Blue Flame Light Power Armor:
One of the most common power armors in the Three Galaxies is the K-Universal. The armor is produced in large numbers within Splugorth controlled space and there are many independent manufactures of the armor scattered throughout the Three Galaxies. Some of these are Kittani who have fled Splugorth dominion while other suits are simple knock offs of the basic design. Interesting is the fact that the K-Universal itself is a knock-off design. Some armors are of excellent quality while others are not so much. The best suits are generally produce by the Kittani wether Splugorth minions or independents.
In addition, there are a host of companies which specialize in modifying the light power armor. Some suits, such as the Combat Environment Power Armor which is operated by the New Coventry military, are new manufacture suits. Others suits, such as the United World Warlock “Silver Sabre” are modified from already existing power armor suits.
The Blue Flame is like the Silver Sabre in that the suits are modified from existing suits instead of being new manufactured suits. Unlike the Silver Sabre, the Blue Flame generally does not mount any magical systems. The Blue Flame gets its name by the fact that the design of the armor out of the factory is silver and blue. The color scheme is quite striking. The Blue Flame is considered one of the most effective versions of the K-Universal power armor. Generally only original Kittani versions of the K-Universal power armor are modified in this manner.
Still, at the suits base is the standard Kittani design. Many basics are retained from the standard armor including the standard flight unit. Replacing the flight system with a contra-grav unit is generally considered to be too expensive. While the armor is not trans-atmospheric, it is incredibly mobile and can accelerate in space up to half a G. The flight system does overheat if operated continuously. Other than style changes, the armor's basic armor structure is unaltered. The lightweight and compact nature of the K-Universal design is one of the power armors most selling virtues.
The Blue Flame armor adds a Naruni force field for greater protection. Many combat armors have this modification because it is a simple way to increase how much damage the armor can withstand. The force field generator is powered directly from the fusion reactor. If the force field is completely depleted, the force field takes quite a while to restore due to being overloaded.
Weaponry is the most striking feature of the modified power armor. The armor mounts a number of micro-missile launchers. Two of these missile launchers are mounted on each of the armor's forearms and there are size missiles mounted in each shoulder of the light armor. This gives the armor a total of sixteen micro-missile launchers. Adding many more missile launchers would have required complete rebuilding of the armor. Some operators prefer guided micro-missiles while others prefer the less expensive unguided versions. Mounted between the twin micro-missile launchers in each forearm is a short range but surprisingly powerful plasma beam. Maximum range is only about eighty meters. These weapon systems, like the force field generator, pull power directly from the armor's reactor.
Model Type: Blue Flame light Power Armor (Modified K-Universal)
Class: Strategic Armor Military Exo-Skeleton
Crew: One (Pilot)
M.D.C. by Location:
[1] Rear Jet Pack (1): | 50 | |
[2] Chest Headlight (1): | 2 | |
[2] Shoulder Six Cell Micro-Missile Launchers (2): | 40 each | |
[2] Forearm Twin Micro-Missile Launchers (2): | 30 each | |
[2] Forearm Plasma Beams (2): | 15 each | |
[3] Head: | 80 | |
[4] Main Body: | 220 | |
[5] N-50A Super heavy Naruni force field: | 160 |
Notes:
[1] Destroying the jet pack will make power jumps and flight 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, and 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
a character makes a called shot and even then the attacker is -3 to strike.
[4] Depleting the M.D.C. of the main body will shut the armor down
completely, making it useless. Note: Destroying the jet pack will
make flight and power jumps/leaps impossible.
[5] The force fields 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 12 hours if overloaded.
The force field pulls its power off of the power plant.
Speed:
Running: 40 mph (64 kph) maximum or leap running at 170 mph
(272 kph - described under power jumping). Note that the act of running
does tire out its operator, but at a fatigue rate of 20% less than normal,
thanks to the robot exo-skeleton.
Leaping: The integrated jet pack enables the power armor to
leap a height of approximately 50 feet (15 m) high or 300 feet (91.5 m)
long in a power jump. Note that leaping height and distance on the moon
and micro gravity is doubled (or more)
Power Jumping and travel: Getting a running start will enable
the individual to leap up to 300 feet (91.5 m) up or lengthwise. The height
of the leap is controlled by the pilot.
By leaping, landing, continuing to run a few dozen yards/meters, and
power leaping again, the operator can attain and maintain, an impressive
ground speed of 170 mph (272 kph), even through light forest (speed should
be reduced 40% through dense vegetation or hazardous terrain to avoid accidents).
Directional control is nearly total, but engaging the jet pack to avoid
a collision or bad landing may slow one's speed. Also the flight capabilities
enable the pilot to stop in mid-air if necessary. Note that leaping height
and distance on the moon and micro gravity is doubled (or more).
Flying: In an atmosphere, The rocket propulsion system enables
the K-Universal to hover in a stationary position up to 300 feet (91.5
m) or fly at a maximum speed of 100 mph (160 km). In space, the flight
pack gives a maximum acceleration of 0.5 G.
Flying Range: The nuclear power pack gives the armor a decade
of life. It is the jet rockets getting too hot and needing to cool down
that causes the overheating problem. A half hour of constant flying is
the maximum before the jets overheat and automatically shut down. In space,
the Flight Pack has enough reaction for thirty minutes of thrust. Remember,
traveling by power jumps can be maintained for an unlimited number of hours
at 170 mph.
Underwater: The armor can travel up to a maximum speed of 40
mph (64 kmph) to a maximum depth of 1000 feet (310 meters).
Statistical Data:
Height: 8 feet (2.4 m)
Width: 4.4 feet (1.34 m)
Length: About 3 feet (0.9 m)
Weight: 220 lbs (99.79 kg) with jet pack.
Physical Strength: Equal to P.S. 30.
Cargo: None
Power System: Nuclear; average life is 10 years.
Market Price: 2.0 million credits for a new, undamaged, full
powered suit complete with jet pack, weapon systems, and force field generator.
Weapon Systems:
- Forearm Plasma Beams (2): Short ranged but extremely powerful
energy weapons mounted on each forearm between the twin micro-missile launchers.
For virtually unlimited payload, the weapons pull power directly from the
armor's fusion reactor. The suit's operator need only point and shoot.
While most operators prefer a heavier and longer ranged weapon, some prefer
these weapons in close quarters due to being much easier to use in confined
areas. The forearm lasers can be used in combined attacks if the person
has the skill Paired Weapons: Energy Pistol
Maximum Effective Range: 262.5 feet (80 meters)
Mega-Damage: 6D6 each. If the person has paired weapons, Energy Pistol, can do up to 12D6 per attack.
Rate of Fire: Equal to the number of combined hand to hand attacks of the person in the suit (usually 4-6). Paired weapons energy pistol allows both to be used as a single attack.
Payload: Effectively unlimited. - Micro-Missile Launchers (2 - 2 missiles each): In each forearm
is a launcher for Micro-Missiles. Each launcher can launch up to two micro-missiles
as a volley. Both smart guided and unguided micro-missiles are available
and there are several special micro-missile warheads available. Smart guided
missiles have +4 to strike and +4 to dodge.
Maximum Effective Range: As per missile type (1 miles unguided missiles / 2 miles guided missiles). Using modified rules, multiply ranges by 8 times in space.
Mega Damage: 6D6 per standard K-Hex micro-missile.
Rate of Fire: Can fire micro missiles one at a time or in volleys of two (2) missiles.
Payload: 2 micro missiles per forearm launcher for a total of 4 micro-missiles. - Shoulder Launchers (2 - 6 missiles each): Mounted in each
shoulder of the light power armor are six micro missile launchers. These
launchers can fire together for up to six micro-missiles in a single volley.
Both smart guided and unguided micro-missiles are available and there are
several special micro-missile warheads available. Smart guided missiles
have +4 to strike and +4 to dodge. Missiles are stored in a dimensional
pocket which allows a much greater payload to be carried than would be
otherwise possible.
Maximum Effective Range: As per missile type (1 miles unguided missiles / 2 miles guided missiles). Using modified rules, multiply ranges by 8 times in space.
Mega Damage: 6D6 per standard K-Hex micro-missile.
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or six (6) missiles.
Payload: 6 micro missiles per forearm launcher for a total of 12 micro-missiles. - 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. Common weapons include the HI-80, HI-300, and the GR-15AR Assault Rifle.
Special System of Note:
Has all the standard sensors of Three Galaxies power armors plus the
following special systems.
- Special Sensors and Optics: The helmet is equipped with full optical systems, including laser targeting, telescopic, passive night vision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor.
- Sensor Bonuses: + 1 to strike is applicable to long-range weapon combat only. Hand to hand: + 1 to parry and dodge, automatically + 2 to dodge while traveling by means of power jumps. See Power Armor Combat Training in the Robot Combat section for other bonuses.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2010, Kitsune. All rights reserved.