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Ke-M7-1A "Sarah" Samurai armor

Doshii Jun

Perpetual player
Retired Staff
Ketsurui Fleet Yards Ke-M7-1A
Samurai Advanced Robotic Armor, Heavy "Sarah"


History and Background

The Ke-M7 "Sarah" is the seventh <a href="https://stararmy.com/starships/ketsurui/lamia/lamia.html">LAMIA</a> (Light Advanced Mechanized Infantry Armor) unit designed by Ketsurui Zaibatsu, designed for <a href="https://stararmy.com/ccg/species/nh-27/about.html">Ketsurui Samurai</a> in the field. It is KFY's answer to the heavier armors being employed by its enemies, and relies on outright force to dominate.

About the Sarah

Faced with reports of Mishhuvurthyar and "rogue" power armors able to best the pride of the Star Army, the <a href="Ke-M2 "Mindy" Series of Power Armor on Star Army Space Roleplay">Mindy</a>, KFY began to consider a new armor. This would be an improvement in their available technology, utilizing everything that could be packed into the frame while making it a resilient fighter that could topple the new enemies of the Empire.

Commanders wanted an armor that combined the best of the three spacy armors at their disposal (Lamia, Mindy and <a href="https://stararmy.com/starships/ketsurui/kylie/kylie.html">Kylie</a>), but also borrow from other armor concepts to fully complement the armor for all the rigors of modern combat. Portable positron weapons were also important, as the adoption of Zesuaium by enemy armor meant aether weapons alone were not enough.

General data

Government: Yamatai Star Empire
Organization: Star Army of Yamatai
Type: Hemosynthetic-core Spacy Power Armor
Class: Light Advanced Mechanized Infantry Armor: Series 7, Model A (Type 29)

Designer: Star Army Research Administration

Manufacturers:
  • Ketsurui Fleet Yards
    Star Army of Yamatai (Aboard starships)

Pilot Information: Requires one NH-27 pilot in good physical shape to operate. Pregnant NH-27 may safely pilot the Sarah M7. Pilot must be between 153 cm (~5') to 175 cm tall. An average NH-27 is 160cm (5' 3") tall.

Height: 175 cm (72.8 in) with a 160 cm (5' 3") NH-27 inside.
Width: 73 cm (28.74 in)
Mass: 100 kg (~220 lbs).

Speeds:
  • FTL: 5,000c
    STL: 0.97c (CFS), 0.53c (Auxiliary thrusters)
    Atmospheric: Mach 2.3 at Earth sea level
    Underwater: 70 kph (~45 mph)

<i>Note: The M7 Sarah's CFS still operates (though at reduced efficiency) in the presence of anti-FTL fields.</i>

Systems Listings:
  • Ke-M7-E2901 Armor Integrated Electronics System
    Ke-M7-E2903 Conformal Psionic Signal Control Device
    Ke-M7-F2901 Andrium Alloy Endoskeletal Frame
    Ke-M7-F2902 Hemosynthetic insert
    Ke-M7-F2904 Outer Armor with Active Camouflage
    Ke-M7-F2903 Xiulurium armor coating
    Ke-M7-G2902 Aetheric Generator and Capacitor system
    Ke-M7-R2901 Inertia Redirection System
    Ke-M7-P2901 Combined Field System
    Ke-M7-R2902 Auxiliary Gravimetric Engine and Thruster Clusters (Back of calves, equipment pack)
Weapons:

Ketsurui Fleet Yards Ke-M7-W2900 Aether Beam Saber: A very late addition, the armor was actually completed without it. But it is arguably the most potent weapon it carries. The unit is basically a small Zesuaium cylinder 40 cm long and about 3 cm in diameter. The weapon produces a variable-length energy blade just like that of the Aether Beam Rifle does in saber mode, but without the help of a Zesuiaum blade to cling to while cutting. This makes the weapon unsuitable for cutting into hulls, but excellent for cutting into enemy armor.
The blade itself looks unruly, as the aether is constantly crackling along its white surface. It starts as a diamond shape at its base before it slims down to a tip in typical sword fashion.
  • Purpose: Anti-armor.
    Damage: Severe to unshielded enemy armor. Depending on type of attack, moderate to moderate-heavy to shielded armor.
    Range: Blade length is 1.2 meters. Can be reduced to 0.3 meters.
    Rate of fire: Constant or pulse.
    Payload: About one hour of operaton in constant mode. Pulse mode is variable, but lasts about 8 hours if used in moderation. W2901 Saber batteries are kept pressed into the back of the distended portions of shoulder armor. To load a new battery, simply grab the pommel, turn two clicks and pull.
    Carry location: One saber is built into a carrying slot fixed to the bottom of each forearm weapon.
Ketsurui Fleet Yards Ke-M2-W2901 Aether Beam Rifle: The new Mindy aether saber rifle. It uses spatial distortion to release condensed potentials from the aether in a coherent phased beam. Because of the subspace effects of beam, it naturally pierces distortion-based shields. The weapon's range can be reduced to proportionally increase power and output duration, giving the rifle the ability to also function as a sword. The rifle has a long, thin sword-like shape with a pistol grip and a bullpup-style butt housing the battery magazine.
  • Purpose: Anti-starship surgical attacks, hull cutting tool.
    Damage: Total annihilation in a 3-inch-wide beam (improved over previous rifle).
    Range: Up to 400,000 miles (643,737 km). 7 feet (2.13m) for sword.
    Rate of Fire: Three three-second blasts every 15 seconds. Sword can be constantly sustained. 9 Pulses per second (automatic pulse mode).
    Payload: Effectively unlimited when properly attached to the Sarah. Free-floating 2901 rifles rely on a battery magazine (BU-M20) which holds enough power for 20 three-second shots or one minute of rapid pulse mode. The Sarah carries two extra magazines on its thighs.
  • Secondary Weapon: Phased Pulse Rifle
    An integrated rifle equivalent to the Type 28 Nekovalkyrja Service Pistol.

    Range: 300+ meters
    Firing Modes: Single/Auto, Heavy/Auto Stun/Heavy Stun
    Capacity: Effectively unlimited.
    Purpose: Anti-personnel
    Damage: Lethal or stun, medium damage against most vehicles.
Ketsurui Fleet Yards Type W2901 Particle cannons(2): Based on the cannons of the Himiko-class cruiser. Two 4-foot long cannons similar in style to the Kylie's railgun cut through any shielding and matter in a short amount of time. The cannons also penetrate most distortion and repulsion shielding, ignores scalar and "hard" shields, and cuts into even Zesuaium and Yamataium. These are by far the most draining weapon the Sarah has and carry limited ammunition besides. Using these weapons more than once per second will limit the output of other weapons (rate of fire and damage) and could cut into CFS power. The cannons are mounted onto the equipment pack and are closer to the head than the edge of the shoulders.
  • Primary Purpose: Anti-mecha
    Secondary Purpose: Anti-starship
    Damage: Heavy. Piercing.
    Range: 0.8 AU (Practical range is 100,000 miles).
    Rate of Fire: Once per second is most effective. Three times per second maximum.
    Location on armor: Attached to the equipment pack, rising over the end of the collarbone of the armor and pointing forward.
    Payload: 300 shots per cannon. Weapons can be fired independently or linked.
Ketsurui Fleet Yards Type W2901 Scalar Pulse Cannon: Mounted in the right forearm of the Sarah. Because of the nature of this weapon, it can be especially deadly. Scalar fields can detonate ammunition or fuel, fry pilot's nervous systems, or destroy electronics; They also penetrate non-gravitic shielding. This is accomplished using electrogravitational wave interferometry. This weapon must be manually activated through AIES.
  • Primary Purpose: Anti-Personnel.
    Secondary Purpose: Anti-Mechanized Infantry.
    Damage: Destroys ammo, fuel, or electronics. Kills animals. Ignores non-gravitic shields.
    Range: 200,000 miles (321,868.8 km).
    Rate of Fire: Beam fires constantly until trigger signal ceases.
    Location on armor: Right forearm.
    Payload: Unlimited. Note: Also has a stun setting for taking captives.
Ketsurui Fleet Yards W2901 Aether Projection Weapon: Mounted in the left forearm of the Sarah, this weapon is a modified Kylie projector that rises up from the forearm. It draws aetheric energy from space and projects it out into an energy blade. This blade is powerful enough to ignite objects on fire, cut through starship hulls and blast doors, and slice most other power armors in half. Additionally the blades can be fired in piercing pulses as a short-range energy submachinegun of sorts. It also allows carries its own set of capacitors, allowing it to draw and store energy and then release it in a more powerful (but still short-range) shot. Takes about 8 seconds to charge a shot.
  • Primary Purpose: Anti-Power Armor
    Secondary Purpose: Anti-Personnel
    Damage: Moderate to heavy
    Range: 5,000 m for submachine gun mode, 7,500 m for charged shot
    Rate of Fire: Constant in sword mode. 600 pulses/sec in submachinegun mode.
    Location on armor: Left forearm.
    Payload: Effectively unlimited. Power source is in the forearm with the weapon.
Ketsurui Fleet Yards Type 2902 Augmentation Pods: Located along the Sarah's outer lower legs, the two conformal pods contain launchers for wormhole-killing mini-missiles, as well as a countermeasure system. When not in use, the missiles are protected by the pods' launcher covers. These pods are similar to those on the M6 Daisy, shaped along the legs instead of being simple boxes. However, the armor can also mount new Mindy II pods as necessary.
  • Location on armor: Outer lower legs (sides of calves).
    Warhead: Ke-M2-W2703-SDMM Subspace Detonating Mini-Missiles
    Purpose: Creates holes in shield systems, disables FTL flight, collapses wormholes.
    Damage: No direct damage.
    Range: 50 miles (80.47 km)
    Rate of Fire: Individually, or in volleys of 1, 2, 3, 4, 5, or 10 from each pod.
    Payload: 10 Mini-Missiles each for a total of 20.

    Warhead: Ke-M2-W2703-MFMA Multi-Function Missile Avoidance
    Purpose: Distracts enemy missiles with intense heat and electromagnetogravitic spikes.
    Payload: 10 in each pod for a total of 20

    Warhead: Ke-M2-W2703-ARMA Anti-Radar Missile Avoidance
    Purpose: Distracts enemy missiles with aetheric distortions and chaff dispersal
    Payload: 10 in each pod for a total of 20
Ketsurui Fleet Yards Type 2901 NSB Launcher: The Mindy was the first Lamia to include include use of PANTHEON's Nodal Support Bits (NSB), which are finger-sized self-recharging multi-function drone units under the armor AI's control. Launched by the Sarah during combat, these bits (up to 12) will form a small cloud around their host and correlate targeting data. The NSBs are good for poking around corners and getting alternate points of view. They can also or act as countermeasures and even shoot at the enemy. The NSBs are mounted into molded hip launchers (six in each launcher). They automatically programmed to attack incoming missiles as necessary.
  • Nodal Support Bit: Ke-M2-W2704-NSB
    Damage: Very light
    Range: Line of Sight
    Rate of Fire: Individually, or in volleys of 3 or 6.
    Location on armor: Hips.
    Payload: 12 Nodal Support Bits
Hand to Hand Combat: The Sarah is as agile as a Samurai Nekovalkyrja, which is more agile than an older NH-17R and far more agile than most humans. Sharing the abilities of the Nekovalkyrja in order to maximize the ease of use, the Sarah has extremely flexible joints and a great deal of physical strength. With the armor's inertia-controlling abilities, the force, speed, and particularly, the mobility of the armor is enormous, and the movement can be made as erratic and unpredictable as the pilot can think.

Additional Weaponry: There is a rifle mounting point on either side of the equipment pack on the armor's back, allowing for another rifle to be stored. The rifle mounts can also be used to attach an external fold booster, teleporter unit or extra shield generators to the armor's back. Additionally, the Sarah can serve as the focus for up to 10 Ship Orbital Support Drones. Some Sarah have one or more "pet" SOSD which carry additional NSBs or mini-missiles. The Sarah can fully utilize any human-scale weapon as well. All pilots use the CFWEP Package by putting it on the back of the equipment pack.

Systems Layout:

Defensive/External Systems:

Outer Armor: Defense is the other hallmark of the Sarah. Above the Zesuaium-coated titanium-carbide plating standard on most LAMIA are actual plates of Zesuaium, giving the armor much more protection. However, there is additional Zesuaium scale armor added to the torso, equipment pack and butt.
Yarvex is once again used for the joints, but with small panels of Zesuaium extending over the sides of the elbows and knees to protect them from fire. The panels are on small pins, so they have some ability to move, but not much.
There are also shoulder "shields" in place over both shoulders. These shoulder armor pieces would cover most of the arm if it were at its side and cover the tops of the shoulders well. Built on a swiveling piece built into the shoulder portion of the armor, the shields rotate parallel with the arm as needed, to allow the pilot free mobility. The pieces are made Zesuaium as well, but with a semi-hollow center to make them a bit lighter.

Note that the helmet is removable (and is removed before entering or exiting the armor) and, while not entirely necessary to operate the armor, it is strongly recommended.

Combined Field System (Shields): The Sarah is the first LAMIA to equip CFS-style shields, forcing both solid and energy projectiles to be warped around the armor's field without actually touching the armor. Such a system is taxing on the armor and is usually employed only in heavy combat. The shields are capable of taking a good amount of punishment (roughly 15 3-second aether blasts from a W2901 rifle, as tested). It also protects the Sarah against scalar attacks.

Ketsurui Fleet Yards SM-2 Handheld Shield: A compromise between the original SM-1 shield and the Daisy's smaller shield, this 1.6-meter tall elliptoid shield consists of a transparent Zesuaium center mounted in a gray Zesuaium-coated paintable frame. The "lens" of the shield itself is actually hollow inside (it contains a permanently sealed vacuum) to make the shield lighter. The back of the shield contains flexible Yarvex attachment straps for mounting on the forearm of the power armor, as well as six adjustable pouches along the inner frame for any storing ammunition, grenades, explosives, or batteries desired.

Active Camouflage: Can place the image of what is on one side of the craft onto the other, creating the effect of invisibility. The Sarah can also use this system to project holograms.

Stealth Armor: For stealth concealment, the armor plating is coated with Xiulurium. Xiulurium is a "stealth" armor that lacks protective value and is used to generate a stealth field around the armor. This stealth field also masks the armor's presence to scalar wave and quintessence differentialometer type sensors. Xiulurium is similar to Zanarium in composition, but this alloy is more flexible, requires less energy (to use its stealth), and has only negligible protective value. Xiulurium bonds to the Zesuaium and Yarvex sections of the Sarah.

Conformal PSC Device: The Ke-M7-E2903 PSC (Psionic Signal Controller) is a form of psionic and telepathic protection, capable of nullifying all such activity. The device can selectively allow channels to permit secure telepathic operation and to maintain communication even under psionic attack. The PSC devices also negate 'magical' attacks and effects. This PSC is safe enough to remain active at all times, unlike older "ADN" devices. The field generated by the PSC engulfs and protects the Sarah entirely, extending out two inches outward of the power armor to prevent the appearance of obvious psionic "dead zones".

Internal Systems:

Interior: The Sarah's insides are composed of muscular flesh that is soft, slimy, stretchy, and wrinkly. The organic components provide shock absorption as well as augmented strength to the pilot. The flesh includes a sophisticated hemosynthetics (blood-based femtomachine) system that can repair damage to the Sarah's interior. The interior is shielded from heat and radiation, to protect the pilot from the rigors of space travel and atmospheric reentry. Piloting the Sarah is done through SPINE and can only be done by a Nekovalkyrja.

Life Support: The fleshy core of the Sarah houses the life support systems, which include the hemosynthetics system, a rebreather system, an oxygen supply, and a nutrient-enriched (sterile) water supply. The Sarah can support a pilot for up to 15 days before replenishment is needed, or up to 10 years in stasis. If needed, the Sarah can filter outside air to replenish its supply (not usually done until absolutely necessary, though). The Sarah's interior includes a catheter organ that wriggles its way into the pilot's urethra and bladder, keeping the pilots from having to exit the suit to urinate. Pilots receive oxygen through the skin. The interior flesh also will massage the pilot's body from time to time to encourage blood flow and provide increased comfort.

Control Systems: Actual operation of the armor is natural to Nekovalkyrja and is fairly simple and easy to learn. In a Sarah, the pilot's nervous system gains an extra circuit through the SPINE system. All signals to the body are routed through the Sarah and control it like as if it were the Nekovalkyrja's body. Signals to and from the body during piloting are sent from the Sarah's nervous systems. Unlike other KFY armors, this one lacks the kill stimulus.

Self-Destruct: Although the Sarah lacks a dedicated self destruct system (primary for space efficiency reasons), the mecha can be destroyed by the pilot (or AIES, if the pilot is dead) by deliberately overloading the G2901 Generator and Capacitor System. The process takes only a few seconds and results in an aether energy explosion powerful enough to totally destroy the armor (and anything within sixty meters).

Armor Integrated Electronics System: The Ke-M7-E2901 system, based on the same concept as the MEGAMI quantum computer, is a network of sensors, communications, and fire control all built around a small centralized computer system. AIES is a subordinate system; it is designed to (but certainly not required to) operate as part of a larger command hierarchy of computers. Above AIES is CIES (for escort ships - frigates, corvettes, and gunboats), EIES (for cruisers, destroyers, and escort carriers), WIES (Warship Integrated Electronics System, for battleships, assault ships, and carriers), MEGAMI, and/or KAMI). Using this system, mother ships receive complete data of the battle.

The heart of the integrated electronics suite is a tiny, but advanced, quantum computer, capable of performing super-high-speed data-churning and possessing untold memory. Quantum computers, unlike old computers which could only process 1 and 0, can process an effectively infinite range of digits, making them awesomely powerful. In addition, the system's sub-particle memory system allows for truly magical storage and access speeds. Kessaku Anri and her company, Kessaku Electronics Systems Corporation, designed the system.

The Armor Integrated Electronics System is part of the PANTHEON (Projected Access Nodal Transuniversal Heuristic Electronic Operations Network) command and control system. The AIES also interfaces directly with the pilot's mind for seamless data flow and operation of the Sarah.

Fire Control: The AIES does not use an independent Fire Control System per se, but operates a sub-system of itself dedicated to fire control operations. AIES compensates for all movement of the armor and of target ships, and can track upwards of 25,000 targets ranging from pebble-sized shrapnel to planets. AIES-FCS is a balanced system, and works for the armor's defense, as well as offense. Weapons under AIES's control automatically: target sensitive areas of enemy ships; identify friendly assets; optimize range; guide missiles and torpedoes, assign (and reassign, when necessary) targets in real-time; and control ECM, and ECCM functions. AIES-FCS usually controls all indirect weapons systems. The pilot fires, and AIES takes over tracking the target, creating a "fire and forget" system.

Communication systems:

The AIES comes equipped with a multi-channel wide-band array that gives both security and versatility. Among the types of communication supported are radio, laser, subspace, and hyperspace. Communications can be secured using Quantum Encryption technology, which (due to the Heisenberg Uncertainty Principle) allows the system to detect any monitoring attempts and counter them. Communications Systems of the AIES include:

  • Radio: Full spectrum, dual-modulation; range theoretically unlimited except by interference. Practical range is short, since the waves only travel at light-speed. Frequency-hop and multi-channel capable. In order to use the secure modes of communication, correct variables must be loaded prior to battle. Such codes are changed on a frequent basis.

    Laser: For close-range transmissions, it is more difficult for the enemy to intercept, because they have to be in the area of the beam. Also limited to light-speed. Text only. Range: 200,000 miles (321,869 km).

    Subspace: Allows faster-than-light transmission. A standard means of communication; it's used for video streams. Inside the power armor's helmet, there's a small camera pointed at the pilot's face for this purpose. Not to be confused with hyperspace communications, which the Sarah does not have. The Sarah's CDD bubble is used as the transceiver for these communications.

    Tachyon: A mid-range communication tool with additional FTL capability. Range: 1,000,000 miles (1,609,345 km).

    External Audio: The Sarah includes an external microphone and a speaker to allow the pilot to communicate more easily with nearby persons.

    Homing Device: Normally inactive, this beacon has an independent backup power supply that can keep it transmitting for up to five years, even if the main power system is nonfunctional. If main power is available, the beacon will transmit constantly. If not, the beacon will put out a short distress message twice every two hours (five minutes between).
Sensor Systems (AIES):

  • Wide-Band Variable Optical Imaging Array (head): The majority of the sensor systems are located in the head, including a high-resolution variable optical system capable of monitoring a very wide spectrum. By default, the system displays visual and infrared data. There is also a night-vision and ultra-violet mode. The Sarah has a gyroscopically-stabilized view of up to 300x magnification. There's a spotlight on the armor's head which helps at night.

    Optical Tracking System (skin): Much like the NH-29S Neko, the Sarah can see through its Active Camouflage sensors, giving it a view of its entire surroundings at all times.

    Time-Modulated Ultra-Wide Band Radar: Signals transmitted by UWB radars are pulses generated pseudo-randomly in time. They are only 0.5 nanoseconds in duration. The energy content in any conventional frequency band is below the noise, making TM-UWB transmission highly covert. TM-UWB has no carrier frequency or conversion, and because of the low frequency content of TM-UWB signals, they are capable of seeing through foliage and nonmetallic objects better than regular radar can. Ideal for atmospheric operations and nebulae. Range of about 2,000 km.

    Tachyon Tracking System: FTL tracking system allows for precise targeting of targets that would normally be impossible to hit due to range and the limitations of standard sensory equipment. Range: 294,000 miles (473,177 km).

    Quintessent Wave Differentialometer: This device, created with both back-engineered enemy technology from the debris 2nd Battle of Ralfaris and the already advanced understanding of aetheric energy, gives the Sarah's AIES an extra edge by calculating the shape, mass and velocity of objects by looking at the ripples the objects make in the seas of energy. The QWD has a range of 400 miles (643.738 km).
Propulsion and Miscellaneous systems:

Combined Field System: The Sarah's CFS sustains a small "pocket universe" around the armor by nesting electrogravitic and electrostatic fields. The combined field can serve a number of purposes, including propulsion, defense and weaponry (powering the NSBs); for this reason, it is almost always on to some extent.

Propulsion: The Sarah propels itself at speeds many times the speed of light by generating continuum distortions in the CFS and nesting them to create asymmetric peristaltic fields. This allows the armor to travel thousands of times the speed of light. Distortion based systems allow the armor to stop or move nearly instantly because the armor has not "moved" in the traditional sense.

Equipment Pack: This protrusion looks like a built-in backpack on the Sarah's back. It houses part of the extended aether generator, the bases for the two positron cannons and the auxiliary engine. It's a smaller engine than other spacy armors get, leaving the Sarah more reliant on its CFS system to propel it as necessary. However, samurai testing the armor found the back-up thrusters on the calves to be incredibly helpful when delivering kicks. It has the two racks for weapons, a small rack on top of it for a CFWEP, and another rack on the other side to store the SM-2 shield as needed.

Sword holder: A samurai's sword represents its honor, integrity, indeed its very life. Some samurai choose to carry their swords with them to any battle; the Sarah has a small sword holder that fits into a minature mounting spot on the back of the armor's equipment pack, in the middle between the CFWEP and the SM-2.

Aether Generator and Capacitor System: The Mindy's aether generator was a revolutionary bit of micronization when it was introduced, but refinements have been made over time to maximize the output of the original generator. The Sarah represents the latest in that development; its generator produces 150 percent of the power of a Mindy 1F while taking up only slightly more space. The capacitor system, however, has not developed at quite the same clip, and can handle only 125 percent of a Mindy 1F's power output. To compensate for the flaw, the positron cannons and aether projector have capacitors that are drawn from first before taking power directly from the suit, and the CFS shields are recharged progressively instead of in intermittent bursts. Sarah pilots can manually control the generator's output as necessary.

Edits:
Modified need for helmet.
Removed references to SPINE and vessel.
Created sword holder for samurai blades.
Added NSBs as standard equipment (hips).
Shoulder armor added.
Scalar cannon removed for palm weapon.
Replaced thigh thrusters for calf thrusters.
Reintegrated SPINE references.
Scalar cannon reintroduced as forearm weapon.
Positron gun switched for particle cannon.
Dropped W2902 rifle for W2901.
Modified particle cannon.
Moved weapon locations from blurbs to listing.
Added AETHER BEAM SABER.
 
I'd hazard the helmet is essencal for using armors, aside from the SPINE connection, since HUD is needed to keep track about everything.

And a loop, while a standard for most common clothing or armor,doesn't seem to be proper for an armor. I'd more suggest a hard point and mounting.
 
I thought about the helmet, and Tiff brought up the good point that Mindy armors can still function without their helmets. They're just not nearly as good without them. And no CFS, obviously. If you want, I can make that more explicit in the yellow note I have in there.

As for the hardpoint ... keeping in mind all the stuff the Sarah has, I'm at a loss. Can someone give Chris and I a hand here?
 
I'm not sure I get why 'aether is not enough' anymore considering enemy armors are starting to use Zesuaium. The reason why other weaponry might be included could be to chew through barrier shields more easily though.

A point of reference: the Himiko-class' secondary anti-starship weaponry, reverse engineered from Mishhuvurthyar weaponry, are particle cannons and I still intend to call them that way. I tend to view subspace-encased positron weaponry more as like the Sakura's railguns. I wanted to know which you intended to pick - personally, I like particle cannon better ^_^;

I don't think it's very practical for the Sarah to wear it's samurai swords on it's hips, considering the optional mini-missile launchers. Perhaps the Samurai might be able to have a 'sword-holder' pack be installed on one of the weapon racks instead if she wanted to bring her swords along?

Seeing that the Ripper sends scalar discharges through it's palm and that the Phalanx has something similar but for plasma, could that be used instead of the older cannon?

Any special reason why the teleportation, barrier shield (though that one is sort of included in the CFS already) and nodal support bit modules are optional? I thought you planned to fit them all in.

Perhaps consider an optional NSB launcher to be installed on the Sarah's thighs?

There are instances of 'vessel' and 'SPINE' coming up that might need to be corrected. It's likely the NH-27 would get a software patch to be able to convert to SPINE, so, SLICS might no longer be in order. However, this said, there'd be no good reason why a NH-29 neko couldn't slip on the suit herself. Of course, this is meant as a samurai suit, but it's probably not just for that - it 'might' replace the Mindy someday, meaning it could see wider use. I say that these suits would likely be reserved to Samurai, or characters whom are of high importance to the Ketsurui clan (Yui and Hanako, namely) for the moment.
 
Don't you think it has too many weapons? Also, where does the "heavy" come in? I kind of expected it to have less electronics and more armor, including samurai-style large shoulder covers.
 
Kotori said:
I'm not sure I get why 'aether is not enough' anymore considering enemy armors are starting to use Zesuaium. The reason why other weaponry might be included could be to chew through barrier shields more easily though.

Aether is not enough because of the way Zesuaium has been set up. Essentially, anti-matter weaponry is the most effective means of destroying the material. Which is why I chose positron cannons instead of particle guns. Now, if those two are synonymous, I can change the name. If not, then I feel the need to deviate.

I don't think it's very practical for the Sarah to wear it's samurai swords on it's hips, considering the optional mini-missile launchers. Perhaps the Samurai might be able to have a 'sword-holder' pack be installed on one of the weapon racks instead if she wanted to bring her swords along?

This is in regards to players approaching me and saying, "What about a samurai's swords, which she must have!" Tomoe came up with the idea for the sash, and I thought it clever and stylistic. I can create the sword-holder item easily enough, but then the armor loses a rifle spot. That, I suppose, is up to the wearer, though I'd like a call from Wes here -- does the samurai need its swords in battle for symbolic purposes?

Seeing that the Ripper sends scalar discharges through it's palm and that the Phalanx has something similar but for plasma, could that be used instead of the older cannon?

I'd agonized over this. I didn't want to do plasma, as it doesn't seem as effective. However, I can transfer the weapon to go through the palm; that's no trouble at all.

Any special reason why the teleportation, barrier shield (though that one is sort of included in the CFS already) and nodal support bit modules are optional? I thought you planned to fit them all in.

GAH! Thank you Fred, I knew there was still something missing. The NSBs aren't meant to be optional; I had them that way to begin with. I can fix that. But the teleportation module was my one sticking point -- it is not only technology that isn't spread very far throughout the Star Army, but it also is a "power factor;" the armor seems buff as it is without the teleportation units. I can build one it; it will just make the armor a bit bigger.

Perhaps consider an optional NSB launcher to be installed on the Sarah's thighs?

If the swords move, a small NSB launcher on the thighs would work well. I can do that.

There are instances of 'vessel' and 'SPINE' coming up that might need to be corrected. It's likely the NH-27 would get a software patch to be able to convert to SPINE, so, SLICS might no longer be in order. However, this said, there'd be no good reason why a NH-29 neko couldn't slip on the suit herself. Of course, this is meant as a samurai suit, but it's probably not just for that - it 'might' replace the Mindy someday, meaning it could see wider use. I say that these suits would likely be reserved to Samurai, or characters whom are of high importance to the Ketsurui clan (Yui and Hanako, namely) for the moment.

I can get those instances. But I disagree about the patch only because I haven't seen such an application nor has there been one asked for. Wes, could you comment on this one?

Including SPINE had occurred to me. But, as you point out, I went back to "Samurai" and figured that if this armor were to be converted for general use, it would be another version of the armor or a different one entirely. Yui and Hanako could have their own versions, for example.

I designed the armor specifically for samurai, but how many vessels have samurai onboard? I'm more than willing to convert the armor so it could be used by others, but I'd like the go-ahead from Wes first.

Wes said:
Don't you think it has too many weapons? Also, where does the "heavy" come in? I kind of expected it to have less electronics and more armor, including samurai-style large shoulder covers.

I guess I misinterpreted what you said. When I think "heavy," I think weaponry and defense. I gave it both, far more than other armors. It also has more armor, much more, than the Mindy, as I stated. So no, I do not believe it has too many weapons relative to its defensive output. But if you want, I can remove them. That would also remove the need for better electronics.

The samurai-style shoulders were suggested by other people as well, and I will fit those by Monday.
 
This is in regards to players approaching me and saying, "What about a samurai's swords, which she must have!" Tomoe came up with the idea for the sash, and I thought it clever and stylistic. I can create the sword-holder item easily enough, but then the armor loses a rifle spot. That, I suppose, is up to the wearer, though I'd like a call from Wes here -- does the samurai need its swords in battle for symbolic purposes?
It needs to keep the swords, but I disapprove of creating a knockoff of the M2-2901 aether saber. Give the SARAH an actual aether sword it can hold with both hands, with its own shielding system to block incoming shots and hits.
Seeing that the Ripper sends scalar discharges through it's palm and that the Phalanx has something similar but for plasma, could that be used instead of the older cannon?
The Ripper is pilot by a small brainslave. It can shoot from its palms because it can put weapons system in its forearms; in Star Army armors, the neko's arms are there instead taking up the interior space.
 
Wes said:
It needs to keep the swords, but I disapprove of creating a knockoff of the M2-2901 aether saber. Give the SARAH an actual aether sword it can hold with both hands, with its own shielding system to block incoming shots and hits.

I proposed one before, but you weren't very warm to the idea. However, with your idea, I think I can come up with something. I thought the other version of the rifle was an easy way to complement the Sarah's increased output.

The Ripper is pilot by a small brainslave. It can shoot from its palms because it can put weapons system in its forearms; in Star Army armors, the neko's arms are there instead taking up the interior space.

... Well, then, how's the Phalanx do it? I would think it'd be the same idea, scalar or not. But I can change it back later; I need sleep. I have a bookshelf to buy tomorrow.
 
You can't have unlimmited payload for the positron cannon. Positrons are matter, you have to store matter, you cannot store infinite matter. Your only other possibility would be to create the matter inside the armour - which is far more bother than it is worth.
 
Doshii Jun said:
Aether is not enough because of the way Zesuaium has been set up. Essentially, anti-matter weaponry is the most effective means of destroying the material. Which is why I chose positron cannons instead of particle guns. Now, if those two are synonymous, I can change the name. If not, then I feel the need to deviate.

Like Zakalwe pointed out, there's also the ammo problem that the particle cannon doesn't have.

This is in regards to players approaching me and saying, "What about a samurai's swords, which she must have!" Tomoe came up with the idea for the sash, and I thought it clever and stylistic. I can create the sword-holder item easily enough, but then the armor loses a rifle spot. That, I suppose, is up to the wearer, though I'd like a call from Wes here -- does the samurai need its swords in battle for symbolic purposes?

Samurai swords, wether made from zesuaium or not, would be relatively exposed to harm in a type of combat in which they wouldn't be put to much use. A container unit sounds more practical than the stylistic attachment on the power armor's hips - not to mention the way Kotori would have used if she was to carry hers around. I've had my fantasies of Kotori's Sylph waving her two blades in combat... but it sounded farfetched for ground armor and even much further removed for spacy armor. I think even neko samurais are more practical than that usually.

Doshii Jun said:
I'd agonized over this. I didn't want to do plasma, as it doesn't seem as effective. However, I can transfer the weapon to go through the palm; that's no trouble at all.

The point you raised to Wes is valid, I think. The Super Phalanx's integral plasma projectors, made by the Star Army, fit in the power armor's limbs (whom are occupied by the operator's limbs)

Doshii Jun said:
...the teleportation module was my one sticking point -- it is not only technology that isn't spread very far throughout the Star Army, but it also is a "power factor;" the armor seems buff as it is without the teleportation units. I can build one it; it will just make the armor a bit bigger.

The teleportation module takes 1 minute to recharge with a Mindy's power output while not actively using the aether saber-rifle. I understand the space issue, but not the power one since it has capacitors of its own.

Doshii Jun said:
If the swords move, a small NSB launcher on the thighs would work well. I can do that.

Not only that, but you can place a hardpoint option on the lower leg like the Lamia and the Daisy... except you could have both top and bottom XD.

edit: oh, you did that already. Cool ^_^

Doshii Jun said:
I can get those instances. But I disagree about the patch only because I haven't seen such an application nor has there been one asked for. Wes, could you comment on this one?

I can tell you what Wes told me. I discussed about a possible NH-30 ketsurui samurai body once and Wes plainly told me that the NH-27 was hardly outdated. I raised the issue of SPINE being the mainstream controlling unit for modern power armors and he told me a NH-27 could easily use it's internal hemosynthetics to dispose of the SLICS connection and reconfigure their bodies for SPINE interfaces. All they need are the specifications/instructions to properly do so - hence my reference to 'software patch'

Doshii Jun said:
Including SPINE had occurred to me. But, as you point out, I went back to "Samurai" and figured that if this armor were to be converted for general use, it would be another version of the armor or a different one entirely. Yui and Hanako could have their own versions, for example.

I designed the armor specifically for samurai, but how many vessels have samurai onboard? I'm more than willing to convert the armor so it could be used by others, but I'd like the go-ahead from Wes first.

If the NH-27s are outfitted with SPINE - which should happen pretty soon, if not already - they could just as easily fit in a Sylph or Daisy power armor. Retroactively, there'd be no good reason why a NH-29 couldn't slip inside and operate one.

Typically, though, this wouldn't happen. Why? Ketsurui samurai already have their red-and-chrome-silver Mindy power armor assigned to them on the ships they serve on and other people usually leave those alone because, well, it's the Samurai's suit. There's really no good reason for conversion if the armor's original configuration allows for nekos of the right size and control interface to operate it.

Wes said:
Don't you think it has too many weapons? Also, where does the "heavy" come in? I kind of expected it to have less electronics and more armor, including samurai-style large shoulder covers.

The 10 SOSD options are somewhat useless given they aren't used anymore (though the Himiko ought to have Armor-Assisting-Drones variable pods which ought to cover that role anyways). Perhaps, if scalar cannons in the palms are too much, that they could send phased pulses in the manner of the NSP 28? See beyond next quote for more ideas.

I'm not fond of the terran samurai pauldrons because I thought ketsurui samurai would emphasize finesse and grace over the bulkiness of terran wooden samurai armor. I don't think the symbolism is that strong or even appropriate (most Ketsurui samurai seem to go around unarmored anyways when not in power armors, making the symbolism of the samurai pauldrons weak).

Wes said:
Give the SARAH an actual aether sword it can hold with both hands, with its own shielding system to block incoming shots and hits.

I love that idea! You could get rid of the rifle, the gauntlet and the zesuaium shield to go for a larger handheld weapon in the fashion of the Ripper's lance. You could have your energy shield (saving space inside the armor for something else), its own power source, the energy blade projector and maybe a charge setting to perform poweful 'sword-strength' (what I consider the 'continuous beam' on the Mindy's aether saber-rifle) ranged attack? You already have shoulder mounted ranged weapons, so, this ought to be okay.

If you give it a sword-style grip (instead of the one on the M2-W2901), it'd really rock!
 
1) How does this positron cannon penetrate armor and shields so effectivly? I realize that it is, technicaly, cannon since the Mishu have used it for a long time, but before it is 'recreated' in the SA I feel it needs to be properly described and then examined by others before transfering to a new nation.

2) On this scalar buisness, does it not use the intersection of two radio beams to generate the 'tranverse EM waves" or whatever BS the guy you use says it does (who I feel is a quak, btw)? If so, why does it take the form of a cannon? If the emmitters are squished so close together then I would expect their beams would cross and interfere much, much sooner than this weapons rated range. Also, if it is done like the above, how can it penetrate armor effortlessly like it does?

3) These 'subspace detonating mini-missiles', how do they work? Why do they screw with shields/FTL/wormholes as they do?

4) These drones (NSB things) operate when the CFS system is up, since the unit has a limited area within it that could be considered 'safe' due to gravitational shear as you get closer to the 'edge' of the CFS system?

5) when you are in a atmosphere, hold onto that shield very well.

6) This xiulurium stealth field, what is it? How is it created? In what way does the armor itself make the creation of this field/effect easier?

7) Same comments as the previous armor on the quantum computing description Also, same comment on the quantum encryption. Also same comment on the "timee-modulated Ultra-wide Band Radar".

8) As a note, when the CFS shield is up, there will be no detectable audio (at least that originating outside the field

9) That "Quinessent Wave Differentialometer" won't work, the definition of the zero-point energy (or 'sea of energy', choose whichever) is
...the zero-point energy is the lowest possible energy that a quantum mechanical physical system may possess; it is the energy of the ground state of the system
(emphasis mine)

Flucuations do not occur in such a ground state, since it is the lowest energy state that can exist. (yay, restating the quote) And just for the hell of it, assuming flucuations do occur in the ground state, what are these waves? How do you go about detecting them?

10) This comment is going to have no real bearing on anything (as it will be soundly ignored for the cannon), but how the CFS works would not allow instant change in direction or velocity, since the energy making up the field would change its position/ density/ etc. at a non-zero velocity (and the gravitational field effects themselves would change at c). Further, such a field (a "borrowing" of Star Trek's warp drive, which is a bastardization of the Alcubierre drive) cannot turn, as the space-time warp can only create relative motion along the long axis of the field. Oh, as well, the system would make the ship blind, since gravity cannot descriminate between normal matter, all incoming particles would feel the same acceleration (meaning they would be trapped within the field once its strength exceeded their velocity). This also means that the CFS system is constantly trapping energy within itself which would disperse itself explosivly when the field was disingaged. This trapping also means that the system has a limited period of active time, since eventually the trapped matter/energy will make the field unstable.



Note: While I would like you to try to answer these issues, I do realize much of them cannot be answered by anyone else than the things creators, since many of them where never properly explained.

Edit: Kotori, I believe what he meant by "power factor" in relation to the teleportation units was to how unbalanced and cheesy they are. They just add even more to the state of overpowered-ness than the suits already had.

,
Vesper
 
1) How does this positron cannon penetrate armor and shields so effectivly? I realize that it is, technicaly, cannon since the Mishhu have used it for a long time, but before it is 'recreated' in the SA I feel it needs to be properly described and then examined by others before transfering to a new nation.

I accept full responsibility for the proliferation of 'subspace weapons.'

Back in the day, I described a weapon used by the Jaaq'tah Alliance, the quintessence torpedo, as having 'subspace tearing effects' that allowed them to penetrate defensive shielding. I assume Wes just took this precedent and ran with it as aether weapons have 'subspace effects that naturally allow them to penetrate distortion shields'

A weapon having a 'subspace' quality to it really means nothing, since we really don't even have a definitive explanation as to what subspace actually is. It's just some nonsense I came up with back in the day.

As far as the Quintessent Wave Differentialometer, that is actually the Jaaq'tah Alliance's version of a system I came up with back in 1999 - the Scalar Wave 'Radar.' Granted, I was 16 at the time and didn't know what the hell I was talking about.

Most of these devices and concepts that are in use in this RP are the by-product of my misguided high school years.
 
Kotori and Zakalwe said:
Like Zakalwe pointed out, there's also the ammo problem that the particle cannon doesn't have.

Okay, I can change it. But can I get a ruling as to whether those particle cannons will damage Zesuaium effectively? Or do I need to just do away with them all together?

Samurai swords, wether made from zesuaium or not, would be relatively exposed to harm in a type of combat in which they wouldn't be put to much use. A container unit sounds more practical than the stylistic attachment on the power armor's hips - not to mention the way Kotori would have used if she was to carry hers around. I've had my fantasies of Kotori's Sylph waving her two blades in combat... but it sounded farfetched for ground armor and even much further removed for spacy armor. I think even neko samurais are more practical than that usually.

I fixed this.

The point you raised to Wes is valid, I think. The Super Phalanx's integral plasma projectors, made by the Star Army, fit in the power armor's limbs (whom are occupied by the operator's limbs)

I can just fix this.

The teleportation module takes 1 minute to recharge with a Mindy's power output while not actively using the aether saber-rifle. I understand the space issue, but not the power one since it has capacitors of its own.

Vesper's got it right on this one. I shouldn't have confused my words; basically, the teleportation unit seems overbuff, especially in an armor ...

I can tell you what Wes told me. I discussed about a possible NH-30 ketsurui samurai body once and Wes plainly told me that the NH-27 was hardly outdated. I raised the issue of SPINE being the mainstream controlling unit for modern power armors and he told me a NH-27 could easily use it's internal hemosynthetics to dispose of the SLICS connection and reconfigure their bodies for SPINE interfaces. All they need are the specifications/instructions to properly do so - hence my reference to 'software patch'

If the NH-27s are outfitted with SPINE - which should happen pretty soon, if not already - they could just as easily fit in a Sylph or Daisy power armor. Retroactively, there'd be no good reason why a NH-29 couldn't slip inside and operate one.

... That can be flown by anyone. I think I recall the hemosynthetics argument now; I don't know why I didn't before.

I will replace SLICS with SPINE.

Typically, though, this wouldn't happen. Why? Ketsurui samurai already have their red-and-chrome-silver Mindy power armor assigned to them on the ships they serve on and other people usually leave those alone because, well, it's the Samurai's suit. There's really no good reason for conversion if the armor's original configuration allows for nekos of the right size and control interface to operate it.

But see, I though these armors were replacing the red and chrome units. SARAH and all, neh? But if they're to be general, so be it.

The 10 SOSD options are somewhat useless given they aren't used anymore (though the Himiko ought to have Armor-Assisting-Drones variable pods which ought to cover that role anyways). Perhaps, if scalar cannons in the palms are too much, that they could send phased pulses in the manner of the NSP 28? See beyond next quote for more ideas.

True on the SOSDs. I just tossed those in. I can fix that. I wanted to stay away from Type 28 weapons because the Daisy uses them and they don't seem very worthwhile in a space setting (how much damage can we do to armors with our sidearms?)

I'm not fond of the terran samurai pauldrons because I thought ketsurui samurai would emphasize finesse and grace over the bulkiness of terran wooden samurai armor. I don't think the symbolism is that strong or even appropriate (most Ketsurui samurai seem to go around unarmored anyways when not in power armors, making the symbolism of the samurai pauldrons weak).

*shrugs* I do what Wes tells me.

I love that idea (of a sword)! You could get rid of the rifle, the gauntlet and the zesuaium shield to go for a larger handheld weapon in the fashion of the Ripper's lance. You could have your energy shield (saving space inside the armor for something else), its own power source, the energy blade projector and maybe a charge setting to perform poweful 'sword-strength' (what I consider the 'continuous beam' on the Mindy's aether saber-rifle) ranged attack? You already have shoulder mounted ranged weapons, so, this ought to be okay.

If you give it a sword-style grip (instead of the one on the M2-W2901), it'd really rock!

I don't mind doing this ... but it sounds like an entirely new unit. One I have to go to the drawing board to design and post separately. I'll do that this weekend then, but Wes, I'm going to show it to you first to make sure it's what you want. I made the mistake of not having you screen this armor first, and look where that got me.

1) How does this positron cannon penetrate armor and shields so effectivly? I realize that it is, technicaly, cannon since the Mishhu have used it for a long time, but before it is 'recreated' in the SA I feel it needs to be properly described and then examined by others before transfering to a new nation.

I think this is why we went to the particle-type cannons. At least we can explain those some ...

4) These drones (NSB things) operate when the CFS system is up, since the unit has a limited area within it that could be considered 'safe' due to gravitational shear as you get closer to the 'edge' of the CFS system?

I think I can answer this one. Yes, you're right -- they can only go so far before they'd get torn up by the shield or lost outside of it.

The rest of your concerns, Vesper ... well, you and I have been there before. I wish I could help you more. *bows*

As for Derran's tech -- Derran, should I just take those bits out? My apologies for bringing up old ideas from your tech; I just liked what they seemed to do and how they complemented the armor. Whichever you wish, I will do post-haste. Just lemme know.

To repeat, I'll work on the sword later.
 
You can see the approved Subspace-Encased Particle cannon here. The weapon itself was named by Wes when I was brainstorming with him as to how to arm the Kochou - now known as Himiko-class.

The weapon was defenitely modelled after the Mishhuvurthyar medium-type tunneling cannons and you saw what those did to the Sakura's hull in the Great Southern Nebula (Mission 6: Battle of Lor).

If the SARAH equips the said particle cannons, it'd be probably much like the main weapons the T5 Cougar combat aeroshuttle has. Speaking of which, I should probably post it up ^_^;

Three other things that come to mind:
You get a point-blank shield generator on the sword-like weapon, NSB modules over the thighs and your back slot is now empty: why wouldn't the teleportation module fit? I don't see why the Mindy could have access to it but not the Sarah.

Also, why toil to make a second weapon entry? The Ripper has it's lance weapon already integrated in it's sheet? You can just write it up in here and be done with it: aether saber-rifles, barrier modules and aether generators are all approved technologies already.

The power armor's CFS system doesn't make, as far as I know, a shear effect. It's dangerous to non-shielded organics close because it emits scalar fields, but objects can pretty much freely pass through it. The NSBs, namely, need to be in contact to the armor's combined field to draw power from it so they can keep charged and functional... but they aren't necessarely restrained to sticking right next to the armor - they can range out probably much further than the field... else they wouldn't be much use, right?

If the Sarah has an active protective barrier raised, though... well, that's a wholly different story. The Mindy doesn't have the dilemma of using both at the same time because it has to choose between teleportation, barrier or NSB launcher modules and not field the three at once.
 
I will replace my positron cannons then. Simple enough.

Kotori said:
Three other things that come to mind:
You get a point-blank shield generator on the sword-like weapon, NSB modules over the thighs and your back slot is now empty: why wouldn't the teleportation module fit? I don't see why the Mindy could have access to it but not the Sarah.

It isn't that it can't fit. It can. For lack of a better way of saying it, I just don't want it on there because of all the other things SA has, I don't like the teleportation unit. It's cheap. We took out the ones on starships but develop them for power armor?

I'm sorry Fred, Wes. I'll do what you ask, but that's one item I will gripe about.

Also, why toil to make a second weapon entry? The Ripper has it's lance weapon already integrated in it's sheet? You can just write it up in here and be done with it: aether saber-rifles, barrier modules and aether generators are all approved technologies already.

For the simple reason of being fair. Other folks have had to go through the wringer to develop tech that, while using parts that exist already, puts things into a new package and uses them. This is a significant new weapon to be employed in the SARP -- it deserves its own page, I think.

The power armor's CFS system doesn't make, as far as I know, a shear effect. It's dangerous to non-shielded organics close because it emits scalar fields, but objects can pretty much freely pass through it. The NSBs, namely, need to be in contact to the armor's combined field to draw power from it so they can keep charged and functional... but they aren't necessarely restrained to sticking right next to the armor - they can range out probably much further than the field... else they wouldn't be much use, right?

Un ... that's true. *rubs his head* This is why I don't try to explain technical stuff.
 
Well, Kotori would be correct in that it has never been described as doing such, what I said is what it should do, where it not in babble-tech land. The CFS system has been repeatedly described as distortions in space-time, which translates to gravity (since gravity is the distortions in space-time). It was poached from Star Trek, which used the Alcubierre drive in a desprate attempt to lend credibility to the warp drive. The Alcubierre drive (and its sucsessors, Warp drive and the CFS) would operate by generating two opposed regions of immense space-time warpage (one warped 'positivly' the other 'negativly') to cause a flat region of spacetime within the field to move superlumialy relative to the environment outside the field system.

Now, this region is flat because at some point in the field system the two opposing warpages cancel each other out. The safe area extends from this point, slowing becoming warped as it nears the main portion of the field. The larger and weaker the field system, the larger this safe area is and the reverse is true as the field is shrunk or increases in strength. If a object within the 'safe' region should venture outside of it, the object would be subjected to increasingly powerful gravitational shear (and be pulled down the gradiant), eventually resulting in failure of the object. Thus comes my comment of them having a limited operational area within the field.
 
The Combined Field System is a more advanced version of the Condinuum Distorsion Drive. The difference between the two is that the CDD is limited to mobility whereas the CFS can cover mobility, offense (through projected energy beams), defense (through distorsion based shielding to deviate attacks) and dimension skipping to avoid direct detection by temporarely creating its own pocket universe to hide in.

Most of the above traits, hover, not always apply to a CFS equipped unit. They are more often found of larger ships with more powerful CFS systems whom can actually support such functions - many power armors are limited to only mobility, with stealth coming from their stealth plating and thermoptic camouflage, defense from their armor plating, offense from their mundane weaponry and such.

The Mindy's barrier shield module added to the capabilities of the Mindy CFS system and adds ship-like shields. It's apparently very effective. However, I doubt the Sarah will keep this sort of shielding seeing that it's primary weapon will likely cover the role (parrying attacks is much more fun than simply deflecting it witthout doing a thing).

The power armor CFS is typically used to transmit power to the NSB drones or to travel at FTL or to project subspace communications and to defend from sclar attack. Aside from that, it's not really deployed to warp space time and such.
 
A Mindy, moving at any significantly fast speed, will have the shearing effect.

2) On this scalar buisness, does it not use the intersection of two radio beams to generate the 'tranverse EM waves" or whatever BS the guy you use says it does (who I feel is a quak, btw)? If so, why does it take the form of a cannon? If the emmitters are squished so close together then I would expect their beams would cross and interfere much, much sooner than this weapons rated range. Also, if it is done like the above, how can it penetrate armor effortlessly like it does?
Scalar waves are electrogravitic; they propogate like gravity and go whereever gravity affects.
 
Could you add the Location: field to each weapon, please?
 
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