Wearable USCM Exo Suit Units

Discussion in 'Denied' started by Khaos, Jul 23, 2017.

  1. Khaos

    Khaos Purple Man Impervium Donator

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    Originally posted by /profile/99-aiyunne/?do=hovercard" data-mentionid="99" href="/profile/99-aiyunne/">@Aiyunne




    Name of Aug/Tech: USCM Exo Unit





    Description:





    [​IMG]
    Disclaimer: I used this as a reference, as this is the general idea of the suits appearance.





    An external "skeleton" styled suit that allows for soldiers to utilize augments without getting implants. The suit is made of roughly 2mm thick durasteel, the wiring is protected by another 2mm of cerulium, roughly 8mm of effective thickness compared to steel. Offering some EMP resistance. Back near the persons shoulder blades has housing for a small pack, that holds long lasting batteries. (2x capable of lasting 24 hours on one charge.) As well as something that will be explained later on. The weight of the suit is about 20-30lbs. Light and effective to not hinder soldier movement. While allowing for more versatility. 





    History of Aug/Tech: USCM scientists, wanted to find a way to allow soldiers to utilize augments coming onto the market, without putting cybernetic implants into there soldiers, and or depriving them of there body armor, so a 29 year old scientist and engineer, Joanne Spencer created the USCM Exo Unit, based off blue prints found for the piece of equipment, back in the 30th century, the suit was originally designed, but hasn't seen service or production, until now.





    How does it work?: Batteries on the back power the suit for roughly 24 hours on one charge, the back housing allows for a augment, such as a cloaking device for example, the cloak process, is a lot shorter then that of a conventional cloaking device, while it can house augments that otherwise may need a whole other suit of armor for, there is drawbacks to it, which will be explained in the weaknesses. The hands/arms can house another augment, such as skulljacking, which does not recieve a penalty to its use and capability. Paired with the direct cybernetic interface implant, it can allow enhanced reflexes for the user, while doing this removes any capability of using other augments except whatever can be put into the back part. The suit hooks up to wrist computers mainly, as that is the release command input for getting out of the suit.





    Built in augments, if approved: Sound dampering technology. (Quieter movements.) Cloaking device.(Only cloaks for 2 turns in rp, only works for one combat scenario. Use it wisely.)





    Intended use: This piece of technology is to allow infantry, and other soldiers, and maybe even civilians to use/carry augmentations without getting implants, it is costly but effective.





    Strengths: 





    EMP Resistant





    Allows for external augments, making a person able to avoid ditching armor, or getting cybernetic implants.





    When paired with another augment, allows enhanced reflexes for the user.





    Offers a potential method for fighting synths depending on what augments used. As enhanced reflexes can allow for dodging faster in melee combat





    Weaknesses: 





    Thin metals, causing the suit to be fragile to blunt trauma.





    Not compatible with implanted augment characters, the suit will automatically reject the user, and will not even activate. Aside from the DCII mk.2





    Not compatible with androids or synths





    Not compatible with cyborgs. (over 40% of there body being cybernetic.)





    Not compatible with armor of higher grade then kevlar IV/dragon skin. Or metal thicker then 8mm.





    Rather expensive due to the resources required, average price comes out to 40k osidans approximately. 





    Limited by the users capabilities. Even if you have the augment combination, which takes time and practically months of rehabilitation, you still are limited by what your character, and especially the characters species, can do. (Example: As a human, your not going to move faster then an avian even with the suit.)





    An E.S.U and higher ranking U.S.C.M. character can disable/enable parts of the exo suit, augments on it and also shut it down. It can be done wirelessly. Example of the ones who can alter the suit wirelessly: Tech personnel, E.S.U Units, high ranking officers, generals




    When shut down, you can either reboot (6 turn process where you cant do anything.) or break out of it. (8 turn process.)




    How do you believe this will assist in benefiting roleplay?: It gives people a method to more or less, avoid putting augments into there characters to make them stand a chance if CRP happens. Rather it gives the character means to escape the situation due to higher reflexes, hand-eye coordination etc.





    Attainability: I would like to say semi-closed as it is military/organic restricted. But I don't know if thats a means to give it that attainability





    Tags: [Military]
     
  2. Pinkbat5

    Pinkbat5 pocl v3.6.7 Staff Member Administrator Diamond Donator

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    Denied for several reasons.