Ironmonger Forges “Steel Grunt” Infantry Power Armor - Upgrade:


A major independent manufacturer of power armors, Ironmonger Forges is located on the fringe world of Thyssen. Their products include both space and group power armors designs. Their products are considered of decent quality although there is little with their designs which could be considered cutting edge. In some ways this is an advantage because it makes their hardware easier to maintain and fairly affordable.


Their business model is that they will provide military hardware for anyone who is able to pay upon delivery. Because their products are reasonably inexpensive, they are more affordable than they might otherwise be. This can be contrasted with Naruni Enterprises which often extends credit with their weapon sales but are extremely unforgiving on those who default on paying.


The Steel Grunt is one of the most common power armors in the Three Galaxies. There are both huge numbers of surplus Human Alliance armors and quite a number of independent manufacturers produce copies of the power armor. Ironmonger Forges has long manufactured Steel Grunt themselves and in fact was one of the first designs they produced. In addition, they started offering repair and maintenance services for the Steel Grunt.


Eventually the company started offering upgrades to the Steel Grunts which they had been repairing and maintaining. These same upgrades were then incorporated into their own Steel Grunt armors. Both upgraded old Steel Grunt armors and manufacturing new models with the upgraded systems has continued through the present day has been a important part of their business. The company will buy older Steel Grunt power armors either for upgrading or, if in a condition not worth repairing, for parts. This can be used to offset the cost of a purchase.


Part of the process of upgrading old armors does include a thorough overhaul of the armor. Unlike some upgrades, it does not include the complete stripping and rebuilding of the armor. As such, while any damage to the armor would be repaired, the armor itself is not replaced. In addition, the original fusion reactor is retained in the armor. Performance is virtually identical to the original Steel Grunt.


Instead, the upgrade concentrates on upgrading the Steel Grunt’s weaponry. The original shoulder mini-missile launchers are replaced by larger “box” type launchers with twelve in each launcher for a total of twenty-four mini-missiles. These extended slightly out to the sides on the armor. In addition, the forearms are modified so that the plasma cannon is retained but six mini-missile launchers are fitted to each forearm. Both mini-missile systems are similar to those fitted to the company’s space armor designs. With a total of thirty-six mini-missiles, this greatly increases the firepower of the Steel Grunt.


For upgraded power armor, there is the option of replacing the original plasma cannon with a more powerful plasma cannon. It has similar range to the original one but has far greater energy output. In fact, the weapon is more powerful than the particle beam mounted on the Consortium “Ground Pounder” armor. Of course upgrading the plasma cannon does increase the price of upgrading the armor.


As one might expect, the upgraded plasma cannon is standard in new build Steel Grunt power armors manufactured by Ironmonger Forges. The additional mini-missile launchers are also already built into the armor. However, the new built armor have a number of further improvements compared to upgraded models.


These armor features a new fusion reactor which does not need to be refueled as often and requires less maintenance. The new fusion reactor is similar to those carried the company’s space armors but due to the armor requiring less power, range is greatly extended. To make maintenance easier, the fusion reactor is also easily changed out.


Protection is also slightly improved compared to upgraded models. This includes a number of minor structural changes as well as the use of improved armor materials. These materials, while an improvement over the original composites and alloys used in the Steel Grunt, are not the equal of the materials in most newer armors such as the Consortium Ground Pounder. There are even some upgraded versions of the Steal Grunt with greater armor than the model manufactured by Ironmonger Forges.


While not standard, a fair number of operators of these armors will also upgrade these armors with Naruni force field so that they can withstand further damage. The company will fit these force field generators to the armor for the customer however the company does not have a contract with Naruni.


Model Type:

IM-FPA-6-GU.

Upgrade Model.

 

IM-FPA-6-GN.

New Manufacture Model.

Class: Ground Infantry Assault Exo-Skeleton.

Crew: One.


M.D.C. By Location:

Upgrade Model:

New Manufacture:

 

[1] Shoulder Mini-Missile Box Launchers (2):

120 each.

120 each.

 

[1] Forearms with Missile Launchers (2):

80 each.

80 each.

 

20 mm Plasma Cannon (Right Arm):

60.

N.A.

 

25 mm Plasma Cannon (Right Arm):

80.

80.

 

Arms (2):

120 each

140 each.

 

Legs (2):

150 each

180 each.

 

[2] Head:

100.

120.

 

[3] Main Body:

340.

380.


Notes:

[1] 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.

[2] 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.

[3] Depleting the Main Body M.D.C. will shut the Steel Grunt power armor 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.

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 meters).

Range: The power armor’s range is virtually unlimited although limited by pilot’s endurance.


Statistical Data:

Height: Both Models: 9.6 feet (2.93 meters).

Width: Both Models: 5.2 feet (1.58 meters).

Length: Upgrade Model: 3.6 feet (1.10 meters). New Manufacture Model: 3.8 feet (1.16 meters).

Mass/Weight: Upgrade Model: 1,884.9 lbs (855 kg). New Manufacture Model: 1,851.9 lbs (840 kg).

Does not include additional equipment.

Physical Attributes of Note: Both Models: Equal to a PS 40.

Cargo: Both Models: None but can carry small equipment.

Power System: Upgrade Model: Advanced Fusion; Average energy life is 10 years. New Manufacture Model: Fusion; average energy life of 12 years.

Market Cost: Upgrade Model: Upgrading an existing model costs 250,000 credits. Purchasing an upgraded armor costs 2.75 million credits. Add 100,000 for the upgraded plasma cannon. New Manufacture Model: 3.2 million credits.


Weapons Systems:

  1. One (1) Forearm Plasma Cannon: There is an original and an upgraded plasma cannon available for the power armor. In either case, standard is for the plasma cannon to be mounted on the right forearm but can be fitted to either forearm. Due to power requirements, two plasma cannons cannot be fired simultaneously however so standard only a single one is fitted. Power is provided by the armor’s fusion reactor for an effectively unlimited payload.

    1. Original Plasma Cannon: Most upgraded armors retain the original cannon although some receive the upgraded mount. The plasma cannon is not quite as powerful as the particle beam fitted to the Consortium Ground Pounder armor.

      Maximum Effective Range: 2,000 feet (609.6 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. Upgraded 25 mm Plasma Cannon: All new manufactured armors are fitted with the upgraded plasma cannon and quite a number of refitted armors are also fitted with the upgraded plasma cannon. While range is the same as the original version, output is greatly increased. In fact in terms of actual output, the weapon is more powerful than the particle beam fitted to the Consortium Ground Pounder armor.

      Maximum Effective Range: 2,000 feet (609.6 meters) in an atmosphere. Range is eight times normal when used in space.

      Mega-Damage: 2D4x10+20 per blast.

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

      Payload: Effectively Unlimited.

  2. Two (2) Forearm Mini-Missile Launchers: Wrapped around the forearm of the power armor are six mini-missile tubes for a total of twelve mini-missiles. Space was left on both forearms to mount the plasma cannon. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is slightly faster than any starship except if it is exceeding it maximum safe acceleration. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles with the most common warheads being armor piercing types.

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

    Mega-Damage: Varies with 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 in volleys of two (2) or four (4) mini-missiles.

    Payload: Twelve (12) mini-missiles total, six (6) mini-missiles per launcher.

  3. Two (2) Shoulder Mini-Missile Launchers: Mounted in the shoulders of the power armor are a pair of mini-missile launchers with each having twelve missiles for a total of twenty-four missiles. These replace the original mini-missile launchers. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is slightly faster than any starship except if it is exceeding it maximum safe acceleration. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles with the most common warheads being armor piercing types.

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

    Mega-Damage: Varies with 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 in volleys of two (2) or four (4) mini-missiles.

    Payload: Twenty-Four (24) mini-missiles total, twelve (12) mini-missiles per launcher.

  4. 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.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016, Kitsune. All rights reserved.



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