Post by GloveParty on Oct 1, 2011 5:18:03 GMT
The Ranger Exoskeleton is a powered exoskeleton worn by all Rangers that increases their physical abilities and also sometimes modifies their weapons. IT is primarily constructed of a frame and brace on the torso, with a powercell on the back, and the frame strecthing out to the limbs where there are braces on the wrists, upper arms, shins, and thighs, and piston-rodsstretching between the braces which are coordinated with the movement of the limbs to provide a magnifying effect to the movements of the Rangers. The exoskeletons are different for each class, however. The exoskeletons are upgradable, but it's expensive, and the Ranger Corp only upgrades exoskeletons based on experience of the soldier, and upgrades are far different between classes. There are three categories of upgrade:
STR: Strength, This upgrades the strength of the rods, or sometimes things in the weapon.
DEX: Dexterity, This updrages the speed of the rods or their fine movements or also sometimes things in the weapons.
MAG: Although officially called Tecnological upgrades, everyone jokingly calls it Magic. It has many different effects, but the most common is to increase the kinetic-energy gathering of the weapons.
Thin-medium sized armor is worn under the exoskeleton, while heavy armor is worn over.
Different classes' exoskeletons have varying encumberances, and thus the armor worn by same-experienced and conditioned Rangers depends upon their class's "Armor Rating" There are two Armor Ratings, High, and Low.
High: Boxer, Gladiator, Whipper, Angel, Medic, Enchanter, Grenade Thrower.
Low: Sniper, Gunner, Magician, Conjurer, Priest, Medalwalker.
Currently those with the High armor rating wear very thick Kevlar, while the ones with low just wear regular kevlar vests.
Class Variations:
Boxer:
The Boxer's exoskeleton actually hardly varies from the regular exoskeleton, merely with additional rods in the arms to further increase the power of their punch, and shock absorbing gear in the arms so they don't literally break their own arms by punching someone.
Its STR upgrade simply upgrades the power of the rods so that the boxers can punch harder.
Its DEX upgrade increases the ability of the rods to move back and forth quickly, increasing the frequency of the boxers' punches.
Its MAG upgrade gets an upgrade for the kinetic-energy gathering apparatus found in some weapons that allows them to do some secondary attacks, making it more efficient.
Gladiator:
The Gladiator's exoskeleton is similar to the regular one except that it also has a few more rods in the arms, as well as a rod network between the wrists and shoulders to allow them to be able to hold and swing their massive swords (their swords are actually about three-quarters their size- the exoskeleton is necessary for them).
Its STR upgrade increases the power of the rods, allowing the Gladiator to score more powerful hits.
Its DEX upgrade increases the contorl of the Gladiator over slight movement of rods and also the dexterity of the rods, so he can hit more accurately and hit with more guarantee of power.
Its MAG upgrade upgrades the kinetic-energy gatherer.
Whipper:
The Whipper's exoskeleton, like the other Heavy armor rating classes' exoskeletons, is close in design to the plain exoskeleton. However, its upper-arm braces are just above the elbow. This along with the fact that the piston rods are less centralized and go more from the torso means that the whippers have a greater freedom of movement in their shoulders, allowing them to swing their great whips widely.
Its STR upgrade increases rod power, allowing the Whippers' whips to hit more solidly and damagingly.
Its DEX upgrade actually has nothing to do with the rods and instead affects the secondary attack of the weapon, basically increasing the storage space for the bullets and also the power of the secondary attack mechanism so it can fire them all.
Its MAG upgrade is for the kinetic-energy gatherer.
Sniper:
The sniper exoskeleton is quite modified, with a locking jointed bar on the back of the bow-holding arm that allows the snipers to hold their bows out without risks of snapping their arms when it fires. It also contains aiming apparatuses around the head and many rods on the pulling arm to pull the literally metal cables, which are ridiculously hard to pull even when aided by the weapon. The extra features make it so that the snipers are more encumbered by armor than High armor rating classes.
Its STR upgrade increases the power of the rods in the pulling arm, letting the Ranger pull the cables farther, letting the arrow travel farther.
Its DEX upgrade increases the accuracy of the aiming apparatuses, allowing the Sniper to be more precise and strike in more vulnerable areas, doing more damage.
Its MAG upgrade upgrades the kinetic-energy gatherer.
Gunner:
The gunner exoskeleton actually has quite a few modifications, like an advanced aiming apparatus like the sniper, and arm steadiers to help it keep the gun steady. To help reduce the cost of ammo, there are also bullet recyclers running along the arms that recycle the steel from the shells into part of the bullets (gauss weaponry is used). The Gunners actually receive different size bullets in the shells based upon their efficiency of recyclers, to maximise the efficiency. Gunners are Low armor-rating because of all of the additions to the arms, as well as their back-row role in the army.
Its STR upgrade increases the power of the magnets (Or laser emitters in rays) in the gun, allowing them to fire the bullets with more power.
Its DEX upgrade decreases the recharging time of the magnets (Or laser emitters in rays) in the gun, allowing the gun to fire more quickly.
Its MAG upgrade increases the efficiency of the bullet-recyclers (or cell-rechargers for rays), making the firing more efficient, allowing the soldier to fire more with the ammo he has, and to carry more because it's now cheaper.
Angel:
The Angel is an odd thing, originally designed for psychological warfare but found to be effective in regular combat, with two wings on the exoskeleton. both functioning for psychological effect and as powerful magnets that can change polarity and can focus, letting the rings which are thrown by the Angel be either attracted or repelled at high speed and force without worry of affecting outside things. Other than the wings, it's a normal exoskeleton because the wings do the weapon handling, so it has High armor rating.
Its STR upgrade increases the power of the magnets in the wings, allowing more force to be puts into the rings' flight.
Its DEX upgrade increases the tracking and focusing system efficiency inside the wings, so that multiple rings can be thrown at once.
Its MAG upgrade increases the kinetic-energy gatherer in the rings.
Grenade Thrower:
The Grenade Thrower has a very light adition to its exoskeleton, two actually, simply larger ammo packs to take into account the non-compact grenades thyey have (although they are rectangular), and a piston-rod system wrist-shoulder to allow them to toss the steel grenades far and hard enough to actually dent metal (which is then further harmed by the grenade's explosion), making Grenade Throwers High armor rating.
Its STR upgrade increases the rod systems' strength in the throwing arm, allowing the grenade to be thrown farther.
Its DEX upgrade increases the rod systems' speed, so the Grenade Thrower can grab and throw faster.
Its MAG upgrade increases the kinetic energy gatherer in the throwing arm's efficiency, to allow more grenades to explode specially.
Magician:
The Magician's exoskeleton has extra power-packs, as well as a holder and focuser that has power channelers attached to it, and is grabbed, so the Magicians' orb shaped devices can be held stablely and can be focused and powered correctly. This however, is obviously encumbering due to the power lines and the extra power packs, and so the Magician is Low armor rating.
Its STR upgrade increases the power of the focuser, so that the effect of the orb goes farther.
Its DEX upgrade increases the efficiency of the power conductors, so that the orb can more frequently be activated.
Its MAG upgrade upgrades the power of the orb itself, increasing the power of the effect.
Conjurer:
The Conjurer's exoskeleton is also powered, with the wires connecting to a rod-like "wand". There's also a fairly heavy pack full of material controlled by the wand, which is magnetic and moves clumps of small blades or such at high speed, also able to direct them to home in on targets when in flight. The wires and extra power and the pack of material make the suit heavy and encumbering compared to such s the Boxer, and therefore make it Low armor rating.
Its STR upgrade increases the power of the magnets in the wand, increasing the range of the attack.
Its DEX upgrade increases the tracking and redirection capabilities of the wand, allowing it to home in more.
Its MAG upgrade increases the magnet number in the wand, letting them carry a larger and more deadly amount of materials, increasing attack power.
Enchanter:
The Enchanter's exoskeleton, although it does have power, has less power needed than the ther two technological effect classes. It has wires from the shoulders attached to its wide, longsword-sized blade with various devices in the hilt, and a light rod-system from shoulders to wrist. That's all it has though, and since it works simply with the enchanter rather than against the Enchanter's movements, the Enchanter's exoskeleton is High armor rating.
Its STR upgrade increases the power of the rods in the arms, allowing the Enchanter to attack with more force.
Its DEX upgrade allows for both speed of the arm-rods and charging time of the devices in the blade hilt, so the Enchanter cn attack more often.
Its MAG upgrade increases the damage the attacks from the devices in the hilts do, although this is divided by the number of attacks from the hilt in one slice.
Priest:
The Priest's exoskeleton, like the magic classes (although the Priest is support), has quite a lot of additional power packs, and quite a few powerlines heading towards the hilt of the Priest's staff, which actually magnetically enhances the movements of the rods in the armor of nearby Rangers, and their weapons, hence the large size and power requirement as well as a single one on the head of the staff, which holds a weaker device for attacking. This is even more inhibiting then the Magician, placing the prest firmly (but equally) as Low armor rating.
Its STR upgrade adds power to the magnets of the staff in addition to setting the seeking effect in the in-staff computer more offensively, basically increasing the attack power of the nearby Rangers by various ways.
Its DEX upgrade adds power ands sets it defensively, making the staff slightly deflect the course of bullets, or in the case of subsonic, non-metal projectiles, move the nearby Rangers' exoskeletons so they take slightly less damage from the attack.
Its MAG upgrade adds power to the magnets just plain, so that the range of the effect is increased.
Medic:
The MEdic's exoskeleton is simple, just a regular exoskeleton with a pack of medical supplies and a few more rods in the arm holding the knife. Therefore the Medic is High armor rating.
Its STR upgrade is a priority upgrade increasing the potency of the medical supplies supplied from the army, allowing for more possible healing.
Its DEX upgrade is a priority upgrade increasing the variety and completeness of sets of medical supplies.
Its MAG upgrade is for the kinetic energy-gatherer.
Medalwalker:
The Medalwalker has both heavy packs with discs (which they throw and which have supplies in then) and a fairly large wrist-shoulder rod system allowing Medalwalkers to throw their discs with lethal force. The combine to make it very encumbering, making the Medalwalker's exoskeleton Low armor rating.
Its STR upgrade increases the supply compartment size of the disc and specializes it for food, allowing for larger food items to be placed in.
Its DEX upgrade increases the supply compartment size of the disc and specializes it for ammo, allowing for larger amounts of ammo.
Its MAG upgrade makes a larger percentage of the discs have compartments..
STR: Strength, This upgrades the strength of the rods, or sometimes things in the weapon.
DEX: Dexterity, This updrages the speed of the rods or their fine movements or also sometimes things in the weapons.
MAG: Although officially called Tecnological upgrades, everyone jokingly calls it Magic. It has many different effects, but the most common is to increase the kinetic-energy gathering of the weapons.
Thin-medium sized armor is worn under the exoskeleton, while heavy armor is worn over.
Different classes' exoskeletons have varying encumberances, and thus the armor worn by same-experienced and conditioned Rangers depends upon their class's "Armor Rating" There are two Armor Ratings, High, and Low.
High: Boxer, Gladiator, Whipper, Angel, Medic, Enchanter, Grenade Thrower.
Low: Sniper, Gunner, Magician, Conjurer, Priest, Medalwalker.
Currently those with the High armor rating wear very thick Kevlar, while the ones with low just wear regular kevlar vests.
Class Variations:
Boxer:
The Boxer's exoskeleton actually hardly varies from the regular exoskeleton, merely with additional rods in the arms to further increase the power of their punch, and shock absorbing gear in the arms so they don't literally break their own arms by punching someone.
Its STR upgrade simply upgrades the power of the rods so that the boxers can punch harder.
Its DEX upgrade increases the ability of the rods to move back and forth quickly, increasing the frequency of the boxers' punches.
Its MAG upgrade gets an upgrade for the kinetic-energy gathering apparatus found in some weapons that allows them to do some secondary attacks, making it more efficient.
Gladiator:
The Gladiator's exoskeleton is similar to the regular one except that it also has a few more rods in the arms, as well as a rod network between the wrists and shoulders to allow them to be able to hold and swing their massive swords (their swords are actually about three-quarters their size- the exoskeleton is necessary for them).
Its STR upgrade increases the power of the rods, allowing the Gladiator to score more powerful hits.
Its DEX upgrade increases the contorl of the Gladiator over slight movement of rods and also the dexterity of the rods, so he can hit more accurately and hit with more guarantee of power.
Its MAG upgrade upgrades the kinetic-energy gatherer.
Whipper:
The Whipper's exoskeleton, like the other Heavy armor rating classes' exoskeletons, is close in design to the plain exoskeleton. However, its upper-arm braces are just above the elbow. This along with the fact that the piston rods are less centralized and go more from the torso means that the whippers have a greater freedom of movement in their shoulders, allowing them to swing their great whips widely.
Its STR upgrade increases rod power, allowing the Whippers' whips to hit more solidly and damagingly.
Its DEX upgrade actually has nothing to do with the rods and instead affects the secondary attack of the weapon, basically increasing the storage space for the bullets and also the power of the secondary attack mechanism so it can fire them all.
Its MAG upgrade is for the kinetic-energy gatherer.
Sniper:
The sniper exoskeleton is quite modified, with a locking jointed bar on the back of the bow-holding arm that allows the snipers to hold their bows out without risks of snapping their arms when it fires. It also contains aiming apparatuses around the head and many rods on the pulling arm to pull the literally metal cables, which are ridiculously hard to pull even when aided by the weapon. The extra features make it so that the snipers are more encumbered by armor than High armor rating classes.
Its STR upgrade increases the power of the rods in the pulling arm, letting the Ranger pull the cables farther, letting the arrow travel farther.
Its DEX upgrade increases the accuracy of the aiming apparatuses, allowing the Sniper to be more precise and strike in more vulnerable areas, doing more damage.
Its MAG upgrade upgrades the kinetic-energy gatherer.
Gunner:
The gunner exoskeleton actually has quite a few modifications, like an advanced aiming apparatus like the sniper, and arm steadiers to help it keep the gun steady. To help reduce the cost of ammo, there are also bullet recyclers running along the arms that recycle the steel from the shells into part of the bullets (gauss weaponry is used). The Gunners actually receive different size bullets in the shells based upon their efficiency of recyclers, to maximise the efficiency. Gunners are Low armor-rating because of all of the additions to the arms, as well as their back-row role in the army.
Its STR upgrade increases the power of the magnets (Or laser emitters in rays) in the gun, allowing them to fire the bullets with more power.
Its DEX upgrade decreases the recharging time of the magnets (Or laser emitters in rays) in the gun, allowing the gun to fire more quickly.
Its MAG upgrade increases the efficiency of the bullet-recyclers (or cell-rechargers for rays), making the firing more efficient, allowing the soldier to fire more with the ammo he has, and to carry more because it's now cheaper.
Angel:
The Angel is an odd thing, originally designed for psychological warfare but found to be effective in regular combat, with two wings on the exoskeleton. both functioning for psychological effect and as powerful magnets that can change polarity and can focus, letting the rings which are thrown by the Angel be either attracted or repelled at high speed and force without worry of affecting outside things. Other than the wings, it's a normal exoskeleton because the wings do the weapon handling, so it has High armor rating.
Its STR upgrade increases the power of the magnets in the wings, allowing more force to be puts into the rings' flight.
Its DEX upgrade increases the tracking and focusing system efficiency inside the wings, so that multiple rings can be thrown at once.
Its MAG upgrade increases the kinetic-energy gatherer in the rings.
Grenade Thrower:
The Grenade Thrower has a very light adition to its exoskeleton, two actually, simply larger ammo packs to take into account the non-compact grenades thyey have (although they are rectangular), and a piston-rod system wrist-shoulder to allow them to toss the steel grenades far and hard enough to actually dent metal (which is then further harmed by the grenade's explosion), making Grenade Throwers High armor rating.
Its STR upgrade increases the rod systems' strength in the throwing arm, allowing the grenade to be thrown farther.
Its DEX upgrade increases the rod systems' speed, so the Grenade Thrower can grab and throw faster.
Its MAG upgrade increases the kinetic energy gatherer in the throwing arm's efficiency, to allow more grenades to explode specially.
Magician:
The Magician's exoskeleton has extra power-packs, as well as a holder and focuser that has power channelers attached to it, and is grabbed, so the Magicians' orb shaped devices can be held stablely and can be focused and powered correctly. This however, is obviously encumbering due to the power lines and the extra power packs, and so the Magician is Low armor rating.
Its STR upgrade increases the power of the focuser, so that the effect of the orb goes farther.
Its DEX upgrade increases the efficiency of the power conductors, so that the orb can more frequently be activated.
Its MAG upgrade upgrades the power of the orb itself, increasing the power of the effect.
Conjurer:
The Conjurer's exoskeleton is also powered, with the wires connecting to a rod-like "wand". There's also a fairly heavy pack full of material controlled by the wand, which is magnetic and moves clumps of small blades or such at high speed, also able to direct them to home in on targets when in flight. The wires and extra power and the pack of material make the suit heavy and encumbering compared to such s the Boxer, and therefore make it Low armor rating.
Its STR upgrade increases the power of the magnets in the wand, increasing the range of the attack.
Its DEX upgrade increases the tracking and redirection capabilities of the wand, allowing it to home in more.
Its MAG upgrade increases the magnet number in the wand, letting them carry a larger and more deadly amount of materials, increasing attack power.
Enchanter:
The Enchanter's exoskeleton, although it does have power, has less power needed than the ther two technological effect classes. It has wires from the shoulders attached to its wide, longsword-sized blade with various devices in the hilt, and a light rod-system from shoulders to wrist. That's all it has though, and since it works simply with the enchanter rather than against the Enchanter's movements, the Enchanter's exoskeleton is High armor rating.
Its STR upgrade increases the power of the rods in the arms, allowing the Enchanter to attack with more force.
Its DEX upgrade allows for both speed of the arm-rods and charging time of the devices in the blade hilt, so the Enchanter cn attack more often.
Its MAG upgrade increases the damage the attacks from the devices in the hilts do, although this is divided by the number of attacks from the hilt in one slice.
Priest:
The Priest's exoskeleton, like the magic classes (although the Priest is support), has quite a lot of additional power packs, and quite a few powerlines heading towards the hilt of the Priest's staff, which actually magnetically enhances the movements of the rods in the armor of nearby Rangers, and their weapons, hence the large size and power requirement as well as a single one on the head of the staff, which holds a weaker device for attacking. This is even more inhibiting then the Magician, placing the prest firmly (but equally) as Low armor rating.
Its STR upgrade adds power to the magnets of the staff in addition to setting the seeking effect in the in-staff computer more offensively, basically increasing the attack power of the nearby Rangers by various ways.
Its DEX upgrade adds power ands sets it defensively, making the staff slightly deflect the course of bullets, or in the case of subsonic, non-metal projectiles, move the nearby Rangers' exoskeletons so they take slightly less damage from the attack.
Its MAG upgrade adds power to the magnets just plain, so that the range of the effect is increased.
Medic:
The MEdic's exoskeleton is simple, just a regular exoskeleton with a pack of medical supplies and a few more rods in the arm holding the knife. Therefore the Medic is High armor rating.
Its STR upgrade is a priority upgrade increasing the potency of the medical supplies supplied from the army, allowing for more possible healing.
Its DEX upgrade is a priority upgrade increasing the variety and completeness of sets of medical supplies.
Its MAG upgrade is for the kinetic energy-gatherer.
Medalwalker:
The Medalwalker has both heavy packs with discs (which they throw and which have supplies in then) and a fairly large wrist-shoulder rod system allowing Medalwalkers to throw their discs with lethal force. The combine to make it very encumbering, making the Medalwalker's exoskeleton Low armor rating.
Its STR upgrade increases the supply compartment size of the disc and specializes it for food, allowing for larger food items to be placed in.
Its DEX upgrade increases the supply compartment size of the disc and specializes it for ammo, allowing for larger amounts of ammo.
Its MAG upgrade makes a larger percentage of the discs have compartments..