Metalworks Incorporated GPA-03A War Master Power Armor:


With the introduction of the Northern Gun "Super Troll," Metalworks industries felt a need to create a power armor design as a response. Various designs were considered including a copy of the “Troll” power armor using Metalworks based systems. The design was ultimately rejected and instead a lighter design was decided on in its place. The eventual concept which Metalworks actually is not a direct competitor for the Troll, which is optimized for long range firepower, but instead fills the role of a more close range weapon platform. Even though armed for closer range firepower, the design has a similar ability to inflict damage as the “Troll” at shorter ranges. As well, while the Troll is a flying power armor, the War Master is more of a ground combat power armor although it is capable of long range jumps and has a jet pack available.


With the speed which the first prototype was built, many suspect that the War Master was based on a previously existing design with the initial prototype completed only about three months after development was started. The prototype was tested extensively and performed well in most tests. As was expected, the only real weakness in the power armor was in long range combat. A variety of long range weapons have been considered although the weakness in long range weaponry can often be compensated for. Full production is planned for around six months due to the need to build a new facility for production of the power armor. It is believed that several prototypes have already been produced including several which have been given out to create enough popularity that orders will already be coming in before production commences.


It has been leaked that the design is based on a Pre-Rifts power armor design but many are skeptical of this. Some who have looked at the design have noticed that the power armor has many internal similarities with the Triax T-31 Super Trooper power armor. The size and mass of the new Metalworks power armor is also similar to the Super trooper. Even if the design is based on the Super Trooper, the tactical use of the armor is far different and the weapons carried are completely different as well.


The War Master has some built in systems but the new Metalwork design is based on modular weaponry and other systems. This gives the armor a flexibility which few power armor designs on Rifts Earth have. While well armored, the War Master has the option of additional external armor. This does slow down the armor down a bit although many test pilots consider the trade-off to be well worth the loss. A second option is the use of a backpack style jet pack which allows speeds up to around 320 kilometers per hour while in flight. This supplements the thrusters mounted in the legs of the power armor. A final non-weapon option are to mount jamming pods on the shoulders of the armor.


While secondary systems are important, weapon systems are the features which most consider most important. The armor does have some internal weapon systems although it is likely that most owners will greatly supplement their weapons. On each arm is a combination weapon system with includes a pair of short range particle beams and powerful vibro-blades on each arm. This is believed to be a copy of the FIWS first developed by the Coalition. In addition, the armor has a mini-missile launcher mounted in each leg. Each missile launcher has a capacity for six mini-missiles. Mini-Missile launchers can also be mounted on the shoulders in the place of other systems. Each mini-missile launcher has the ability to carry eight mini-missiles. Instead of a jet pack, a launcher for larger missiles can be carried. The armor can mount a launcher for six short range missiles or two medium range missiles. When fully loaded with missile launchers, the power armor can carry an enormous number of missiles. Still, most crews chose not to carry exclusively missile launchers. There are two available shoulder mounted weapon systems besides missiles. One combines a MI-RG-40-X Rail Gun with the pulse laser from the Juicer Assault Rifle. The pulse laser also retains the grenade launcher from the JA-12. The weapons cannot be fired together due to the power draw but compliment each other. As well, the power armor can mount an automatic grenade launcher on the shoulder. The weapon inflicts incredible damage but consumes ammo quickly and is extremely heavy. Both the automatic grenade launcher and the rail gun carries their ammunition above where the jet pack or missile launcher is mounted on the back of the armor.


Model Type: GPA-3A "War Master" power armor
Class: Strategic Armor Military Assault Suit
Crew: One


M.D.C. By Location:Power Armor:Armor Package:
Shoulders/Upper Arm (2):100 each+20 (120 total)
Forearms (2):80 each+15 (95 total)
Legs (2):140 each+30 (170 total)
Forearm Mounted FIWS (2, forearms)30 each
Leg Mini-Missile Launchers (2, lower leg):40 each
Light Shoulder Weapon Mounts (Optional):40 each
Heavy Shoulder Weapon Mounts (Optional):60 each
Backpack Mounts (Optional):150
Maneuvering Jets (8, small):15 each
[1] Head:90+20 (110 total)
[2] Main Body275+100 (375 total)


Notes:
[1] Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must rely on his own human vision and senses. Any power armor combat bonuses to strike, parry, and dodge are lost! Note: The head is a small and difficult target to hit (shielded by the armored neck collar and fusion launchers). Thus, it can only be hit when a character makes a called shot, but even then the attacker is 4 to strike.
[2] Depleting the M.D.C. of the main body will shut the armor down completely, rendering it useless.


Speed:
Running: 40 mph (64 km) maximum. Note that the act of running does tire its operator, but at 10% of the usual fatigue rate thanks to the robot exo-skeleton. With additional armor package, speed is reduced by about 10 percent to 36 mph (57.9 kph)
Leaping: Without Jet Pack, the powerful robot legs can leap up to 12 feet (3.6 meter) high or lengthwise unassisted by the thrusters. A jet thruster assisted leap propels the unit up to 60 feet (18.3 meter) high and 100 feet (30.5 meter) lengthwise. With Jet Pack, jet thruster assisted leap range is increased to 120 feet (36.6 meter) high and 300 feet (91.4 meter) without achieving flight.
Flying: Without Jet Pack, Flight is not possible. With Jet Pack, jet thrusters allow the power armor to fly up to 160 mph (257.5 kph) with a maximum altitude of 800 feet (243.8 meters)
Flying Range: With Jet Pack, the nuclear power supply gives the War Master decades of life but the jet rockets get hot and need to cool after a maximum of 2 hours of continuous flight.
Underwater Capabilities: Swimming: The War Master can swim by using the same types of paddling leg and arm movements as a human at a maximum speed of roughly four mph (6.4 km/3.4 knots). It can also walk along the bottom of the sea at about 25% of its normal running speed. With Jet Pack, the War Master can travel on the surface of water at 30 mph (48.3 kph/26 knots), underwater at 20 mph (32.2 kph/17.4 knots) or fly above the water surface an normal speeds.
Maximum Ocean Depth: 1000 feet (305 meters).


Statistical Data:
Height: 7 to 8 feet (2.1 to 2.4 meters) from head to toe; the shoulder mounted weapon systems add another foot to the overall height: 8 to 9 feet (2.4 to 2.7 meters).
Width: 4 feet (1.2 meters)
Length: 3 feet (0.9 meters)
Weight: 450 lbs (202.5 kg) without additional armor package / 550 lbs (249.5 kg) with additional armor package.
Physical Strength: Equal to a P.S. 30
Cargo: None
Power System: Nuclear, average energy life is 10 years.
Black Market Cost: 1.5 million credits for a new, undamaged, fully powered suit with internal weapon systems. External weapon systems cost extra (See Below)


Weapon Systems:

  1. Forearm Weapons (2): On each forearm of the power armor is mounted a pair of particle beams and a vibro claw. The weapon system is believed to be a copy of the Coalition F.I.W.S. and is considered highly effective by most pilots of the power armor. 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, can use the vibro-claws simultaneously and paired weapons: pistols allow the twin particle beams to be fired together. When used in this fashion, the weapons can inflict incredible damage.
    Vibro-Claw:
      Maximum Effective Range: Close combat only (Hand to hand)
      Mega-Damage: 3D6 + Punch Damage
      Number of Attacks: Equal to combined attacks (Usually 5 or 6).
      Payload: Tied to power supply so duration is effectively unlimited.
    Particle Beam:
      Maximum Effective Range: 500 feet (152.4 m)
      Mega-Damage: 5D6 for one barrel or 1D6x10 for both barrels.
      Rate of Fire: Equal to number of combined hand to hand (Usually 5 or 6).
      Payload: Tied to power supply so duration is effectively unlimited.
  2. Leg Mini-Missile Launchers (2): A small mini-missile launcher, holding six (6) mini-missiles, is mounted on the calf of each leg. The missiles are launched by voice command or by hidden firing studs in the forearm.
    Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will be used for anti-personnel operations.
    Maximum Effective Range: Usually about one 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 missiles one at a time or in volleys of two (2), three (3), or four (4) missiles.
    Payload: Six each shoulder for Twelve total.
  3. Shoulder Weapon Mounts (Optional): A variety of different weapons and system can be mounted on the shoulders of the power armor. Weapon systems include Automatic Grenade Launchers, Combination Rail Gun and Pulse Laser, and Mini-Missile launchers. In addition, a special electronic jamming pod can be mounted instead of weapon systems. The Rail Gun and Pulse Laser Combination / Automatic Grenade Launcher are heavier mounts and the armor is limited to carrying one heavy mount. A pair of lighter mounts can be carried or a heavy mount can be combined with a lighter weapon mount.
    1. WI-GL 21 Automatic Grenade Launcher: Rotates into place when ready to fire and ammo drum is moved to above jet pack. This weapon system is produced by Metalworks under contract with Wellington Industries even though the companies are often in competitions with each other. The weapon inflicts incredible damage when fired in bursts but has a limited payload and is shorter ranged than the rail gun.
      Weight: Gun: 180 lbs (81.6 kg). Grenade Magazines: 50 lbs (22.6 kg)
      Maximum Effective Range: 3,000 feet (914 meters)
      Mega-Damage: 4D6 for Fragmentation with a blast area of 12 feet (3.7 meters) and 1D4x10 for Armor Piercing with a blast area of 3 feet (0.9 meters), burst of 10 rounds does 2D6x10 for Fragmentation with a blast area of 40 feet (12.2 meters) and 3D6x10 for Armor Piercing with a blast area of 8 feet (2.4 meters).
      Rate of Fire: Equal to pilot’s hand to hand (usually 5 or 6).
      Payload: 400 Rounds
    2. MI-RGPL Combination Rail Gun and Pulse Laser (1): Rotates into place when ready to fire and ammo drum is moved to above jet pack. Combination of a rail gun and pulse laser. Rail Gun is the MI-RG-40-X Rail Gun, a modified version of the Coalition C-40R Rail Gun. While the weapon is widely duplicated, Metalworks has managed to improve the rail gun with the ability to fire either 40 round or 60 round bursts. While the 60 round burst uses ammunition far faster, it inflicts greater damage and is only slightly heavier. Previously, Metalworks Industries purchased NG-202 Rail Guns but plans to replace Northern Gun rail guns with their own model although it is twice the cost. The power armors used by Metalworks Incorporated uses APFSDS (Armor Piercing Fin Stabilized Discarding Sabot) ammo that increases damage. The pulse laser is a modified version of the JA-12 laser rifle with the grenade launcher although powered directly from the power armor. Due to power constraints, both weapons cannot be fired together.
      Weight: Gun: 118 lbs (53.5 kg), 92 lbs (41.4 kg), One Ammo-Drum: 190 lbs (85.5 kg).
      Maximum Effective Range: Rail Gun & Laser: 4,000 feet (1,200 meters). Grenade Launcher: 2,000 feet (610 meters).
      Mega-Damage: Rail Gun: With Normal ammo, can fire a burst of 40 rounds which inflicts 1D4x10 or can fire a burst of 60 rounds which inflicts 1D6x10. A single round inflicts 1D4. With APFSDS Ammo, can fire a burst of 40 rounds which inflicts 1D6x10 or can fire a burst of 60 rounds which inflicts 2D4x10 . A single round inflicts 1D6. Heavy Laser: 4D6 for Single Shot and 1D6x10+10 for 3 simultaneous blasts. Grenade Launcher: 3D6 to 10 ft (3 m) radius for high explosive or varies special warheads.
      Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
      Payload: Rail Gun: 2000 round drum, that's 50 bursts of 40 rounds or 33 bursts of 60 rounds. A second drum can be hooked to the undercarriage of the rocket jets, but first the used drum must be manually removed by another SAMAS or character with a strength of 26 or higher before it can be replaced with the new one. Reloading a drum will take about five minutes for those not trained, but a mere one minute by somebody trained in the use of SAMAS power armor. Heavy Laser: Effectively Unlimited Grenade Launcher: 4 Grenades, reloaded individually or by speed loader.
    3. Mini-Missile Pods (1 or 2): Carried on the shoulder of the power armor. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles. Unlike the Rail gun and grenade launchers, the individual pods rae relatively light and a pair of them can be mounted.
      Weight: 40 lbs (18.1 kg)
      Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will be used for anti-personnel operations.
      Maximum Effective Range: Usually about a mile.
      Mega-Damage: Varies with mini-missile type.
      Rate of Fire: Each pod can fire missiles one at a time or in volleys of two, four, or eight
      Payload: Each pod carries Eight (8) mini-missile. (Maximum of 16 mini-missiles).
    4. Active Jamming Pods (1 or 2): Carried on the shoulder of the power armor and highly effective. Up to Two Pods can be mounted and each pod causes -10% to detection by radar systems but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -2 penalty to all radar guided weapons. Carrying two pods will give a -20% to detection by radar and causes a -4 penalty to all radar guided weapons.
  4. Backpacks: The most common backpack mounted on the power armor is the flight backpack although backpacks are available that mount either medium range missiles or short range missiles. Backpack is attacked or detached by a set of powered locking mechanisms. This means that the backpack can be dropped instantly if necessary (such as the pack is badly damaged) and with the assistance of another power armor, the backpacks can be attached in two and a half minutes (10 melees). Some Elite Test Pilots have been able to lay down to attack the jet pack without assistance and then can use thrusters to stand power armor up.
    1. Flight Backpack: While the War Master is slower in flight than most power armors with this Jet pack, it still greatly increases the power armors mobility. This jet pack is commonly used to clear obstacles or to avoid minefields and traps
      Weight: 120 lbs (54.4 kg)
      Flight: With the addition of the Flight Backpack, the War Master power armor to fly up to 160 mph (257.5 kph) with a maximum altitude of 800 feet (243.8 meters)
      Flying Range: The nuclear power supply gives the War Master decades of life but the jet rockets get hot and need to cool after a maximum of 2 hours of continuous flight.
    2. Medium Range Missile Backpack: This backpack give the War Master a very long range weapon system. This system has no flight capabilities but has two medium range missiles. Normally the most powerful warheads are used and are normally smart missiles. The launcher itself is fairly inexpensive and is designed to be able to be discarded
      Weight: 100 lbs (45.4 kg)
      Missile Type: Any medium range missile can be used.
      Maximum Effective Range: Varies with missile types, medium range missiles only (See revised bomb and missile tables for details.)
      Mega-Damage: Varies with missile types, medium range missiles only (See revised bomb and missile tables for details.)
      Rate of Fire: Can fire missiles one at a time or in volleys of two (2) missiles.
      Payload: Two (2)total.
    3. Short Range Missile Backpack: This backpack give the War Master a very long range weapon system. This system has no flight capabilities but has six short range missiles. Normally the most powerful warheads are used and are normally smart missiles. The launcher itself is fairly inexpensive and is designed to be able to be discarded
      Weight: 100 lbs (45.4 kg)
      Missile Type: Any short range missile can be used.
      Maximum Effective Range: Varies with missile types, short range missiles only (See revised bomb and missile tables for details.)
      Mega-Damage: Varies with missile types, short range missiles only (See revised bomb and missile tables for details.)
      Maximum Effective Range: Varies with missile type (Usually about a mile)
      Rate of Fire: Can fire missiles one at a time or in volleys of two (2) or four (4) missiles.
      Payload: Six (6) total.
  5. Energy Rifles, Light Rail Guns and other weapons can be carried and used by the roughly man-sized War Master Power Armor. Can be slung on the belt on a utility belt or strapped to the power armor's leg. Space limitation usually limits the number of weapons to one pistol / rifle. Grenades can also be carried in a satchel but cannot normally be hooked to a belt or bandolier because it is likely that they would get blown off when traveling at high speed.
  6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat. See Elite Power Armor Combat Training in the Robot Combat section of Rifts, page 45 (Pilots who pilot Super Trooper at Elite can also pilot the War Master power armor at Elite level). All abilities are the same except as follows:
    Normal Punch or Kick 1D6 M.D.
    Power Punch 2D6 M.D., but counts as two melee attacks.
    Jet Assisted Leap Kick 2D6 + 2 M.D., but counts as two melee attacks.
    Jet Assisted Body Slam/Ram 1D6+2 M.D.




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2006, Kitsune. All rights reserved.



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