Deterrence - ATG Personal Armor

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Deterrence
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Deterrence - ATG Personal Armor

Post by Deterrence » Thu Jan 03, 2019 7:50 pm


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"It's not about how much you can hit, but how much you can get hit and keep fighting."

When it comes to counter-exo battle operations, evasive maneuvers are always encouraged over simply tanking one's way through attack. However, situations will always arise in which avoidance of enemy strikes is simply impossible. It is for these eventualities that Deterrence personal body armor is designed, constantly improved upon, and ultimately equipped by the Security Nation's infantry, rendering its soldiers more resilient and likely to complete their missions.

Protective clothing meant to mitigate damage has been a staple of mankind's collective arsenal since ancient times. In the modern era it boasts an array of features beyond simply being able to deflect enemy weapons. The dangers posed by temperature extremes are nullified by advancements in thermal regulation; remote camera technology enables soldiers to synchronize their movements; compartmentalized weaponry is hidden within gauntlets and mounted on shoulders; revolutionary stealth technology allows infantry to vanish into thin air.

Advanced Tactical Garb (ATG)


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Deterrence's design philosophy of improvement upon already-existing human technology has led to the development and deployment of advanced bodysuits for the purposes of personal protection in the field. As a result, Deterrence infantry armor often borrows from the structure and appearance of bulletproof vests employed by conventional militaries. However, the structure of these armors are significantly different, because the threats Deterrence engages often attack with far more unconventional means. The strength of a Deterrence infantryman when facing extraterrestrial munitions, metahuman heat vision, or mystic blasts all boils down to the effectiveness of the materials and the structural composition of the bodysuit.

More often than not, Deterrence infantry equip specialized exosuits along with their body armor, further enhancing their dexterity, strength, and durability. These exosuits do nothing, however, to protect from more precise means of attack, particularly attacks from a distance. An exosuit may prevent one from injury as a result of falling, being crushed or struck with significant force, but will be of no aid in protecting an infantryman from bullets, beams, airborne poisons, and temperature extremes. That's where the ATG comes in.

Wearers of a full Deterrence standard bodysuit are fully insulated from their surrounding environments. Airborne hazard, such as toxic gases or aerosol viruses, cannot penetrate a fully-sealed suit. Protection from harmful radiation lines the inner weave of the dense fabric, a countermeasure against metahumans who wield nuclear abilities as well as a safety against Deterrence's own munitions, including the LRX radcannon. Though sound can propagate through any material, the suit does employ some vibration-reducing technologies to mitigate shockwave damage. This sort of garb is necessary to wield acoustic pulse weaponry, as Deterrence infantry often do.

Interestingly enough, most Deterrence base battlesuits are entirely devoid of metal parts, relying instead on more lightweight inorganic carbon for armor. The use of fiber-optics to transmit information and commands means they lack circuitry as well, rendering the armor fully EMP hardened. Deterrence bodysuits are unisex.

The completed bodysuit is sufficient to protect infantrymen from both enemy attack and hazards in their environment. Wearers of full armor can endure temperature extremes in excess of 900 degrees Fahrenheit. On the opposite end of the spectrum, wearers can operate in - 100 degree temperature environments without equipment failure or freezing to death. As their foes deal in extremes, wielding powers beyond imagination to influence their surroundings, Deterrence responds proportionally, loading out its units with armor more comparable to a space-suit.

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Given that the head is one of the most vulnerable parts of the human body, Deterrence has engineered helmets to protect its infantry in combat. Built of layered carbon ultrapolymers, they protect the wearer's head from ballistic attack, capable of easily enduring low-caliber munitions and even deflecting sniper fire if struck from the right angle. The assault variant (pictured middle) borrows from the Enhanced Combat Helmet's ergonomic design, whereas the pilot's helmet (pictured right) offers a wider field of view with room for additional HUD information. However, unlike the ECH, Deterrence's helmets are primed for both concussive and radiothermal assault in addition to counter-ballistics. Penetrating the helmet by cutting is nearly impossible with conventional materials, and the inner linings of the helm mitigate radiation attack.

The full-face retractable visor of the helmet is composed of sheets of transparent inorganic plasteel, a nonmetallic strong material engineered by the Security Nation. These 3D-printed sheets are shatterproof yet resilient enough to endure at least one shot from small-arms gunfire without so much as cracking. Vital information is holo-projected onto the visors, a fully-integrated battlefield readout available to all deployed units. Cameras and recording devices in the helmet shell monitor and analyze the surrounding environment.

The Third Eye system is present in all Knight helmets, complete with predictive programming for battling speedster-type enemies. A weak AI connected to the soldier's Widget provides constant information supply for optimizing tactical maneuvers. Squads can soundlessly coordinate their approaches, receive orders, and plan routes all using their helmets. When night vision fails, mounted lights on the sides or chins of the helmets can be manually activated. Microphones and headphones make communication easy.

The helmets are tailored to reduce atmospheric pressure and nullify the harmful effects of G-Forces on the human head, enabling high-speed acceleration without whiplash when connected to the collarpiece of the suit. The sealed oxygen supply and built-in rebreathers enables seamless operation in anaerobic or toxic environments. Acoustic shielding and high-light vision (as opposed to night vision) protect the wearer from sensory attack, such as loud noises, or transparent beam disruption to the eyes. Though they may be stunned by flashbangs, for instance, Deterrence infantrymen can continue to operate afterwards with no ill side effects, such as equilibrium disruption. Like all Deterrence armor, NNF gel blankets the interior, a last line of defense should the outer plating be stripped away.

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The chest is the largest target on the human body, and the part most commonly put in danger. Constructed with extra thickness to anticipate attacks from exonormal enemies, the chestplate of a Deterrence infantryman can sustain high-force damage of all varieties. A collection of layered materials accounts for the myriad methods of attack Security Nation troopers must endure. The outer panels are layered with concussion-absorbing inorganic carbon plates, ideal for mitigating ballistic, piercing, and slashing damage. Beneath this layer is temperature and rad-shielding weave.

Within the seams of the outer layer is a laser-ablative coating similar to Starlite. This armor mold can withstand attacks by laser-beam which produce heat in excess of 10,000 degrees Celsius. The quasi-organic composition is cheap to manufacture and install, though the gains are massive, considering the number of exonormal threats which employ either thermal attack or directed-energy weapons in assaults. Another benefit of this technology is that it masks the wearer's thermal signature, concealing them from detection on infrared cameras.

The inner blast-weave is a comforting layer lined with NNF gel designed to protect the soldier from the most grievous of wounds and impacts. It doesn't matter how durable the external armor is if being shaken around within it would kill the wearer; for that reason, the concussion-absorbing anti-pressure "shock blanket" that surrounds the internal layer of the armor is installed. Though it increases the weight of the armor significantly, this is not an issue when used in conjunction with Deterrence's powered exosuits. Such weaves enable rapid acceleration of the body without issue, the ability to survive falls from great heights, and the potential to tank blows from superhumans or explosions without instant death.

The lockable collar prevents critical neck injury from occurring, either as a result of rapid acceleration of the wearer's body or pressure enacted by super-strong adversaries. Being functionally immune to whiplash is a significant boon to Deterrence combatants, the natural resilience of the human body amplified by their durable yet lightweight armor. For extra protection, some may choose to equip additional layers of removable armor plates over the completed bodysuit, sacrificing mobility for sheer resistance to external harm. These vests and full-body jackets are supplied separately from the standard bodysuit.

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The Deterrence trooper's armored sleeves are less thick than the standard chestplate, though the same structural composition is consistent. In order to allow for unobstructed action, the sleeves and pantslegs of the suits are less cumbersome, giving the limbs better articulation and range of movement. Motion sensors and sonar emitters are located in the sleeves, taking in data at all times unless manually deactivated. Adjusted to compensate for enemy attempts at acoustic hacking (following the extreme success of Deterrence's own use of that strategy in the Battle of Rome), the motion sensors are a critical element of providing info on the battlefield, ranging from an agent's location to anticipating the movements of enemies.

A number of clips and slots enable individual soldiers to modify their armor with tools or additional plates. Some heavy-artillery troopers have mounted entire weapons on their shoulders or forearms, aided in carrying the load by FRAME type-1 exoskeletons. Shoulder-mounted micro-rocket launchers, for example, have become standard for some anti-exo squads. Compartmentalized medical kits are also commonly found attached to Deterrence infantry's sleeves, the ability to carry additional gear into the battlefield considered priceless by many.

Standard camouflage fabric is often worn over the sleeves to give them a more mundane look, with the moddable slots uncovered.

The elbow and knee-pads are locked against the joint to prevent sprains, twists, and complete breakage in battle. A reinforced codpiece protects the wearer's privates.

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Alternatively referred to as bracers, these segments of the armor extend from the elbow to the wrist, wrapping around the entire forearm and providing wearers with a host of tactically-beneficial functions. Often bristling with weaponry or computer-command keys (in the case of engineers), these tools are all part of the ever-prepared mentality that characterizes the Security Nation. On a standard soldier, the left vambrance monitors and displays personal health status, while the right is most often equipped with a spare deployable weapon. In other cases, tools such as grapple guns or expanding shields will be directly attached to the vambrance to free up the soldier's hands.

The left gauntlet monitors vital signs and can be commanded to adjust settings throughout the bodysuit. Alternatively, these settings can be adjusted manually by opening a panel on the waist. Vambrances can serve as spare communicators in times of need, uplinking directly to the Deterrence micro-combat network set up for specific operations.

Weapons equipped to the vambrances range from ballistic projectiles to hidden nanocarbon blades. Users have been observed to sport coiling electrified whips, miniaturized wrist-mounted rockets, a silent projectile dart gun, a toxic gas-deploying containment unit, and a compartmentalized laser-projector similar to the one employed by Jason Carpenter at the Battle of Rome.

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Deterrence fiber-gloves are the best in the business. Offering an inordinate degree of protection to the hands and fingers as well as fully dampening the adverse effects of heat and recoil on a soldier's palm, these specialized gloves are a staple of the mobile infantry, dedicated tools in their own right. The knuckles are reinforced, enabling wearers to punch armored or invulnerable foes without breaking their own fists, and even do damage to these powerful enemies. The reinforced "plastisteel" digits have a crushing strength far in excess of the human limit, enabling them to compress metal with a squeeze. The "smartlock grip" on the internal palm latches the wearer's weapon to their hand, making losing their grip on their tools impossible in the field. Attempting to disarm a Deterrence agent is doomed to failure unless they are in the middle of switching their weapon.

A tactile-sensing and stimulating system within the glove enables the wearer to perceive "touch" through the material, compressing around held objects and simulating the "feel" of whatever is manipulated. The pressures and textures of minute items can be accurately perceived through the covered hands, making the manipulation of objects more natural. Pain, of course, is not transmitted through the gloves in this manner. This sensitivity also enables a degree of unexpected gentleness, with fragile objects able to be carried in a tight grip without risk of damage to their structure or surface.

The palms themselves are capable of using Van der Waals forces to aid its wearers in adhering to sheer surfaces. This can be used for easy traversal of the area when combined with grappling hooks, or even for an unexpected offensive attack - sticking to a foe for an unbreakable grapple, or even tearing at their skin with adhesive force.

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Reinforced footwear suited for prolonged operation in the harshest of conditions, Deterrence's boots have been augmented with carbon-polymer external frames, which can be adjusted based on the tactical requirements of the situations they find themselves in. Though loud when deactivated, this clanking bootwear can be turned on to silence the movements of an agent by means of terrestrial analysis and stabilizing "bounce" tech, distributing the impact of the soldier's weight against the ground in order to quiet their step.

There are other applications beyond technological utility. The reinforcement to the structure of the boot itself enables effective kicks to armored and / or invulnerable foes without risk of wearer injury, as well as the capacity to easily breach doors and walls without wasting explosive charges or ammunition. A kick from an armored Deterrence soldier can fully incapacitate an ordinary man, or outright kill them if aimed in the right spot. These reinforced boots also aid in surviving falls from great heights; while encouraged to roll on landing for absolute efficiency, a soldier could feasibly land from several stories up on their feet without breaking them.

Finally, like the gloves, the boots can make use of Van der Waals forces to adhere to a surface. This might be the ground in order to maintain footing through an earthquake or telekinetic blast, or alternatively the side of a building in conjunction with the gloves to scale sheer walls. These forces can be deployed physically through a concealed button on the footwear, via a command from the helmet, or by using the remote vambrances.

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Indispensable to any tactical force is the use of stealth to evade enemies or take them by surprise. More costly sneaking variants of the standard bodysuit have been developed and deployed, enabling users to conduct sneaking missions right under the noses of even the most secure enemies. Operating like the Miracle Suits of special agents, these stealth variants can use camera mapping to fully integrate into their environments, mimicking the visual appearance, texture, and heat levels of their surroundings. While costly, these "Ghost Units" are a valuable asset to the Security Nation.


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