Name: Ehrenreich Neural Interface System/DEVIL Bioarmor Interface Description: The Ehrenreich Nueral Interface system is a mechanical/biological interface system that takes the form of a hybrid vat-grown and cybernetic implant grafted directly to the users spinal column. When the procedure is complete and the process has healed it can be recognized by up to three ‘spines’ protruding from between the hosts shoulder blades. This marks the host as a DEVIL Bioarmor compatible pilot. (Fig. 1- The Ehrenreich Neural Interface) (Fig. 2- the FA-1 Belial model of Bioarmor) (Fig. 3- Organ Layout of the FA-1 Belial) Abilities: The Ehrenreich System was designed specifically for use in conjunction with the DEVIL Bioarmor developed by Synapse Automation Solutions, in conjunction with its subsidiary Chemical Core. By connecting the users brain stem directly to the flesh-machine they pilot, it grants the user and the machine a number of abilities such as greatly enhanced reflexes when linked to their Bioarmor, allowing it a level of perception, as well as reaction times and mobility not possible in a standard vehicle piloted by conventional means. A pilot connected to a Bioarmor can additionally ‘feel’ what the machine feels haptically, visually, auditorially and even- in some cases- via smell, as well as control the machines limbs and other faculties as if they were their own, even additional ones that the pilot would not have normally. The Bioarmor itself is likewise powerful. Utilizing a variant of the STRONGMAN system, Bioarmor is built to be fast, strong, and resilient. While some vary from model to model, most Bioarmor incorporates a ‘cockpit pod’ in the torso, which is filled with a viscous fluid to cushion blows to the pilot within. Beyond the Ehrenreich Interface connection, the Bioarmor also connects directly to the pilots bloodstream, allowing it to automatically inject stimulants, painkillers or other chemicals directly into the pilots bloodstream- all of which are produced in the biomachines body by specialized organs. These organs, and the machine itself are fed off of nutrient ‘fuel’ capsules, and can also siphon energy and nutrients from the pilots biomass itself if need be, though this is often considered a last resort. Using these nutrients the Bioarmor also has a limited ability to ‘heal’ itself, however this proces is not fast enough to be noticeable or useful during a battle. Since it uses a derivative of the STRONGMAN system, Bioarmor tends to exhibit abilities in proportion with a user of said system- with some diminishing returns. For instance, a Bioarmor is typically only able to lift roughly two - two and half times its own weight rather than three times, and run at 35 mph max. It does however retain the full benefits of the STRONGMAN systems resilience. Bioarmors limbs and otherwise unarmored sections (arms, legs and waist on the pictured Belial Unit) exhibit more give than more conventional armor plates, allowing them to stand up to blunt force and to a lesser extent penetration, however it leaves them weak to cutting damage. As such, Bioarmor tends to have more standard armor plating surrounding vulnerable areas like the torso or cockpit. Conditional Abilities (Optional): Due to the interfaces ability to allow pilots to ‘gain’ limbs that are not their own, and move them, this ability also obviously carries over to pilots who have lost limbs. A pilot who has lost their legs will have no trouble walking in Bioarmor, for instance, and a quadriplegic can perform all the tasks they would have been able to before the loss of their limbs while connected to a set of Bioarmor. Additionally, Bioarmor responds to shock and EMP’s as a biological body would. I.E. it can produce seizures and involuntary muscle contraction, and even cardiac arrest in the pilot should the in-place electric dampeners fail (such as, if a wound has drained the non-conductive fluid from the cockpit). However should the pilot survive this, the Bioarmor should be able to recover quickly and see no lasting effects. The most vulnerable component to an EMP is the implant, which is shielded. Should the shielding ever fail, this will also cause the implant to fail. Should the pilot be interfacing with their Bioarmor at the time, this can cause dangerous seizures, as well as physical and psychological damage to the brain. Limitations: The Ehrenreich System is still new, and still not well understood. The surgery itself has a fairly intensive screening process, and even afterwards failures are not uncommon- most often resulting in total paralyzation or worse. Side effects are likewise common. Users often experience seizures or nosebleeds when ‘linking’ to a new set of Bioarmor. Intensive use can lead to intense bleeding from the nose, ears and behind the eyes. Intensive back-to-back use can lead the Bioarmor to begin to ‘take’ functions from the pilots body. A pilot may eventually only be able to move their left arm when connected to the machine for instance, while it will simply hang limp and dead when disconnected. Additionally, pilots who have been connected for long periods of time can find it difficult to disconnect. They may suffer random nosebleeds, night terrors or phantom limb syndrome. Other symptoms of intense mental strain are not unheard of. Beyond the side effects of simply connecting to a machine, piloting one can be equally strenuous. A side effect of being able to receive haptic feedback from the Bioarmor is that the pilot also feels its pain. Wounds and damage to the armor are reflected in the pilots psyche. The body of the pilot is often ‘tricked’ into responding to wounds to the Bioarmor, and pilots are known to leave combat or training covered in bruises, despite being unharmed. In worst-case scenarios, pilots can experience phantom limb syndrome, or post traumatic stress disorder from damage to their Bioarmor, even if they emerged unharmed. Additionally, Kinetic weapons tend to be much more effective against Bioarmor than heat based ones, simply due to the fact that due to the fleshmachines softer makeup, kinetic munitions should they penetrate can leave exit-wounds, further damaging internal systems and not cauterizing fluid leakage. As a final note on limitations, the Ehrenreich System obviously requires that the user have a spinal column. It is not compatible with novakids, Visitants, or other creatures that lack it. How does it work: The Ehrenreich Neural Interface System incorporates lessons learned in the SKULLCASE and HIGHLANDER systems, attaching directly to the users brain stem and intercepting or re-interpreting signals and feeding them to the Bioarmor it is attached to. This type of connection comes in three levels. The first level is the least invasive, and simply skims off the top of signals sent through the monitored pathways. At this level the System can be used to supplement more traditional piloting controls, enhancing a pilots abilities with slight ‘nudges’ directed at the machine. Level 2 is slightly more invasive, Intercepting some but not all signals sent to the body. This is the most commonly used level, and allows the pilot to control the Bioarmor without the use of physical controls such as joysticks or pedals while still maintaining a sense of ‘self’. Often this level will be supplemented by a headset to feed data to the pilot from external cameras and sensor arrays. The third level is the most invasive, intercepting all motor commands from the brain and transferring them to the machine. At this level pilots are often sealed in a fetal position inside the Bioarmor. They see through the fleshmachines eyes- however many that may be-, hear what it hears, feel what it feels with no sense of detachment. In a sense, they become the machine. This level of attachment however is often dangerous to the pilot, and is rare. Flavor text: Specialist Major Mordo clutched his helmet to his head and ducked low as the flesh machine let rip with its massive weapon once more, the cannon gripped in one massive, synth-skinned arm slamming a burst of chemical shells downrange where they burst amid an enemy position and immediately began eating away at the surrounding architecture. He was glad the…thing…was on his side but even so. There was something wrong about it. Something in the way it moved. Not like a machine, but like an animal. Hunched forward, legs smoothly picking out the most stabile bits of rubble as it bounded forward, past the Majors position as panicked return fire snapped overhead. Something wet and warm splattered against his CRBN suit. The thing was bleeding. Mordo almost threw up. He didn’t like that. Machines weren’t supposed to bleed. Referenced Technologies (Optional): STRONGMAN SYSTEM HIGHLANDER IMPLANT Notes: -Fuel capsules are typicall about the size of a human forearm and are inserted near the machines organ cluster. This varies from Bioarmor to Bioarmor, however on the pictured Belial unit they would be inserted on either side of the spine in the lower back. -The pictured Bioarmor clocks out at roughly 3 tons, giving it a maximum lift weight of 6 tons. It has a max speed of roughly 35 mph. -BIOARMOR is- as a general rule, though there may be exceptions eventually- restricted to events, and follows the same related rules as mechs or other heavy combat vehicles. Attainability: Semi-Closed (Available through SAS and/or CC) Tags: [Military] [Genetic] Category: Military Vehicles
Hi. I'll be starting the grading on this today. You mention that the Bioarmor is meant to be fast, strong, and resilient. How fast, how strong, and how resilient? I can't allow great amounts of all three of those, and to properly ensure this is balanced I need to know in less vague description. How does it respond to electrical shock attacks? How does it respond to EMPs? Is it more or less resistant to heat-based weaponry as opposed to kinetic? Is it relatively even? Where is its fuel source located, typically? I know you said it's fueled by nutrient capsules, but where are those assuming they're put somewhere to be metabolized over time? What is the layout of the armor's organ placement? Do you have any sort of graph?
Hey there boss, gonna go through these one by one. -Since it uses a derivative of the STRONGMAN system, Bioarmor tends to exhibit abilities in proportion with a user of said system- with some demininishing returns. For instance, a Bioarmor is typically only able to lift roughly two - two and half times its own weight rather than three times. It does however retain the full benefits of the STRONGMAN systems resilience. Bioarmors limbs and otherwise unarmored sections (arms, legs and waist on the pictured Belial Unit) exhibit more give than more conventional armor plates, allowing them to stand up to blunt force and to a lesser extent penetration, however it leaves them weak to cutting damage. As such, Bioarmor tends to have more standard armor plating surrounding vulnerable areas like the torso or cockpit. -Bioarmor responds to shock and EMP’s as a biological body would. I.E. it can produce seizures and involuntary muscle contraction, and even cardiac arrest in the pilot should the in-place electric dampeners fail (such as, if a wound has drained the non-conductive fluid from the cockpit). However should the pilot survive this, the Bioarmor should be able to recover quickly and see no lasting effects. -Kinetic weapons tend to be much more effective against Bioarmor than heat based ones, simply due to the fact that due to the fleshmachines softer makeup, kinetic munitions should they penetrate can leave exit-wounds, further damaging internal systems and not cauterizing fluid leakage. -Fuel capsules are typicall about the size of a human forearm and are inserted near the machines organ cluster. This varies from Bioarmor to Bioarmor, however on the pictured Belial unit they would be inserted on either side of the spine in the lower back. -A bioarmors Organ Cluster is typically located in the torso section, very near or even incorporated into the cockpit. This will be slightly different from unit to unit, but I can draw a diagram for the Belial if you like.
I've given this a bit of thought and have to ask what it is that makes this suit immune to EMPs, as we discussed in DMs. The implant put on a person in your own words is a mix between a vat-grown and cybernetic implant. Assuming this does have some manner of purely mechanical, electrical operation and it isn't 100% biological, with regard to the armor too, EMPs should have more of an effect on it probably. The downside of mixing biological and artificial forms of augmentation and such is that while it comes with the best of both worlds, it also comes with the worst, in the sense that some (but not all) things will cease to function when exposed to their respective weaknesses. An EMP wouldn't shut down the whole suit in this case, possibly, but if there are purely mechanical things onboard, those things would cease function.
3 tonnes, marking them up to a 6 tonne lift weight. Also clarified their availability and other questions in DM's. Main application has been updated/ accordingly