FWC-WRI-H2 “Ronin” modified Warlord II Power Armor (FWC):

As the Free Worlds Council is a collection of systems who rebelled against the Trans-Galactic Empire, much of their military hardware comes from the huge empire. During the course of the fighting, a large amount of hardware was captured. In addition, in some cases manufacturing facilities were captured intact as well. Usually this is not the larger starships but includes fighters, power armors, and various small arms.

At the time that the Free Worlds Council seceded from the Trans-Galactic Empire, the Empire produced two major power armor designs. Known as the “Warlord” and “Warlord II,” the first design is designed to be operated by Kreeghors and is a ground armor while the second is designed for various humanoids and is flight capable. The Warlord was pretty much useless for Free Worlds Council forces and is also almost impossible to modify. The Warlord II however was far more useful.

In addition to the Warlord II, the Free Worlds Council does operate a number of different power armors. The most common is the Human Alliance “Steel Grunt.” The armor is likely the single most produced power armor in the Three Galaxies. Some of the “Steel Grunt” armors are Human Alliance surplus while others are later production armors. Other common armor include the Consortium Silverhawk armor and various knock off designs of the Consortium space armor including the “Stormcrow” design.

Recently the Trans-Galactic Empire has introduced a power armor known as the “Ripping Claw.” While it does not appear that the Empire plans to produce in the large numbers that they do the two Warlord designs, it outmatches the older armors in virtually every way. As a result, it was seen as a virtual necessity to develop an armor which could at least come close to matching the new armor operated by the Empire. In part they would need to rely on both Silverhawk and various knock off designs.

The issue of course is that the Free Worlds Council simply does not have the logistics to develop an all new power armor design with the best option being to develop an upgraded version of the Warlord II. Bushido Industries is one of the most advanced firms in the Three Galaxies. It would make sense that they approach them and the Trans-Galactic Empire has suggested just that. However, the official story is that an Oni engineer, kicked out of the company, helped the Free Worlds Council to develop an upgraded version of the armor. In addition, most believe that Machine People engineers also assisted in the development of the upgraded armor.

Likely due to the Oni’s influence, the name “Ronin” was chosen. The name suggests a wandering warrior, often fighting for good. At present only a small number of the upgraded armor are in service. However, plans are to begin manufacturing the upgraded armor on a large scale. No matter what the case, it will be many years and perhaps even decades before most of the Warlord II operated by the Free Worlds Council will be the upgraded “Ronin” design. There is a similar situation with the “Longtooth” version of the Flying Fang fighter in service with the Free Worlds Council.

Both the gravity rail gun and mini-missile batteries were retained in the upgraded Warlord II but are supplemented with additional weapon systems. An energy pulse weapon is mounted together with the gravity rail gun. Both weapons can be fired as a single combined burst for additional damage. In addition, in each wrist of the armor, a energy pulse weapon is mounted as well. The claws are removed but the pilot can carry optionally a Power Katana. Some pilots even carry a pair of the blades.

One issue with the Warlord II is that the armor’s acceleration is relatively slow, even many capital ships have greater acceleration. While the engineers were not able to improve performance to that of the “Silverhawk” or “Ripping Claw” but were able to improve performance by almost thirty percent. Due to the higher output of the drive, the duration of the armor’s reactor is reduced. A second more minor upgrade is to slightly increase the armor of the power armor through the use of slightly tougher composites and alloys. The appearance is slightly streamlined with the removal of the spikes on the armor.

For special forces units, it was decided to outfit some of the armors with Naruni super heavy force fields. Presently about twenty-five percent of armors are presently outfitted with the force field. In addition, some pilots have upgraded the powers armor with force fields as well. Some pilots have also upgraded their armors with a pair of micro-missile launchers in the forearms above the energy pulse weapons.

This power armor design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World for more details.

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 starship 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 such power armors or this power armor can be changed to anti-matter.

Model Type: FWC-WRI-H2

Class: Space Combat Exoskeleton.

Crew: One.

M.D.C. by Location:


Forearm Energy Pulse Weapons (2)

50 each.


Multi-Rifle (1):



Mini-Missile Launcher (1, Back):



Power Katanas:

60 each.


Arms (2):

160 each.


Legs (2):

220 each.


[1] Head:



[2] Main Body:



[3] Contra-Grav Propulsion System:



[4] Force Field (Optional, N-50 Robot):



[1] Destroying the head/helmet has a 01-60% chance of knocking the pilot unconscious. If conscious, the pilot has two problems: one, no power armor combat bonuses to strike, parry and dodge, and two, the human head is now vulnerable to attack. 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 -3 to strike.

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

[3] Destroying the contragravity system reduces all the special bonuses given below and prevents the armor from flying. A normal jet propulsion system or jet backpack can replace the contragravity system, but it won't have any of the special flight bonuses and its speed will be a fraction of normal (that of the replacement system)

[4] This feature is optional and can be in other sizes as well. The force field will stop energy attacks and fast moving objects. Slow moving objects can pass through. It regenerates one (1) M.D.C. per melee unless overloaded and then cannot be activated for 12 hours if overloaded. The force field pulls its power off of the power plant.


Running: 90 mph (144.8 km) maximum. Note that the act of running does tire out the operator, but at 5% normal fatigue rate. If the contra-grav flight system is not engaged or damage, increase fatigue rate to 10% of normal.

Sublight: Has a special sublight engine that allows the power armor to travel up to 20 percent of the speed of light. Armor can accelerate/decelerate at the rate of 0.9 percent of light per melee.

Atmospheric Propulsion: Maximum cruise speed is Mach 1.5 (1,141.8 mph / 1,837.6 kph), can enter and leave an atmosphere because flight system is using contra grav.

Range: Effectively Unlimited. The contragravity system on flight capable version does not overheat. The only limit is the pilot’s endurance.

Statistical Data:

Height:                10.17 feet (3.1 meters).

Width:                 5.91 feet (1.8 meters).

Length:                4.92 feet (1.5 meters) including Contra-Grav flight pack.

Mass/Weight:      1,543.2 lbs (700 kg).

Physical Strength: Equal to a P.S. 40.

Cargo: Effectively None.

Power System: Advanced Fusion; average energy life of 40 years.

Market Cost: Costs an average of around 4.5 million credits. Naruni force field costs extra. These power armors are rarely available on the open market but some have been sold especially for the right prices.

Weapon Systems:

  1. One (1) Multi-Rifle: The rifle combines an 8 mm gravity rail gun with a energy pulse beam. Both weapons can fire together for additional damage. The rail gun fires projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from rail gun at a significant fraction of the speed of light in space and when used in an atmosphere are fired at a slower but still at hypersonic speeds. For virtually unlimited payload, the energy pulse beam pull power directly from the armor’s fusion reactor.

    Maximum Effective Range: 8 mm Gravity Rail Gun: 8,000 feet (2,440 meters) in an atmosphere and 151.6 miles (244 km) in space. Energy Pulse Beam: 4,000 feet (1,220 meters) in an atmosphere and 37.9 miles (61 km) in space.

    Mega Damage: 8 mm Gravity Rail Gun: A burst is 40 rounds and inflicts 1D6x10+10 M.D. Can only fire bursts. Energy Pulse Beam: 5D6 for single blast and 2D6x10 for four simultaneous blasts. Both Combined: 3D6x10+10 (Ranges between weapons are very different.)

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

    Payload: 8 mm Gravity Rail Gun: 4,000 rounds in back-mounted magazine (100 bursts.) Energy Pulse Beam: Effectively Unlimited.

  2. Two (2) Forearm Energy Pulse Beams: Mounted in the forearms of the armor and replace the claws of the standard Warlord II armor. Closer range weapon that the rifle but still longer range than the claws were. For virtually unlimited payload, the energy pulse beams pull power directly from the armor’s fusion reactor. The forearm energy pulse beams can be used in combined attacks if the person has the skill Paired Weapons: Energy Pistol.

    Maximum Effective Range: 2,000 feet (610 meters) in an atmosphere and 37.9 miles (61 km) in space.

    Mega Damage: 3D6 per single shot or 6D6 for a rapid fire two shot burst. If the pilot has paired weapons, Energy Pistol, can do up to 12D6 per attack.

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

    Payload: Effectively Unlimited.

  3. One (1) Back Mounted Mini Missile Launcher: Mounted over the shoulders of the armor with the ability to carry up to twelve mini-missiles. 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 acceding it maximum safe acceleration)

    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega Damage: Vary by mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or volleys of two (2), four (4), six (6), eight (2), or twelve (12) mini-missiles.

    Payload: Carries twelve (12) mini-missiles total.

  4. One (1) or Two (2) Power Katanas: Weapon appears to be a direct copy of the weapon produced by Bushido Industries. While the weapon is about the same size and looks like a science fiction version of standard Katana, the weapon weighs more than a standard Katana. Swords are powered from the power armor. Some pilots carry a single sword while others prefer to carry a pair of swords.

    Maximum Effective Range: Close Combat.

    Weight of the Power Katanas: 8.5 lbs (3.9 kg) each.

    Mega-Damage: 6D6 M.D. per swing.

    Rate of Fire: Equal to the number of hand to hand attacks of the pilot and his / her power armor (usually 4-6, see Power Armor Training). Paired weapons may be used with two swords.

    Payload: Effectively Unlimited.

  5. 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 rifle weapons to one rifle and one pistol.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2015, Kitsune. All rights reserved.