Human Alliance “Steel Grunt” Infantry Power Armor:

Before its becoming part of the Consortium of Civilized Worlds, the Human Alliance had its own space fighters, tank, and power armor designs. At present, the Human Alliance mostly operate Consortium military hardware. This appears to be changing however with the Human Alliance looking at a new series of designs to fill many of the roles currently being filled by Consortium military hardware.

Throughout history, there have been various times where the infantry has been considered obsolete. This only seems to ever last until the next conflict. It always seem to require infantry to actually control enemy ground. A starship can isolate a system or even sanitize it from orbit, something the Human Alliance generally will not do, but cannot truly control it.

The “Steel Grunt,” normally just called the “Grunt” by soldiers was the main power armor design operated by the Human Alliance when they joined the Consortium of Civilized Worlds. The Consortium adopted the armor over the armors in use by other powers which formed the Consortium. It has been retired from first line service in both the Human Alliance and the Consortium, replaced by the Consortium “Ground Pounder” design.

Of the course of production by the Human Alliance and Consortium, massive numbers of this power armor have been manufactured. It is said that more “Steel Grunts” have been produced than any other kind of power armor. While the “Ground Pounder” replaced the “Grunt” in front line service, the “Grunt” was retained in second line roles, mainly by the Human Alliance. In addition, there is a massive reserve of these armors retained by the Human Alliance.

Outside of Human Alliance and Consortium military service, huge numbers of these armors still fill front line roles. Quite a number of independent planetary defense forces continue to operate the power armor, both inside and outside of Consortium space, and the Steel Grunt is among the most common power armor designs operated by mercenary groups.

The armor has also found a niche outside of military service. Law enforcement around the Three Galaxies operates this armor in massive numbers. It is very hard to kill a law enforcement official inside a power armor and various non lethal weapon systems have been developed. There has been some criticisms that many law enforcement agencies are too willing to deploy power armors to quell unrest however. There are also specialized fire fighting version of this armor and the armor has been adapted to a great many other roles.

In many respects, the “Grunt” is what people of the Consortium think about when they think about power armors much like those of the Coalition on Rifts Earth think of the SAMAS. There are a number of companies which continue to manufacture the “Grunt” both inside the Human Alliance and outside. There is actually two companies who manufacture the armor right on Center itself. There is also a large industry devoted to upgrading and modifying the armor to be able to deal with the new threats its is forced to face and to adapt it to new roles. Licences for the design have long expired and there are often tools to manufacture these armors available.

In many ways, the “Grunt” can be described as a fairly basic suit of powered armor. In some ways it looks similar to the “Ground Pounder” although it lacks the chest mounted laser and the mortar. It is fitted with a plasma cannon on its arm which pulls power directly from the fusion reactor. It is almost as powerful as the Particle Beam fitted to the “Ground Pounder” but has only around half of the range. It is normally fitted to the right arm but can be switched to the left arm for people who that is their primary arm. The fusion reactor cannot provide enough power to fire two simultaneously. The only other weapon mounted on the armor are mini-missile launchers in the shoulder with three in each shoulder. Otherwise, the armor relies on hand held weaponry and has power hookups to power most energy weapon directly from the armor’s reactor. Even though energy weapons are able to be used without limit, rail guns are often carried to deal with targets which are impervious to energy.

The armor lacks jump jets and the ability to either fly or leap any great distances. Top running speed is around 125 kilometers an hour. Armor is lighter than what is mounted on the “Ground Pounder” although the armor can still take an amazing amount of damage. It is not fitted with a force field on the standard model. Due to it lacking the mortar backpack of the Ground “Pounder” the armor is just a bit lighter than the later armor although it is slightly larger in general.

There is a huge number of modified versions of this armor available and upgrades available. There are armor add-ons available, upgraded weaponry, and of course force field generators. Sensor upgrades are available along with jump gear. There are so many modified versions of the armor available that it is virtually impossible to list them all. Law enforcement versions are often fitted with warning lights and siren. Various non-lethal equipment is also common. Fire fighting units are often also fitted with warning lights and a siren but they usually are fitted with foam and chemical dispensers.

Model Type: HAFA-PA-06.

Class: Ground Infantry Assault Exo-Skeleton.

Crew: One.

M.D.C. by Location:


[1] Shoulder Mini-Missile Launchers (2):

40 each.


20 mm Plasma Cannon (Right Arm):



Arms (2):

120 each.


Legs (2):

150 each.


[2] Head:



[3] Main Body:



[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 expose the pilot’s head, leaving only the pilot’s body armor helmet as its only protection. Note: The head is a small and difficult target to hit. Thus, it can only be hit when a character makes a “called shot” and even then the attacker is -4 to strike.

[3] Depleting the Main Body M.D.C. will shut the Steel Grunt down making it useless.


Running: 77.7 mph (125 kph) maximum unloaded. Note that the act of running does tire out its operator, but at a fatigue rare of 10% of normal thanks to the robot exo-skeleton.

Leaping: The powerful robot legs can leap up to 15 feet (4.6 meters) high or across if the armor is unloaded. Add 10 feet (3 meters) with a running start. Note that leaping height and distance on the moon and micro gravity is doubled.

Underwater: The armor can also walk along the bottom of the sea at about 25% of its normal running speed with a maximum depth of 1,000 feet (310 m).

Range: The power armor’s range is virtually unlimited although limited by pilot’s endurance.

Statistical Data:

Height:                9.6 feet (2.93 meters).

Width:                 4.8 feet (1.46 meters).

Length:                3.6 feet (1.10 meters).

Mass/Weight:      1,765 lbs (800 kg) without any additional equipment.

Physical Attributes of Note: Equal to a PS 40.

Cargo: None but can carry small equipment.

Power System: Advanced Fusion; Average energy life is 10 years.

Market Cost: A standard suit costs around 2.5 million credits. An older reconditioned suit (subtract 2D4x10 M.D.C. from main body) can cost 600,000 to 1.5 million depending on condition. Various upgraded models can costs several times more.

Weapons Systems:

  1. One (1) 20 mm Forearm Plasma Cannon: The right arm has a powerful plasma cannon mounted in it. It can be fitted to the left arm although two cannot be mounted at the same time due to power requirements. Power is provided by the armor’s fusion reactor. The plasma cannon does not have the range of the Particle Beam carried on the “Ground Pounder” but is almost as powerful as the particle beam.

    Maximum Effective Range: 2,000 feet (609.6 meters) in an atmosphere. Range is eight times normal when used in space.

    Mega-Damage: 1D6x10+10 per blast.

    Rate of Fire: Equal to number of combined hand to hand attacks of pilot (usually 4-6).

    Payload: Effectively Unlimited.

  2. Two (2) Shoulder Mini-Missile Launchers: In each shoulder of the armor are three mini-missile launchers with the ability to fire up to six mini-missiles as a single volley. A shield comes down to protect the launchers when not being fired. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is slightly faster than any starship except if it is exceeding it maximum safe acceleration. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles.

    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Varies with mini-missile type (SSee revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2), three (3), four (4), or six (6) mini-missiles.

    Payload: Three (3) in each launcher for six (6) total.

  3. Energy Rifles, 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 weapons to one rifle and one pistol. The most common rifles carried are the HI-80 Laser Combat Rifle and the GR-15AR Gravity Rail Gun.

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Writeup by Kitsune (E-Mail Kitsune).

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