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{{HeadingB|Power Supply}}
 
{{HeadingB|Power Supply}}
These suits have a build-in Type-1 [[Parabattery]], that can supply power for a few hours of active use. These suits can also mount a backpack with a [[Power Generator|Type-1 atomic generator|. This pack can supply the suit with a virtually unlimited amount of power, as long as the pack is not overtaxed with power hungry weapons.
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These suits have a build-in Type-1 [[Parabattery]],<ref>Or a pair of Type-0 parabatteries or [[Power Econopack]]s.</ref> that can supply power for a few hours of active use. These suits can also mount a backpack with a [[Power Generator|Type-1 atomic generator]].<ref>Different models may mound different types of power generators or parabatteries, depending on armament carried and power suit purpose.</ref><ref>Atomic power generators use the dame type of plutonium pellet used by [[Atomic Drives]]; a brand-new pellet has enough juice to power a Type I power generator for 100 days (2,000 hours) of continuous operation. The compact nature of the generator makes it impossible to reload, turning it essentially into a disposable power pack with a cost of 20,000 Cr. Power may be saved by shutting down the suit or running it directly from the parabattery system.</ref> This pack can supply the suit with a virtually unlimited amount of power, as long as the pack is not overtaxed with power hungry weapons.
   
 
{{HeadingB|Helmet}}
 
{{HeadingB|Helmet}}
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The helmet is mounted to a specially designed yoke in order to protect the wearer's neck from lethal impact damage.
 
The helmet is mounted to a specially designed yoke in order to protect the wearer's neck from lethal impact damage.
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More advanced versions mount [[BodyComp|modular]] [[computer]] systems.
   
 
{{HeadingB|Neuro-Interface Network}}
 
{{HeadingB|Neuro-Interface Network}}
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'''Heavy Assault''' — A heavy hitter with heavy weapons and armor; not all that maneuverable. Used to deal with hard targets.
 
'''Heavy Assault''' — A heavy hitter with heavy weapons and armor; not all that maneuverable. Used to deal with hard targets.
   
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==Notes & References==
 
''(The type of suit was conceived by [[User: Malcadon|Malcadon]], and is based on many sources)''
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''The type of suit was conceived by [[User: Malcadon|Malcadon]], and is based on many sources''
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<references />
 
[[Category:Equipment]]
 
[[Category:Equipment]]
 
[[Category:Vehicles]]
 
[[Category:Vehicles]]

Revision as of 17:34, 26 November 2015

Powered Armor

Powered Armor are self-contained armored suits, operated by a neuro-linked exoskeleton. The modern powered armor was devolved after many years of exploration and conflicts. These suits started off as simple armored spacesuits used for boarding actions, but advancement in technology has resulted in a highly potent suit of armor. The mix of a sophisticated neuro-interface and exoskeleton network results in a soldier becoming a powerful super-soldier. These suits are limited to military personnel, and the possession or ownership of these suits by civilians is highly illegal.

Construction


Structure

The framework of these suits are a military grade exoskeleton. Such exoskeletons enhance the wearer's strength more then what a common civilian exoskeleton is capable of. The exoskeleton is linked directly to the wearer's brain through a neuro-interface in the helmet (see bellow).

These suits are covered by a self-sealing spacesuit with an outer shell of plasteel plates. Kinetic sensors within the suit allows the wearer to feel anything that touches, or even brushes against, the suit. If the armored plates gets damaged, they can be removed and replaced quickly and easily.

The suits have a number of hard-points and hookups that allow them to mount all sorts of external weapons and equipment (see below).

Power Supply

These suits have a build-in Type-1 Parabattery,[1] that can supply power for a few hours of active use. These suits can also mount a backpack with a Type-1 atomic generator.[2][3] This pack can supply the suit with a virtually unlimited amount of power, as long as the pack is not overtaxed with power hungry weapons.

Helmet

As noted above, the helmet mounts the link to the neuro-interface. Unless the the suit uses a neuro-scanner, the link make up a minor part of the helmet.

The wearer sees through the sensors of the helmet's eyes by a screen over the wearer's eyes. The sensors can cycle between visible spectrum, low-light, and thermal optics. Electronic filters keep the wearer from becoming blinded when it suddenly gets too dark or to bright. Displays can be superimposed on the screen. Sensors in the screen can follow eye movement. In case this system gets damaged, the eye sensors can be pulled off so the wearer can uses the screen as simple sungoggles (displays still show), leaving the wearer vulnerable to a well placed hit to the eyes.

The helmet has an a built-in poly-vox system that can modulate the wearer's voice to any tone. The helmet also has an audio-pickup that can be adjusted to pickup ranges beyond normal hearing. This system can filter out loud and busy background noises. This system is automatically linked to a poly-vox system, and the communication system is ties to both systems. A sub-system allows communication pickup to sound like nearby sound, so teammates could communicate more naturally.

The helmet is mounted to a specially designed yoke in order to protect the wearer's neck from lethal impact damage.

More advanced versions mount modular computer systems.

Neuro-Interface Network

These suits are controlled by a sophisticated neuro-interface. This system offers the wearer unparalleled control of the suit. On top of that, the system distorts the user's awareness to the point of being to act and react in a hyperactive rate. The link also allows the wearer to control systems by thought alone. The only downside to this technology is that some level training is required to properly use these suits. Such training is needed to keep the wearer from triggering the systems impulsively.

Defensive Screens

These suits have built in Albedo and Inertia screens (these suit are insulated against electronic stun and sonic attacks). Usually the Inertia screen is active to counter explosive traps. Albedo is active when lasers are heavily used in a shootout. Emitters across the suit, plus the neuro-link, allows the screens to be activated or switched over at will.

Hard-Point Equipment

As noted above, these suits can mount modular equipment. Common attachments includes, helm-mounted sensors, wrist-mounted weapons, shoulder-mounted weapons and scanners, and engines that allow for movement through unusual environments. Such movement engines include maneuvering thrusters for space, jump packs for short flight, and propulsion pods for underwater movement. All this equipment can links up to the suit's neuro-system.

Configurations

The modular nature of powered armor allows for a wide range of configurations. These suits can carry a lot of weight, but a lot of weight can reduce maneuverability (can't move at super-speed or make jumps) and drain the power supply quickly (reducing it's deployment range).

Recon — Light armor plating and equipment for better range and maneuverability. Equipment is more focused communication and surveillance gear then offensive weapons; weapons are more for self-defense.

Strike — Like Recon, but with equipment focused on weapons that can deliver a lot of damage at once — usually with disposable weapons or munitions. Good for hit-and-run attacks or to support Recon teams.

Combat — Equipped with the most standard of gear to keep cost down. This is a common front-line configuration.

Fire Support — Like the Combat configuration, but with large support weapons.

Heavy Assault — A heavy hitter with heavy weapons and armor; not all that maneuverable. Used to deal with hard targets.

Notes & References

The type of suit was conceived by Malcadon, and is based on many sources

  1. Or a pair of Type-0 parabatteries or Power Econopacks.
  2. Different models may mound different types of power generators or parabatteries, depending on armament carried and power suit purpose.
  3. Atomic power generators use the dame type of plutonium pellet used by Atomic Drives; a brand-new pellet has enough juice to power a Type I power generator for 100 days (2,000 hours) of continuous operation. The compact nature of the generator makes it impossible to reload, turning it essentially into a disposable power pack with a cost of 20,000 Cr. Power may be saved by shutting down the suit or running it directly from the parabattery system.