Human Alliance Stormer Infantry Support Power Armor:
"The new Stormer Armor? Used to be that all we had for powered armor was the Ground Pounder, but the Stormer is really the next generation. Mind you, the Pounders weren`t bad, but the Stormer has so much more firepower and armor, that it just isn`t a contest. And you can actually customize the suit to fit the mission too. No, none of the guys ever regretted getting into the new suit, not that I know of."
"Let me tell you something about the Stormer. No matter how much firepower you`ve got, no matter how invulnerable you feel behind that force field, DON`T YOU DARE TO GET INTO AERIAL COMBAT WITH IT CUZ YOU WILL BURN!! And after you die you will go to marine hell for wasting a perfectly good Armor! The Stormer is a ground armor that just happens to be able to fly. A bit! Compared to fighters or suits like Silverhawks you are a badly maneuverable slug. Keep it on or close to the ground, and that feeling of superiority is pretty justified. Just don`t think that you`ve become a fly boy."
"Man, that Kreeghor commander never knew what hit him. He was used to dealing with the old suits, non? When we got into firing range of the plasma cannons we broiled his royal derriere into a Hamburger. Turned him into a Royale with Cheese so to speak."
The Stormer is the next generation power armor currently entering service in the Army and the Marines of the Human Alliance Forces. It should be noted that this power armor is not designed for deep space combat like the Silverhawk power armor. Instead the armor is designed for ground combat and atmospheric use. It is unknown at present if this armor will be the only ground power armor in service with the Human Alliance. The power armor was designed in house by a combination of the army and the marines but presently they have several companies contracted out to construct the armor including both the Galactic Armory and Bushido Industries.
Like several recent power armor designs the Stormer uses modular construction which allows for the configuring of the armor for several different roles. Even though the armor is modular, it does carry some integral weapon systems and equipment. On the right arm is a medium range but still quite effective particle beam cannon. On the sides of each arm, the armor has micro grenade launchers. While in many ways similar to Naruni micro-missile launchers, they an unpowered grenade with a reduce range compared to the micro-missiles. The launchers are still a very effective and small weapon system. Finally, on the left arm, the armor has a parrying shield with an power blade that can be extended when needed for close combat. The armor also has an integral camouflage system to enable it to hide in most terrain. To increase the protection of the power armor, a force field design was purchased from Bushido Industries. While similar to the force fields constructed by Naruni Industries, the fact that it is a stage removed form Naruni systems, protects the Human Alliance from any legal action. For available systems additional system, there is a wide variety of systems available for the armor. While some of the equipment will reduce the performance of the armor, the reduction is in top speeds, leaping distances, and a small reduction in maneuverability. The external systems do not greatly effect the armors combat performance, otherwise the weapon systems would not be carried. On the back of the armor, it can carry either missile launchers or a contra grav flight pack. Because the packs are well balance, the reduction in performance is small. The contra-grav flight pack gives the armor the ability to fly and moderate speeds and the armor can carry a medium range, short range, and mini-missile launcher as a rear pack. The armor can also carry two small mini missile packs with one on each side of the upper legs. Like the rear pack, the missile launchers only causes minor reduction in the armors performance. The most important system, and the most visible also reduces the performance of the armor by the highest amount. These are shoulder cannons. There are two shoulder cannon designs available. The primary version is a combination between a pulse laser and heavy plasma cannon. The secondary system is a combination between a powerful rail gun and pulse laser system. A lighter weapon system removes the heavy weapon and only retains the pulse laser system. Also available for the shoulder mount are an improved sensor system which causes virtually no reduction in the power armor's performance but is still quite expensive. The system along with normal sensor boosting also includes gravity, neutrino, and tachyon sensors. The armors hands are small enough that the armor can use normal hand held weapon system. For the scouting role the armor will normally carry the contra-grav flight pack and additional sensors systems. For long range artillery roles, most often the armor carries medium range missile batteries and the sensors system for better fire control. For combat roles, the armor normally will carry the shoulder weapons, backpack (either flight or missiles), and mini missile launchers on the upper legs. The pictured versions carries two shoulder weapon systems.
Model Type: HAFA-PA-14
Class: Ground Infantry Assault/Support Exo-Skeleton
Crew: One
M.D.C. by Location:
[1] Forearm Particle Beam Cannon (Right Arm): | 60 | |
[1] Forearm Micro Grenade Launchers (2): | 40 each | |
[2] Forearm Shield / Power Blade (Left Arm): | 80 Unpowered / 280 Activated | |
Detachable Backpack Systems: | 125 | |
[1] Detachable Upper Leg Mini-Missile Launchers (2): | 40 each | |
[3] Detachable Heavy Shoulder Weapon System (2): | 125 each | |
[3] Detachable Light Shoulder Equipment (2): | 75 each | |
[4] Head: | 120 | |
Arms (2): | 160 each | |
Legs (2): | 180 each | |
[5] Main Body: | 400 | |
[6] Super Heavy Force Field (Optional): | 180 |
Notes:
[1] These locations 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] Forearm Shield has a force field of 200 M.D.C. (makes a total of 180
M.D.C.) regenerates at the rate of 50 M.D.C. per melee. Can be used to parry
most attacks including energy blasts at -3 (But Bonuses may be added) and
parrying melee attacks are at +2. The forearm shield cannot be operated
at the same time as the main all around force field.
[3] Detachable Heavy Shoulder Weapon System include Combination Plasma
Cannon / Pulse Laser Cannon and Combination Heavy Rail Gun / Pulse Laser
Cannon. Detachable Light Shoulder Equipment includes Pulse Laser Cannons
and Sensor package system.
[4] Note that the Head is -4 in addition to normal called shot penalties
to hit. 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.
[5] Depleting the Main Body M.D.C. will shut the Stormer down making it
useless..
[6] 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 12 hours if overloaded. The
forearm shield cannot be operated at the same time as the main all around
force field. The force field pulls its power off of the power plant.
Speed:
Running: 100 mph (161 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 and contra-grav system. Various
system will reduce running distances of the armor.
Leaping: The powerful robot legs can leap up to 20 feet (6.1
meters) high or across if the armor is unloaded. Add 10 feet (3 meters)
with a running start. Various system will reduce leaping distances of the
armor. Note that leaping height and distance on the moon and micro gravity
is doubled.
Contra-Grav flight system (Backpack): The power armor can carry
a contra-grav flight pack that allows the armor to hover stationary at
any altitude and fly at a maximum speed of 600 mph (960 kph). The contra-grav
system makes the armor trans- atmospheric and armor can accelerate at up
to 0.8 Gs of acceleration.
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). The Contra-Grav flight pack enables the armor travel up to
a maximum speed of 40 mph (64 kmph).
Maximum Effective Range: The Armors range is virtually unlimited.
Statistical Data:
Height: 7 feet (2.1 meters) from head to toe
Width: 2.5 feet (0.8 meters)
Length: 3 feet (0.9 meters)
Weight: 800 lbs (363 kg) without any additional equipment
Physical Attributes of Note: Equal to a PS 45
Cargo: None but can carry small equipment
Power System: Advanced Fusion; Average energy life is 20 years
Market Cost: Varies by component prices (Completely unloaded
costs 6.2 million credits).
Weapons Systems:
- Forearm Particle Beam Cannon: The right arm has a powerful
pulse medium range particle beam cannon built in. This particle beam is
the armors primary weapon system if it is carrying no other weapon systems
or as backup for other weapon systems if they are carried. The weapon can
fire both single shot or three round bursts.
Maximum Effective Range: 3000 feet (914 meters) in an atmosphere. Range is eight times normal when used in space.
Mega-Damage: 3D6+4 for one pulse and 1D6x10+6 for three pulse burst. (Each costs 1 attack)
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
Payload: Effectively unlimited. - Forearm Micro Grenade Launchers (2): It was decided that
this system would take up less space than mini-missile launchers. Powerful
but short ranged weapon systems mounted on the sides of the arms of the
armor. The grenades are similar to rifle style grenades but they are launched
at extremely high speeds due to gravitic launchers. Each of the forearm
launchers have ten missiles.
Maximum Effective Range: 1000 feet (305 km). Using modified rules, multiply ranges by 8 times in space.
Mega Damage: The weapon can fire conventional M.D. rifle grenades doing 2D6 M.D. to a blast area of 12 feet (3.6 m), but is typically loaded with the micro fusion grenades that inflict 6D6 M.D. to a 12 foot (3.6 m) diameter blast area/six foot (1.8 m) radius or armor piercing grenades which inflict 5D6 M.D. with a blast radius of 3 feet (1 meter)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2) or four (4) missiles.
Payload: 12 grenades per forearm for a total of 24 grenades. - Forearm Shield / Power Blade: The Stormer has a combination
Forearm shield and power blade on the Left forearm. The weapon inflicts
a large amount due to the fact that the system is very similar to the Power
Halberd. The M.D.C. of unactivated shield is 100 but has an additional 200
M.D.C. when force field is activated and protects both blades and forearm.
The shield regenerates a full 200 M.D.C. per melee (15 seconds).
Maximum Effective Range: Close combat only (Hand to hand)
Mega-Damage: Slash; 1D6x10, Punch; 2D4x10+10, or Power Punch; 4D4x10+20 [Counts as 2 attacks], including Power Armors strength. Unpowered blade inflicts 2D6 S.D.C. + strength bonuses.
Number of Attacks: Equal to number of combined hand to hand (Usually 5 or 6).
Payload: Tied to power supply so duration is effectively unlimited.
Special Bonuses: Adds +2 to parry in hand to hand and enables wielder to attempt to parry/block energy blasts at -3 (But Bonuses may be added) - Detachable Backpacks: The most commonly used backpack for
the power armor is the contra-grav flight backpack but various range missile
launcher backpacks are also available when needed. Backpack is attacked
or detached by a set of powered locking mechanisms. This means that the
backpack can be dropped instantly if necessary (such as the pack is badly
damaged) and with the assistance of another power armor, the backpacks
can be attached in two and a half minutes (10 melees). Some Elite pilots
can lay down to attack the jet pack without assistance and then can use
thrusters to stand power armor up. The backpack does reduce the ground
speed of the armor by 10% when attached but has no penalties to the maneuverability
of the armor.
- Detachable Contra-Grav Flight Backpack: While the Stormer
power armor is slower in flight than most space power armors with this
contra-grav pack, it still greatly increases the power armors mobility
and is much faster than most ground power armors and increases the armors
maneuverability. This contra-grav pack is commonly used to clear obstacles
or to avoid minefields and traps. The flight packs speeds will be reduced
by the mass of other systems.
Weight: 250 lbs (113.4 kg)
Flight: The contra-grav flight pack allows the armor to hover stationary at any altitude and fly at a maximum speed of 600 mph (960 kph). The contra-grav system makes the armor trans-atmospheric and armor can accelerate at up to 0.8 Gs of acceleration.
Flying Range: Effectively Unlimited, The contra-Grav flight pack does not overheat
Bonuses / Penalties: +1 on Initiative, +1 to strike, +1 to parry, +1 to dodge, and +2 to Roll with Punch, Fall, or Impact. When the system is not active, it reduces ground speed and leaping distances by 10% - Detachable Medium Range Missile Launcher Backpack: This backpack
give the Stormer power armor a very long range weapon system. This system
has no flight capabilities but has two medium range missiles. Normally
the most powerful warheads are used and are normally smart missiles. The
launcher itself is fairly inexpensive and is designed to be able to be
discarded. The missile has a top speed of Mach 15 in an atmosphere and
in space has an acceleration of 6% of light per turn. Normally used for
anti-fighter and point defense. The missiles can be fired at more than
one target simultaneously.
Weight: 300 lbs (136.1 kg)
Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
Mega-Damage: Varies with medium range missile type (See revised Phase World / Three Galaxies Missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of 2.
Payload: 2 medium range missiles total.
Penalties: Reduces ground speed and leaping distances by 10% - Detachable Short Range Missile Backpack: This backpack give
the Stormer power armor the ability to carry short range missiles. This
system has no flight capabilities but has six short range missiles. Normally
the most powerful warheads are used and are normally smart missiles. The
launcher itself is fairly inexpensive and is designed to be able to be
discarded. The missile has a top speed of Mach 10 in an atmosphere and
in space has an acceleration of 4% of light per turn (faster than any starship
except if it is exceeding it maximum safe acceleration). The missiles can
be fired at more than one target simultaneously.
Weight: 300 lbs (136.1 kg)
Maximum Effective Range: Short Range Missile range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.
Mega-Damage: Varies with short range missile type (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), or six (6) missiles.
Payload: 6 short range missiles total.
Penalties: Reduces ground speed and leaping distances by 10% - Detachable Mini-Missile Launcher Backpack: This backpack
give the Stormer power armor the ability to carry mini missiles on the
back of the armor. This system has no flight capabilities but has sixteen
mini-missiles. Normally the most powerful warheads are used. The launcher
itself is fairly inexpensive and is designed to be able to be discarded.
The missile has a top speed of Mach 10 in an atmosphere and in space has
an acceleration of 2% of light per turn (slightly faster than any starship
except if it is exceeding it maximum safe acceleration).Mini-Missile launchers
are commonly used for ground suppression. The missiles can be fired at
more than one target simultaneously.
Weight: 300 lbs (136.1 kg)
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 (See revised Phase World / Three Galaxies Missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of 2, 4 or 8.
Payload: 16 mini-missiles total.
Penalties: Reduces ground speed and leaping distances by 10%
- Detachable Contra-Grav Flight Backpack: While the Stormer
power armor is slower in flight than most space power armors with this
contra-grav pack, it still greatly increases the power armors mobility
and is much faster than most ground power armors and increases the armors
maneuverability. This contra-grav pack is commonly used to clear obstacles
or to avoid minefields and traps. The flight packs speeds will be reduced
by the mass of other systems.
- Detachable Upper Leg Mini-Missile Launchers: This system
comes as a pair and is mounted of the outer sides of the Stormer power
armor upper legs and each carries four mini-missiles for a total of eight
mini-missiles. Normally the most powerful warheads are used. The launchers
themselves are fairly inexpensive and is designed to be able to be discarded.
The missile has a top speed of Mach 10 in an atmosphere and in space has
an acceleration of 2% of light per turn (slightly faster than any starship
except if it is exceeding it maximum safe acceleration).Mini-Missile launchers
are commonly used for ground suppression. The missiles can be fired at
more than one target simultaneously. The carrying of the upper leg missile
launchers reduces the armors top speed by 5%.
Weight: 60 lbs (27.2 kg) each launcher for 120 lbs (54.4 kg)
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 (See revised Phase World / Three Galaxies Missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of 2, 4 or 8.
Payload: 4 missiles each missile launcher for 8 mini-missiles total.
Penalties: Reduces all speeds and leaping distances by 10% when carrying either one or two pods. - Detachable Shoulder Mounted Weapon Systems: The power armor
has the ability to carry shoulder mounted weapon systems as shown in the
illustration of the armor. These give the armor a much greater ability
to inflict damage but reduce the power armors performance more than any
of the other systems. The armor can carry on shoulder weapon mount or two
weapon mounts and may be mixed and matched as well. If both shoulders carry
weapons, they may be combined to inflict greater damage. For Heavy Equipment
(Combination Plasma Cannon / Pulse Laser Cannon and Combination Heavy Rail
Gun / Pulse Laser Cannon) One shoulder weapon will reduce the armors speed
by 10% and give a -2 penalty to dodge and two weapons will reduce the armors
speed by 15% and give a -3 penalty to dodge. The sensor pack while taking
a shoulder hard point, has no effective reduction in the power armors performance.
- Combination Plasma Cannon / Pulse Laser Cannon: This is the
most common weapon system carried due to the fact that it has an unlimited
payload and inflicts a large amount of damage. The only problem with this
weapon system is that the plasma cannon has a fairly short range. The pulse
lasers have the ability to fire singe shot or three round burst and both
weapons in the mount may be combined for increased damage.
Weight: 100 lbs (45.5 kg) each
Maximum Effective Range: Plasma Cannon: 1200 feet (365.8 meters) in an atmosphere. Pulse Laser Cannon: 4,000 feet (1219.2 meters) in an atmosphere. Range for both Plasma Cannon and Pulse Laser cannons is eight times normal when used in space.
Mega-Damage: Plasma Cannon: 3D6x10 Pulse Laser Cannon: 3D6+6 for one pulse and 1D6x10+10 for three pulse burst. (Each costs 1 attack). Both weapons on mount may be combined to inflict 4D6x10+10. If two shoulder cannons are used in conjunction with each other, add the two damages together.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
Payload: Effectively unlimited for both weapon systems.
Penalties: For One: Reduces all speeds and leaping distances by 10% and gives a -2 penalty to dodge. For Two: Reduces all speeds and leaping distances by 15% and gives a -3 penalty to dodge. - Combination Heavy Rail Gun / Pulse Laser Cannon: This systems
is not carries as often as the plasma cannon system but is still very dangerous
due to having a longer range. The rail gun fire a single heavy round at
a time at hyper velocity speeds and is in many ways similar to the Shemerrian
Rail Gun on Rifts Earth although like most rail guns in the Three Galaxies
uses gravity instead of electromagnetism to fire the projectile. The pulse
lasers have the ability to fire singe shot or three round burst and both
weapons in the mount may be combined for increased damage.
Weight: 100 lbs (45.5 kg) each
Maximum Effective Range: Rail Gun Cannon: 8,000 feet (2,438 meters) in an atmosphere. Pulse Laser Cannon: 4,000 feet (1219.2 meters) in an atmosphere. Range for both Plasma Cannon and Pulse Laser cannons is eight times normal when used in space.
Mega-Damage: Rail Gun Cannon: 2D6x10 Pulse Laser Cannon: 3D6+6 for one pulse and 1D6x10+10 for three pulse burst. (Each costs 1 attack). Both weapons on mount may be combined to inflict 3D6x10+10. If two shoulder cannons are used in conjunction with each other, add the two damages together.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
Payload: Rail Gun Cannon: 80 rounds each cannon Pulse Laser Cannon: Effectively unlimited.
Penalties: For One: Reduces all speeds and leaping distances by 10% and gives a -2 penalty to dodge. For Two: Reduces all speeds and leaping distances by 15% and gives a -3 penalty to dodge. - Pulse Laser Cannon: This systems removes the heavy plasma
cannon or the heavy rail gun and is much lighter and has far less reduction
in the armors combat performance than the heavy weapon systems. The pulse
lasers have the ability to fire singe shot or three round burst.
Weight: 45 lbs (20.4 kg) each
Maximum Effective Range: 4,000 feet (1219.2 meters) in an atmosphere. Range for Pulse Laser cannons is eight times normal when used in space.
Mega-Damage: 3D6+6 for one pulse and 1D6x10+10 for three pulse burst. (Each costs 1 attack). If two shoulder cannons are used in conjunction with each other, add the two damages together.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
Payload: Effectively unlimited.
Penalties: For One: Reduces all speeds and leaping distances by 5%. For Two: Reduces all speeds and leaping distances by 8%. - Sensor Package System: These systems mount on the shoulder
but instead of weapon systems, the armor has a powerful sensor suite that
includes Neutrino, Tachyon, and Gravitic Sensors. The sensor system also
has enhancements to all normal sensors that gives a 50% increase in normal
sensor ranges. The system takes only one shoulder hard point and is far
most streamlined and reduces performance by far less than the heavy shoulder
weapon systems. One is normally carried and the only possible reason two
might be carried is for backup.
Weight: 45 lbs (20.4 kg)
Neutrino Detector: All fusion, fission and Anti Matter reactors output neutrinos. The detector uses a specialized magnetic field to capture and focus neutrinos into a sensor designed to detect neutrinos. The system also eliminates neutrinos from the sun although it is impossible to detect a target if the sun is directly in the sensor as well due to the sun overloading the ability of the system to detect neutrinos. The Neutrino sensor has a range of 30 miles (48.3 km) in an atmosphere and has a range of 3,000 miles (4,828 km) in space. against large neutrino sources. Smaller sources will be harder to detect and will be easier to hide than large sources. The sensor has a 60% chance of being able to be able to differentiate between fusion, antimatter, and fission reactors.
Tachyon Beam Link: Used for guiding other vehicles ordnance including missiles and other types of weapons. It can also be used to "Paint" targets for its own missiles with Tachyonic sensor guidance. Maximum range is 30 miles (48 km). Can paint a maximum of three targets at once
Gravity Wave Sensor: Similar to sensor system in PA E-1000 Enforcer. System uses gravity waves like a form of radar. Range is 2000 ft (610 m) and can electronically map the insides of structures. Combined with thermographics, will also detect invisible targets and find people inside building or ships, and even detect traps and hidden rooms. The sensor system cannot penetrate force fields or phase fields, however.
Penalties: Effectively none.
- Combination Plasma Cannon / Pulse Laser Cannon: This is the
most common weapon system carried due to the fact that it has an unlimited
payload and inflicts a large amount of damage. The only problem with this
weapon system is that the plasma cannon has a fairly short range. The pulse
lasers have the ability to fire singe shot or three round burst and both
weapons in the mount may be combined for increased damage.
- 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 are the HI-80 Laser Combat Rifle or the CR-15AR Gravity Rail Gun.
- Hand to Hand Combat: Like most power armors, the Stormer
power armor may engage in hand to hand combat. See Basic and Elite Power
Armor Training in the Robot Combat section of Rifts main book page 45.
All abilities are the same with the following exceptions:
Damage:- Normal Punch: 2D6 M.D.
Power Punch: 4D6 M.D.
Special Equipment:
Has all the normal sensors of power armors in the Three Galaxies plus
the following special features.
- Camouflage System: The suit's skin is covered by a fiber-optic
material that can change colors to match the general environment. Color
change takes 1D4 melee rounds (15 to 60 seconds), in which the armor becomes
the exact same color as the predominant one in the area. In the woods or
in broken terrain, the suit will also create stripes and blotches of lighter
and darker color like a camouflage pattern. In all cases, the wearer is
difficult to spot: -20% for others to detect ambush and detect concealment,
+5% to the wearers prowl skill, and even characters without prowl have
a 40% chance of not being seen if they stay under cover and don't move.
The system also masks infrared and thermal emissions, making the wearer’s heat invisible to infrared and thermal optics! There is only a 21% chance of the suit showing up on thermal systems and even then the reading/image will seem unusual. The camouflage system is disabled after the armor's main body takes 200 points of damage.
Component: | Weight / Mass: | Price (Credits): |
Unloaded Power Armor | 800 lbs / 363 kg | 6,200,000 |
Detachable Contra-Grav Flight Pack | 250 lbs / 113.4 kg | 2,000,000 |
Detachable Mini-Missile Backpack | 300 lbs /146.1 kg | 150,000 |
Detachable Short Range Missile Backpack | 300 lbs /146.1 kg | 150,000 |
Detachable Medium Range Missile Backpack | 300 lbs /146.1 kg | 150,000 |
Upper Leg Mini Missile Launchers (2) | 120 lbs / 54.4 kg | 60,000 |
Shoulder Combination Plasma Cannon / Pulse Laser (each) | 100 lbs / 45.4 kg each | 1,500,000 each |
Shoulder Combination Heavy Rail Gun / Pulse Laser (each) | 100 lbs / 45.4 kg each | 1,500,000 each |
Shoulder Pulse Laser (each) | 45 lbs / 20.4 kg each | 300,000 each |
Shoulder Sensor Package System (each) | 45 lbs / 20.4 kg each | 2,500,000 |
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Writeup by Kitsune (E-Mail Kitsune).
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