them, rebuilding them into the needed armour. As such the activation of the Combat Armour and Iron Coffin Modes can cause environmental damage as they skim molecules to be reshaped from the space around them.
Electricity Manipulation - The Thunderbolt System
Electricity was at the core of everything John did, electronics and circuits, droids and armour, the man could be called the master of electricity. It was this form of energy that John had spent his life manipulating that he made the centrepiece for his armour. There were several forms of manipulation that the armour was capable of.
Sensing
As electricity moves through any conducting medium it generates a magnetic field, magnetic fields which can be detected. The body glove and combat armour modes of the Raiju were able to use their sensors to sense the magnetic fields flowing, sense the flow of current. This allows John to track anything that uses electricity, from droids, to technology even to organic beings.
The vision mode didn’t just allow you to see the electric currents, but with sufficient computing power linked to them you could use the changes in the flow of current to see and predict the actions of an opponent allowing for a slight increase in reaction for the user. In addition, the electro sense had the benefit allowing the user to see through many forms of stealth technology. While they might protect someone from sight and standard sensors few cloaks would protect you from the vision that could track electronic currents.
Combat Manipulation
The electric manipulation in combat is based around the ultrachrome used to create a mesh over the surface of the bodyglove and armour. Ultrachrome is the galaxy’s best conductor, and so was able to create a faraday cage that would provide protection against emp or ion based attacks, but that wasn’t the main function of the mesh. The mesh allowed for a powerful electric current to flow across the surface of the suit when activated. This current can have several effects depending on use.
  • Defensive Field - The electric current flowing through the ultrachrome mesh has the ability to be used as a defensive field. Anything thing striking the armour would create an electric current which would flow through whatever had closed the circuit allowing a current to pass through them. Although the current can be varied it is primarily set to a level which allows it to destroy/damage or push back almost anything that touches it. As always, a powerful electric current will create a powerful magnetic field which can also interfere with energy attacks.
  • Offensive Weapon - The same discharge that could be used defensively also had offensive applications. Through a kick, a punch, a scratch a circuit could be completed, allowing that defensive discharge to be passed though into whatever you hit. While a useful addition to the armour, John felt he could do more, find a way to use the electric charge at range as well. The answer was found in the same system as the Vajra, the use of airy beams, ionised beams of light, to trace a path through the air to create a path for the electricity to follow to it’s target. A slash of a hand or a pointed finger, or even a command without motion would be enough to create a path and have the arc of electricity travel through the air.
The Thunderbolt system, while powerful, does have its drawbacks. While the mesh is charged the generated field could interfere with both communications and shields. While it did provide some defensive abilities, it lacks the versatility and adaptability of the shield systems.
Bodyglove
The bodyglove is the most basic of the armour modes available to John, though it doesn’t come without its tricks and utility.
Constructed of a Hodharium, Phrik and Myomer weave laced through a Neithweave suit, the bodyglove provides a low impact bodyglove that could be worn in place of any normal shipsuit, or deployed under your clothing. The glove provides a slight boost to strength while also providing a capable amount of protection. It’s greatest advantage is the Neithweave used as the basis for the weave allowing it to shed sensors like water on a duck's back.
John couldn’t help but include every bell and whistle he could think of into the suit, including a similar Seoulian crystal system to the one that he had included in the Respechel John seeded the surface of the suit with Seoularian Crystals and minaturized nihil smokestones. This would allow him to generate a concussive blast at will from any part of the suit he desires.
Aside from these specific additions the Raju’s Bodyglove mode contains all the bells and whistles of Locke and Key’s signature Hexarium Bodyglove Mark II. Alone the Bodyglove would be a match for any out there, but it was the additional modularity provided by the other armour systems that made it to versatile.
Combat Armour
John had never been much of a physical combatant himself, preferring to sit back and dictate the flow of a battle like a conductor. A consumate strategist and Tactician he had been the mind behind several of the Confederacy’s military victories. It was becoming increasingly clear to him that despite his preferences he would not be able to avoid physical combat for the rest of his career. There were many that ascribed to the idea of cutting the head off the snake, or even scoring point by killing a senior figure in the Confederacy.
Despite his cybernetics John knew that in a galaxy filled with Monster, both litteral and Force Users, he wouldn’t be able to keep up with them, hence the creation of the Raiju combat armour. A set of the most cutting edge combat armour, layered over the Bodyglove, that would allow him to survive and win confrontations with the very best of the galaxy had to offer.
The armour was built over the bodysuit, enhancing both the defense provided by it and the versatility and utility in a combat environment.
The armour itself is constructed of a laminate of several metals combined together to create a thick plate that is at the core of providing the armour with it’s powerful defensive abilities. The outer layer of the armour consists of a layer of Armorplast, the ceramic provides a smooth rounded surface to first meet any attack. The Armorplast provides a degree of protection against blaster bolts, whiles it’s smooth curved surface also has the added advantage of preventing any physical attack, slugs or weapon attacks from striking at the 90 degrees which are needed to transfer the energy with the most efficiency. Instead, the strikes are designed to roll off the surface of the armour. The ceramic nature of the Armourplast also has the benefit of protecting the armour against biological and acid based attacks, making it harder for them to damage the armour surface. Layered over the Armorplast is a mesh of Ultrachrome, the superconductor an essential part of the Thunderbolt System.
Under the Ultrachrome lies a layer of a Reinforced Duraplast mesh which provides ion and emp protection for the armour as well as a solid backing for the ceramic layer. The composite layer is designed to both dissipate any ionic or EMP damage that might be used against the armour as well as protect the user from any adverse side effects of using the Thunderbolt system. Underneath the Duraplast lies a layer of the armour is a layer of Hodharium which provides a metallic base for the armour as well as providing some force protection. Under the Hodharium is a layer of impact gel, the gel can absorb physical impacts, protecting the user from the normal weakness of heavy armour, the vibrations of sonic and physical attacks that can shake someone up. Under this is a layer of the armour is a layer of Phrik for defences before a final layer of Armorplast to provide a uniformity to the surface of the armour plates.
Beneath the armour plates ropes of Myomer replicated organic musculature, allowing the armour to move and react in an entirely natural way. The armour will respond to the Direct Neural Interface in the bodyglove, allowing the wearer to react naturally and smoothly, and cutting down on reaction time. The Myomer also acts as a cushion against impact, absorbing strikes to the armour and protecting the wearer from the hard blows that are part of any battlefield.
Just like the bodyglove the armour contains several redundant systems when taking into account John’s cybernetics in case someone without the same connection to technology was required to use it.
Iron Coffin
The Iron Coffin was a different creation for John, immobile and solid it was designed as the ultimate defence. A tool to only be used when all else had failed, when all you could do was wait and hope for rescue. Build of the same armour plating as the Combat Armour it was a vault, a solid hunk of metal with no way in or out, a final call if it was needed.
 
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HPI AI; Terraris Command
Factory Judge
John Locke John Locke

Wow, what a read! Absolutely love it! Very nicely made and detailed submission! But I found four problems:
  • First, both hodharium link is broken, please fix them.
  • Second, the Iron Coffin's ratings bit overpowered (+1), please fix this too.
  • In the description area the "neithweave" links are blank, you forget to add the link to them.
  • Last one, in the weaknesses you wrote the "Second Skin" twice.
That's all, please let me know if you edited these.
 
MANIAC MANIAC

Thank you for picking this up and for the kind words :)

Regarding the points raised:
1) Hodharium - Fixed
2) Iron Coffin Ratings - This was actually on purpose, I believe that the immobile weakness is significant enough that it can account for an extra point. The Iron Coffin is unable to move or to affect the environment, it can only soak up attacks until it is dismissed. Please let me know if this is acceptable? If not, do you have a suggestion for a significant enough weakness?
3) Neithweave - Fixed
4) Second Skin - Oops, fixed.
 
HPI AI; Terraris Command
Factory Judge
John Locke John Locke

Hmm, what is came to my mind is that among the weaknesses you could write that despite Rebreather, John's only have enough oxygen inside the coffin for a definite period of time. With this, I think we'll be good.
 
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