Triax X-1550 “Ultra Troll” class Heavy Power Armor:
"My first words were 'Wow' when I tested the Ultra-Troll for the first time. It was maneuverable, very responsive, almost as fast as a Predator, Incredible Sensors, and yet had the firepower of an Ulti-Max. I can't wait to test this 'Troll' against some live targets. The Predator just does not have the firepower to deal with Brodkil and Gargoyles effectively."
Triax has been refitting Troll power armors operated by mercenaries for at least decades. Over the years, the company has managed to come up with a number of improvements to the design. Eventually, the company decided that they should design an all new version of the troll. The result is the Ultra-Troll which immediately caught the interest of Mercenaries as all well as the New German Republic military. While still in prototype stages, the military has already acquired several models and begun field testing it. Test pilots generally love the design and there has been huge pressure to purchase a large number of these power armors.
As pilots have clearly proclaimed, the heavy power armor is almost as fast as a Predator power armor yet has far more firepower. In all reality, the heavy armor probably has more firepower than an Ulti-Max power armor. The roles envisioned for the design are heavy combat scout missions with high speed strike missions as well. In all testing, the armor has done incredibly well and it is likely that real life testing will commence soon. It is likely that the heavy power armor can make virtually one shot kills against Gargoyles and Brodkil
While the “Troll” lineage can clearly be seen, the power armor has been modified to be a completely new design. Changes include redesigned wings, more powerful engines with supplementary leg boosters for faster speed, increased armor, better sensors in a new cockpit, and more powerful electronic counter measures. The more powerful engines have a better cooling system and do not overheat like previous models. It is likely that a less powerful engine with a less advanced cooling system will be mounted in export models. Wings are slightly smaller and they do not fold straight. Instead they fold diagonally to the back. To supplement the increased armor, the Ultra-Troll carries the same force field as is carried on the Ulti-Max. It is unknown if export models will carry this. Like the Northern Gun version of the Troll, the sensors on the heavy power armor are modified robot vehicle sensor systems. Sensors enable it to target for other units as well as targeting for its own weaponry. A major change in the design is that the hands are designed for better manipulation.
The main weapon of the power armor is a hand held rifle like weapon which is carried in the right hand. Two basic weapons have been developed for the armor. One is a powerful particle beam which is rumored to be a copy of a weapon of an alien weapon from space. Some have even suggested the idea that the weapon comes from some type of space Glitter Boy. The one disadvantage the weapon has over some other weapons is that it draws more power than the fusion reactor can provide and uses a set of capacitors. This gives the weapon a limited number of shots. The other is a rail gun similar to the boom gun carried on the standard Glitter Boy but it is slightly smaller and is less powerful. A full power boom gun would interfere with flight and would be very unstable. Above each heavy weapon, a high cycle laser is carried. The weapon is very useful for burst firing and unlike other weapon systems, it has an unlimited payload. Mounted on the left arm are two Gatling light rail guns under a protective gun-shield. These weapons are most often used for self defense and close range attacks. They are modified versions of the rail guns carried on the VX-300 Striker Cyborg. They have been modified with a greater rate of fire to inflict greater damage to opponents. Above the wings are special modular weapon mounts which launchers have been designed to fire mini-missiles, short range missiles, and a special cut down medium range missile. The medium range missiles only have a range of about 10 miles but have full sized medium range missile warheads. This missiles are similar to Wellington missiles designed for the WI-40M Missile Launcher. On either side of the heavy power armor are chaff dispensers to protect from incoming missiles.
German Name: Ultra-Trällern
Model Type: X-1550
Class: Heavy Armored Flying Power Armor
M.D.C. by Location:
|Wing Mounted Variable Missile Pods:||120 each|
|TX-PB-1550 Heavy Particle Beam (1, Optional - Right Arm):||140|
|TX-RG-1550 Heavy Rail Gun (1, Optional - Right Arm):||120|
|Rapid Fire Pulse Laser (1, Optional - Above Heavy Gun):||50|
| Gatling Rail Guns (2, Left Arm):||60 each|
|Gun Shield (Left Arm):||100|
| Shoulder Wings (2):||125 each|
|Twin Air-Intake Jets (2; Above wings):||100 each|
|Main Rear Jets (4):||120 each|
|Leg Mounted Thrusters (2):||80 each|
| Hands (2):||50 each|
|Arms (2):||200 each|
|Legs (2):||250 each|
|Reinforced Pilot’s Compartment:||100|
| Main Body||500|
| Force Field||100|
 These locations are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the attacker is -4 to strike.
 Destroying one wing will make flight impossible. However, even with no wing(s) the Ultra-Troll Power Armor can make jet powered leaps and hover stationary above the ground.
 Depleting the M.D.C. of the main body will shut the unit down completely, rendering it useless.
 The force field can be activated at will, usually at the beginning of combat. Depleting the 100 M.D.C. of the force field will automatically shut the generator down, with subsequent damage done to the body of the Ultra-Troll.
A depleted force field needs 16 hours to recharge to full capacity. Even minor damage (25 M.D.C. or less) requires 4 hours to fully recharge.
Running: 60 mph (96.6 kph) maximum. Note that the act of running does NOT tire out its operator. Cruising speed is a more cautious 40 mph (64.4 kph). Well suited for most terrains, including underwater.
Leaping: The heavy power armor cannot leap without thruster assistance. With jet assistance, the Ultra-Troll can leap up to 60 feet (18.3 meters) high and can 120 feet (36.6 meters) across without actually attaining flight.
Flying: NGR Models: The wings and thrusters enable the Troll heavy power armor to hover stationary in mid-air or fly. Maximum flying speed is 248.5 mph (400 kph), but cruising speed is considered to be 223.7 mph (360 kph). Maximum altitude is limited to about 2,624.7 feet (800 meters).
Export Models: The wings and thrusters enable the Troll heavy power armor to hover stationary in mid-air or fly. Maximum flying speed is 223.7 mph (360 kph), but cruising speed is considered to be 198.8 mph (320 kph). Maximum altitude is limited to about 2,624.7 feet (800 meters).
Flying Range: NGR Models: The new jet propulsion system has eliminated the overheating problem of the old Troll armor produced by NORINCO. The new rockets can fly for 24 hours, non-stop, and at full speed without fear of overheating. A quick cooling system makes the engines usable after only 15 minutes of being shut down. Furthermore, laboratory tests have shown that the engines do not even begin to deteriorate until after 36 hours of constant flight. The stop and start use in the field of combat means the engine have numerous periods of cooling. meaning it can function indefinitely under 98.5% combat situations.
Export Models: Conditionally unlimited. The fusion reactor gives power for years of service, but the jet thrusters get hot and need to cool for an hour after a maximum of six hours of flight when traveling at speeds above cruising, and sixteen hours at or below cruising speed.
Underwater Capabilities: Although not designed for underwater use, it can walk along the bottom of the sea at about 25% of its normal running speed. Using the jet thrusters, the Ultra-Troll can travel on the surface of water at 46 mph (74.1 kph/40 knots), underwater at 40.3 mph (64.8 kph/35 knots) or fly above the water surface at normal speeds.
Maximum Ocean Depth: 1,968.5 feet (600 meters).
Height: 16.7 feet (5.1 meters)
Width: 15.1 feet (4.6 meters) with wings folded, 30.2 feet (9.2 meters) with wings extended.
Length: 13.5 feet (4.1 meters)
Weight: 7.5 tons (6.8 metric tons) fully loaded
Physical Strength: Equal to a P.S. 40
Cargo: A small 2.3 foot (0.7 meter) on a side storage compartment behind pilot seat for extra clothing, weapons, and personal items
Power System: Nuclear Fusion with average life span of 20 years
Black Market Cost: Presently only in prototype stage but when available, the export model will likely sell for around 8.5 million credits. Fully operational NGR Models will probably cost around 12 million credits.
- Right Hand Weapon: The Ultra-Troll carries a heavy weapon
in the right hand which is similar in general configuration to a huge rifle.
Weapons are extremely powerful and long ranged compared to weapons available
for most power armors and are almost equal to the ones carried on the Glitter
Boy. The heavy particle beam will most likely not be available on export
models. Above the heavy weapon is a lighter pulse laser designed to fire
- TX-PB-1550 Rapid Acceleration Heavy Particle Beam: A powerful
particle beam weapon which uses a series of special capacitors to store
power. The capacitors charge power directly from the fusion reactor powering
the armor. The capacitors are required due to the large amount of power
drawn when the particle beam cannon is fired. Still, the weapon does not
run out of ammunition like the heavy rail gun can.
Weight: 550 lbs (249.5 kg)
Maximum Effective Range: 10,000 feet (3,048 meters)
Mega Damage: 2D6x10 per shot
Rate of Fire: Equal to pilots hand to hand.
Payload: 40 shots in a capacitor, recharges at the rate of one shot per two melees (30 seconds).
- TX-RG-1550 Heavy Rail Gun: Believed to be a cut down version
of the Boom Gun carried on the Glitter Boy. It has to be less powerful
because it is designed to be fired when the power armor is flying. The
cannon fires a single round and only a solid slug round has been developed.
Power for the rail gun is pulled straight from the power armor's fusion
Weight: 520 lbs (235.9 kg)
Maximum Effective Range: 10,000 feet (3,048 meters)
Mega Damage: 2D6x10 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration) for solid slug rounds.
Rate of Fire: Equal to pilots hand to hand.
Payload: 60 Round Internal Magazine.
- TX-PB-1550 Rapid Acceleration Heavy Particle Beam: A powerful particle beam weapon which uses a series of special capacitors to store power. The capacitors charge power directly from the fusion reactor powering the armor. The capacitors are required due to the large amount of power drawn when the particle beam cannon is fired. Still, the weapon does not run out of ammunition like the heavy rail gun can.
- Rapid Fire Machine-Gun style Pulse Laser: The rapid fire
pulse laser is in a special mount above the main weapon and can be dismounted
in less than a minute. The laser is relatively short ranged but has the
advantage of being able to fire rapid fire bursts. The weapon can be fired
in the same way as a machine-gun and can quickly cut down most targets.
The main gun and the pulse laser cannot be fired simultaneously.
Weight: 21 lbs (9.5 kg)
Maximum Effective Range: 2,000 feet (609 meters).
- 4D6 for single shot (Costs 1 attack)
8D6 for ten round burst at one target (Costs 1 attack)
4D6 for ten round burst at 1D4 targets (Costs 1 attack)
2D6x10 for thirty round burst at one target (Costs 1 attack)
4D6 for thirty round burst at 1D8 targets (Costs 1 attack)
Payload: Effectively unlimited shots.
- Twin Modified VX-300 Gatling Rail Guns: Modified from the
Gatling Rail Gun carried on the VX-300 Striker Cyborg with a higher rate
of fire for greater damage. Weapon can fire special depleted uranium rounds
for greater damage. The Gatling rail guns are mounted on the left arm with
a special shield to protect the rail guns.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega-Damage: Normal Ammunition: One rail gun inflicts 5D6 for a 30 shot burst and both rail guns inflicts 1D6x10 if both firing 30 shot burst (60 rounds total). Single round inflicts 2 M.D., Depleted Uranium Ammunition: One rail gun inflicts 1D4x10 for a 30 shot burst and both rail guns inflicts 2D4x10 if both firing 30 shot burst (60 rounds total). Single round inflicts 3 M.D.
Rate of Fire: Equal to combined hand to hand attacks of pilot
Payload: 3000 rounds total (100 single bursts or 50 double bursts)
- Weapon Hard Points (2): The original troll mounted mini-missiles
on the shoulders of the power armor. The Triax version of the troll mounts
missiles on the top of wings. While in a similar position, the mounts are
slightly differently positioned and are pod mounted. There are pods designed
to carry mini-missiles, short range missiles, or a special cut down medium
range missiles. The medium range missiles carry a regular warhead bu only
have about a 16 km range. It is possible that pods for different functions
will be developed in the future. Some future possibilities include special
jamming pods and special sensor pods. The weapon hard points are designed
to be able to quickly change the weapon which is carried and requires about
fifteen minutes with the proper tools and equipment. It takes approximately
twice as much time without proper tools or training. Different types of
pods cannon be mixed.
- Mini-Missile Launchers (2): The power armor can carry two
mini-missile pods which gives a huge payload of missiles. The launchers
are normally used for ground strafing, anti-troop, and anti-emplacement
attacks. Normal missile used are armor piercing, plasma, or fragmentation
Maximum Effective Range: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)
Mega-Damage: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)
Rate of Fire: Each launcher can fire missiles one at a time or in volleys of two (2), four (4), six (6), or twelve (12) mini-missiles.
Payload: Each launcher carries 12 mini-missile for a total of 24 mini-missiles.
- Short Range Missile Pods (2): The power armor can carry two
pods for short range missiles. Each rack carries six short range missiles
for a possible capacity of eight short range missiles. The missiles have
a longer range than mini-missiles and often high speed anti-aircraft missiles
Maximum Effective Range: Varies with missile types, short range missiles only (See revised bomb and missile tables for details.)
Mega-Damage: Varies with missile types, short range missiles only (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), or six (6) missiles.
Payload: each rack carries 6 short range missiles for a total of 12 short range missiles.
- Medium Range Missile (Reduced Range) Pods (2): The power
armor can carry two pods for medium range missiles which fuel and range
is cut down. While they carry the payload of a standard medium range missile,
their range is cut down to about 10 miles. Still, it gives the heavy power
armor a long range strike weapon. Medium range missiles are also much faster
than short range weapons so they are much more effective against aircraft.
Maximum Effective Range: 10 miles (16 km), carry less fuel than standard medium range missiles (See revised bomb and missile tables for details.)
Mega-Damage: Varies with missile types, medium range missiles only (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2) missiles.
Payload: each rack carries 3 short range missiles for a total of 6 short range missiles.
- Mini-Missile Launchers (2): The power armor can carry two mini-missile pods which gives a huge payload of missiles. The launchers are normally used for ground strafing, anti-troop, and anti-emplacement attacks. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles.
- Anti-Missile Chaff Dispensers (2): On the sides of the power
armor are special chaff dispensers. When tailed by a missile, a cloud of
chaff and other obtrusive particles can be released to confuse or detonate
the enemy's attack. Rifts Earth decoys systems are assumed to not operate
on Phase World missiles due to technological difference and does not work
on smart missiles. Reduce effects by 20% against smart missiles (Add +20%
to rolls for smart missiles.)
01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.
Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
Payload: Four per side (8 total)
- Energy Rifles or Light Rail Gun and other hand-held weapons can be substituted in an emergency or used as a back-up weapon. Space limitations and the bulk of the armor limit additional weapons to one and weapons cannot draw from power armors power supply.
- 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 in the Robot Combat section of Rifts, page 45. All abilities are the same.
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[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
Drawing and Basic Concept by Talis D. Merrill (firstname.lastname@example.org).
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2002, Talis D. Merrill & Kitsune. All rights reserved.