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'Impulse' Powered Armor Suit.

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Scouter Kai
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PostPosted: Sun May 03, 2009 8:08 pm


====== Impulse Powered Armor ======
Infantry Mechanically-Powered Unit, Light Space Exploring
User Image

===== History and Background =====
It was decided that The Terrans should create an Armor capable of going toe-to-toe with Dragoons, mostly using simple techniques to keep costs down and to reduce the hassle of maintaining the armor. This armor had to have some space-capabilty as well as ground capability, and had to be able to utilize any weapons system a soldier could handle, as well as many larger weapons systems. This armor also had to be very durable, and capable of taking a number of hits before going down, with special attention paid to the effects of Kinetics on a pilot.

===== About the Impulse =====
The Impulse is a low-frills, relatively unsophisticated design compared to other designs submitted for the project, and is also a bit tougher and more survivable than previous Terran armors. With efforts made on economy and pilot survivabilty, it is a rugged armor whose durability lies in its comparative simplicity.
=====Statistical Information=====

**Government:** United Terran Republic
**Organization:** Terran Military
**Type:** Powered Armor
**Class:** OI-M2-1A
**Designer:** OAW PA Design Team
**Manufacturer:** Saratar orbital Forges
**Production:** Mass Production

**Crew:** One Humanoid
**Maximum Capacity:** One Humanoid


**Width:** Adds 6 inches to pilot width
**Height:** adds 4 inches to pilot Height
**Mass: ** 320 Lbs (with Backpack)

==Speeds==
**Ground speed:** 45 MPH running, 120 MPH boosted.
**Air speed:** 250 MPH
**Zero Atmosphere: ** .08c


**Range:** 12 hours of heavy use, 48 of light use.
**Lifespan: ** 5 years

==== Damage Capacity ====

=====Weapons Systems=====
==== Main Weapons ====
Anything the Armor can hold.

==== Hardpoints ====
The Impulse has four hardpoints on the armor, two shoulder, and two thigh (one on each shoulder, and one on each thigh). These hardpoints can be used to attach various weapons systems. The Hardpoints contain all the necessary connectors to control these attachable weapons. The hardpoints are also able to be used to hold extra ammunition for weapons the Impulse carries. The hardpoints do, however, have a weakness, and that is in the chance of whatever is mounted to it getting knocked off. At high speeds, this problem is quite a niusance, since just about anything bigger than a small bird hitting the pods is liable to knock them off. This, however, does not affect the funtion of the armor in the slightest.


==== Wearing the Impulse ====
The Impulse is worn with the standard Terran undersuit and boots. The suit has seams along the sides, which go from the kneck down to the waist, splitting in front of the arm sockets. When opened, the wearer steps first into the legs of the suit, then brings up the back section, placing their arms into the arms of the suit. The chest of the suit is then pulled up and locked via a lock in the neck. Last of all the helmet is placed on, over the neck rig. It is placed on at an angle then twisted into the locked position, sealing in the suit.

The inside of the Impulse is very comfortable, with soft synhetic fabric, and lots of cushioning. It is also climate-controlled, staying at the wearer's desired temperature at all times, even while the ballistics gels are working.
=====Systems Descriptions=====

==== External Systems ====

**Outer Armor:** The Outer armor of the Impulse is a mixture of Titanium and Duratanium, with thicker pieces generally made of Titanium with Duratanium plating. The armor is generally thick, but thins in a few places to allow plates to slide over one another, keeping the range of motion equal to that of an unarmored person. The weakest part of the armor is the waist and stomach area, which can be remedied by the addition of a Duratanium 'skirt' system, that adds 40 lbs to the overall weight, and must be attached after the pilot is inside their armor.
* **Note:** all Pieces are removable to accommodate maintenance, and the Chest plate may be swapped between male and female versions.

**Propulsion:** The Suit is propelled through various methods, the most powerful being the Thruster pack on the backpack, which allows the Impulse to fly, boost on the ground, and propel itself in space. There are several small Nozzles placed around the armor which allow it to manuever in space, as well. The final method of Propulsion is mechanized joint enhancements, which allow the suit to run faster than a normal person, jump higher than a normal person, and lift up to 1,000 pounds.

**Backpack unit:** The backpack unit is an extremely useful piece of the Impulse armor, carrying many important things such as the Main power and main propulsion. The backpack unit also has racks which can hold two weapons, giving the Armor pilot more options during battle. The backpack also contains an emergency kit which holds a supply of rations and a basic first-aid kit, as well as a supply of water. The Emergency kit can be taken out and worn as a fanny pack by the pilot, and can last for between 3 days and a week, depending on the pilot's rate of consumption.

The Pilot's uniform jacket and pants can be stored within the backpack, as well as a thicker weather jacket and a hat of some form.

====Internal Systems====

**Interior:** The Interior of the Impulse is a sythetic Fabric mesh and padding system created for both pilot comfort and protection against Kinetic forces. The Fabric mesh wicks away sweat to keep the pilot dry, and is soft enough to not rub the skin. Normal clothing, however, will not empede the functions of the suit. The padding system is made up of several layers of Gell-like kinetic absorbant and redirection compounds, which help reduce impacts, as well as basic foam padding.

**Life Support:** The Impulse contains a basic but effective Life support system, which recycles the air inside the suit, purifying it so that the air inside can remain breathable for up to 5 days. It uses no power to filter the air, and will function regardless of suit power.

The Impulse also contains a Pilot comfort system, which can cool or heat the pilot using simple cooling and heating devices within the inner suit. These devices do take power, and will shut off when the main generator shuts off.

**Power Supply:** The Impulse carries two power supplies, main and backup. The main Power supply is a Compact Energon drive in the backpack, supplying the suit with almost unlimited power. A small Fusion generator is also carried in the backpack unit. It carries enough fuel for 12-48 hours of operation, depending on activity.

**Capacitor system:** The Impulse has a backup capacitor system, which allows the Impulse to store enough energy for an hour of full-power operations. Capacitors are small and placed throughout the armor, each capacitor near the system it powers.

**Electronic Systems:** The Impulse Armor has a computer suite that is specialized for Powered Armors. It helps control the armor by monitoring signals sent to muscles, brain waves and eye movements, making the suit extremely easy to control. It displays information from the computer and Information on the armor itself to a HUD in the helmet, which is customizeable, allowing a pilot to choose what information is deisplayed where, and how large. Targeting controls are also displayed on the HUD.

==== Miscellaneous systems ====

=== Utility belt ===
The Utility belt is a useful piece of Equipment that no Terran marine would be caught without. It contains a holster for an L/P-50, a 150-foot length of high-tensile cable, which has a Duratanium hook at the en, a canteen, a flashlight and a slot for a standard rifle battery. It carries five heavy fragmentation grenades, and has a sheath which can either hold the Terran combat knife, or a slightly larger, vastly more powerful, Duratanium vibroknife.

=== Interchangeable Knuckles ===

**Charged Knuckle Spikes:** The Charged knuckle spikes are a useful addition to the Armor. Monomolecular tips allow the spikes to penetrate armor, giving them a greater surface area to electrocute, as well as being simply devastating against unarmored opponents. The Spikes are also capable of being fired off to elecrocute distant opponents, much like a tazer, they are connected by thin wires to the knuckle guard, which allows them to remain charged. The range is only 30 feet, but they can be rapidly retracted and fired again. Damage against an armor is only local to the impact points, but can be lethal to unarmored opponents.

**Bagh nakh:** Bagh nakh, or knuckle claws, are a useful melee weapon that gives the armor the ability to rip and tear it's way through Unarmored and Lightly armored opponents. Hardened and Monomolecular-edged, these Duratanium blades add a level of offense many others simply do not have.
PostPosted: Sun May 03, 2009 8:23 pm


yeah! I admit I like this one more than the other one, just cuz it's smoother...and more...pretty? XD I'm so material

Pimped_Klingon


CadetNewb
Crew

PostPosted: Wed May 06, 2009 5:13 pm


45 mph on foot!?! That's some serious overkill here. Wouldn't 25 or something be more appropriate? It already is quite heavy, and is supposed to be a no frills kinda thing.....I find it surprising it moves like lightning! The suit, is this speed just a burst or like a cruising speed?

Wait, how fast can a Drathonian burst sprint?
PostPosted: Wed May 06, 2009 7:56 pm


It might be a little fast, But yeah, Drathonians run way faster than Humans do. A Human can run 20-25 MPH un-aided, so it would be safe to assume that something enhanced to carry more than 1,000 lbs (on top of the weight of itself and its pilot) can run 45 MPH. And yes, that's a t a dead sprint, and would probably tire the pilot anyway.

Scouter Kai
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