Rigruften
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Post by Rigruften on Oct 9, 2013 23:09:16 GMT -8
The Standard Uniform
Combat Boots - These modern combat boots are designed to provide ankle stability, gripping of feet, and foot protection. The boots are also effective in ventilation and comfort. It incorporates nylon sides, a black leather exterior, and near-universal fitting. Pressure pads on the bottom absorb shock and hard rubber is used to stop slipping. Laces on the front consist of quick tying, strong strings. The boots are water proof, do not conduct electricity, fireproof, and last long through difficult, varied terrains. [Image: 2n9i83.jpg]
Cargo Pants - Loose, green, thick, fast-drying pants with white lines running on the left and right sides. They carry two pockets on the left and right upper thighs, and are held up by a belt located on the unit's waist. Made with nylon, special fibers, and cotton. The cargo pants conduct electricity, but reduce brief electricity hazards by 10 percent. They protect against brief, small fires, but only for a brief amount of time. Extinguish fires as soon as possible. Fit into boots.
Combat Jacket - A combat jacket made thickly with nylon, cotton, and special fibers. Incorporates a small amount of flak jacket fibers. Protects against debris and rubble. Trades much of it's protection for mobility, comfort, and cost-effectiveness. Rather ineffective against grenades and conventional explosives. Useful for glass shards, flying debris and shrapnel, but bruises and wounds will be nearly inevitable against said projectiles have enough momentum. Combat jacket is made for small flying objects that have brief momentum, not constant. Combat jacket is not made for bullets, knives, conventional weapons, or wielded weapons. The combat jacket's main priority is to keep units warm in cold weather, not necessarily to protect against attacks. Combat jacket is near water-proof and quick drying. Combat jacket is universal and will fit most units. Also covers upper thighs and has a short neck. Neck may be closed to form small turtleneck. Protects against fire, but only for a brief amount of time, as it is difficult to ignite with brief, small flames. Extinguish fires as soon as possible. Reduces brief, small electricity hazards by 10 percent. Is not designed for constant or repeated strain.
Type Two Kevlar Vest - A black combat vest made out of multiple layers of kevlar fiber covered in nylon. Catches bullet once bullet injects itself in. The type two combat vest covers the entire chest, part of the sides, parts of the upper stomach, and all of the upper back. Features a neck guard that aids in protecting against fragments. Type two kevlar vest is able to protect most individuals with decent effectiveness against 9mm, .45 ACP, and .40 S&W. Is not mean't to take multiple rounds simultaneously or close together. Hitting the same area of the kevlar makes it easier to penetrate. The Type Two Kevlar vest is fast drying and semi-water proof. Is semi-fire proof because of it's difficulty to burn, but is only mean't for brief, short fires. Can withstand a brief small shot of fire without igniting. Reduces brief electricity risks by 15 percent. Is flexible, as it only covers the chest. Is not designed for constant or repeated strain.
Belts and utility belts - Standard issue belts. Units are given one clothing belt and two utility belts. Wear on waist and stomach. Used for bracing datapads, pistols holsters, flashlights, magazine pouches and other accessories and equipment. Clothing belt is used to hold cargo pants. Utility belts may be used to place on top or under combat jacket.
Gloves - Standard issued pair of black gloves. Made out of nylon, leather, and cotton. The gloves moves reach up towards the lower arm and completely cover the hand and wrist. They are effective in ventilation and comfort. Helps with handling toxic or dangerous items. Water proof, does not conduct electricity, fire proof. Rubber is used to stop slipping. [Image: 345xuzl.jpg]
Gasmask - The mask protects the identity of those of those who wear it, while protecting against any fumes, toxic gases, or pollutants that units may encounter. Also works as a respirator and is made out of plastics and nylon. Once connected with the backplate, the mask's lens' will begin to show digital information to the individual. This includes the user's heat, the unit's use of stamina, unit's status, whether another unit is taking damages, user's heart rate, user's breathing rate, user's blood pressure, and the location of any wounds that the user may have suffered. The gasmask also has a zoom. All electrical components cannot work unless it is with the backplate. Gas mask is hard plastic, and will have decent effectiveness in protecting against low-momentum projectiles or other hazards, such as small bits of shrapnel, fires, and bits of glass.
Backplate - The second most vital part of the uniform. Backplate consists of thin combine alloys and thin layers of metal. Contains a radio that connects to two speakers aimed towards the user's left and right ear. Backplate can protect against fragments, debris, and sharp objects. Will not protect against conventional weapons like knives if the conventional weapon has enough momentum. The backplate takes signals from the CIMS and relays them to the mask, which is then displayed for the user. The backplate will need a constant bio signal, otherwise it will just be a piece of metal.
CIMS (Combine. Individual. Monitoring. Suit.) - The most vital part of the CCA uniform. The suit is worn under all other clothing, and sends data to the backplate. It will tell of any holes or damage the the user has taken. It also tells the user's temperature, stamina, status, heart rate, breathing rate, blood pressure, and location of the wounds the unit may have taken. Anything that it tracks, it sends to consoles in the nexus and to the backplate. The backplate then sends it to the lens to view. In addition to monitoring, it also moderates and controls body temperature and moisture. The suit will get cooler if it's hot, and hotter if it's cold. The suit will also absorb a large amount of moisture leaking through the exterior. Needs a constant bio-signal to activate. If a unit was to die, it will send a signal to all units of the city and to the nexus.
Passive Equipment
Datapad - A personal digital assistant that records all of the information on units and citizens. With it, you can look for CID's, pictures, and other information that can be useful. The datapad also doubles as a map, clock, notebook and messenger. It may also be connected to other devices and access codes and software. The datapad must be activated with a constant bio-signal. Datapad may be mounted on belt, strapped onto a wrist, or attached to the kevlar vest.
Stun Baton - A 14 inch stunbaton with a charge that may be measured from options like kill, stun, and shock. It has a low-to-high setting that the user may change. The grip features a rubber-metal alloy that clings onto the user's hand so that the baton may not slip off. The stun baton also has a removable strap. The end of the stun baton has a cylinder shaped top that is approximately 2 inches. The top gives off the electricity and also acts as a weight, giving impacts more momentum.
Flashlights - CP units are given two LED flashlights. One about 11 inches, and another about 3 inches. The longer flashlight can be used to illuminate dark areas and as a heavy baton, while the smaller flashlight may be mounted on the side of the mask.
Magazine Pouches - Pistol magazine pouches. Combine manufactured. Made with mostly cotton and nylon. Each pouch has a short velcro patch on the top and may hold two pistol or three magazines in a slot.They can may be mounted on the kevlar armor, the utility belts and the pistol holster.
Pistol Holster - A holster for a sidearm. Made with nylon, leather, and cotton. This socks any sidearm comfortably in. Two magazine pouches may be placed onto the holster. A button and strap mechanism on the top and makes the pistol more difficult to pull out by any foreign users.
Rappelling Cable and Cable Grip Mechanism - Sided along with a cable grip mechanism, the rappelling cable is a rope made with synthetic fibers. These cables may also be shot out of MP7 grenade launchers, and are used to ascend and descend from areas. The Cable Grip Mechanism requires a bio signal to work. The mechanism holds, pulls, and loosens it's grip on the cable in order to descend or ascend the user safely and quickly. In some cases, units may have to drive stakes into the ground if there is no sufficient railing or strong area to cling the cable with. The cable may also be used to pull up or drop down boxes, items, equipment, and other ordnance. Though the rappelling cable is strong, it may fail depending on what the user uses for holding it. The cable itself can take large amounts of weight. It's the same cables used to lift heavy ordinance, like tanks and helicopters. The cable grip mechanism is specifically designed for up to one to eight individuals with full gear (including clothing, belongings, and other barracks needs) on one rope, but may also be used to retrieve and drop heavy equipment. Without the mechanism, all strength must be done based on the physical fittness and strength of the user(s).
Radio - The handheld radio is a communication device made with plastics. It connects to frequencies in order to send transmittions to other radios. It's shell is made out of plastics and is powered by electricity. The radio is wirelessly connected to the backplate, so units may simply tap on their backplate buttons to speak in the radio. They can also tap the radio button itself and talk via mask to transmit. It's also connected to the speakers, so no noise comes from the radio.
How a BioSignal Works Right, so basically this section is about the biosignal that's given to an officer. While applying for the MPF, a bit of blood is taken from the applicants finger. This blood will be translated and coded into something similar to a IP Address. Certain doors will recognize this address and open once scanners detect it. This also means that the Union is able to know who crosses what door at what time. However, the biosignal can be turned off or even automatically disabled. The CIMS works with the biosignal. If a unit dies, the CIMS will tell the backplate to send a message to the Nexus about the cause, area of the wound, and area of the death. Sometimes, a unit cannot enter through the Nexus doors without the CIMS. Without the CIMS, the Nexus will think the unit is dead, and the biosignal cannot be used. The Biosignal is also used to activate certain equipment, like the datapad. It's also the reason why turrets can detect MPF and OTA as friendly.
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