Caramelles Kingdom PA.6 “Steel Grunt” Infantry Power Armor:


Caramelles Kingdom decided to simply copy the Human Alliance "Steel Grunt" armor with minor modifications instead of developing their own power armor designs. While their engineering of heavier designs, such as starships, is considered quite good, their engineering of smaller designs, such as starfighters, cannot be considered as good in quality. As such, it makes more sense to copy an older power armor design than to try develop a new power armor.


Most of the military build up in the kingdom has been devoted towards fleet units with the expectation that orbital bombardment would force opponent on the ground to surrender. There is quite a bit of truth to this, however troops still need to be on the ground. In addition, there are times where it is best to seize a location more or less intact. As a result, the Caramelles Kingdom does operate power armors, tanks, and armored vehicle designs as well.


Caramelles Kingdom does operate a number of the original Human Alliance Steel Grunt armors, which they purchased before begining to manufacture their own armors, in addition to their own version of the armor although they will likely get rid of the remaining Human Alliance armor in the next decade, likely selling them for a discount price. The Kingdom exports their own version of the Steel Grunt as well. Several mercenary companies and planetary defense forces have purchased the armor even though it is slightly more expensive that the original Human Alliance model.


Power armors are mostly used as a spearhead with the vast majority of troops in non powered body armor. As far as numbers, power armor troops only make up about five percent of army forces. Embarked troops on space stations, orbital fortresses, and starships include a larger percentage of power armor troops than the regular army. Troops aboard starships and other space assets are part of the army however. Officers make up one in ten power armor troops while they only make up one in twenty generally in the army.


All officers are pulled from the noble class which makes up only about three percent of the population. All psychics, virtually all the power in the kingdom is held by the nobility. The kingdom rules a total of six star systems and is extremely expansive with a rapidly growing population. In the past, the kingdom expanded in unsettled system but there are few unsettled systems with inhabitable planets. As a result, it is likely that the kingdom will be expanding into its neighbors.


It is believed that the Kingdom managed to get a set of Human Alliance manufacturing tools to manufacture the power armors instead of developing their own. The kingdom, even though the original citizens were from the Human Alliance, has poor relations between the kingdom and the Human Alliance and Consortium of Civilized Worlds. Several facilities which produced the Human Alliance armor have shut down and it is believed that the manufacturing tools were acquired from a corrupt owner of these facilities who later claimed the machine tools were destroyed.


While generally identical to the original Human Alliance design, there are several improvements in the design. The design modifications are not as advanced as the modifications to the Phoenix Armory version but are similar in many respects. The most minor modification is that the armor itself is improved so that the armor can withstand more damage although still not the equal of the Ground Pounder armor which has replaced the Steel Grunt in Consortium and most Human Alliance power armor units. The fusion reactor on the Caramelles Kingdom version of the Steel Grunt actually has a lower duration between refueling that the Human Alliance version although the reactor slightly lighter in mass. Interestingly, the Caramelles Kingdom version is slightly heavier.


Weaponry is improved to a much larger extent. The original plasma cannon mounted on the forearm is replaced by a particle beam. Generally the kingdom prefers particle beams and ion weapons over laser and plasma weapon. While the particle beam is about as powerful as the original plasma cannon, it is far longer ranged. It can be mounted on either armor although generally mounted on the right arm. Due to the output of the fusion reactor, only a single particle beam can be powered. Under particle beam, the armor mounts a conventional grenade launcher which is issued to standard troops but has an enlarged ten shot magazine. The original six mini-missile launchers mounted on the shoulders of the power armor are upgraded to eight mini-missile launchers. The armor also has the mounting to carry a detachable mini-missile backpack which gives an addition sixteen mini-missiles. The size and mass of the backpack does slightly reduce the running speed of the power armor.


Model Type: P.A.06
Class: Ground Infantry Assault Exo-Skeleton
Crew: One


M.D.C. by Location:

Shoulder Mini-Missile Launchers (2):45 each
Detachable Mini-Missile Backpack:100
Particle Beam Cannon (1, Right / Left Arm):60
GL-50X Under Rifle Grenade Launcher (Under Particle Beam):30
Arms (2):140 each
Legs (2):160 each
[1] Head120
[2] Main Body380


Notes:
[1] Note that the Head is -4 in addition to normal called shot penalties to hit. Destroying the head will expose the pilot’s head, leaving only the pilot’s body armor helmet as its only protection. Note: The head is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is -4 to strike.
[2] Depleting the Main Body M.D.C. will shut the Steel Grunt down making it useless.


Speed:
Running: 77.7 mph (125 kph) maximum unloaded. Note that the act of running does tire out its operator, but at a fatigue rare of 10% of normal thanks to the robot exo-skeleton. (Carrying Mini-Missile Backpack reduces running speed by 10% - Top speed 69.9 mph / 112.5 kph)
Leaping: The powerful robot legs can leap up to 15 feet (4.6 meters) high or across if the armor is unloaded. Add 10 feet (3 meters) with a running start. Note that leaping height and distance on the moon and micro gravity is doubled.
Underwater: The armor can also walk along the bottom of the sea at about 25% of its normal running speed with a maximum depth of 1,000 feet (310 m).
Range: The Armor's range is virtually unlimited.


Statistical Data:
Height: 9.6 feet (2.93 meters)
Width: 4.8 feet (1.46 meters)
Length: 3.6 feet (1.10 meters)
Weight: 1810 lbs (820 kg) without any additional equipment. Mini-Missile Backpack weights 57.3 lbs (26 kg)
Physical Attributes of Note: Equal to a PS 40
Cargo: None but can carry small equipment
Power System: Advanced Fusion; Average energy life is 8 years
Market Cost: 2.8 million credits. Mini-Missile backpack adds 250,000 credits.


Weapons Systems:

  1. One (1) Forearm Particle Beam Cannon: The right arm has a powerful particle beam cannon mounted in it. It can be fitted to the left arm although two cannot be mounted at the same time due to power requirements. Power is provided by the armor's fusion reactor. The particle beam replaces the plasma cannon mounted on the original “Steel Grunt” and is about equal in output although has about twice the range.
    Maximum Effective Range: 4,000 feet (1,219.2 meters) in an atmosphere. Range is eight times normal when used in space.
    Mega-Damage: 1D6x10+10 per blast
    Rate of Fire: Equal to number of combined hand to hand attacks of pilot (usually 4-6).
    Payload: Effectively unlimited.
  2. One (1) GL-50X Under Rifle Grenade Launcher: Mounted under the forearm particle beam and is a modified version of the standard version with twice the payload of grenades. Grenade launcher is much shorter ranged than the particle beam. A special guided grenade is available although the round costs twice normal (Round gives +2 to hit.)
    Maximum Effective Range: 1,000 feet (305 meters) in an atmosphere. Range is eight times normal when used in space.
    Mega Damage: 4D6 for Fragmentation with a blast area of 12 feet (3 meters). 1D4x10 for Armor Piercing with a blast area of 3 feet (0.9 meters.) The launcher can also fire smoke, illumination, chemical rounds, and other rounds.
    Rate of Fire: Single Shot only (Equal to hand to hand attacks)
    Payload: Ten (10), takes 15 seconds (one melee) to reload launcher.
  3. Two (2) Shoulder Mini-Missile Launcher: In each shoulder of the armor are four mini-missile launchers with the ability to fire up to eight mini-missiles as a single volley. A shield comes down to protect the launchers when not being fired. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Three Galaxy Mini-Missiles are normally guided.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega Damage: As per Mini-Missile Type (See revised Phase World / Three Galaxies 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 eight (8).
    Payload: Four (4) in each launcher for eight (8) total.
  4. One (1) Detachable Mini-Missile Launcher Backpack (Optional): A detachable mini-missile backpack can be carried by the armor. The backpack is designed to be able to be instantly detachable in case of emergency. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Three Galaxy Mini-Missiles are normally guided.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega Damage: As per Mini-Missile Type (See revised Phase World / Three Galaxies 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 eight (8).
    Payload: Sixteen (16) Total
  5. Energy Rifles, Rail Guns, 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 rifle and one pistol. The most common rifle is the ER-100 Rail Gun.



[ Altara TM, Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Kydian TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2011, Kitsune. All rights reserved.



Return