Ironmonger Forges “Super Warhammer” Space Strike Exoskeleton:


Ironmonger Forges has something of a tarnished reputation, not so much in the actual quality of their designs, but instead in the fact that they will sell to anybody with few questioned asked. Otherwise, the company specializes in power armor designs, many of them adapted from older designs. While the actual company is located on the fringe world of Thyssen, the company sells their designs all over the Three Galaxies with a major market located on Center.


Their actual power armors are of good quality generally although cannot be considered the most advanced designs in the Three Galaxies. Still, they manufacture effective and reliable products. In addition, their designs are generally considered reasonably affordable although upgrade designs do tend to cost more than surplus versions of the designs which they are based on.


In addition to new power armors, they do offer upgrades to older power armors as well. They both offer to upgrade a client’s armor and they sell upgraded used designs. In all cases, these upgraded products are completely reconditioned before they are sent to the client. Usually the armor on the upgraded suits is not replaced due to being considered not cost effective.


One of their biggest sellers is known as the “Super Warhammer” and it is available as either an upgrade to an existing Warhammer or as a new power armor. There are several other companies which offer versions of the space combat exoskeleton known as the “Super Warhammer” that are virtually unmodified from the original design. The Ironmonger Forges design however is considered to be a considerable improvement over the original design.


In both the upgraded version and the new built version, the weaponry of the power armor is significantly improved. As with the original version, the main strike weapon on the armor is a huge number of mini-missiles. With a total of forty-eight mini-missiles, few power armors carry as many mini-missiles as the Warhammer. However, the engineers at Ironmonger Forges were able to improve on that with increasing the number of mini-missiles mounted on each wing from four to eight per wing. Otherwise, the original mini-missile launchers are retained. In total, the Ironmonger design as a total of fifty-two mini-missiles.


Many operators have complained about the lack of an energy weapon with concerns with the rail gun and payload. Possibly inspired by the weapon mounted on the Consortium Silverhawk design although there have been several similar weapon systems. Known as “Triple Fire,” three weapons are combined into a single weapon system and replace the original rail gun carried by the power armor. The original rail gun is retained but it is combined with a extended range version of a support laser rifle and an electromagnetic grenade launcher. The laser rifle pulls its power directly from the fusion reactor for virtually unlimited payload while the grenade launcher has a forty round magazine.


Even though relatively minor, the new built Ironmonger “Super Warhammer” is slightly better armored than upgraded models. This is through the use of more modern alloys and composites. As with most of the suits they upgrade, it was considered that it would not be cost effective to replace the armor on the upgraded models. Many owners of these armors elect to add a Naruni force field so that it might withstand even greater damage although the power armor is limited to the lighter non-robot models.


Where the upgraded armor and the new built armors differ more significantly is in their propulsion. While the upgraded armor retains the original engines, the new built armor has more powerful contra-grav drives which enable an increase in acceleration of 25% compared to the original model. In addition, the more powerful propulsion system enables slightly faster atmospheric speeds.


The more powerful contra-grav drive however also require a more powerful fusion plant. It is also a more modern fusion plant which is designed to go eight years before needing to be refueled instead of five. The engineers retained the ability for the fusion reactor to be quickly changed out so that an operator could simply replace the fusion reactor instead of needing to be refueled. Often the fusion reactor will simply be changed out as well if it needs major maintenance.


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:

IM-WHR-4-SU.

Upgrade Model.

 

IM-WHR-4-SN.

New Manufacture Model.

Class: Space Combat Strike Exoskeleton.

Crew: One.


M.D.C. By Location:

Upgrade Model:

New Manufacture:

 

Wings (2):

80 each.

100 each.

 

[1] Wing Mini-Missile Launchers (12 total / 6 each wing):

8 each.

8 each.

 

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

100 each.

120 each.

 

[1] Forearms with Missile Launchers (2):

100 each.

120 each.

 

[1] “Triple Fire” Rifle:

140.

140.

 

[1] Ammo Drum (1; rear):

50.

60.

 

Upper Arms (2):

85 each.

100 each.

 

[1] Hands (2):

40 each.

45 each.

 

Legs (2):

160 each.

180 each.

 

[2] Head:

120.

120.

 

[3] Main Body:

450.

480.

 

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

220

250.


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] Destroying the head/helmet has a 01-60% 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. Thus, it can only be hit when a character makes a “called shot” and even then the attacker is -3 to strike.

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

[4] 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 won't have any of the special flight bonuses and its speed will be a fraction of normal (that of the replacement system).


Speed:

Running: Both Models: 49.7 mph (80 kph) 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 not engaged or damage, increase fatigue rate to 10% of normal.

Sublight: Upgrade Model: Has a special sublight engine that allows the power armor to travel up to 20 percent of the speed of light. Armor can accelerate/decelerate at the rate of 0.6 percent of light per melee.

New Manufacture Model: Has a special sublight engine that allows the power armor to travel up to 20 percent of the speed of light. Armor can accelerate/decelerate at the rate of 0.75 percent of light per melee.

Atmospheric Propulsion: Upgrade Model: Maximum cruise speed is Mach 0.95 (723.2 mph / 1,163.8 kph), can enter and leave an atmosphere because flight system is by contra grav.

New Manufacture Model: Maximum cruise speed is Mach 1.1 (837.4 mph / 1,347.6 kph), can enter and leave an atmosphere because flight system is by contra grav.

Range: Both Models: 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: Both Models: 10.01 feet (3.05 meters).

Width: Both Models: Wings down, 5.09 feet (1.55 meters), and with wings extended, 15.26 feet (4.65 meters).

Length: Upgrade Model: 5.91 feet (1.80 meters) including Contra-Grav flight pack. New Manufacture Model: 6.07 feet (1.85 meters) including Contra-Grav flight pack.

Mass/Weight: Upgrade Model: 1,675.5 pounds (760 kg). New Manufacture Model: 1,719.6 pounds (780 kg).

Physical Strength: Both Models: Equal to a P.S. 40.

Power System: Upgrade Model: Fusion; average energy life of 5 years. New Manufacture Model: Fusion; average energy life of 8 years.

Cargo: Effectively None.

Market Cost: Upgrade Model: Costs an average of around 2.2 million credits. Upgrading an already existing armor costs around 300,000 credits. New Manufacture Model: Costs an average of around 2.8 million credits.


Weapon Systems:

  1. One (1) “Triple Fire” Rifle: Other than mini-missiles, the strike exoskeleton only carries this rifle. It combines the original EMRG-10-MB 10 mm Electromagnetic Rail Gun with a 5 mm support pulse laser and an electromagnetic grenade launcher. While most rail guns in the Three Galaxies are gravity based models, the version carried on the power armor is a conventional electromagnetic model. The rail gun still fires projectiles at incredible velocities compared to rail guns on Rifts Earth. When used in space, projectiles are fired from rail gun 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. The pulse laser is connected to the power supply of the strike exoskeleton for an effectively unlimited payload. The grenade launcher has a magazine with a total of forty rounds.

    Maximum Effective Range: Electromagnetic Rail Gun: 8,000 feet (2,440 meters) in an atmosphere and 150 miles (240 km) in space. Pulse Laser: 4,000 feet (1,220 meters) in an atmosphere and 75 miles (120 km) in space. Electromagnetic Grenade Launcher: 1,600 feet (488 meters) in an atmosphere and 12,800 feet (3,901 meters) in space.

    Mega-Damage: Electromagnetic Rail Gun: Ten Round Burst: 1D4x10+10. Twenty Round Burst: 2D4x10+10. Single Round: 2D6+2. Pulse Laser: 4D6 per single shot, 1D6x10+10 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting. Electromagnetic Grenade Launcher: Varies by Grenade Type (K-Hex Fragmentation: 4D6 to a 30 feet [9.1 m], 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.)

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

    Payload: Electromagnetic Rail Gun: 1,000 Rounds (50 Bursts of twenty rounds / 100 Burst of ten rounds). Pulse Laser: Effectively Unlimited. Electromagnetic Grenade Launcher: forty (40) grenades.

  2. Two (2) Shoulder Mini-Missile Launchers: Mounted in the shoulders of the power armor are a pair of mini-missile launchers with each having twelve missiles for a total of twenty-four 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.

  3. Two (2) Forearm Mini-Missile Launchers: Wrapped around the forearm of the power armor are eight mini-missile tubes for a total of sixteen 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: Sixteen (16) mini-missiles total, eight (8) mini-missiles per launcher.

  4. Twelve (12) Wing Mini-Missiles: Instead of four mini-missiles per wing, each wing of the exoskeleton mounts six 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. Batteries can launch on multiple targets each at the same time. 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 (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), four (4), six (6), or twelve (12) mini-missiles.

    Payload: Twelve (12) mini-missiles total, six (6) mini-missiles on each wing.

  5. 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.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016, Kitsune. All rights reserved.



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