“Iron Maiden” modified T-C20 Terrain Hopper Light Power Armor:

This power armor started its life as T-C20 Combat Terrain Hopper. Who the previous owners were is unknown, but the armor was purchased by the company Metalworks Industries having been badly damaged. The company purchased the armor for little more than its scrap value.

Seeing the armor, a cousin of the founder of Metalworks, became interested in refurbishing the armor. Her name was Paige Franklin and she decided to ask her cousin Ratchet is she might have the armor to restore it. She had long preferred the Terrain Hopper over most other power armor designs.

Deciding that it would be a good way for her to learn more about how to maintain and possibly even upgrade power armors, he gave her permission. On occasion, he helped with restoring the armor as well. As the owner of the company, Ratchet no longer got much time maintaining armors, and equipment in general, anymore.

In general, the armor is not changed all that much internally. In some cases, some components might be hard to get in North America and more common components were substituted. The performance of the armor is basically identical in most respects to the original T-C20 Terrain Hopper. This includes to make leaping travel as well as being incredibly effective at dodging while traveling in such a mode. While Paige and Ratchet looked at upgrading the cooling system, they simply found that it was not practical.

She wanted to find a way to improve the firepower of the Terrain Hooper. If the light power armor design has any weakness, it is its lack of a powerful weapon system. Interestingly, another damaged piece of equipment seemed to fill this requirement. An adventurer has sold Metalworks a heavy anti-tank laser known as the ATL-7. Where the laser original came from is unclear but there are some indications that it came from South America. Even though damaged, it was fairly easy to repair and restore.

Ratchet made a careful examination of the anti-tank laser but is not sure yet if he plans to produce the weapon at his company. As far as he can tell though, it is the most powerful laser ever produced. Does have some limitation in that it is pretty hefty, reasonably short ranged, and drains an entire energy clip when fired.

Paige decided to see if she could mount the laser on the Terrain Hopper in a similar fashion to the way that the Triax Glitter Boy mounts its Boom Gun. It is stowed on the back while not in use and tilts up when fired. It also links to the fire control system of the light power armor.

One issue was that the fusion reactor of the light power armor simply could not provide enough energy to fire the laser. She also did not like having to carry around a huge number of E-Clips and continuously be changing them out. As a result, she decided to add a bank of capacitors which would store twenty blasts. These do slowly recharge from the fusion but at the rate of around two blasts per minute.

In order to make room for the anti-tank laser, the mini-missile system had to also be modified. Originally the mini-missile launcher could carry six mini-missiles, but with the heavy laser mounted on the back there was only around half the space available for missiles. With some minor modifications, the light power armor was at least able to retain four mini-missiles.

Paige also considered the lasers mounted in the forearms to be underpowered. The company recently had been able to obtain a copy of the forearm particle beams carried by the Coalition Juicers. Even though shorter ranged, they were far more powerful. These were substituted for the original lasers with a pair mounted in each forearm. As with the original lasers, the pull power directly from the fusion reactor of the power armor.

In some cases, opponents might be protected by an “Impervious to Energy” enchantment. With only the mini-missiles being effective against such opponents, Paige usually carries a special rifle produced by Metalworks which fires the same round as the TX-16 Pump Rifle. However, it uses an action more like automatic weapons such as the M-16 and also allows her to fire three round bursts. In order to be most effective while conserving ammunition, she most frequently fires three round bursts. Various magazine sizes are available with the largest being twenty rounds. She normally carries six of these largest magazines.

One of the main contributions to the power armor is the armor materials used. He decided to do some experimenting where he first used a new armor composite which is designed to reflect lasers. It is actually partly derived from the material used in the Glitter Boy power armor. At the same time, he was able to get some patching materials for the Naruni NE-C20 Camouflage Variable Armor and was able to integrate that into the armor material as well. While the armor does not really effect the general protection of the armor, the upgrades are still quite interesting.

Ratchet was also able to get a Naruni –50A Super Heavy Force Field which he had mounted to give the light power armor a measure of additional protection. In fact, the force field provides almost as much protection as the armor materials than the power armor is actually made from. The force field was made to be integral with the power armor and draws power directly from the fusion reactor.

Having looked at a number of old Pre-Rifts comic books, there was a power armor design in one of them which intrigued Paige. She decided to modify the helmet of her armor in order to look more like the armor in the comic book. She also made a number of minor cosmetic changes including the shape of the chest headlight. In addition, the armor is a metallic red and gold mimicking the armor in the comic book. Gave her power armor the name “Iron Maiden” as an ode to that comic book. Still, the design is clearly a model of the Terrain Hopper and the lines of that light power armor are still clear.

In many ways, the “Iron Maiden” armor might be considered the ultimate version of the Terrain Hopper. Due to the upgrades to the armor, it is unlikely that Metalworks will ever mass produce the suit. It would be quite expensive, possibly costing upwards of five million credits. There are questions how many operators of the Terrain Hopper would be willing to pay for the upgraded model.

Paige has used the modified power armor in combat to excellent effects including engaging a whole group of Gargoyles, using the armor’s ability to make rapid power leaps to avoid engaging any in close range combat. Most of her other engagements have been of more limited scope although the armor has shown to effective there as well. With the ATL-7, the power armor generally does not have to hit a target many times in order to disable it.

Still, it was decided to incorporate a number of the features into an upgraded version of the Terrain Hopper. This armor became known as the “Ferret.” Compared to the “Iron Maiden,” the new armor does not have the camouflage features or laser resistant materials. In addition, a JA-12 Juicer Assault Laser replaces the ATL-7 Anti-Tank Laser. In addition, only a single particle beam is mounted in each forearm. A number of purchasers have incorporated a Naruni force field for additional protection.

Model Type: Heavily Modified T-C20 Power Armor.

Class: Strategic Armor Military Exo-Skeleton.

Crew: One.

M.D.C. by Location:


[1] Rear Jet Pack (1):



Rear Mini-Missile Launcher (1):



Rear ATL-7 Anti-Tank Laser (1):



[2] Chest Headlight (1):



[2] Twin Forearm Mounted Particle Beams (2, Forearms):

30 each.


[3] Head:



[4] Main Body:



[5] N-50A Super Heavy Naruni Force Field:



[1] Destroying the jet pack will make power jumps impossible.

[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/helmet has a 1-70% chance of knocking the pilot unconscious. If conscious, the pilot has two problems . One, no power armor combat bonuses to strike, parry, and dodge. Two, the human head is now vulnerable to attack. Note: The head is a small and difficult target to hit (shielded by exhaust tubes). Thus, it can only be hit when an attacker makes a called shot and even then the character is - 3 to strike

[4] Depleting the M.D.C. of the main body will shut the armor down completely, making it useless. Note: All Power Armor locations are laser resistant.

[5] The force field will stop energy attacks and fast moving objects. Slow moving objects can pass through. The force field regenerates one (1) M.D.C. per melee round unless overloaded and then cannot be activated for twelve (12) hours if overloaded. The force field pulls its power off of the power plant.


Running: 40 mph (64 kph) maximum. The act of running does tire its operator, but at a fatigue rate of 20% of normal, thanks to the robot exo-skeleton.

Leaping: A height of approximately 15 feet (4.6 meters) straight up or lengthwise is possible unassisted by the thrusters. A jet thruster assisted leap , from a stationary position can propel the unit up to 200 feet (61 meters) high and across without actually attaining flight or requiring a running start.

Power Jumping and travel: Same as the Standard T-21: Up to 300 feet (91.5 meters) lengthwise, average height of a controlled power jump generally ranges between 20 to 50 feet (6 to 15 meters); with 20 or 30 feet (6 to 9 meters) being the norm. Maximum ground speed via power leaps is 170 mph (272 kph). Range is effectively unlimited. Directional control by the pilot is excellent.

Limited Flight: Same as the standard T-21: Hover stationary up to 200 feet (61 meters). Maximum flying speed is 100 mph (160 kph), but cruising speed is considered to be around 60 mph (96. 5 kph) . Maximum altitude is limited to about 200 feet (61 meters).

Flying Range: The nuclear power supply of the armor gives it a decade of life, but the jet rockets get hot and need to cool after a maximum of two hours of continuous flight. In many cases, the thrusters will start to sputter and speed will fluctuate after one hour. This is especially true if the jets have been damaged . Remember, traveling by power jumps can be maintained for an unlimited number of hours at a greater speed of 170 mph (272 kph) .

Statistical Data:

Height:  7 feet (2.1 meters).

Width:   3 feet (0.9 meters).

Length:  About 2.5 feet (0.76 m).

Weight: 200 lbs (90.7 kg) with jet pack, missiles and additional armor. Does not include weight of the pilot.

Physical Strength: Equal to P. S . 23.

Cargo: None.

Power System: Nuclear, average life is 10 years.

NGR & Black Market Cost: Not available. A standard T-C20 Terrain Hopper cost 750,000 credits for a new, undamaged, fully equipped suit complete with jet pack and weapon systems . Good availability at the NGR . Poor availability in other European locations; scarce everywhere else.

Weapon Systems:

  1. One (1) Rear Mounted ATL-7 Anti-Tank Laser Cannon: Virtually identical to the handheld version from South America. Mounts on the back of the power armor when stowed and tilts up like the boom gun on the Triax Glitter boy. It tilts upwards when not in firing position. The weapon also carries a fire control computer and automatic tracking system so that it does not suffer the penalties of handheld weapon systems. The cannon has a 20 shot capacitor that is recharged from the fusion reactor at the rate of one shot every two melee rounds.

    Weight: 35 lbs (15.9 kg).

    Maximum Effective Range: 3,000 feet (914 meters).

    Mega-Damage: 3D6x10+20.

    Rate of Fire: Equal to the number of combined hand to hand attacks of the person in the suit (usually 4 to 6.)

    Payload: 20 shots in a capacitor, recharges at the rate of one shot per two melees (30 seconds).

  2. Two (2) Forearm Twin Particle Beams: On each forearm of the power armor is mounted a pair of particle beams. The weapon system is believed to be the particle beam from the Coalition F.I.W.S. and is considered highly effective by most pilots of the power armor even with its limitations. The biggest limitation on the particle beam is that it has a limited range compared to most particle beams and is designed for relatively close combat. Power is pulled from the fusion reactor and payload is virtually unlimited. If the pilot of the power armor has paired weapons, pistols allow the twin particle beams to be fired together. When used in this fashion, the weapons can inflict incredible damage.

    Maximum Effective Range: 500 feet (152.4 meters).

    Mega-Damage: 5D6 for one barrel or 1D6x10 for both barrels.

    Rate of Fire: Equal to the number of combined hand to hand attacks of the person in the suit (usually 4 to 6.) Paired weapons energy pistol allows both twin forearm particle beams to be used as a single attack.

    Payload: Tied to power supply so duration is effectively unlimited.

  3. One (1) Back mounted Mini-Missile Launcher: A small mini-missile launcher is hooked onto the back of the jet pack. Because of the ATL-7 Anti-Tank Laser mounted on the back of the light armor, the number of mini-missiles had to be reduced from six missile to four missiles. Any mini-missile can be used, but standard issue is armor piercing or plasma. Fragmentation may also be used for anti-personnel operations .

    Maximum Effective Range: Usually about a mile (See revised bomb and missile tables for details.)

    Mega-Damage: Varies with mini-missile type (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or volleys of two (2) mini-missiles.

    Payload: Four (4) mini-missiles.

  4. One (1) MI-PP-S-M-15 Pump Pistol Cartridge Rifle: Large automatic rifle that uses the same cartridges as the TX-5 Pump Pistol but instead uses a similar action to the pre-Rifts American AR-15 / M-16 rifle. The magazine fits in front of the trigger and can use the same magazine as the pump pistol cartridge automatic pistol although larger magazines are also available. Uses large amounts of composite and lightweight alloys to reduce weight of weapon compared to the Triax pump cartridge rifle. The rifle has a rail in front of the frame to fit a variety of accessories including laser targeting systems and lights. Various sights can be fitted on a top rail and the weapon is available with a collapsible stock. Rifle is fitted with a recoil suppressor on barrel to keep the weapon controllable.

    Weight: 15.5 lbs (7.03 kg).

    Mega-Damage: 4D6 per single shot and 1D6x10 for three round burst, or use automatic weapon burst rules for higher burst setting.

    Rate of Fire: Equal to the number of combined hand to hand attacks of the person in the suit (usually 4 to 6) - Single shot, three round burst, and extended bursts (Use automatic weapon burst rules.)

    Maximum Effective Range: 2,000 feet (610 meters)

    Payload: Can use five (5), ten (10), twelve (12), sixteen (16), and twenty (20) round magazines. She normally carries 6 20 round magazines.

  5. Camouflage System: The power armor’s skin is covered by a fiber-optic material that can change colors to match the general environment. Color change takes 1D4 melee rounds (15 to 60 seconds), in which the armor becomes the exact same color as the predominant one in the area. In the woods or in broken terrain, the suit will also create stripes and blotches of lighter and darker color like a camouflage pattern. In all cases, the wearer is difficult to spot: -20% for others to detect ambush and detect concealment, +5% to the wearers prowl skill, and even characters without prowl have a 40% chance of not being seen if they stay under cover and don’t move.

    The system also masks infrared and thermal emissions, making the wearer’s heat invisible to infrared and thermal optics! There is only a 21% chance of the suit showing up on thermal systems and even then the reading/image will seem unusual. The camouflage system is disabled after the armor’s main body takes 100 points of damage.

Special Equipment:

Has all the normal sensors of power armors on Rifts Earth plus the following special features.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2017, Kitsune. All rights reserved.