Mercenary “Warhammer” Space Combat Strike Exoskeleton:


It is unclear who produced the first Warhammer power armor. There are various claims but it is unclear which, if any, have a valid claim. Whatever the case, the design was quickly duplicated and the armor began to be produced all over the Three Galaxies. In fact, it is unknown just how many of these armors have been produced although it is one of the most numerous designs in the Three Galaxies.


There are several companies which produce modifications on the original Warhammer design with different weapon systems. These are marketed under a variety of different names. Humorously, there are several different models advertised as “Super Warhammer,” some of which are basically no better than the base model of the armor. There are however a number of copies which are quite a bit more advanced than the original design however they are usually far more expensive. A number of companies also specialize in the maintenance and upgrades to the original design.


One of the reasons why the armor is so popular, and also why it has been widely duplicated, is that it is a quite simple design for a space power armor. Very little is considered cutting edge with regards to this design. A fair number of civilian components are also used in the design. The use of civilian components and simple design allows the armor to be easily maintained, far more easily than space armors such as the Silverhawk. This is one of the issues which many of the upgrade models of the armor have issues with. They are far harder to maintain than the original Warhammer design.


Compared to armors such as the Silverhawk, the fusion plant has a relatively modest duration before needing to be refueled. Under normal operation conditions, it is expected to require refueling after five years of operation. The fusion reactor is designed for extremely low maintenance and is also relatively easy to change out the reactor if required. Some operators will actually change out the fusion reactor and sent it back for refueling instead of refueling the reactor themselves.


The output of the contra-grav flight system is also relatively modest with only half the acceleration of the Silverhawk. In fact, most starships having greater acceleration than the Warhammer power armor. While in an atmosphere, performance is limited to just under mach one, the contra-grav propulsion enables the armor to be trans-atmospheric. Ground performance is also relatively limited with top speed of around eighty kilometers per hour.


With regard to armor, the Warhammer uses less advanced alloys and composites as many of the more modern power armors, including the Consortium Silverhawk design. Even so, quantity has a quality of its own and the Warhammer mounts extremely heavy armor for its size. As a result, the armor is considered well protected, actually better protected than the Silverhawk. In appearance, the Warhammer appears quite blocky. One should note that a fair number of owners of these armors add Naruni force field generators for additional protection. However, it should be noted that it is limited to the lighter “non-robot” force field generators.


One of the reasons for this armor’s popularity is because of the heavy missile payload of the power armor. In fact, with a total of forty-eight mini-missiles carried, there are few power armors in the Three Galaxies which carry an equal missile payload. On each shoulder is a box launcher with twelve mini-missiles each, on each forearm are eight mini-missiles each, and four can be carried on each wing. With smart guided mini-missiles, this power armor can be incredibly dangerous in combat. Even with more advanced armors, pilots engaging the Warhammer often fear it.


Other than mini-missiles, the Warhammer is only armed with a single ten millimeter electromagnetic rail gun. As with many of the systems mounted on the power armor, electromagnetic rail guns require far less maintenance than a similar gravity based model. Standard payload is one thousand rounds. Standard burst is twenty rounds but in order to reduce ammo expenditure, the rail gun can also fire 10 round bursts. One of the more common modifications to the armor is the addition of energy weapons with gravity grenade launchers also being quite popular with crews.


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


Model Type: WHR-4-MM.

Class: Space Combat Strike Exoskeleton.

Crew: One.


M.D.C. by Location:

 

Wings (2):

80 each.

 

[1] Wing Mini-Missile Launchers (8 total / 4 each wing):

8 each.

 

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

100 each.

 

[1] Forearms with Missile Launchers (2):

100 each

 

[1] EMRG-10-MB 10 mm Electromagnetic Rail Gun Rifle:

120.

 

[1] Ammo Drum (1; rear):

50.

 

Upper Arms (2):

85 each.

 

[1] Hands (2):

40 each.

 

Legs (2):

160 each.

 

[2] Head:

120.

 

[3] Main Body:

450.

 

[4] Contra-Grav Propulsion System (l, in back):

220.


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/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.

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

[4] Destroying the contra-grav propulsion 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 contra-grav propulsion 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).


Speed:

Running: 49.7 mph (80 kph) 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 0.6 percent of light per melee.

Atmospheric Propulsion: Maximum cruise speed is Mach 0.95 (723.2 mph / 1,163.8 kph), can enter and leave an atmosphere because flight system is by contra grav.

Range: Effectively Unlimited. The contra-grav propulsion system on the space exoskeleton does not overheat. The only limit is the pilot’s endurance.


Statistical Data:

Height:                        10.01 feet (3.05 meters).

Width:                        Wings down, 5.09 feet (1.55 meters), and with wings extended, 14.60 feet (4.45 meters).

Length:                       5.91 feet (1.80 meters) including Contra-Grav flight pack.

Mass/Weight:             1,653.5 pounds (750 kg).

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

Power System:            Fusion; average energy life of 5 years.

Cargo: Effectively None.

Market Cost: Costs an average of around 2.0 million credits. The armor is considered relatively common in the Three Galaxies. Some upgrade models can cost far more than base model.


Weapons Systems:

  1. One (1) EMRG-10-MB 10 mm Electromagnetic Rail Gun Rifle: Handheld rifle and only weapon system carried standard other than missile launchers. While most rail guns in the Three Galaxies are gravity based models, the version carried on the power armor is a conventional electromagnetic model. The rail gun still fires projectiles at incredible velocities compared to rail guns on Rifts Earth. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds.

    Maximum Effective Range: 8,000 feet (2,440 meters) in an atmosphere and 150 miles (240 km) in space.

    Mega-Damage: Ten Round Burst: 1D4x10+10. Twenty Round Burst: 2D4x10+10. Single Round: 2D6+2.

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

    Payload: 1,000 Rounds (50 Bursts of twenty rounds / 100 Burst of ten rounds).

  2. 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. 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.

  3. Two (2) Forearm Mini-Missile Launchers: Wrapped around the forearm of the power armor are eight mini-missile tubes for a total of sixteen mini-missiles. 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: Sixteen (16) mini-missiles total, eight (8) mini-missiles per launcher.

  4. Eight (8) Wing Mini-Missiles: Each wing of the exoskeleton mounts four mini-missiles. 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. Batteries can launch on multiple targets each at the same time. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles.

    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), four (4), or eight (8) mini-missiles.

    Payload: Eight (8) mini-missiles total, four (4) mini-missiles on each wing.

  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 © 2016, Kitsune. All rights reserved.



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