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Wartide Arms and Armor (Midnight Corporation Arms)


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The Wartide arms and armor factories produce an immense variety of equipment. They are produced on Midnight City and sold throughout the civilized space. Purchasing directly from Midnight City on Coruscant or via holonet opens up the possibility of getting customized gear to suit your needs.

Wartide Arms uses designs gathered from across the galaxy, and can manufacture virtually any known weapon and armor technology. Items Unique to Wartide Arms are listed below:

     Materials:

Liquid Nano Metal - Liquid Nano Metal is essentially a mass of metallic nanomachines. These nanomachines are relatively simple, they are only good for forming into particular shapes, and can only be made to do so under laboratory conditions. Once they have taken a form, they become solid, and can no longer change shape unless they are 'reprogrammed' in a specialized magnetic field. Their practical application is forming dense, atomically precise machinery and electronics. They can, however, restore to their intended configuration if the structure they formed is damaged, provided the damage is not too extensive and the device is given hours connected to a power source to do so.

Ultrachrome - generally used as a ship plating, Ultrachrome is usually somewhat ineffective for personal armor. The energy that impacts ultrachrome is absorbed and distributed along the entire volume of the plate. For ships, which employ large contiguous pieces of this, it is effective armor. But because personal armor must be broken up into smaller pieces it is somewhat more hazardous and not recommended. When a lightsaber strikes it, the blade is not pushed back, but neither does it penetrate. The blade is absorbed at its surface. When the Ultrachrome absorbs too much energy the entire piece begins to melt.

     Weapons:


WA-LR1 Sniper Rifle- This is a high Power blaster fitted with a long magnetic stabilization barrel. It fires blasts UV spectrum, making the shot invisible to many species until it makes impact. This is intended obscure location of the sniper. This weapon includes gyroscopic stabilizer to aid with precise movements, and a targeting computer. (Targeting computer described below)

Bombcaster - An oversized,  specialized Wookiee Bowcaster designed to be able to load explosive ordinance in place of regular bolts.

Safety Explosives - Wartide Arms Grenades, Mines, Bombs, and other explosives come with a safety mechanism. By adding a chip to your armor or, for maximum safety, embedding it subdermally into your skin, the explosives can detect when you are in their blast radius, and override the triggering mechanism to prevent a detonation that would hurt explosive's owner.


Multifunction Explosives - Wartide Arms detonation triggers come with multiple options to save soldiers from having to carry multiple different types of explosives. A grenade can be configured as a time bomb, a remote detonator or a proximity mine. These come in different sizes, and are designed to be linked together in series to increase yield.  They can be attached to an area by use of an adhesive compound stored in the bottom of a device. They are available in different formats that will fit some grenade launchers.

     Armor:

Wartide Tactical Body Glove - This form fitting suit is designed to stand alone or be worn beneath other armor. The top layer is made of armorweave, offering minor protection from blasters. A spidersilk layer lies beneath the armorweave, giving it strong resistance to vibroweapons.  

 

The lowest layer is made of quantum fiber, allowing it to seal itself back up if damage is sustained.  Veins of pressurized Bacta run throughout the suit. When damaged, these veins are broken open and bacta is sprayed directly into the breach. In doing so, it functions as an automatic first aid system, applying a healing salve and bandaging wounds. 

 

The body glove also contains pockets of sheer thickening fluid, a non-newtonian liquid which becomes rigid when struck with external force, giving it some resistance to projectiles and other impacts. Functions as a space suit if combined with a helmet.

 

Wartide ablative nanolaminate armor - A highly specialized synthetic material assembled by nanomachines, nanolaminate is a layered composite which is extremely tough, lightweight, and highly insulative. Being an insulator results in energy weapons having difficulty penetrating into the material, instead scattering upon impact with the surface. This resistance is imperfect and will gradually burn off layers of the material, weakening the armor until it eventually becomes ineffective. Deflected energy is still hazardous, and thus the nanolaminate is most effective as full body armor.


Wartide "Knightsaber" Hardsuit - (Powered Armor requires "legend" status as described in The Roleplaying Rules.) Designed with the threat of Jedi and Sith in mind, these power armor are intended to provide their wearers the strength and speed necessary for a non-force user to compete in hand to hand combat with a Jedi or Sith Master. These hardsuits are constructed using Liquid Nano metal, allowing them to contain complex systems without extreme bulk. They are powered by a micro fusion reactor, located on the back of the armor. They have a sleek and organic appearance.
 

Each hardsuit is entirely custom, with only the basic design for maneuvering and life support systems being standardized. This is necessary for the hardsuit to fit the body of its wearer precisely, without this level of customization the neural control system would not function properly and the joints would not correctly mirror the user's. A weight fluctuation in the wearer as small as 5lbs may require the suit to be entirely reconstructed. Likewise, due to the extremely compact nature of its mechanisms, integrating new equipment requires reconstruction. In exchange, the user gains superlative strength and mobility.


Movement is actuated by electrical signals detected off the surface of the wearers skin, reacting with imperceptible delay. Hardsuits come standard with micronized ion based thrusters and repulsor tech but are generally too heavy to fly even when augmented with an external jet pack. This micronized technology compensates for the larger mass of the armor in movement, helping to calibrate for inertia as well as perform significantly high leaps.


Defensively, the hardsuit is only slightly more durable than a normal suit of durasteel armor, offering good protection against physical attacks and moderate protection against energy. Being as it is essentially a wearable droid, the armor is vulnerable to ion and emp weaponry. This is mitigated by grounding circuits which will route electricity into the floor, but repeated strikes will quickly fry these circuits. The come with a built in personal ray shield to protect from energy attacks, but the shielding is no stronger than a stand alone personal shield, and will only protect against a few strikes.


In the event of major power failure, a hardsuit will open to allow its wearer to escape. It can repair vital electrical systems and reboot in roughly an hour unassisted provided that is the only damage. Alternatively it can be manually hauled to a charging station to reinitialize, though the hardsuits are generally far too heavy for most organic beings and droids to do so without the assistance of heavy towing/lifting machinery.


The armor also doubles as a space suit, fully enclosing and protecting the wearer from vacuum environments and other atmospheric hazards, though the on-board capacity for oxygen (or other pre-loaded atmosphere depending on species) is limited to only a few hours.


Though every hardsuit is unique, many will use supplemental Phrik or Cortosis alloy plating over vital points to mitigate the threat of lightsabers. Such materials are too rare and expensive to cover a large portion of the armor. Weapons and other integrated equipment may vary based on the wearer's tastes. (Weapon loadouts are subject to mod approval on an individual basis.)

Ultrachrome Tower Shield - A large piece of armor that is used for its extreme resistance to energy weapons. It is very heavy, made of one continuous piece of ultrachrome. The back is fitted with a radiator system to try to improve its longevity, and around the edges of the shield are vents that will eject with steam while it is active. If overloaded the shield will melt and become ineffective. Come in different shapes and sizes.


     Equipment:


Datacomm - datapad with built in comm functionality, a versatile computer able to perform a variety of tasks. Includes a built in Holoprojector/Recorder.


Repulsor Parachute - A small repulsor device that can be hidden in clothing, like belts, boots or a backpack, which reduces the maximum fall speed of the wearer to a safe limit. Can be used to do some aerial maneuvering in short bursts.


Holographic Apparel - stylish clothing made of holograms that changes appearance on the demand. Generally takes the form of a skin tight layer with holographic microprojectors embedded in the cloth, but can be tailored in any format. The base cloth senses your motion to accurately simulate the movement of the clothing.


Stealth Field Generator - A complex device that creates a bubble of invisibility around the user by bending light and suppressing other life-signs that sensors commonly pickup. This device is very sensitive, and only functions under certain conditions. (link to rules pending)

Personal Shield Generator - (Personal Shields require "legend" status as described in The Roleplaying Rules.) A personal shield generator is a small device that must be mounted on the outside of clothing or armor.  It generates a specialized deflector shield that can protect the wearer from harm. Comes in two varieties: Ray shielding, which protects from energy weapons: and Particle shielding, which blocks physical objects like bullets. Due to limitations of the technology, shields have somewhat modest effectiveness, blocking only a few hits before requiring recharge.

Targeting Computer - Sophisticated scope that automatically compensates for atmospheric conditions. It can figure out what you're trying to aim at after you focus on a target, which can then be used to analyze target movement speed and project where it will be when the blast hits at the specific distance. This can be linked to an inhibitor that would prevent firing shots that are unlikely to hit. Blasts still have travel time, so these predictions are imperfect and cannot account for what happens after the blast is fired. Experienced marksman or any sniper targeting a small target rapidly changing direction might want this feature turned off.

Edit History:
8/16/20 - Added Knightsaber Armor, Safety Explosives
9/12/20 - Added Ultrachrome, WA-LR1 Sniper Rifle, Multifunction Explosives, Ultrachrome Tower Shield, Targeting Computer

Edited by Kakuto Ryu
Add more Items 9/12/20

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Capitalism!

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