Here's the specs on Flare's Red Dragoon Armor. I haven't quite some up with a final design for it yet, but it is supposed to look like red and orange cybernetic knight armor with a dragon and fire theme akin to what you'd see in Power Rangers, Super Sentai, and Kamen Rider along with having a red, flame patterned hoodie.
Summary
Red Dragoon Armor:
D-Reader Activation Code: 2-0-0
Transformation Call: āBahamut! Turn on the Dragon!ā
Bahamut: Onboard guidance system and living armor that is actually an elemental spirit known as a Knightro. Knightros feed off of the excess energy of those bonded to them like a battery of sorts, meaning their natural energy drains faster when wearing the armor. Armor can adapt and transform to suit both its user and environmental situations, although more extreme transformations are usually locked and need to be authorized via use of a āCommand Driveā, a special code dialed in on the D-Reader that allows the user to temporarily transform parts of his armor to more resemble the Knightroās natural form or summon parts of the Knightro to use as weapons at the cost of more energy drainage when in use.
Some of Flareās common Command Drives:
3-0-3 Strike Drive: Summons a gauntlet in the shape of a dragonās head that allows Flare to preform flaming punches and shoot fireballs with more power and accuracy than his usual arm cannons.
4-6-10 Guard Drive: Summons two large gauntlets that resemble dragonās claws that can be used as shields and for melee strikes.
8-0-10 Sword Drive: Summons a second fire sword known as the V-Saber that allows Flare to dual wield for a short time as well as preform the Double Blazing Breaker.
2-8-3 Flight Drive: Causes the armor to sprout two large dragon wings, allowing Flare to take flight for a short period of time and function as an impromptu shield or slashing weapon.
Addition features also include special jet boosters on various parts of the armor that allow Flare short bursts of mobility for dodging attacks or getting the drop on the opponent. The Red Dragoon Armor also absorbs magical energy from its surroundings to mitigate the energy strain on its user. As a last resort, Flare and Bahamut can also active a power-up form known as āBurst Modeā, temporarily releasing safeties and super-charging the armor with magical energy. This gives them a massive boost in power and speed for a short period of time at the cost of burning through their energy very quickly, leaving the user vulnerable and deactivating the armor afterwards for a lengthy recharge time. Trying to use it repeatedly or for longer than you should can result in the risk of serious strain and injury to the user and possible damage to the armor. Also, due to the rush of energy and emotion, entering Burst Mode runs the risk of causing both Flare and Bahamut to enter their berserker state, causing them to forgo all forms of weapons and resort to a primal fighting style and causing the armor to become more monstrous in appearance. This form runs an even greater risk of serious injury to Flare and thus, Bahamut keeps Burst Mode locked away from Flare unless he feels the situation is extreme enough for it or until Flare gains more control. The armor will also disappear if it sustains enough damage, is pushed too hard past its regular limits, or runs out of energy, forcing it into a recharge period. Bahamut can also temporarily take control of the armor himself from time to time to fight instead of Flare and uses a more refined fighting style when in control of it. Compared to the other Dragoon Armors, this one is the most balanced and all-around it its stats and abilities.