Body Armor

Body armor is the protective clothing utilized by soldiers, law enforcement, mercenaries, and other entities throughout the galaxy. Body armor comes into four types: plate armor, powered armor, exoskeletal armor, and battlesuits.

Overview
Modern armors are generally comprised of two layers. The first layer is a skintight, weather-resistant jumpsuit that is worn directly on the user's body. This jumpsuit, which is known by various names such as 'nanoweave/microweave fiber', is typically made of a lightweight and flexible material so as to not hinder the user's mobility. As well as preventing chafing, the jumpsuit can also serves other roles; namely, protecting the user against kinetic impacts by hardening on impact, insulating the user against extreme temperatures, and acting as an interface between the user and their armor by transmitting user information such as vitals and body temperature to relevant systems as well as having specific sites for injecting medicines and other drugs. Some jumpsuits may have an internal gel layer that serves as insulation and protection. Jumpsuit provide little to no protection against energy weapons, which simply burn through the material. Some armors, usually due to insufficient technology or resources, do not include a jumpsuit.

The actual armor is constructed of one or more layers of metal alloys and/or composite materials of varying levels of thickness. Some armors may have a substance between the plates to further increase durability and/or flexibility; for example, Sauran armor has liquid between each plate to disperse kinetic impacts. Some armors feature a large degree of modularity, allowing soldiers to remove and add on parts to suit their own needs. Plating is colored either to suit the environment or is color-coded to denote the individual's role and/or rank. Regimental and/or national symbols and I.D numbers are also commonly painted unto armors or attached via patches. Some armies allow for soldiers to aesthetically modify their armors, such as wearing decorative cloth.

Armors can be broadly divided into three categories: protection, mobility, and utility. Designers will try to either balance between two or three of the categories or will focus primarily on one.


 * Armors which focus on protection emphasize armor and shielding in exchange for reduced mobility. These suits generally cover more of the body and feature stronger but heavier plates. These armors may also augment the user's strength. Protective armors may also feature less ports for auxiliary components, as the ports themselves are less durable than the armor surrounding it. Protection armor is most commonly used by a nation's front line fighting forces.


 * Mobility armors are the opposite of protection armors, eschewing protection for the sake of speed, flexibility, and sometimes, stealth. Mobility-focused armors boast a great deal of variety; some armors still over most of the body, albeit in lighter and smaller plates, while more extreme cases cover only the vital areas or are stripped down to their absolute bare essentials, going as far as to lack certain components that may be common in other armors as well as any auxiliary ports.


 * The rarest of the three, utility armors are designed for specialized roles and/or providing support to their allies. Such armors are either purpose-built for their role or feature many auxiliary ports for mission-by-mission customization. Utility armors can perform small-scale construction, produce mobile bubble shields, possess remote-controlled drones, and much more. But while utility armors can be very useful, they can carry the downsides of both protection and mobility armors, as the ports and components reduce the armor's durability and can sometimes weigh the user down. They are also a prime target for enemy forces, often necessitating that they be protected by their allies.

Plate Armor
Unpowered armor does not feature either a built-in power supply, internal components, or an exoskeleton. Such armors can be powered and possess components, but they will all be auxiliary in nature and are not necessary for the armor to function properly. Such armors are cheaper and are usually inferior to powered armor in almost every regard; unpowered armor can be as durable as a set of powered armor, but with no exoskeleton to offset the weight, one's mobility will be substantially hindered.

Powered Armor
Powered armor contains a built-in power supply and internal components. Many powered armors also feature exoskeletons which act as the armor's framework and is where most of the internal components are located. The exoskeleton also enhances the user's strength and endurance and can enhance their mobility depending on how heavy and cumbersome the plating is. Powered armor is common throughout the galaxy and is standard-issue in the vast majority of modern armies.

Components
Armors can feature components. Components are devices that add a new function to the armor, such as an energy shield, jump jet, or life support. Components are divided into internal and auxiliary components. Internal components are built into the armor as a standard feature. Auxiliary components are optional and are added unto the armor via ports that connect the component to an internal power supply. Components are a crucial element of modern armor as they can drastically affect an individual's role, performance, and survivability.

Internal Components
Internal components are components which generally come as built-in features for powered armor. Not all powered suits contain all of these components, and a small few of the components can be found on unpowered armor.


 * Power Supply: The power supply supplies power to the armor. It is the cornerstone of powered armor; without it, it would not exist. Most power supplies can run for several straight weeks before needing to be recharged.


 * Life-Support/Thermal Regulation Systems: The life support system ensures that the user is capable of operating in any environment, including those that are otherwise inhospitable, such as the vacuum of space and toxic wastelands. The thermal regulation system keeps the user and their armor at a comfortable temperature.


 * Medical Interface: The medical interface is responsible for treating injuries until the user can reach a medic. Most interfaces inject pain-relieving drugs into the bloodstream and slows or stops bleeding by filling the wound with a substance such as a medicinal foam.


 * Shield Generator: Shield generators produce a force-field around the user. The shield's strength depends on the generator itself and how much power is dedicated to it.


 * Power Lock: The Power Lock locks the armor in place when struck by a shock wave or other extremely strong kinetic forces, preventing the user from moving and reducing or preventing increased physical trauma.


 * Geiger Counter: Geiger counters detect nearby radioactive particles.


 * Stealth Generator: Stealth generators provide temporary invisibility to the user. This component is somewhat uncommon due to the fact that many suits cannot reliably use it because of the noise the plating produces when the armor moves. Some have found a workaround by using the chaos of battle to conceal the noise until it is too late for the enemy to properly respond. The Rach, the unchallenged masters of stealth, use stealth generators on many of their soldiers.


 * Adrenal Booster: Adrenal boosters pump adrenaline or combat-enhancing bloods into the user's bloodstream. These drugs can temporarily boost a user's reaction time, mobility, pain threshold, and/or strength. This component can be dangerous, as frequent use can result in muscle damage from constant strain as well as addiction to the energetic feeling the drugs produce.


 * Artificial-Intelligence Module (AIM): The Artificial Intelligence Module is used to upload A.I constructs directly into the armor. The A.I is much more advanced than the base programs within the armor, and is capable of making split-second decisions in order to protect the user, the obvious downside being a loss of at least some user control. These A.I can be uploaded into other electronics. Some users have reported forming a close relationship with their A.I, which has led to some debate as to how they should be programmed. The biggest risk of AIMs comes if the A.I goes rogue, which could pose a fatal risk to the user if left untreated.

Helmet Components
Modern helmets are extremely advanced pieces of armor, providing the user with a host of tactical and sensory information.


 * Visual Relay: Helmets that do not feature visors instead use a visual relay, which is a network of tiny cameras that gather visual information and transmit it into the helmet's internal Heads-Up-Display. While considerably safer than a visor, the main downside is that the user is rendered blind if the cameras are disabled.


 * Heads-Up Display (HUD): The Heads-Up Display either displays the information fed to it by the visual overlay or acts as an overlay in helmets with visors. HUDs can sometimes switch between various visual modes, such as night and thermal vision, and can record what the user sees and broadcast that information to nearby allies. so they can monitor one another. Additionally, the HUD displays information received from other armor components, allowing the user to check suit integrity, how much power is left, their vitals, oxygen supply, filter integrity, and information pertinent to auxiliary components, such as jump jet fuel. HUDs can also can also 'sync' with the user's weapon. When synced, the HUD will display a target reticle, ammo counter, range-finder, thermometer, and other features depending on the weapon. Weapon Syncs are not universal; for example, a Galderan soldier could not pick up an Aeverian weapon and sync with it without modifying the weapon first.


 * Sensory Receivers/Dampers: While the visual relay provides vision, the sensory receivers pick up audio and smell. The audio receivers are of particular significance; they have a much wider hearing range than most of its users, and can modify the frequencies so that the wearer can hear otherwise imperceptible noises. They also act as instant translators for foreign languages within its database. Dampers automatically detect loud noises and bright light and 'dampens' them, lessening their intensity so as to not harm the user.


 * Vox Box/Rebreather: The 'Vox Box' is a device utilized on fully-enclosed helmets. It projects the user's voice out of a small microphone, ensuring that their voice is clear and audible. The volume and pitch can be adjusted to produce a piercing screech or a deafening bellow. The rebreather filters the air, preventing airborne particles, gases, and bacteria from entering.


 * Communicator: The Communicator is the suit's radio communications device. Basic models can allow troops within the same general area to communicate, but with the aid of satellites or other boosters, Communicators can have a vastly increased range.


 * Pressure Lock: Pressure locks keep the helmet tightly sealed shut, preventing dust and other foreign bodies from getting inside. The locks can be loosed, allowing the user to remove the helmet entirely or just reveal their face.

Auxiliary Components

 * Enhanced Power Supply: Enhanced Power Supplies are larger and more powerful versions of standard power supplies. They are used to either power especially energy-intensive components and for soldiers being deployed to remote locations where they may have no opportunity to recharge for extended periods of time.


 * Bunker Shield Generator: Bunker shield generators produce a large bubble around the user, protecting them and anyone inside while allowing its occupants to fire out of it, essenially turning the shield into a mobile bunker. Bunker shields are generally quite durable, requiring a large amount of concentrated fire to overload. On the other hand, they are also very power intensive and tend to be somewhat large and heavy, reducing the user's mobility. It is relatively common for enhanced power supplies to be used to power them.


 * Acoustic Locator: Acoustic locators are a relatively common form of stealth detection. The device used echolocation to produce an image of the surrounding area, showing a silhouette of otherwise invisible entities in the process. The device is less reliable in cluttered environments, where the silhouette can be broken up. Some armors may also be capable of absorbing the sound wave rather than reflecting it, preventing any information from returning to the device. Hand-held versions of such devices also exist. Depending on the frequency, some races are capable of hearing the sounds produced by the locator, which can cause discomfort and has earned it various colloquial nicknames. Hand-held acoustic locators have also been developed.


 * Jump Jets: Jump jets are comprised of one or more rocket jets mounted upon the user's back and sometimes the shins. Standard models allow the user to make great leaps, bypassing obstacles and easily traversing urban environments. More advanced models allow the user to fly and hover in place.


 * Gravity Jets: Gravity jets are similar to jump jets except that they utilize anti-gravity to move. They are chiefly used in zero-gravity environments and space. They are also used when hovering and control is more important than sheer speed.


 * Mechanical Limbs: Mechanical limbs are most commonly found on utility armors and are used to assist the user in performing various tasks such as treating injuries and repairing machinery. Limbs may also have weapons mounted on them. Mechanical limbs are controlled either remotely, by an A.I, or by thought. When controlled by thought, they need to be connected to the user's nervous system so that they can function properly. With enough practice, the limb can be just as precise as an organic limb.


 * Weaponry: Weapon attachments can vary from blades, assault rifles, shotguns, and even small missile launchers. They are typically built into the wrist, but larger armors can mount them on the shoulders, back, and even the torso, though this tends to restrict mobility.


 * Claw Gauntlets: Claw gauntlets are gauntlets equipped with razor-sharp blades where the finger nails would be; these claws are sometimes retractable to allow for concealment and safely handling delicate objects. A more powerful iteration is the plasma claw, which produces plasma blades that can reach up to several inches in length.


 * Arm Shield: Arm shields are solid metal or energy-based shields mounted on the user's arm. They can range in size from a small buckler to an oversized tower shield. While this can greatly enhance one's durability, it hinders one's ability to carry two-handed weapons, though this can be somewhat mitigated with strength enhancement. The shield can oftentimes also be used as a weapon.


 * Drone Dock: Mounted on the user's back, drone docks contain one or more remote-controlled drones which are controlled through a small computer mounted on the user's wrist or a hand-held device. The drones can be terrestrial, flying, or aquatic, and can be used for a wide array of purposes such as reconnaissance and bomb disposal. The dock containing the drone acts as a mobile recharging station for the robot.


 * Signal Booster: The Signal Booster boosts the signals sent by the armor's radio Communicator, allowing it to communicate with troops much further away. Other soldiers can sync their armor with the Booster via a cable, allowing them to utilize the device as well. Many squads have at least soldier with a Signal Booster.


 * Floodlights: Among the more crude devices to be found on armor, floodlights are typically mounted on the helmet, breastplate, or pauldrons. They are more common on unpowered armor or more primitive models where the helmet lacks the sensory components commonly available today.


 * Magnetic Boots: Particularly popular with space-bound infantry and infiltration forces, magnetic boots allow the wearer to attach to any magnetic surface.