Megaversal Legion Counterpunch Amphibious Power Armor:


The APA-100 Counterstrike air-land exoskeleton is the primary power armor of the Megaversal Legion, and is an incredibly effective weapon system. However, as stated, it is designed for air and land operations. It is not designed for, nor is it very effective at, underwater operations. While the Legion's Special Operations were usually handled by Destroyer borgs, at times they were not available for such operations. What was needed was a suit of power armor that could swim and function underwater with the same ease that it could run and operate on land to complement the Counterstrike PA. What the Dakir came up with for their Legionnaires was the Counterpunch Amphibious Power Armor.


The Dakir took the Counterstrike PA and striped it down to its frame. It was rebuilt from the ground up to perform underwater and amphibious assaults and special operation missions. To survive the greater pressure at ocean depths, the framework was reinforced, more heavily armored, and furnished with a special decompression system to protect the pilot. The original contra-gravity/inertia bean propulsion system was modified for use underwater. The system does allow for limited flight capabilities, mainly for boarding ships and, when necessary, engaging low-flying targets.


The Counterpunch's weapon systems were changed to fit its mission although they share much in common with their airborne brothers. The side wings were shortened and could be fitted with either missiles or torpedoes. The original I-Beam gatling gun was retained on the right forearm. A variable beam laser cannon replaced the plasma blaster on the left forearm. The chest lasers and retractable wrist energy blades were retained as well. The over-shoulder grenade launchers were modified with I-Beam technology to allow better underwater range.


(Note: The power system is fusion not anti-matter because the author’s opinion is that anti-matter is to dangerous to be used in vehicles that may be used in an atmosphere. If a craft powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied to all vehicles with Megaversal Legion or this power armor can be changed to anti-matter.)


Model Type: APA-150
Class: Sea-Land Assault Exoskeleton
Crew: One


M.D.C. by Location:

[1] Head:180
[2] Hands (2):90 each
Arms (2):200 each
Legs (2):300 each
[2] Retractable Vibro-Blades (2):30 each
[2] Shoulder Grenade Launchers (2):40 each
Forearm Weapons (2):50 each
Wings/Missile/Torpedo Launchers (2):75 each
[3] Main Body:550


Notes:
[1] Destroying the head of the power armor will eliminate all forms of optical enhancements and sensory systems. The pilot is forced to rely on his own human vision and senses. Furthermore, all power armor Combat bonuses to strike, parry, and dodge are lost! Note: The head is a small and difficult target to hit, shielded by an exhaust tube, wings, and shoulder plating. Consequently, it can only be hit when a character makes a called shot and even then the attacker is - 4 to strike.
[2] Denotes a small and difficult target to hit, requiring a called shot at -4 to strike.
[3] Depleting the M.D.C. of the main body will shut the armor down completely, rendering it useless.


Speed:
Running: 100 mph (160 kph) maximum speed. Note that running does tire out the operator, but only at 10% of normal fatigue rate due to the exoskeleton.
Underwater: 100 mph (160 kph). Maximum depth is one mile (1.6 km) deep. A special decompression system helps to prevent the pilot from getting the bends.
Flying: 300 mph (480 kph) maximum. Maximum altitude is 5000 feet (1524 m).
Maximum Effective Range: Unlimited; I-Beam system does not require rest stops; the armor's range is limited only by the endurance of the pilot.


Statistics:
Height: 10 feet (3.0 meters)
Width: 7 feet (2.1 meters); 8 feet (2.4 m) with side wings/missile/torpedo launchers
Length: 4 feet (1.2 meters)
Weight: 1 ton
Physical Strength: Equal to a P.S. 40
Cargo: None
Power System: Advanced Fusion reactor with 30 year life span.
Black Market Cost: Not for sale. Some nations would pay up to 30-40 million for a new undamaged power armor; so far, none have been captured.


WEAPON SYSTEMS:

  1. I-Beam Gatling Gun: Mounted on the right forearm, this heavy gun fires inertia-accelerated bullets at incredibly high speeds. Instead of slowing down once fired, bullets surrounded by the I-Beam technology actually gain velocity and momentum as they travel. As soon as the bullet is no longer affected by the I-Beam (surpasses the range limit or the I-Beam is turned off), it instantly loses all momentum and velocity, seemingly stops in mid-air and drops to the ground. The range of an I-Beam weapon is limited to the range on the inertia bean projector.
    Maximum Effective Range: 3,000 feet (914 meters); 100 ft (30.5 meters) underwater
    Mega Damage: A burst is 20 rounds and does 2D6x10 M.D. Can only fire bursts
    Rate of Fire:Equal to the number of hand to hand attacks of the pilot.
    Payload: 2000 round in magazine
  2. Variable Beam Laser Cannon: This is a high-powered laser cannon that is capable of firing regular laser beams for surface combat and also blue-green beams for underwater combat. It is highly accurate and linked directly to the power armor's antimatter power supply giving the pilot an unlimited payload.
    Maximum Effective Range: 2,000 feet (610 meters) underwater, 4000 feet (1200 m) on land
    Mega Damage: 1D4x10 per laser blast
    Rate of Fire:Equal to the number of hand to hand attacks of the pilot.
    Payload: Effectively unlimited
  3. Mini-Torpedo Launcher: Two sets of 6 mini-torpedoes are in double rows beneath the wings. Preferred mini-torpedoes are armor piercing and plasma. When the power armor is outfitted for ground or amphibious missions, the launchers can carry mini-missiles.
    Missile Type: Any mini-torpedo / mini-missile can be used.
    Maximum Effective Range: Varies with mini-torpedo type (See revised Rifts torpedoes for details) / mini-missile (Go torevised bomb and missile tables for details.)
    Mega-damage: Varies with mini-torpedo type (See revised Rifts torpedoes for details) / mini-missile (See revised bomb and missile tables for details.)
    Rate of Fire: Torpedoes can be fired singularly or in pairs.
    Payload: 12 total; 6 per launcher.
  4. Torso Lasers (2): These light lasers are used to engage targets at close range or to detonate enemy torpedoes or missiles. They have been modified to fire regular laser beams for surface combat and also blue-green beams for underwater combat
    Maximum Effective Range: 1,000 feet (305 meters) underwater, 2000 feet (610 m) on land
    Mega Damage: 2D6 MD per laser, or simultaneous double laser blast does 4D6 MD.
    Rate of Fire:Equal to the number of hand to hand attacks of the pilot.
    Payload: Effectively unlimited
  5. Grenade Launchers (2): Two rapid-firing grenade launchers, fed from a back-mounted magazine, allow the Counterpunch to saturate an area with grenades. The standard issue of this weapon is fragmentation grenades. The grenades can also be primed to explode in the air, which makes them useful against airborne power armor units and enemy missiles. The launchers can fire single shots or full automatic bursts. Underwater, the launcher uses special rocket propelled grenades.
    Maximum Effective Range: 4000 feet (1200 m); 1,000 feet (305 meters) underwater
    Mega Damage: Each grenade does 3D6 MD to a 30 foot (9.1 m) area. A burst of three grenades does 3D6+6 MD to a 60 foot (18.3 m) area. A long burst (10 grenades; counts as two melee attacks) does 4D6+6 MD to a 100 ft (30.5 m) area. Reduce damage by one die code when used underwater.
    Rate of Fire:Equal to the number of hand to hand attacks of the pilot.
    Payload: 60 total; 30 per launcher
  6. Double Wrist Blades: Two blades can spring forward from each side of the wrists of the power armor. When energized, the blades can slash through M.D.C. materials with ease.
    Maximum Effective Range: Close combat only (Hand to hand)
    Mega Damage: 4D6 per slash
    Rate of Fire:Equal to the number of hand to hand attacks of the pilot.
  7. Hand-to-Hand Combat: Rather than use a weapon, Pilot can engage in Mega-Damage hand to hand combat. See Power Armor Combat Training in Robot Combat section of Rifts. All abilities are the same as those on page 45 of Rifts except those listed below:
      +1 attack per melee at levels one, six, and twelve in addition to those of the pilot
      +1 to dodge at levels one, four, and eight
      +2 to roll with punch, fall, or impact
      +2 to pull punch
      Critical strike, same as pilot’s
    Mega Damage:
      Restrained Punch: One MD
      Full Strength Punch or Kick: 1D6 MD
      Power Punch or Leap Kick: 3D6 MD (counts as two melee attacks)


Sensor System of Note:
Has all the standard sensors of Rifts Earth power armors plus the following special systems.




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Writeup by Kamikazi (co366thaw@hotmail.com).


Copyright © 2006, Kamikazi. All rights reserved.



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