CC-ST-1 Sparrow class Light Power Armor:


In many ways, this power armor is similar to the Flying Titan Power Armor and the design came from an adventurer request to her brother, who is an operator, to see if he could improve the Flying Titan Power Armor without reducing the armor’s performance or increasing the armor’s size. Her power armor had several additions beyond the standard Sparrow power armor but it still can be considered the general prototype for the whole class.


Like the Flying Titan, these power armors are considered an excellent match against the Coalitions new Light SAMAS although lighter armored. They are easy to use and maintain as well. The Sparrow light power armors are most often operated by female pilots but some males like the power armor as well. The power armor acts and handles just like a Flying Titan power armor and uses the same Basic and Elite power armor combat skills although the output of the engines are slightly greater to give the same performance


In physical appearance, the ancestry of the power armor is very evident and shares many similarities with the Flying Titan but at present there has been no dispute from Titan Industries about the similarities. The main differences in the designs are the addition of four mini missile launchers on the side of each lower leg, double barrel grenade launchers on each forearm, the addition of short range but fairly powerful particle beams above the power armors wings, and the knee shields are not as large. There are of course a large number of stylistic changes as well when the two light flying power armors are compared side by side.


While the similarities might seem to indicate that the combat performance of the two power armors are virtually identical, this is not really the case. In fact, the Sparrow is a significant improvement over the Flying Titan across multiple characteristics.


The Sparrow is able to withstand greater damage. This is due to the fact that the armor materials used are more advanced than those used in the construction of the Flying Titan. The alloys and composites used were copied from some of the newer Coalition armor designs, a number of which have been captured, as well as from Triax armor designs. Having the assistance of a techno-wizard able to get psychic and magical readings of the materials made it far easier to copy than it might otherwise have been.


Even though the Sparrow is slightly heavier, the top speed of the Sparrow is effectively identical to that of the Flying Titan due to having slightly more powerful thrusters. However, the armor is designed with a more advanced cooling system which allows the Sparrow to operate for around a fifty percent greater period before needing to cool down fully. Control systems are also improved, making the armor more maneuverable than the Flying Titan. It also allows the Sparrow to fly slightly higher than the Flying Titan.


For weaponry, like the Flying Titan, the Sparrow can carry six mini-missiles or three short range missiles on each wing. However, the Sparrow has four mini-missile launchers mounted on the sides of each legs for a total of eight mini-missiles, effectively increasing missile firepower by seventy-five percent when compared to the Flying Titan.


There was an attempt to mount forearm missile launchers on the Sparrow but it was judged to be too bulky. As a result, it was decided to mount forearm grenade launchers instead. They have much shorter range but can be quite effective when double volleys of grenades are fired at a target.


A virtual copy of the original lasers of the Flying Titan are mounted under the wings. In order to improve firepower, the lasers are linked so that they can engage a single target. Further, they are augmented with a pair of far shorter ranged but also more powerful particle beams. All four can be linked to engage a single target and are quite effective when fired in such a manner.


Finally, the weapon has a link which allows the pilot to power an energy weapon directly from the power armor’s fusion reactor. This feature is often overlooked in power armors but makes such designs far more effective. Standard issue is the JA-12 Juicer Assault Rifle which combines long range, excellent firepower, with grenades for special targets.


There are a number of upgrades being considered for the Sparrow. These include replacing the light lasers with a more powerful version or replacing them with a modified version that can fire a three blast burst. There is also the possibility of a modified wing that can carry four short range missiles or eight mini-missiles on each wing. Finally, there is consideration given to an armor augmentation pack. The weight would slightly reduce performance but allow the armor to withstand greater damage.


While the light power armor is being marketed by the company Metalworks Incorporated, it is not manufactured at the company’s main facilities. It is believed that Metalworks did assist in the set up the manufacturing facilities however. There is the possibility that the facilities may be further expanded in order to produce a number of other designs developed by Metalworks Incorporated.


While nobody seems to know what happened, it appears as if the producer of Titan designs has disappeared. There appears to have been no recent production of the Flying Titan. As a result, the Sparrow seems to have taken over the market niche once filled by the original armor. Unfortunately, the facility has had problems keeping up withe orders and the armors are selling virtually as rapidly as they are being produced.


Model Type: CC-ST-1.

Class: Strategic Armor Military Exoskeleton.

Crew: One, Individual must be relatively slender and can be no more than 6 ft tall.


M.D.C. by Location:

 

[1] Wing Short Range Particle Beams (2, Top of Wing)

10 each.

 

[1] Wing Long Range Lasers (2, Underside):

15 each.

 

[2] Wings:

50 each.

 

[1] Forearm Double Barrel Grenade Launchers (2):

30 each.

 

Arms (2):

80 each.

 

[1] Lower Leg Mini Missile Launchers (2):

50 each.

 

Legs (2):

120 each.

 

Rear Jet Pack:

60.

 

[1] Lower Maneuvering Jets (2):

30 each.

 

JA-12 Juicer Assault Rifle:

50.

 

[3] Head:

80.

 

[4] Main Body:

220.


Notes:

[1] These are small and difficult targets to strike, requiring the attacker to make a “called shot”, but even then the attacker is at -4 to strike.

[2] Destroying a wing will make flight impossible. However, even with no wing(s) the power armor can make jet powered leaps and hover in a stationary position above the ground.

[3] 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 at - 4 to strike.

[4] Depleting the M.D.C. of the main body will shut the power armor down completely, making it useless.


Speed:

Running: 50 mph (96 km) maximum. Note that the act of running does tire out its operator, but at 20% of the usual fatigue rate thanks to the robot exoskeleton.

Leaping: The powerful robot legs can leap up to 15 feet (6.1 meters) high or across unassisted by the thrusters. A jet thruster assisted leap can propel the unit up to 100 feet (30.5 meters) high and 200 feet (61 meters ) across without actually attaining flight.

Flight: The rocket propulsion system enables the Sparrow to hover stationary up to 200 feet (61 meters) or fly. Maximum flying speed is 400 mph (640 km), but cruising speed is considered to be 200 mph (320 km). Maximum altitude is limited to about 8,000 feet (2,440 meters).

Flying Range: The nuclear power system gives the armor decades of life, but the rocket jets get hot and need to cool after a maximum of fifteen hours of flight when traveling at speeds above cruising, and thirty hours of cruising speed, indefinite with rest stops.

Underwater Capabilities: It can walk along the bottom of the sea at about 25% of its normal running speed. Using the jet thrusters, the Sparrow can travel on the surface of water at 50 mph (80 km/42.5 knots), underwater at 40 mph (64 km/34 knots) or fly above the water surface an normal speeds.

Maximum Ocean Depth: 600 feet (180 meters).


Statistical Data:

Height:  7 feet (2.4 meters).

Width:   2 feet 6 inches (0.8 meters) with wings down, or 11 feet (3.3 meters) with the wings extended.

Length:  3 feet (1 meter),

Weight: 210 lbs (90.7 kg) without missiles or assault rifle.

Physical Strength: Equal to a P.S. 24.

Cargo: Effectively None.

Power System: Nuclear; average life is 20 years.

Black Market Cost: 1.2 million but due to high demand will often sell for 50% more than normal.


Weapon Systems

  1. Two (2) Wing Laser Cannons and two (2) Particle Beams: a small turret is mounted on the underside and top of each wing. The laser cannons are below the wings and the particle beams are above the wings. Each turret can rotate 360 degrees and has a 90 degree arc of fire (up and down). The mini-turrets are linked and both lasers, both particle beams, or all four cannons can be fired as one shot (all have to be within range) at the cost of one attack. The turrets are hooked directly to the armor's nuclear power supply. The laser cannons are identical to the laser cannons on the Flying Titan but the particle beams are copied from a Northern Gun pistol. Cannons are fired either by pressing a firing stud of the forearm or by voice command

    Laser Cannons:

      Maximum Effective Range: 4,000 feet (1,200 meters).

      Mega-Damage: 2D6 per blast for one or 4D6 for a double blast (All four cannons combined inflict 2D4x10 M.D.C.)

      Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 to 6).

      Payload: Effectively unlimited.

    Particle Beams:

      Maximum Effective Range: 1,200 feet (365 meters).

      Mega-Damage: 5D6 per blast for one or 1D6x10 for a double blast (All four cannons combined inflict 2D4x10 M.D.C.)

      Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 to 6).

      Payload: Effectively unlimited.

  2. Wing Mounted Missiles: Six mini-missiles or three of the larger short range missiles can be mounted on each wing. A total of twelve mini-missiles or six short range missiles can be carried. The wings can also carry a mixture of mini-missiles or short range missiles if required by the mission or desired by the pilot. Like the lasers and particle beams, the missiles are launched by voice command or by hidden firing studs in the forearm.

    Missile Type: Any mini-missile or short range missile can be used.

    Maximum Effective Range: Varies with mini or short range missile type (See revised bomb and missile tables for details.)

    Mega-Damage: Varies with mini or short range missile type (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4), or six (6) missiles.

    Payload: Total of twelve (12) mini-missiles or six (6) short range missiles. A mixture of missiles may also be carried with one (1) short range missile able to be substituted for two (2) mini-missiles.

  3. Two (2) Leg Mounted Mini-Missile Launchers: On each of the power armors lower legs are four mini-missile cells that hold one mini-missile each. This adds to the power armors firepower. Like previous weapon systems, the missiles are launched by voice command or by hidden firing studs in the forearm.

    Missile Type: Any mini-missile can be used.

    Maximum Effective Range: Varies with mini missile type (See revised bomb and missile tables for details.)

    Mega-Damage: Varies with mini missile type (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2), three (3), or four (4) mini-missiles.

    Payload: Total of eight (8) mini-missiles with four (4) mini-missiles per leg.

  4. Two (2) Forearm Double Barrel Grenade Launchers: Each forearm has a double barrel grenade launcher that has one reload each launcher. These launchers increase the power armors firepower but are much smaller than mini-missile launchers would be. Like previous weapon systems, the grenades launchers are launched by voice command or by hidden firing studs in the forearm.

    Maximum Effective Range: 1,000 feet (305 meters).

    Mega-Damage: The weapon can fire conventional M.D. rifle grenades doing 2D6 M.D. to a blast area of 12 feet (3.6 m), but is typically loaded with the new, micro fusion grenades that inflict 6D6 M.D. to a 12 foot (3.6 m) diameter blast area/six foot (1.8 m) radius.

    Rate of Fire: Equal to the number of hand to hand attacks per melee round either one at a time or in volleys of two (2) grenades. One volley, regardless of the number of grenades fired in a volley, counts as one melee attack.

    Payload: Eight (8) grenades total; four (4) grenades per each arm.

  5. One (1) JA-12 Laser Assault Rifle or Other Handheld Weapon: This weapon is the most common weapon carried by the Sparrow power armor. It is powerful yet light enough to be carried by the pilot without the power armors assistance. It also has a built in grenade launcher. The power armor has a special port that fits where an E-Clip is normally connected and is used to give the weapon or any other that uses E-Clips unlimited shots. Other weapons such as Energy Rifles, Light Rail Guns, and other Hand Held weapons may be substituted

    Weight: 14 lbs (6.4 kg).

    Maximum Effective Range: Laser, 4,000 feet (1,220 meters). Grenade Launcher, 2,000 feet (610 meters).

    Mega-Damage: Laser, 4D6 for Single Shot and 1D6x10+10 for 3 simultaneous blasts. Grenade Launcher, 3D6 to 10 ft (3 m) radius.

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 to 6). Three blast bursts count as a single attack.

    Payload: Laser; Effectively Unlimited (Draws power from Reactor), If disconnected, the gun gets 10 blasts per short E-Clip, 30 blasts per long E-Clip, has built in energy Canister (Cannot be removed but can be recharged) that holds an additional 30 energy blasts. Grenade Launcher, Has a 4 shot pump magazine for grenade launcher.

    Bonus: +1 on aimed shots with laser only.

  6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand-to-hand combat. See Basic and Elite Power Armor Combat Training on page 45 of the Rifts Main Book for combat bonuses.

    Special Bonuses: +1 to Initiative, +1 to Parry, +1 to Dodge, and +2 to Roll (with punch, fall, and impact) due to being lightweight and having excellent response times. These are in addition to other bonuses from hand to hand and basic or elite power armor combat training.



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Image drawn and copyrighted by Greg Henle


Writeup by Kitsune (E-Mail Kitsune).


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