Armored Warrior
The Extraordinary DavidContents
- 1Biodata
- 2Power Progression
- 3Background / History
- 4Qualification & Training
- 4.1Becoming an Armored Warrior
- 4.2Body Techniques
- 5Abilities & Skills
- 5.1Exoskeleton-Enhanced Combat
- 5.2Weapon Mastery
- 5.3Talents
- 5.4Battle Formations
- 6Combat Specializations
- 7Equipment / Weapons / Items
- 8Organizations & Resources
- 8.1Armored Warrior Association
- 8.2Zerg-Derived Resources
- 8.3Armored Warrior Virtual World
- 9Notable Armored Warriors
Biodata
| Feature | Value |
|---|---|
| Name | Armored Warrior |
| Original Name | 甲士 |
| Species/Race | Human 169 172 |
| Affiliation | Interstellar Federation; members serve in the military, government, Armored Warrior Association, mercenary groups, and independent teams 192 |
| Occupation/Role | Exoskeleton-equipped combatant, primarily trained to fight the Zerg 14 169 |
| Defining Threshold | A bodily breakthrough associated with exceeding 1,000 kilograms of strength, enabling safe use of Exoskeleton Armor 120 |
Power Progression
The following milestones document David Kerr’s advancement through the Armored Warrior stage.
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Armored Warrior; Talented Armored Warrior | 120 | Breaks through while practicing the Eighteen Forms of Body Technique. Strength reaches 1,200 kilograms, Strength and Physique both reach 3.5, and Power Vibration manifests. Gallen confirms his status. |
| Armored Warrior — continued growth | 161 | High-Rank Armored Warrior Body Technique raises strength from 1,200 to 1,300 kilograms; Strength and Physique increase together to 3.63. |
| Mid-rank Armored Warrior | 242 | Strength and Physique reach 4.00, corresponding to 1,600 kilograms of force. The passage explicitly identifies David as a true mid-rank warrior. |
| Approaching high-rank Armored Warrior | 295 | Strength approaches 1,800 kilograms through Level 3 Fortified Meat and continued body-technique practice. The technique’s unusually rapid benefits begin to diminish. |
| Peak Armored Warrior | 403 | Strength and constitution approach the Armored Warrior stage’s limits; David is explicitly described as a true Peak Armored Warrior. |
- Strength-limit discrepancy: Earlier instruction places the peak limit at 2,000 kilograms, while the later mid-rank progression passage gives a peak figure of 3,200 kilograms 29 242.
- Beyond the rank: Transcendent is a higher stage. Reaching peak strength alone does not ensure advancement; physique is a major bottleneck for many peak warriors 39 160.
Background / History
Federation history books credit the profession’s origins to the development of individual Exoskeleton Armor for fighting the Zerg. According to this official account, a thousand years of refinement produced the modern Armored Warrior. Trainer Jeremy introduces the subject as involving history the government refuses to acknowledge, but the supplied passage does not reveal his alternative explanation 169.
Armored Warriors occupy both military and civilian roles. Some serve on front lines or protect mining areas; others take mercenary contracts, pursue Association missions, or remain in cities as military reserves while working ordinary jobs 159 172 245.
Qualification & Training
Becoming an Armored Warrior
- Physical threshold: Breaking the strength bottleneck grants the profession’s basic power, but weaker physical attributes may still require training before the person becomes a true Armored Warrior 78.
- Armor readiness: The bodily change accompanying the 1,000-kilogram breakthrough allows Exoskeleton Armor to be used without backlash damage 120.
- Formal assessment: Physical attainment and official qualification are separate steps. After David’s breakthrough, Gallen arranges an Association assessment; David passes its physical test and selects the Sniper profession for his final test 121 142.
- Specialist certification: David subsequently passes the Sniper Armored Warrior assessment with a perfect score 145.
Body Techniques
| Technique | Purpose | Requirements and limitations |
|---|---|---|
| Eighteen Forms of Body Technique | Federation-promoted foundational training, suitable for most people. Proficient mastery before promotion produces a stronger foundation and greater potential 29 120 160. | Ordinary people can begin with minimal resources, but higher-level results require increasing support. It can develop peak strength, while reaching peak physique remains difficult 160. |
| High-Rank Armored Warrior Body Technique | A demanding thirty-six-form technique designed around an Armored Warrior’s strength and physique; particularly valuable for developing physique alongside strength 160 161. | Requires daily Level 1 Fortified Meat and periodic Gene Repair Fluid. Even correct practice causes damage, while mistakes in coordination can produce additional injuries 160. |
- Training trade-off: Body training, combat practice, and earning resources compete for time. Warriors usually specialize in one weapon rather than divide their effort across several 161 187.
- Enhancement potions: Fortification potions can accelerate growth but make advancement to Transcendent harder. Controlled intervals between uses reduce this impact 205.
- War Star experience: Repeated combat and plentiful Fortified Meat make War Star an important training environment; nearly every powerful Armored Warrior is said to have served there 452.
- Academy training: At Alidia First Academy, the major includes three morning academic classes and afternoon professional courses. Students can reach Proficient weapon mastery after one or two years, with some exceptional students attaining Mastery 325 329.
Abilities & Skills
Exoskeleton-Enhanced Combat
- Strength amplification: Exoskeleton Armor increases an Armored Warrior’s strength tenfold 517.
- Combat ceiling: Equipped Armored Warriors may fight Level 2 Zerg, while Transcendents can fight Level 3 Zerg; armor contributes substantially to both groups’ effectiveness 517.
- Armor dependence: Without Exoskeleton Armor, ordinary Armored Warriors lack the force needed to harm same-level Zerg 517.
- Speed limitation: Even with armor, warriors generally cannot match same-level Zerg in speed, encouraging coordinated encirclement rather than solitary combat 29.
- Deployment vulnerability: Equipping armor takes roughly two or three seconds—a dangerous opening against a Transcendent, whose armor can appear with a thought 600.
Weapon Mastery
- Heavy weapons: War hammers and heavy axes are favored because opportunities to strike fast-moving Zerg are limited, making the effectiveness of each hit crucial 14 29.
- Longswords: Their lightness improves mobility, but they inflict little damage on Zerg unless they strike vital points. They are more effective against other Armored Warriors 262 1029.
- Great shields: A strong shield user lets teammates concentrate on offense, improving both squad defense and total damage output 187.
- Weapon Masters: Master-level weapon skill is rare and feared. David’s spear mastery is enough to destroy an opposing war hammer user’s confidence 150 245.
- Multiple weapons: Broad mastery is unusual because each weapon normally requires years of sustained practice. Helena identifies David as an exception 187.
Talents
Talented Armored Warriors possess additional abilities generally classified as strength-based, speed-based, or special talents 120.
| Talent | Documented effect |
|---|---|
| Power Vibration | Adds a vibration attack to a physical strike, threatening opponents of equal or slightly greater strength 120. |
| Strength Overlap | Delivers a second, identical wave of force, potentially breaking a defense after the opponent blocks the first 363. |
| Constitution Enhancement | Raises constitution by 50% when activated 363. |
| Attack Speed | One documented version increases strike speed by 40% 363. |
| Speed Buff | Two documented versions increase personal speed by 30% and 35%, showing that identically named talents can differ in effectiveness 363. |
- Rarity: Becoming an Armored Warrior is described as a one-in-a-thousand probability, compared with one in a million for a Talented Armored Warrior 139.
- Resource demands: Major factions cultivate talented candidates with large quantities of Level 2 Fortified Meat, though even major organizations on Panshi Planet lack sufficient resources for this approach 139.
Battle Formations
- Universal protocols: Every Armored Warrior must learn Federation-promoted formations, with weapon types assigned specific positions and duties 192.
- Cooperation between strangers: Shared protocols allow warriors from different organizations to form functional combat formations without prior familiarity 192.
- Organizational advantage: Independent warriors generally lack the training of organized units; factions also maintain specialized formations beyond the universal system 192.
- Standard squad size: Six-person coordination is common. The Association requires at least six warriors to accept David’s Ripper Fly mission as a combat squad 173 329.
Combat Specializations
| Specialization | Battlefield role | Limitations |
|---|---|---|
| Heavy-weapon combatant | Main melee offense, using weapons such as war hammers, heavy axes, and spears 14 173. | Must make limited opportunities to hit fast Zerg count 29. |
| Great Shield Armored Warrior | Vanguard and defensive anchor, protecting attackers behind the shield 173 187. | Shield-focused offense can be limited; David carries a longsword for close attacks 175. |
| Sniper Armored Warrior | Long-range fire support and protection for frontline companions 39. | Requires teammates to pin down enemies. Losing the distance advantage makes survival difficult 179. |
| Scout / Longsword Armored Warrior | Reconnaissance and mobile combat; longsword users commonly serve as scouts 174 262. | Usually not the main offensive force against Zerg 1029. |
| Electronic Warfare Specialist | Defeats access controls and defensive systems during mercenary starship assaults 18. | Has comparatively little standing among ordinary warriors because their principal enemy is the Zerg 18. |
Equipment / Weapons / Items
- Exoskeleton Armor — Essential protection and amplification. Gallen advises selecting a model suited to the wearer’s characteristics rather than judging armor only by its apparent quality 37.
- Liuguang Exoskeleton Armor — Increases operator speed by 10%. It is unavailable through ordinary public sales and requires government access or special connections 34.
- Land Lion Exoskeleton Armor — A military-designed, general-purpose melee model; useful for close combat but insufficient to exploit David’s combined melee and sniper skills fully 181.
- Customized armor — Can accommodate increased joint movement, several weapon mounts, sniper ground anchors, emergency speed boosts, and flight systems 183 260.
- Graded weapons — Obtaining a Level 2 Grade Weapon is described as a major leap in combat power, enabling harder contracts and access to better resources 261.
- Armor communications and displays — Support inter-suit communication, target information, and shared battlefield views 129 220.
- Sound-wave countermeasures — Can neutralize sonic attacks once activated, though the initial delay may still be lethal 281.
Organizations & Resources
Armored Warrior Association
- Membership: Most warriors outside military and conglomerate training systems join after obtaining their qualifications, seeking knowledge and resources through missions 138.
- Mission system: Tasks include exterminating Zerg, defending mines, and guarding resource planets; some require mid- or high-level warriors 172.
- Contribution points: Mission rewards reduce the Credit Point cost of resources 172.
- Indirect influence: Members are not hired soldiers available on immediate command. The Association directs their activity by posting missions 138.
- Equipment choice: A warrior must choose their first equipment without consulting others, because the decision directly concerns their survival 144.
Zerg-Derived Resources
- Fortified Meat supports physical advancement.
- Claw spikes and teeth provide weapon materials.
- Shells provide protective materials.
These dependencies make the Zerg both the profession’s principal enemy and a major source of its strength and equipment 172.
Armored Warrior Virtual World
- Purpose: Provides combat experience without the fatal risks of real-world Armored Warrior battles 236 245.
- Bug Tower: Lets warriors familiarize themselves with fighting Zerg 237.
- Rewards: Combat points can obtain resources, customized armor, and rare materials 238 242.
- Access restrictions: Virtual Pods are restricted to licensed public venues; private purchases are prohibited even for influential individuals 236.
Notable Armored Warriors
- David Kerr — A Talented Armored Warrior and certified sniper who develops exceptional skill with several weapon types 120 145 187.
- Hans — David’s father and a Sniper Armored Warrior; his profession influences David’s early admiration for sniping 39.
- Amos — An elite veteran of War Star whose war hammer combat experience is transferred to David through a Knowledge Light Orb 30.
- Girard — A military Armored Warrior who guards the injured David and helps provide shared battlefield vision 128 129.
- Helena — Gallen’s second disciple, identified as a Peak Armored Warrior; brings her squad to support David against the Blade of Freedom Mercenary Group 154.
- Norton, Epu, Bragg, and Mid — Peak warriors of the Thunder Mercenary Group with master-level longsword, war hammer, shield, and heavy axe skills, respectively 220.