CAI-55VTW Vampire Combat Armor (T.W. Variant):

(Inspired by the article in The Rifter #2 by Mark Sumimoto)


While Chipwell power armors are not considered the best designs, they are some of the most inexpensive designs and in many roles they are adequate. A person in a suit of Chipwell power armor is still far more dangerous than a soldier in conventional body armor. Because of this, the designs are quite popular. One of the most popular is the CAI-50 Challenger combat armor. Instead of being powered by a fusion reactor, the design uses high capacity batteries. This gives the armor a limited range and is one of the weaknesses most complained about by owners of the combat armor. In many ways, the armor is a mixture of being simple enhanced body armor and power armor.


One of the variants of the suite is the CAI-50V Vampire Combat Armor. It is outfitted with weapons to make it more effective against vampires. This includes a water cannon to fire holy water and wooden claws for use against vampires. Even a standard Challenger combat armor vastly increases the wearer’s ability to fight vampires. While far less effective against other supernatural it is extremely effective against vampires. Several adventuring groups bought large numbers of these armors for their travels down in Mexico and Central America.


One of the smaller groups of adventures was quite pleased with the armor but the techno-wizard in the group saw several ways in which the design might be improved. With fervor of most techno-wizard, he decided to redesign it. These improvements included the addition of techno-wizard enchantments such as “Armor of Ithan” to enable the armor to withstand far more damage than it can normally. Another key modification is the replacement of the batteries with a techno-wizard power system that greatly increases the armors range. In addition, the combat armor carries a techno-wizard battery. The water cannon is replaced by a techno-wizard water cannon, a techno-wizard storm flare launcher has been added, a repeating techno-wizard pneumatic bolt launcher has been added to the right arm, and light blade has been added as a melee weapon. The light blade is highly effective against both vampires and normal enemies. Silver plated spikes are mounted around the armor to help protect it from vampire attacks.


Like many good designs, the armor caught on with others. The design was quickly copied amongst the other members of the group, and the information spread once the group set up their base near Arzno. The mage who designed the armor was glad to recoup some of the financial drain of designing the suits by selling a pair to the techno-mages in that city, along with copies of the plans for distribution. While not the most powerful, they are still quite easy to build and the base suits are easy to import.


Model Designation: CAI-55VTW
Class: Light Anti-vampire Military Exoskeleton with Techno-Wizard Modifications
Crew: One


M.D.C. by Location:

Arms (2):20 each
Legs (2):50 each
T.W. Water Cannon (Back):25
[1] T.W. Pneumatic-style Bolt Launcher (Right Forearm):10
[1] T.W. “Globe of Daylight” Cross Searchlights (2, Shoulders)5 each
[1] Silver Spikes (40)2 each
[2] Head:50
[3] Main Body:120
[4] Magical “Armor of Ithan” Force Field:80


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 eliminate all optics and sensor systems and has a 1-70% chance of knocking the pilot unconscious. If still conscious, the pilot must then rely on his own vision and senses. No power armor combat bonuses to strike, parry, and dodge. Note: The head is a small and difficult target to hit, especially on a moving target. Therefore, it can only be hit on a called shot at a penalty of -3 to strike.
[3] Depleting the M.D.C. of the main body will shut down the armor, rendering it useless.
[4] Magical “Armor of Ithan” force field requires 10 P.P.E. to activate (comes from either the wearer or the P.P.E. Storage Battery) and has a duration of eight minutes (32 melee) per activation.


Speed
Running: 40 mph (64 kph) maximum. Note that running does tire the pilot, but at 20% of the usual fatigue rate thanks to the robot exoskeleton.
Leaping: The robot can leap up to 15 feet (4.6 m) straight up or across.
Underwater Capabilities: Not designed with underwater operations in mind, the suit has very poor mobility underwater. The best it can do is walk along the bottom at 10 mph (16 kph). Losing even half of its M.D.C. will allow water to leak into the suit and fill it in a matter of minutes, drowning the pilot.
Flying: Not possible without a jet pack.
Maximum Effective Range: TW Electric Engine. 15 P.P.E. nets you 1000 miles (1600 km) or one month of constant operation.


Statistical Data
Height: 7 feet (2.1 m)
Width: 3 feet (.9 m)
Length: 3 feet (.9 m)
Weight: 130 lbs. (58.5 kg)
Physical Strength: Equal to a P.S. of 20
Cargo: None
Power System: Special; TW Electric with a 100 P.P.E. storage battery.
Market Cost: 2.5 million credits. Good availability in Lazlo, Arzno, and the Colorado Baronies.


Weapon Systems:

  1. T.W. Converted Water Cannon: Mounted in the same place as the water cannon in the conventional model, it is simply a conventional water cannon converted to Techno-Wizardry to eliminate the need for an external tank. While most useful for battling vampires, it is also useful for firefighting roles.
    Weight: 11 lbs (5.0 kg), no need for an external tank.
    Maximum Effective Range: 300 feet (91.5 meters)
    Damage: Special: 3D6X10 H.P. to Vampires and other creatures vulnerable to water. It can also be used to knock people off their feet (33% chance).
    Rate of Fire:Single shot only
    Payload: 20 blasts for 10 P.P.E.
  2. T.W. Forearm Mounted Pneumatic-style Bolt Launcher: This pneumatic-style launcher is similar in appearance to a small spear gun and it is mounted on the right forearm. The launcher propel either normal wood-tipped bolts or special "seeking" bolts that search out the heart of the targeted vampire. To activate the seeking function requires an extra 2 P.P.E.
    Weight: Not Applicable, part of the suit
    Maximum Effective Range: 300 feet (91.5 meters)
    Damage: 3D6 S.D.C. to non-vampires and 6D6 hit point damage to vampires plus it immobilizes them on a direct strike to the heart.
    Rate of Fire:Standard
    Payload: 30 bolts per 15 P.P.E., plus 2 P.P.E. for the seeking function
  3. Back Mounted Flare Launcher: In lieu of a water tank for the cannon, the Techno-Wizard that came up with the modifications to this suit thought a flare launcher with Storm Flares would work much better. This weapon is also useful in the role of fire fighting.
    Weight: Not Applicable, part of the suit.
    Maximum Effective Range: See above.
    Damage: Produces a sudden downpour starting from 2000 ft (609.6 meters) in the air and lasting 1D6 minutes. The radius of effect is a diameter of 100 ft (30.5 meters) below the detonation point. This causes 4D6X10 H.P. to vampires for every half-melee round they are exposed to the rain.
    Rate of Fire:Single shot.
    Payload: Four flares.
  4. Silver Spikes: These spikes were added on to various locations of the armor to provide additional damage in hand-to-hand combat and to help in defense by keeping vampires at bay. Spikes are located on the knuckles, forearms, shoulders, around the neck, down the back, knees, shins, and on the toes of the boots. These were also deemed more durable than the wooden claws affixed to the normal version.
    Effects: Adds 1D6 to hand-to-hand damage and allows the pilot to use hand-to-hand combat against vampires. Also, unless a vampire makes a called shot not to hit the spikes, they will take 1D4 hit points every time they attempt to hit the vehicle.
  5. Lightblade: This was added to give the suit a dual-purpose weapon that could be used against non-vampires as well as be useful against them. Can be clamped on either the left or right forearm when not in use. Some fighters with paired weapons use two.
    Maximum Effective Range: Melee weapon
    Weight: 3 lbs (1.36 kg).
    Damage: 1D4X10+8 M.D. to non-vampires, double hit point damage to vampires, or double M.D. to other creatures vulnerable to light.
    Rate of Fire:Not applicable.
    Payload: Blade lasts eight (8) minutes per activation. Costs 20 P.P.E. to activate.
  6. Globe of Daylight Cross Searchlights: Combines the properties of both the dispersing properties of sunlight with the damaging properties of the shadow of the cross. There are two of these mounted on the shoulders of the suit. Unlike most of the other techno-wizard systems, this one requires no P.P.E. to activate.
    Maximum Effective Range: 25 feet (7.62 meters)
    Damage: 2D4 per round of exposure to the shadow direct to H.P. of vampires.
  7. Hand-to-Hand Combat: As Power Armor: Basic, with the following changes. Punch is 1D4 M.D., or 1D10 direct to H.P. Leap Kick is 1D6 M.D., or 2D6 direct to H.P.
  8. Hand Held Weapons are often added to the suit's arsenal to make it somewhat effective against other opponents, but are not a part of the suit's standard equipment (other than the Lightblade).
  9. Spells included in the Armor: All spells are cast as if they are cast by an eighth level spell caster.
      Armor of Ithan: 80 M.D.C. 10 P.P.E. to activate.
      Ignite Fire / Fuel Flame: 11 total P.P.E. to activate.
      Both of these are targeted on the bolts after impact, ensuring the demise of any vampire struck in this fashion
      Superhuman Endurance: 5 P.P.E. to activate, lasts 2 hours


Special Equipment:
The Chipwell power armor does not have all the standard equipment of most power armors.




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Writeup by Ben Goslin (pslyderfta@yahoo.com) and Kitsune (E-Mail Kitsune).


Copyright © 2006, Kitsune. All rights reserved.



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