Metalworks Incorporated HWFS-1 Hawkwing Flight System:

Metalworks Incorporated is a company that is about 250 miles to the west and slightly to the north of the city of Tolkeen that constructed various ground vehicles, robots, and aircraft. Most of their designs are copies of other companies or nations. They have agreement with Triax to produce under licence several Triax designs and sell them in North America.

The Icarus flight system is very popular and there has a lot of interest in the manufacture of it by a number of companies including Northern Gun. In addition, there is a very similar flight system built by the Coalition named the Death Wing. Seeing the popularity of the flight system and wanting to see if they might take advantage of it, the owner of Metalworks decided to produce its own version of the flight system.

So far, four prototypes have been produced. Two are designed to be operated using the Terrain Hopper power armors, one designed to be operated by a cyborg, and a final one for use by a Juicer. Currently in pre-production testing, the prototypes are being subject to extensively testing and so far passed all tests.

During an extended test, one of the Hawkwings operated by a Terrain Hopper encountered a number of Coalition power armors. The Hawkwing equipped armor was able to damage several of the Coalition armors but was forced to use its superior speed to escape being overwhelmed.

The Hawkwing is faster than any Coalition flying power armor designs, including the relatively new Super SAMAS design. While there have been no actual engagements against enemy sky cycles, in mock engagements the Hawkwing has performed effectively. Against various jet fighters however, the Hawkwing has not performed very well with the fighters usually decimating the power armor.

The Hawkwing designed to be used by power armors is not limited to the Terrain Hopper and can be used by a variety of light power armor designs. The largest power armor the flight pack is considered to be effective with is the Triax Super Trooper power armor. Larger armors than that would likely reduce performance to the point of no longer being effective.

Others have observed the performance of the Hawkwing and it seems likely that the Icarus Flight System could be modified easily to work with light power armors as well. Prior suggestion had been that the Icarus could not be effectively used with a power armor and was effectively limited to Juicers. Some consider it likely that this was Coalition propaganda against it because it turns almost any light power armor into a quite effective flying power armor.

In addition to prototype testing, Metalworks Incorporated is currently involved in market research, trying to find out what kind of interest there is in the design. It appears as if the design has the potential to be extremely popular with already a number of customer inquiries about the Hawkwing. There are some indications that the Hawkwing might have a ready market overseas in the New German Republic.

As far as appearance, the Hawkwing looks closer to that of the Coalition Death Wing than it does to the Icarus Flight System although it has a wingspan narrower than that of the Death Wing. In common with both the Coalition flight systems and the Icarus, the Hawkwing can be flown independently via remote control. Each system has a unique code designation in order to prevent the theft of a Hawkwing flight system.

Where this is most frequently used is where the pilot disconnects from the flight system to engage in ground combat. At the same time, the flight system will fly out of the danger zone. It can be called by the power armor if required. In order to easily transport the flight system, it can be can be disassembled into three pieces and fit into the bed of a small truck or jeep.

With regards to performance, the Hawkwing is considered quite comparable to the Coalitions Death Wing. Engineers at Metalworks argue that their flight system is more flexible than the Coalition design. The only criticism has been that the Hawkwing is lighter armored. The solution that the designers came up with is to fit the flight system with a Naruni Force Field.

The thrusters can propel the Hawkwing up to a maximum speed of five hundred miles per hour. Currently, there is only a fusion powered model. The engineers considered developing a fuel cell or battery powered model. However, there were issues with the energy density and the concept has been put on hold for the moment. Whether they will revisit it at a later time is unknown.

In order to allow the flight system to engage at longer range, a lightweight version of an aircraft radar system was developed for the Hawkwing. It is a convention radar system otherwise with relatively limited capabilities. Still, it is far better than the radar system fitted to most power armor. For better flight controls, the Hawkwing is fitted with both a neural link system and a head jack link.

For internal weaponry, the Hawkwing carries two powerful and long range lasers based on the JA-12 Assault rifle. They are mounted to either side of the power armor being carried by the flight system. Many of Metalwork Industries other fighter designs use this weapon system and adaption was relatively simple. Power for the laser is provided directly from the fusion reactor.

In addition, the flight system is armed with missile weaponry. This includes an eight shot mini-missile pod on each of the wingtips. There are also a pair of hard points. These can carry a medium range missile, two short range missiles, or four mini-missiles each. In addition, a number of special pods have been developed to be carried on the hard points. With the hard points loaded, the performance of the Hawkwing is slightly reduced. It is believed that the reason for being able to carry medium range missiles is so that it might be able to engage jet fighters effectively.

If the power armor using the flight system has its own rear mounted weaponry, such as the mini-missile launchers carried on the Combat Terrain Hopper, they might be locked upright on the shoulders before the flight system is attached. Otherwise, they cannot be deployed to be fired with the Hawkwing attached.

The skill Flight Pack Combat is needed to use the Hawkwing effectively in combat.

Model Type: HWFS-1.

Class: Combat Flight System.

Crew: Light Power Armor (Terrain Hopper is most common), Juicer, Cyborg, or Supernatural Creature. Maximum weight of 650 lbs (295 kg). With a power armor, this weight must include both the power armor and pilot.

M.D.C. by Location:


Laser Cannon Mounts (2 - Inner Wing):

25 each.


Mini-Missile Launchers (2 - Outer Wings):

80 each.


[1] Main Thrusters (2 - Inner Wings):

80 each.


[1] Maneuvering Thrusters (8, 4 per wing):

20 each.


[2] Wings (2):

150 each.


[3] Main Body of Wing (2):

200 each.


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



[1] Destroying one main thruster reduces top speed by 30% and the destruction of both thrusters reduces speed by 60%. The destruction of a maneuvering thrusters reduces top speed by 5% per thruster destroyed. Destruction of two or more maneuvering thrusters gives a penalty of -2 to dodge and initiative for every two thrusters destroyed. As well, the destruction of four or more maneuvering thrusters will make hovering impossible.

[2] Destroying a wing will cause the flight pack to crash if in flight.

[3] Depleting the M.D.C. of the main body will shut the flight pack down completely, rendering it useless and causing it to crash if in flight.

[4] Optional. The shield protects both the flight pack and the power armor/creature using it. 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 of the flight system.


Running: Any power armor, cyborg, juicer, or supernatural creature will have its ground speed reduced by 25% due to the weight of the flight pack.

Flying: The Hawkwing can hover and can go up to a maximum speed of 600 mph (965.6 kph / 521.4 knots). Cruising speed is normally 250 and 350 mph (402.3 to 563.3 kph). Carrying missiles on wings hard points reduces maximum speed by 10%. Maximum altitude is 16,000 feet (4876.8 meters). Higher than this, high winds and rough weather make flight both erratic and dangerous.

Flying Range: The nuclear power system gives the flight pack decades of life, but the rocket jets get hot and need to cool after a maximum of six hours of flight when traveling at speeds above cruising, and twelve hours of cruising speed, indefinite with rest stops.

Underwater Capabilities: Using the jet thrusters, the flight pack can travel on the surface of water at 50 mph (80 km/42.5 knots), underwater at 40 mph (64 km/34 knots) or fly above the water surface an normal speeds.

Maximum Ocean Depth: 600 feet (180 meters).

Statistical Data:

Height:  5 feet (1.5 meters).

Width /Wingspan: 16 feet (4.8 meters).

Length:  4 feet (1.2 meters).

Weight: 1,800 lbs (816.5 kg) without missiles.

Cargo: Effectively none.

Power System: Nuclear; average life is 20 years.

Black Market Cost: Will likely cost 4.5 million when put into production without force field but popularity and demand might cause it sell for 50% more than normal. The force field costs an additional 4 million.

Weapon Systems:

  1. Two (2) Laser Cannons: Laser cannon are mounted on either side of the power armor. The flight pack’s laser cannons are from the barrels and inner working of the JA-12 Assault Rifle. The laser cannons pull power directly from the fusion reactor of the flight pack. Each weapon can be operated independently or in synchronization with each other. Both can rotate side to side 180 degrees and can move up and down to provide a 90 degree arc of fire.

    Maximum Effective Range: 4,000 feet (1,200 meters).

    Mega Damage: 4D6 for one cannon, 8D6 for both cannons, 1D6x10+10 for three blast burst from one cannon, 2D6x10+20 for three blast burst from both barrels (6 total blasts).

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).

    Payload: Effectively Unlimited (Draws Power off the main engines).

  2. Two (2) Mini-Missile Launchers: Mini-missile pods are permanently mounted on the outside edge of each wing. The launchers are normally used for ground strafing, anti-troop, and anti-emplacement attacks. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles.

    Maximum Effective Range: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)

    Mega-Damage: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)

    Rate of Fire: Each launcher can fire mini-missiles one at a time or in volleys of two (2), four (4), or eight (8) mini-missiles.

    Payload: Each launcher carries eight (8) mini-missile for a total of sixteen (16) mini-missiles.

  3. Two (2) External Hard Points: The HWFS-1 Hawkwing Flight System has a total of two hard points with one hard points under each wing of the flight pack. Hard Points can carry missiles, jamming pods, and chaff pods.

    1. Missiles: Each hard point may carry one medium range missiles, two short range missiles, or four mini-missiles. All hard points must carry the same type of ordnance.

      Maximum Effective Range: Varies by missile type (See revised bomb and missile tables for details.)

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

      Rate of Fire: Missiles can be fired one at a time or in volleys of two (2) missiles.

      Payload: One (1) medium range missile, two (2) short range missiles, or four (4) mini-missiles per hard point.

    2. Active Jamming Pod: One pod takes place of all ordnance on the hard point. Each pod causes -10% to detection by radar systems and creates a -2 penalty to all radar guided weapons (such as missiles.) Carrying two pods will give a -20% to detection by radar and causes a -4 penalty to all radar guided weapons. However, the jamming signal can be detected and some missiles will home in on jamming signals. In addition, active electronically scanned array radar systems can often find unjammed frequencies.

    3. Anti-Missile Chaff Dispenser Pod: One pod takes place of all ordnance on the hard point. When tailed by a missile, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy’s attack. Rifts Earth decoys systems are assumed to not be effective against Phase World / Three Galaxies missiles due to technological difference and not as effective against smart missile. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)



      Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.



      Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)



      No effect, enemy missile or missile volley is still on target.

      Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.

      Payload: Four (4) per pod [Eight (8) total with both hard points carrying chaff pods.]

Special Equipment:

The flight pack has all the standard features of a standard power armor plus these special features listed:

Combat Bonuses:

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Writeup by Kitsune (E-Mail Kitsune).

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