MkI Myrmidon Armoured Suit
Overview
With armour plating comparable to that of heavy boarding armour along with the speed and mobility afforded by medium boarding armour the MKI Myrmidon Armoured Suit is capable of withstanding sustained assault from most conventional small arms fire and close combat weaponry whilst overcoming the traditional drawbacks of having to carry armour capable of doing so. What is more with the inclusion of built in jump jets located within the suits feet the wearing is able to leap, or “Bounce” as is common parlance amongst those that wear such suits, approximately one hundred metres at a time allowing them to travel far greater distances than a normal trooper would be able to without transport.
The armoured suits also do not suffer from the usual drawback of mechs of being too large to fit within the doorways and corridors of most military facilities with the suits adding only an additional six inches to the wearers own height making them suitable for undertaking boarding actions on naval vessels.
The suits themselves comprise of two pieces, that being the main body of the suit including, gauntlets, boots and power pack, and the helmet which is the only part of the armour that can be removed without specialist equipment. This design feature, along with an inbuilt air supply means that the suits are fully self-contained and thus able to operate in toxic environments or even a hard vacuum.
Please note that due to the nature of the design of these suits that only Type 1 Humanoids (I.E Humans, Angels, Udenses, etc) of a height between 5'4" and 6'4" may wear the standard design. For wearers taller than 6'4" a specialist suit can be produced. Armoured suits are also currently being designed for use for within the Sanri and Occui militaries (please see relevant documentation for further information).
Armaments
With the suits incapable of operating standard weaponry due to the size of their fingers they instead come with an array of built in weaponry that is operated using a combination of microswitches located within the suits gauntlets and the targeting system within the suits helmet. Due to the built in nature of these weapon systems it is impossible to change out or even reload these weapons whilst in the field with the ammunition in particular requiring a technician to open up a panel in the back of the armour in order to gain access to the drum magazines that are employed. The currently available weapon systems are as follows:
5mm “Firestorm” Gatling gun (Right Arm) - a three barrelled gatling gun mounted upon the right forearm that fires a combination of 5mm AP and AP-I rounds with a drum holding approximately 5000 rounds.
Mjolnir Gatling laser (Right Arm) – A three barrelled heavy pulse equivalent mounted upon the right forearm in the same manner as the 5mm Gatling. Although it lacks the stopping power of it's hard ammo cousin it has a longer range and is considered to be more accurate.
“Dragon” Napalm thrower (Right Arm) – A standard military issue flame / Napalm thrower mounted upon the right forearm. Please note that this system comes with additional thermal protection on the forearm and gauntlet.
Pulse Weapon (Left Arm) – Mounted on the left arm this weapon has the range and power relative to a standard issue pulse pistol however unlike all other weapons systems this has a near inexhaustible supply of ammunition making it an ideal backup weapon.
"Typhoon" Mini Rocket launcher (Right Shoulder) – Mounted behind the right shoulder this weapon contains a magazine of five unguided mini rockets which have dimensions similar to that of a Cuban cigar. HE, HEAT and smoke variants are available, with the HE having a blast radius and power comparable to a grenade. The HEAT variant, whilst lacking the penetrative powers of larger dedicate AT weaponry is capable of knocking out most APV's currently on the battlefield if positioned accurately. All available variants can be mixed and matched freely.
Close Combat weaponry – Although the suits do not come with any close combat weaponry as standard, with the bare hands and brute strength of the suits being dangerous enough, it has been proven that weapons such as swords can be used effectively as demonstrated by sergeant Meari on Bura. However due to the relative clumsiness of the suits fingers the bigger the weapon the better.
A note on Electronic Warfare
After a successful electronic warfare attack was brought to our attention by one of our military advisors operating with the ESN Armoured Suit Programme, rendering the communications systems inoperable, several additional layers of I.C.E have been installed within the suits operating system. We request that any further Electronic Warfare testing is prearranged with FinnTech so that dangerous and potentially deadly "Black" I.C.E can be disabled. Finntech Plc accepts no liability for catastrophic system damage or death as a result of unsanctioned testing.
Medical Suite
Due to the sensors mounted within both the armour and the undergarment worn by the wearer the suits computer is able to monitor basic biometrics such as heart rate, breathing, etc and detect any injuries sustained by the wearer. This information can either be relayed to a med tech via a scanner port located on the suits left hip or used by the suits medical suite to administer combat drugs to the wearer which consists of a cocktail (colloquially known as “Juice”) of Coagulants, pain killers and stimulants devised to keep the wearer functioning long enough to leave the battlefield and seek suitable medical attention. This system may also be utilised to administer so called "Combat Drugs" designed to enhanced the users, strength, reactions and aggression, however it should be note that FinnTech Plc accept no liability for any long terms illnesses or even death caused by the use of such chemicals.
It should also be noted that should it prove either impossible or impractical to remove the wearer from the suit by opening the chest cavity as per standard operating procedure it is possible for either the wearer (or remotely by a med tech) to activate the explosive bolts within the suit. This will rapidly remove the suit from the wearer at the expense of the suit which will be destroyed in the process.
Another notable feature is the impact gel lining the suits interior which is usually a dark red in colour resulting in to be likened to blood especially when seen from through the armour's open chest cavity. As well as acting as a warm and comfortable lining that will snugly hold the wearer in place during normal operation and keep them away from the external plating and mechanical components of the suit, it also absorbs the kinetic energy caused by impacts be that from falling, high G-forces or projectiles offering the wearer an additional layer of protection. However it should be noted that although the gel is highly effective it can still be still be defeated if a sufficient force is delivered and thus the wearer is not to over rely on it's presence.
Operating in a Vacuum
Although originally intended to operate in the arctic conditions of Russia and Scandinavia the suits excellent thermal qualities, high resistance to radiation and inbuilt air supply make it ideal for operating in low or even zero gravity (Null-G) with the built in jump jets allowing the wearer to quickly move through open space. The suit also features a set of electro-magnets located in the soles of the boots, the knee caps and palms of the gauntlets allowing them to adhere to any metallic surface (such as the hull of a ship). Please note that the suits were never intended for prolonged use within a vacuum and only possess a limited air supply.
This message was last edited by the player at 17:04, Mon 23 Oct 2023.