Ironmonger Forges “Stormtrooper” Assault Power Armor:


Ironmonger Forges is best known for their power armor designs. The company, located on the fringe world of Thyssen, manufactures both space and ground combat power armors. While not the most advanced power armor designs in the Three Galaxies, the companies designs are considered to be of good quality and generally considered quite effective.


The company however has a reputation for being willing to sell to just about anyone as long as they have the funds to pay for them. Ironmonger Forges does not deal in credit and expects full payment upon delivery. In that respect the company operates by a very different model than Naruni Enterprises.


The Stormtrooper is marketed as a combat power armor designed to be the first in an assault, to act as shock troops in effect. In fact, the term “Stormtrooper” was first given to German shock troops during the First World War. Once the Stormtrooper breaches enemy fortifications, it is expected for lighter power armors or even conventional troops in unpowered body armors to exploit the breach. Ironmonger Forges produces its own version of the Steel Grunt power armor and it is expected that these armors may be operating together. In size, the power armor is just small enough to operate in most confined areas.


As one might expect, the Stormtrooper assault power armor is extremely well protected. In fact, it is currently the heaviest armored power armor manufactured by Ironmonger Forges. Even so, the power armor is not quite as well armored as a Glitter Boy but is still better armored than most designs in the Three Galaxies. Most designs prefer lighter power armor designs. A common nickname for the Stormtrooper power armor is a “Walking Dreadnought.” The composites and alloys in the design are not the most advanced materials but in this case quantity makes up for quality. While it is not standard, many operators chose to mount a heavy Naruni force field to enable the power armor to withstand greater damage.


Compared to most power armors in the Three Galaxies, the Stormtrooper is relatively slow with a top speed of eighty kilometers per hour and a normal cruise speed of sixty kilometers per hour. Not having any thrusters to assist the power armor in leaping, it is restricted to short leaps. While it is considered a power armor generally, the operator actually sits in a cockpit and running does not tire out the operator.


The fusion reactor in the armor is designed to enable the armor to operate up to ten years before needing to be refueled compared to eight years for most space armors manufactured by Ironmonger Forges. Even though heavier armed than the space armors, the flight systems require far more power than the weaponry of the Stormtrooper. As with those space armors, the fusion plant is designed to be able to be quickly changed out. Many operators prefer to simply exchange the fusion reactor and refuel it once it is out of the power armor instead of refueling it while it is still mounted.


In common with most of the space power armors manufactured by Ironmonger Forges, the Stormtrooper carries an extremely heavy mini-missile battery. On each shoulder is an oversized mini-missile pod with twenty mini-missiles each. In addition, each forearm has a mini-missile launcher with twelve each. Fully loaded, the power armor can carry a maximum of sixty-four mini-missiles. Unlike most mini-missiles on Rifts Earth, mini-missiles in the Three Galaxies are usually self guided types with most actually being smart missiles. The mini-missile launchers are the only weapon system which can effectively engage fast moving targets at any kind of range.

  Most of the lighter power armors manufactured by Ironmonger Forges are fitted with rail guns and pulse lasers. Initially, the Stormtrooper mounted only an extremely heavy but short range plasma cannon instead. The design appears to be a modified version of the plasma cannon carried on the Steel Grunt but greatly scaled up in terms of output. Mounted above the left shoulder mini-missile pod, this heavy plasma cannon actually draws so much power than it has to us a capacitor to fire the cannon instead of directly drawing from the reactor. This high efficiency capacitor is designed to be able to store enough energy for forty blasts before being completely discharged.


Early on however, the power armor had issues because it lacked any kind of light weaponry to defend itself against missiles and other lightly armored attacks. It would be forced to engage lightly protected targets either with either mini-missiles or the heavy particle beam. In fact, attackers would go out of their way to the power armor to discharge all of its missiles and deplete its particle beam with spoiling attacks.


As a result, the engineers at Ironmonger Forges eventually decided to fit a rifle style pulse laser to the power armor. While it does not have the range of most space type pulse lasers, it does draw power from the reactor of the Stormtrooper for an effectively unlimited payload.


Model Type: IM-STP-8-SN.

Class: Heavy Assault Power Armor.

Crew: One.


M.D.C. by Location:

 

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

120 each.

 

[1] Forearms with Missile Launchers (2):

120 each.

 

50 mm Heavy Plasma Cannon (1, left shoulder):

150.

 

[1] Pulse Laser Rifle (1, handheld):

80.

 

Upper Arms (2):

120 each.

 

[1] Hands (2):

50 each.

 

Legs (2):

200 each.

 

Reinforced Pilot’s Compartment:

180.

 

[2] Long Range Sensor Array Cluster (above pilot’s compartment):

50.

 

[3] Main Body:

625.


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] Long range sensor array cluster is a small and difficult targets to strike, requiring the attacker to make a “called shot;” but even then the attacker is -4 to strike. Destruction of the sensor will destroy all long range sensor systems although the power armor has emergency short range sensors.

[3] Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.


Speed:

Running: 49.7 mph (80 kph) maximum. Note that the act of running does NOT tire out its operator. Cruising speed is a more cautious 37.3 mph (60 kph).

Leaping: The powerful robot legs can leap up to 9.8 feet (3.0 meters) high or across if the armor is unloaded. Add 6.6 feet (2.0 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 1,640.4 feet (500 meters).

Range: The power armor’s range is virtually unlimited although limited by pilot’s endurance. Carries two (2) weeks worth of emergency rations for pilot and has a water filtration system.


Statistical Data:

Height: 14.44 feet (4.4 meters) for the main body. 15.75 feet (4.8 meters) with the shoulder missile pods and short range particle beam.

Width: 8.20 feet (2.5 meters) for the main body. 9.51 feet (2.9 meters) with the shoulder missile pods.

Length: 6.56 feet (2.0 meters).

Mass/Weight: 6.65 metric tons (2.4 metric tons) fully loaded.

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

Power System: Advanced Fusion; average energy life of 10 years.

Cargo: Has a small 1.64 foot (0.5 meter) on a side storage compartment behind pilot seat for rations, extra clothing, weapons, and personal items. Carries two (2) weeks worth of emergency rations for pilot.

Market Cost: Costs an average of around 10.5 million credits.


Weapon Systems:

  1. One (1) 50 mm Heavy Plasma Cannon: Mounted above the left shoulder is an extremely powerful but short ranged plasma cannon. When not in use, the plasma cannon tilts backwards behind the shoulders but snaps instantly to be ready to fire. Because of the huge power draw of the weapon, the plasma cannon is not connected directly to the fusion reactor but is instead connected to a capacitor which stores enough energy for forty blasts before being discharged.

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

    Mega-Damage: 3D6x10+20 per blast.

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

    Payload: 40 shots in a capacitor, recharges at the rate of one shot per two melees (30 seconds).

  2. One (1) Laser Pulse Support Rifle: This is a standard support laser virtually identical to the standard Human Alliance model. The rifle pulls power directly from the power armor’s fusion reactor and has an effectively unlimited payload as a result. Weapon is generally used for targets which are not considered worth engaging with the plasma cannon.

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

    Mega Damage: 3D6+6 per single shot, 1D6x10+10 for a rapid fire three blast burst, or use machine gun burst rules for higher burst setting.

    Rate of Fire: Single Shot, Three Round Burst, and Extended Bursts (Use Machine Gun burst rules).

    Payload: Effectively Unlimited.

  3. Two (2) Shoulder Mini-Missile Launchers: Mounted in the shoulders of the power armor are a pair of oversized mini-missile launchers with each having twenty missiles for a total of forty missiles. 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 with the most common warheads being armor piercing types.

    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 mini-missiles one at a time or in volleys of two (2) or four (4) mini-missiles.

    Payload: Forty (40) mini-missiles total, twenty (20) mini-missiles per launcher.

  4. Two (2) Forearm Mini-Missile Launchers: Wrapped around the forearm of the power armor are twelve mini-missile tubes for a total of twenty-four mini-missiles. 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 with the most common warheads being armor piercing types.

    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 mini-missiles one at a time or in volleys of two (2) or four (4) mini-missiles.

    Payload: Twenty-Four (24) mini-missiles total, twelve (12) mini-missiles per launcher.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016, Kitsune. All rights reserved.



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