Valkyrie Industries CPA-4 Deathwalker Combat Power Armor:

Though, with advanced personal body armors and excellent personal weaponry, Carryall flight-capable APCs, heavy AR-17s and FB-A-24s for air support, the armies of the Universal Technocracy were considered to have no need for a proper power armor except for a single version produced for Commando operations in limited numbers (Which Kalyaran was unable to get the blueprints for before she was Rifted to Earth. That Combat Power Armor would have been exceptionally deadly but would have been rather expensive even compared to the Deathwalker.).

However, both the market and general style of warfare on Earth require Power Armors, and lots of them. Hence, using the basic specifications that Kalyaran remembered from various reviews of the Commando Armors, Kalyaran's scientific clique (For lack of a better term; The atmosphere at Valkyrie Industries is very relaxed and informal. Kalyaran has extreme friendship, gratitude, kindness, and tolerance for any learned scientific researcher, and in such an atmosphere, a fair number of the designers at Valkyrie Industries work for room, board, protection, and, well, the pleasure of designing. There are literally dozens of computer mockups and blueprints being produced constantly at Valkyrie Industries; Kalyaran had to assign a board to review designs, one that is constantly busy weeding out outlandish concepts and massive designs that either have no practical purpose, no possible way to be produced, or, if they could be produced, would sell for such huge sums of money that nobody would purchase them. Still, her scientists are happy, and, with her own scientific background, Kalyaran is a comparatively content person, so the relaxed atmosphere is utterly tolerated.) went together and produced a design for a multi-role combat power armor suited for use on Earth.

The CPA-4 "Deathwalker" is a unique Combat Power Armor (As Kalyaran refers to any Power Armor designed specifically for combat operations.) in it's flight and combat capabilities; Designed to be a good mix of all worlds of Power Armor thought and design, it's pricey, but well worth it, fully capable of going head to head with the best of Coalition's Power Armors such as the Super SAMAS. Noting the large-scale usage of lasers on Rifts Earth, the Deathwalker has been designed wish especially laser-resistant armor, a blend of Glitter Boy armor and designs by the Universal Technocracy; Likewise, except for the point-defenses on the Valkyrie, Lasers are not used by any current Valkyrie Industries design, giving any of them an advantage when fighting the Glitter Boy and other laser defended opponents, while their own armor protects them from laser armed opponents. The only problem is that techniques to create the Deathwalkers power armor are known only to Valkyrie Industries and no one has been able to copy it. Pilots mist either go back to Valkyrie Industries or make due with less capable armor plates.

Two prototypes of the design have been built, but some final design decisions of a relatively minor nature to the overall project still must be concluded before production can begin; Likewise, they need for the funds for a proper manufacturing line, and they can only come from sales of the AR-17, FB-A-24, and LRB-70; Until enough have been sold, full-scale production of the Deathwalker is on hold, and it is limited to two prototype examples, along with four more of the prototypes being built at the moment, as personal Power Armors for Kalyaran and another important scientist at Valkyrie Industries, and backups.

The design is expensive compared to other Power Armors, but highly capable for it's price . . . Well worth it, and still cheaper than most combat Robots.

Model Type: CPA-4 (Combat Power Armor, Fourth Design.) "Deathwalker."
Class: Flight Capable Multi-role Combat Power Armor.
Crew: One

M.D.C. by Location:

Heavy Assault Railguns (2):50 each.
Chest Mini-Missile launcher:50
[1] Wings:50 each
[2] Forearm Plasma Burst Cannons (2):25 each
Arms/Hands (2):100 each
Legs (2):150 each
Rear Jet Pack:100
[2] Lower Maneuvering Jets (2):30 each
[2] Main Maneuvering Jets (2):75 each
[3] Head:100
[4] Main Body:350

[1] 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.
[2] These are small and difficult targets to strike, requiring the attacker to make a “called shot,”, but even then the attacker is -4 to strike.
[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 railguns, wings, and shoulder plating. Consequently, it can only be hit by a called shot and even then the attacker is - 4 to strike.
[4] Depleting the M.D.C. of the main body will shut the armor down completely, making it useless. Special Armor Note: Like Glitter Boy armor, lasers do -50% damage against the Deathwalker; Unlike Glitter Boy armor, however, variable frequency lasers (And X-Ray lasers, for that matter), ALSO do -50% damage; though based on Glitter Boy armor, when modified with the technology of the Universal Technocracy, the armor becomes resistant at that level to all forms of lasers, and this is the armor type used on the Deathwalker.

Running: 60 mph (96.6 km) maximum. Not that the act of running does tire out its operator, but at 5% of the usual fatigue rate thanks to the robot exo-skeleton.
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 thrusters enables the Deathwalker to hover stationary up to 200 feet (61 meters) or fly. Maximum flying speed is 500 mph (804.7 kph), but cruising speed is considered to be 300 mph (482.8 kph). Maximum altitude is limited to 13,123.4 feet (4,000 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 twenty hours of flight when traveling at speeds above cruising, and forty 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 Deathwalker can travel on the surface of water at 60 mph (96.6 kph), underwater at 40 mph (64 km), or fly above the water surface at normal speeds.
Maximum Ocean Depth: 3280.8 feet (1,00 meters).

Statistical Data:
Height: 9 feet, 8 inches (2.95 meters).
Width: 4 feet (1.2 meters) with wings down, or 16 feet (4.9 meters) with the wings extended.
Length: 5 feet (1.5 meters).
Weight: 620 lbs (281.2 kg) without missiles or railgun ammo.
Physical Strength: Equal to a P.S. 40.
Cargo: 66.1 lbs (30 kg) maximum of survival gear in small, cramped storage space.
Power System: Nuclear; average life is 25 years.
Black Market Cost: 6.2 million credits normal; 8.8 million credits with neural interface. All armor repairs cost twice as much as normal.

Weapon Systems:

  1. Heavy Assault Railguns: These heavy weapons are designed for precise, slow-firing blasts to immolate enemies with one hit; They accelerate their shells to incredible speeds and have an elaborate recoil-damping system to help stabilize the power armor so they can be used under all conditions. They have comparable firepower to the Plasma cannons of a Super SAMAS, but because they are Railguns have a finite supply of ammunition
    Maximum Effective Range: 1.875 miles (3 km)
    Mega-Damage: A single shot does 1D4x10, with both cannons fire-linked, 2D4x10. For a two round burst from one gun, 1D6x10+5. Fire-linked with two shell bursts, the two cannons have a damage of 2D6x10+10.
    Rate of Fire: Three times per melee round per cannon (Six, total, or three if fire-linked.)
    Payload: 120 shells per gun, 240 total. (60 bursts per gun, or total if fire-linked.)
    Bonuses/penalties: +3 to accuracy because of highly advanced dedicated targeting systems and no penalty for firing while moving, but only when firing one shot from a single cannon. +3 to accuracy when firing both cannons, but only when the armor is stopped; No bonus when move, but no penalty, either. For a two round burst from one cannon, all rolls are standard. For a two round burst from both cannons simultaneously, there is a -2 accuracy penalty when moving on the ground, and -4 in the air. Stopped, firing two round bursts from each cannon, rolls are normal.
  2. Forearm Plasma Burst Cannons: These light cannons are a variation of the standard Universal Technocracy EAW-106 Plasma Assault Rifle, vehicle mounted on the forearms of the Deathwalker, and connected directly to the Deathwalker's power core for unlimited firing.
    Maximum Effective Range: 1 mile (1.6 km)
    Mega-Damage: They fire single shots with a damage of 6D6 MD per shot; 12D6 if fire linked.
    Rate of Fire: Five times per melee round per cannon. (A total of ten; or five if fire linked.)
    Payload: Effectively unlimited.
    Bonuses: +3 bonus to targeting with advanced laser targeting systems.
    Notes: The Deathwalker cannot make attacks with it's Vibro-Blades or with it's fists/arms or weapons held in them during the same melee round in which it fires these two weapons fire linked, as it requires raising the arms of the power armor and holding them level to fire the bursts linked at the same target.
  3. Mini-Missile Launcher: Mounted on the chest of the Deathwalker with a flip-down armor cover, this Mini-missile launcher is designed for surprise, short-range bombardment
    Maximum Effective Range: Depends on Mini-Missile type.
    Mega-Damage: Varies with missile type.
    Rate of Fire: Salvoes of one, two, four, six, or twelve mini-missiles.
    Payload: 12 Mini-missiles total.
  4. Wing Hardpoints (8): The Deathwalker has eight light hard-points, four on each wing. These light hard- points are each capable of holding one short range missile or two mini-missiles; However, they can carry nothing else. The Hard points can be loaded when the wings are folded down, but the weapons can not be fired unless the wings are fully deployed. A hard point must carry all the same type of missiles. Only Short Range Missiles and mini-missiles can be carried.
    Maximum Effective Range: Varies by missile type (See revised bomb and missile tables for details.)
    Mega Damage: Varies by missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Missiles can be fired one at a time per hard point. Multiple hard points can be linked as one attack but must be the same size (light or Mini) and style of ordnance (all missiles or bombs in a volley.)
    Payload: Varies by hard point (see above - all ordnance on a hard point must be the same size and type of ordnance); Maximum of 1 SRM or two Mini-missiles, per hard point.
  5. Forearm Vibro-Blades (6): Each of the hands has a set of three large, fin-like vibro-blades that are fully retractable. They can be used for slashing or stabbing enemy power armor, robots, and aircraft (Along with various monsters). Similar De-Propeller/Rotoring tactics (01-55% chance of success, however, as the Deathwalker is rather more nimble; 75% chance of success if the Deathwalker is being piloted using the Neural Interface system. Same damage (2D4x10 M.D., loss of vibro-blade, being flung 2D4x100 feet away from aircraft) if attempt fails.) as used by the Super SAMAS can be used by the Deathwalker to force a helicopter or aircraft to go out of control and/or crash. Indeed, these blades are identical to those on the Super SAMAS, considering the scientist responsible for the Vibro-Blade design fled the Coalition on discovering he was a latent psychic and joined Valkyrie Industries.
    Maximum Effective Range: Hand to Hand
    Mega-Damage: 2D6 M.D. from a single blade, 6D6 M.D. from an attack in which all three blades on one hand strike.
  6. Anti-Missile Chaff Dispenser: Located at the legs of the power armor is a chaff dispenser. 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 against Phase World missiles due to technological difference. This is different from the standard Chaff launches in being smaller, using advanced miniaturization technology, to provide the power armor some defense while in flight.
      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 (4)
  7. Energy Rifles or Rail Guns: The Deathwalker does not have a standard issue hand-held energy rifle or Rail Gun, but can use any over-sized, two handed weapon in one hand, or weapons designed specifically for use by Cyborgs and/or power armors, as long as the Weapon does not require a hookup to the Deathwalker's reactor, as none is available, and it doesn't have the power for additional weapons, anyway.
  8. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand-to-hand combat. See Power Armor Combat Training in the Robot Combat section.
    Special Bonuses: +1 to Initiative, +1 to Parry, +1 to Dodge, and +2 to roll with punch, fall, and impact due to having excellent response times.

Sensor systems:

Special notes:

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Initial Writeup by Marina O'Leary ( ).

Reformatting and minor revisions by Kitsune (E-Mail Kitsune).

Copyright © 2000, Marina O'Leary & Kitsune. All rights reserved..