Consortium SF-CCW 200 Silver Falcon Attack Exoskeleton:


Simply put, the Silverhawk is one of the most advanced power armors in the Three Galaxies. It has an acceleration which rivals previous generation space fighters as well as having incredible firepower for its mass. Only the most elite of Consortium power armor pilots usually end up operating the advanced power armor.


Looking at the Silverhawk however, engineers began looking at ways which the armor might be improved. What was developed became known as the Silver Falcon. In many ways, the Silver Falcon can be considered an upgraded version of the Silverhawk, not an all new design. In fact, the two designs share many of the same components. In appearances, the two armors even look extremely close in general styling.


The Silver Falcon is a relatively new design which the designers attempting to see if they can market the design to either the Consortium Armed Forces or Human Alliance Military as an update to the Silverhawk. As of the present time, both have expressed interest in the design and have bought a small number of the armors for test purposed. As of the present time, neither has actually committed to a full scale contract however.


Luckily, a number of Independent Defense Forces within the Consortium of Civilized have purchased these advanced armors. This has enabled production of the Silver Falcon to continue. Several groups, both other militaries and several mercenary companies have also expressed an interest in these advanced power armors. Unfortunately, the Consortium has a trade ban on the design and the power armor is not suppose to be sold outside of Consortium space.


The most major change between the original Silverhawk and the Silver Falcon is the addition of a pair of thrusters to the contra-grav flight pack. When active, the thrusters give the Silver Falcon the acceleration of a Katana fighters although still restricted in maximum speed due to shielding issues. In addition, the thruster is restricted to ten minutes of fuel. When the fuel is exhausted, acceleration is limited to that of the standard Silverhawk. Dues to various internal changes in the armor, the advanced flight pack cannot be fitted to the original Silverhawk.


A second modification is in the armor’s missile hard points. The Silverhawk is designed to carry a total of sixteen mini-missiles. Usually the Silver Falcon will carry the same load out. However, the armor is modified to be able to carry short range missiles or a cut down version of medium range missiles instead of mini-missiles. Both of these missiles have better range than mini-missiles and more effective in the interceptor role.


The standard rifle is retained virtually unmodified with the exception that the gravity grenade launcher is modified with the ability to fire three round bursts for greater firepower. In addition, the magazine has a double feed system enabling the operator to switch between two different grenade types as needed although payload is reduced. Commonly carried are various K-Hex type warheads. Even with upgrades, the grenade launcher is generally not considered useful in space although can be quite effective in boarding actions.


Even though the “Six-Shooters” themselves are basically unmodified, the armor has a fire control upgrade to allow both to be locked onto a single target even if the pilot does not have skill in paired weapons. While relatively short ranged, both gravity rail guns firing at a single target can be extremely effective. Lightweight hand held weapons can also be used by the power armor. Can include either range weapons or melee weapons. Relatively popular among operators is the Bushido Industry Power Katana.


Otherwise, it was decided to retain both the stealth system and the force field disruptor of the original Silverhawk. As with the standard Silverhawk, a common tactic is to try to get close to an enemy vessel, break the force field and enter the ship. Usually an airlock or a hanger bay is targeted for boarding. The additional acceleration is especially useful with the use of the force field disruptor.


In a similar manner, there was not much which could be done with respect to the actual armor. Only minor modification is slightly increasing the head armor of the Silver Falcon. Of course a number of the independent operators mount Naruni force field generators on their Silver Falcon power armor in order to withstand more damage. The generators however are limited to “non-robot” models.


This power armor design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.


Model Type:       SF-CCW 200.

Class:                  Space-Capable Combat Exoskeleton.

Crew:                  One.


M.D.C. by Location:

 

Shoulder Plates (2):

100 each.

 

Wings/Missile Launchers (2):

100 each.

 

Multi-Rifle:

150.

 

Arms (2):

120 each.

 

Legs (2):

150 each.

 

[1] Head:

120.

 

[2] Main Body:

420.

 

[3] Contra-Grav Propulsion System (l, in back): 

200

 

[4] Auxiliary Thrusters (2):

20 each


Notes:

[1] Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot is forced to rely on his own human vision and sensors. Furthermore, all power armor combat bonuses to strike, parry and dodge are lost. More importantly, in the vacuum of space the character will be subject to explosive decompression, dehydration, freezing and asphyxiation. Most alien species will suffer 1D4x10 S.D.C. damage immediately and will die in 1D4 minutes. Note: The head can only be hit when an attacker makes a called shot and even then the attacker is at -4 to strike.

[2] Depleting the M.D.C. of the main body will shut the armor down completely, making it useless. If the main body takes over fifty percent damage, the stealth system will be destroyed.

[3] Destroying the contra-grav propulsion system reduces all the special bonuses given below and prevents the armor from flying. A normal jet propulsion system or jet backpack can replace the contra-grav propulsion system, but it will not have any of the special flight bonuses and its speed will be a fraction of normal (that of the replacement system).

[4] 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.


Speed:

Running: 70 mph (112.6 km) maximum. Note that the act of running does tire out the operator, but at 5% normal fatigue rate. If the contra-grav flight system is damage, increase fatigue rate to 10% of normal.

Sublight: Has a special sublight engine that allows the power armor to travel up to 20 percent of the speed of light. Power armor can accelerate/decelerate at the rate of 1.2 percent of light per melee.

The exoskeleton has a pair of auxiliary thrusters which can be used a maximum of 10 minutes before fuel is exhausted. On auxiliary thrusters, the armor has a maximum acceleration of 1.4 percent of light per melee maximum.

Atmospheric Propulsion: Maximum of Mach 2 (approximately 1,522.6 mph/ 2,450.2 km) in an atmosphere. Can enter an atmosphere because flight system is contra grav.

Underwater: Maximum speed of 50 mph (80 kph) to a maximum depth of 1,000 feet (310 meters).

Range: Effectively Unlimited. The contra-grav propulsion system on the space exoskeleton does not overheat. The only limit is the pilot’s endurance.


Statistical Data:

Height:  8.86 feet (2.70 meters).

Width:   11.15 feet (3.40 meters) including wings and 4.92 feet (1.50 meters) for the chassis of the power armor.

Length:  4.27 feet (1.30 meters) including Contra-Grav flight pack.

Mass/Weight: 1,025.2 lbs (465 kg).

Physical Strength: Equal to a P.S. 50.

Cargo: Effectively None.

Power System: Advanced Fusion; average energy life of 20 years.

Market Cost: 3.8 million credits. As of the present time, there are no “knock-offs” of the design although there are a number of them of the standard Silverhawk.


Weapon Systems:

  1. One (1) Multi-Rifle: This weapon mounts three weapons in the same rifle. It includes a long range HI-laser cannons, a shorter ranged but devastating particle beam, and a gravity type grenade launcher. The grenade launcher is modified so that it can fire three round bursts of grenades. There is a wide variety of grenades available for the grenade launcher as well.

    Maximum Effective Range: Laser: 20,000 feet (6,100 meters) in an atmosphere and 189.4 miles (304.8 kilometers) in space. Particle Beam Cannon: 4,000 feet (1,220 meters) in an atmosphere and 37.9 miles (61 kilometers) in space. Grenade Launcher: 2,000 feet (610 meters) in an atmosphere and 16,000 feet (4,880 meters) in space.

    Mega-Damage: HI-Laser: 2D4x10. Particle Beam Cannon: 3D6x10.Both Combined: 4D6x10+20 (Ranges between weapons are very different.) Grenade Launcher: Varies by Grenade Type (K-Hex Fragmentation: 4D6 to a 30 feet [9.1 m] area, K-Hex High Explosive: 6D6 to a 12 ft [3.6 m] area, and K-Hex Armor Piercing: 1D6x10 to a 3 ft [0.9 m] area. Smoke, knock out gas, and other grenades are also available.) For three round bursts with grenades, double the damage and increase blast area by fifty percent.

    Rare of Fire: HI-Laser & Particle Beam Cannon: Equal to the combined number of hand to hand attacks of the pilot (usually 4-6). Grenade Launcher: Single shot or three round burst.

    Payload: HI-Laser & Particle Beam Cannon: Effectively Unlimited. Grenade Launcher: 180 Grenades in two 90 round magazines (Can switch back and forth).

  2. Two (2) Forearm “Six-Shooter” Gravity Rail Guns: On each wrist of the power armor is mounted a gravity rail gun is mounted on each wrist of the armor. They are used for short range anti-personnel attack and as a back-up weapon. The rail guns fire projectiles at incredible velocities compared to rail guns on Rifts Earth. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. There is a special targeting system which allows both rail guns to target a single target without the “paired weapon” skill.

    Maximum Effective Range: 1,600 feet (488 meters) in an atmosphere and 15.2 miles (24.4 km) in space.

    Mega-Damage: Firing a single “Six Shooter,” a burst of three rounds inflicts 5D6. Due to advanced targeting systems, both can be locked onto a single target and inflict 1Dx10 (six rounds total). Can only fire bursts.

    Rate of Fire: Equal to the combined number of hand to hand attacks of the pilot - Both gravity rail guns can be targeted at a single target.

    Payload: 240 rounds each; that's 80 bursts each.

  3. Wing Missiles Hard Points: Unlike the Silverhawk, the Silver Falcon has missile hard points which enable the power armor to carry mini-missiles, short range missiles, or “cut down” medium range missiles. One short range missile can be substituted for two mini-missiles and one “cut down” medium range missile can be substituted for four mini-missiles. Eight mini-missiles can be carried on each wing for a total of sixteen mini-missiles. Otherwise, missiles can be mixed together as needed with the armor able to carry different types. Missiles can be targeted at one than one target simultaneously with mini-missiles in the Phase World / Three Galaxies setting are normally smart missiles.

    “Cut Down” Medium Range Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Short Range Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 4% of light per turn in space. Mini-Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space.

    Maximum Effective Range: “Cut Down” Medium Range Missile range is 40 miles (64.4 km) in an atmosphere and 20,000 miles (32,190 km/0.11 light seconds) in space, Short Range Missile range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space, and Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Varies with medium, short range, or mini-missile type (Medium range multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies Missile tables for details.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) missiles.

    Payload: Sixteen (16) mini-missiles total, eight (8) mini-missiles on each wing. One (1) “cut down” medium range missiles can be substituted for four (4) mini-missiles or one (1) short range missiles can be substituted for two (2) mini-missiles.

  4. Energy Rifles, Light Rail Guns, 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.

  5. Force Field Disruptor: Identical to the Silverhawk, the Silver Falcon is equipped with a special energy field designed to penetrate the force fields used by many spaceships. The disruptor causes the whole armor to "pulse" energy in wavelengths that cancel out the force field and enables the Silver Falcon to glide through the protective field. The power armor has to fly very close to the ship to do this (force fields usually extend about 10 to 20 feet (3 to 6 m) from the hull).

    Maximum Effective Range: The disruptor field has a range of 20 feet (6.1 meters).

    Mega Damage: None. Creates a momentary hole that the power armor can step through. No effect on solid objects or living things.

    Rate of Fire: One pulse per melee round; effect/hole lasts three (3) seconds.

    Payload: Effectively Unlimited.

  6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat. Training between the Silverhawk (and the Silver Falcon) and the various “knock off” designs is generally considered interchangeable.

    Bonuses and Damage from Silverhawk Combat Training:

      Restrained Punch - 1D6 M.D.

      Full Strength Punch - 3D6 M.D.

      Power Punch - 6D6 M.D. (counts as two attacks)

      Kick - 4D6 M.D.

      Leap Kick - 6D6 +3 (counts as two attacks)

      Body Block/Ram (on the ground) - 2D6 M.D.

      Body Block/Ram (flying) - 4D6 M.D.

      +2 to strike

      +4 to parry

      +4 to dodge on the ground +6 to dodge flying

      +3 to roll with impact

      +2 to pull punch

      +2 melee actions/attacks at level one.

      +1 additional attack at levels four, eight, and twelve.

    Note: If gravity flying system is destroyed or disable, reduce the bonuses to parry. dodge and roll with impact by half.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016, Kitsune. All rights reserved.



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