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Chyornov Combat Systems' assault armor was powered by a microfusion power source much like that which powered some droids. It was a layered armor that projected a low-grade energy shield along a superconducting layer inside the armor and was available in two versions. While it projected the thermal signature of a small speeder and had no stealth value whatsoever, it was an excellent equalizer in infantry operations.


Mark I Edit

  • Capable of withstanding massed fire from handheld weapons due to its shielded superconducting layer, it was designed to take on heavily dug-in positions.
  • It could also take up to a single repeating blaster, and fairly light laser weapons.
  • It included a powered exoskeleton that greatly enhanced the strength of the wearer.
  • It had a power outlet built into it, allowing heavy weapons to be plugged in.
  • The HUD of the helmet could be linked directly to the scope of a properly equipped weapon and used to direct fire.


Mark II Edit

  • It was capable of withstanding slightly heavier fire than the Mark I version because it had two shield layers rather than one.
  • It also contained a more powerful power source due to the increased drain on its power.
  • Rather than the Mark I's single power outlet, the Mark II had a pair of outlets.
  • The Mark II armor was equipped with an advanced sensor pack that allowed the wearer to keep track of what was happening on the battlefield, where the enemy were, and where the nearest support was.


Limitations Edit

  • There was an intensive selection process for candidates who could train to use the armor, as the battlefield advantages were incredibly addictive. Stepping out of it was often extremely disorienting.
  • Even the microfusion power source and storage cells could not last forever. Under heavy usage, they could run out in just under an hour, requiring the wearer to find a sheltered place and replace the power source.
  • Weapons plugged into the outlets had to be specially designed to interface with the armor. Adaptor kits could be found to modify existing weapons to interface, but often it was simply less expensive to buy a predesigned weapon for it.
  • Like its stealth counterpart, CCS' Flex-reactive armor, this armor was fairly expensive to produce and maintain. Though not quite so expensive the Flex-reactive armor, it nevertheless cost between 4,500 credits and 5,600 credits per unit.

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