Jamie_the_Hutt | Date: Tuesday, 29 October 13, 10:00 PM | Message # 1 |
 Major general
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| Stark Request Notes
To avoid cluttering up your lovely thread, I've put the full comments here.
On P1, S1 and C1
Protection: Similar to Phase II Clone Armour. Will absorb most of the damage of a standard blaster or carbine but won't stop it, injuries would be caused (critical if on heart or head) by these types but totally protective against civilian or low power blaster rounds. Immune to most slugthrower fire that isn't anti-personnel. Vulnerable at joints.
Exoskeleton Limitations 1. Simple lifting or non-combat movements. 5x Normal muscle ability. Designed to make you be able to run faster, for longer, or lift and carry objects bigger than normal. 2. Ranged combat: Improves aim and the ability to hold a firing position slightly. Improves ability to fire accurately while moving by a small amount. 3. Not Designed to help in Close Combat: Can be switched to neutral allowing the person to fight like a normal person. If switched to lifting "strength mode" it would allow you to make stronger crushing and impact attacks but at the cost of speed and strength. If switched to speed it would make you uncoordinated and flailing, but make your strikes faster. The increase in strength or speed would be relatively minimal in comparison to the improvements in lifting etc. 4. While sealed, it's possible for a lot of these suits to get particles of dust inside: Can it run with sand in the exoskeleton?
How long can the wearer survive in..? Heat: Armour is heat and flame resistant to hot environments to around 150-200c for 8 hours. Extreme heat for a few seconds. Flamethrower/heat based weaponary will damage the armour with direct hits. Cold: Short term exposure to supercool environments with oxygen atmosphere - 1 Hour. Ice world survival down to -40c possible while suit is powered. Without heater being powered the material is hermetically sealed and so makes it difficult for heat to escape, -20c is possible to survive in if you keep moving. Hard Vacuum/Unbreathable Gas with no oxygen content: 20 Minutes Compromised Air with gas: 8 Hours Underwater survival time = to vacuum unless tanks of air fitted (mission specific)? Toxic environment with oxygen still in the air = 24 hours (air scrubbers can be changed while troops deployed. Crushing effect of high pressure: Suit is not a pressure suit but has emergency partial pressure ability to protect for around. Several times earth's gravity: A few minutes at most, likely to blackout quickly. Depends on level. High pressure environments such as pressure chambers, gas giant atmospheres, deep sea etc: Suits are not designed for these conditions and the survival time of a human won't be increased by more than a minute or two in these.
EMP Hardening: Hardened to general "splash" emp from big blasts but if one dropped a EMP grenade (EMP grenades as standard have a 3m blast) and it went off at their feet, it would still defeat the hardening. Same with any direct hit from ion or emp weapons.
Weapons If we decide to approve this I'll go with saying it should be a Verpine Shatter Gun adapted to SMG - Okay but 50m range. Can be blocked by armour. Fragile to any form of damage. SMG variant cases jamming and overheating to become much more likely (disabling the weapon). Heavy Armour (A1) Roughly the same environmental strength & most other details as the other types. Maybe 2x in space etc
A1 Protection Protection is something above Katarn armour and below Mandalorian armour. Able to shrug of blaster rifle, pistol, light repeater and heavy blaster fire unless the weapon is specifically armour piercing and would logically penetrate. Able to take glancing blows from E-Web power weapons which will cause damage to the armour but not injure the wearer, direct hits on critical areas will kill. Can block almost all slugthrower weapons not firing artillery rounds or your own 25mm penetrator. Armour minimizes damage even from weapons it cannot stop dead and reduces death or disablement considerably.
Mobility with exosuit: Around the same as normal people. At te best of times clumsy in close combat. Ungainly and easy to get stuckwithin cramped conditions or tunnels. The armour should not be suggested for CC use and would be especially vulnerable to a vibroblade through the less armored sections.
MBA-2 "Tank Suit"
Caveats: There should be a limited production run of these. No more than 100 may be produced, ever, once they're gone they're gone as leaving a production line open of them would cause an Arms Bureau group to consider them "effectively producing them for the military market"; get a waiver from them and you can sell it and build it more.. Repairs of unique components would be possible only by taking components from already destroyed ones.
These or anything like them may never be made for the mass market (the Republic Military Arms Regulations Bureau will block any attempt for a similar design and would block this one, except youd be able to get away without their approval on weapons for yourself.
Big and slow - easy target. In-flight 60 m/ph maximum. Walks at upto 6 m/ph (can aim as well as stationary), can run (isn't able to aim properly during this) at up to 12 m/ph.
Close combat: While slow it'd be massively strong and have those crushing manipulator arms. It'd be able to stomp crowds it landed in pretty effectively, making it good vs mobs. It's also ideal for going toe to toe in close combat with large animals.
Armour: Due to it flying and the constraint of being a big power suit, cannot be as strong as proper military walkers/tanks. The only comparable design is the http://starwars.wikia.com/wiki/Mark_1_droid_walker so I think its armour should be consistent with an AT-PT.
Weapons Replace every time "laser" is used with blaster. So its anti-personnel laser cannon is a light repeating blaster like the T-21 in power. The anti vehicle "heavy laser" would be the kind seen on the DSD 1 (still a powerful anti-vehicle weapon)
If you want to drop the Concussion missles on these, they can switch them for a Heavy Laser Cannon as you originally requested. I'd also entertain a variant armed only with a heavy laser cannon but nothing else.
Mini-Concussion Missiles are 1/3 the power of a concussion missile. These are mounted on the outside and are vulnerable to being hit an exploding. Heavy firepower for a 12 foot suit.
Giant Tank
Good luck transporting it practically.
Weight: Even with repulsors providing anti-grav to lighten that weight, it would still be limited in its use. It would require a concrete or rock surface at least 10m thick to rest on overnights without sinking partially.
Fine in the following climates if it keeps moving (but it will be leaving a 2m ditch trench behind it and reduce its speed by 20%: Tropical regions, Temperate regions, Sandy deserts.
Perfect performance on: Very dry steppe, baked dry desert (think australia), solid rock plateaus.
Cannot perform in: Temperate regions after rain, Swamps, Mountainous Regions, Ice-sheets of any sort.
Armament-
1x DBY-825 (DBY-827 Precursor) 2x Triple Barrled Heavy Turbolaser Cannon 8x Rotary laser cannon (four per side, turreted)http://starwars.wikia.com/wiki/G-type_rotolaser
Jamulon Desilijic Tiure
known as "Jamie the Hutt"
_____________________ Bey of the Cygnus Star Empire Nephew to Jabba the Hutt Associate Member of the Hutt Cartel
Message edited by Jamie_the_Hutt - Monday, 17 March 14, 3:32 AM |
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