The SEALs, or the "Synthetically Engineered Assault League", are a force commonly depicted as people in power armor or a drone. Things to note about a SEAL:
- The SEAL suit cannot be hacked or infected with a digital virus.
- The neural connection is via a chip.
- The neural connection aids the user heavily in the suits' functions. The neural chip and suit battery alleviate the effort of moving within the suit.
- SEAL suits can be removed by their users by using the neural connection they have with it. This does not require help from another SEAL.
- A SEAL's helmet cannot be removed without taking the suit off. If you want to show someone your face, you'll have to take off the entire suit. This is made much easier because of the above statement.
- Extra gear that would be carried in the suit for any unpiloted exodus would be a light harness build for rapelling and load carrying, and a small carry bag for the absolute necessities.
You should also note that the visors are ballistic; therefore, no, you cannot shoot through the visor and kill the operator. In addition it can take three rifle cartridges to crack the visor to the extent where it can not be seen through.
SEALs also know basic suit repairs, however anything else like extensive repair of the armor, storage packs, helmets, and visor would require advanced engineers.
SEAL Ballistic and Physical Strength.
The strength, both in terms of raw physical power and of survivability, has defined limits. These will be provided here for easy reference.
The SEAL suit's exoskeleton allows it to lift and bear significant loads. The suit is purported to be able to rip the Den door from its hinges. However, the suit can not effortlessly throw loads around and can not rip solid metal, such as an armored plate, in half. It's immensely strong, but not superhuman.
The SEAL suit is all but impervious to conventional rifle calibers, however, a .50 caliber anti-material round can take a SEAL down. The first .50 caliber hit will knock the SEAL back and disorientate him heavily, while a second hit in short succession will overload the exoskeleton's systems and cause the suit to fail. If the exoskeleton fails, it will often snap the legs, arms, or even spine of the wearer.
The SEAL suit's exoskeleton is vulnerable to trauma from explosives in much the same way that it is vulnerable to ballistics trauma. Sufficient explosive trauma (around 20,000 joules) will knock the exoskeleton offline, with disastrous consequences for the SEAL inside the suit. This can be hard to pull off as a SEAL suit's survivability increases exponentially as the suit is distanced from the explosion, as the shockwave dissipates.