PA-IPA-06 Phoenix Armory Super Grunt Infantry Power Armor:


One of the most common power armors operated in the Three Galaxies in the Steel Grunt, a power armor first produced by the Human Alliance and later produced by the Consortium in large numbers. Over the time which this armor has been in existence, manufacturing has been licenced to several independent companies. It is likely to be the most common power armor made and operated in the Three Galaxies. In addition to military and mercenary companies, the power armor is used in law enforcement and other roles. Even though the Human Alliance and Consortium have stopped manufacturing the armor, many companies still continue manufacturing the armor some virtually identical to the original model while others greatly modified versions.


Phoenix Armory rose from the ashes of a well known, but now sadly defunct company, and manufactures many weapons and weapon systems that are virtual copies of the old company’s line up. They also began to slowly expand their facilities and begin manufacturing new armored vehicles and power armors although the company seems to avoid the manufacturing of star ships and fighters. They were able to acquire quite cheaply the equipment for manufacturing the Steel Grunt. Instead of manufacturing a standard model, they decided to make a much modified model. Their model is known as the "Super Grunt."


As might be expected, stronger alloys are used in the power armor. This allows the armor to withstand much greater damage than the original model and makes it as tough as the “Ground Pounder” which replaced the "Steel Grunt" in Consortium and Human Alliance service. In many ways, this is the most minor of changes. The armor has a more compact yet more powerful fusion reactor than the original model. As well, the armor has a major difference in that it has a weight dampening system. Most armor, if fitted with any system, are fitted with both a weight dampening system and a contra-grav flight system. While the system does not allow the armor to actually fly, it just lightens the felt weight of the armor greatly. It reduces the felt weight of the armor to only 10% of normal. This greatly increases leaping range and running speed.


A short barrel pulse laser replaces the plasma cannon as the right arm weapon. While individual blasts are less powerful, it has the ability to fire both three round bursts and fully automatic fire. As such, it is much more effective for suppressive fire. In addition, a lightweight contra-grav grenade launchers is mounted beside it with a payload of six grenades. The weapon mount can be changed to the other arm and two can be carried and both powered simultaneous although is rarely mounted that way. Even so, an operator of the armor with the skill of "Paired Weapons" in pistols can fire both simultaneously. Hand held weapons can also be carried with rail guns being commonly carried.


In addition, the Mini-missile launchers are modified slightly to increase the capacity from three missiles in each launcher to four missiles in each launcher. Even so, in many cases eight mini-missiles are not considered a large enough payload. As a result, there was developed a mini-missile backpack launcher developed. The capacity of this launcher is twenty-four missiles for a total of thirty-two mini-missiles. It can be ejected virtually instantly if needed.


The Naruni Force field generator is not a standard feature of the armor but is extremely common addition to the armor. Like another power armor design produced by Phoenix Armory, the Supper Grunt is fitted with the expectation of being able to mount the generator with space reserved for the generator. As a result, cost for installation is reduced by about twenty percent.


Model Type: PA-IPA-06
Class: Ground Infantry Assault Exo-Skeleton
Crew: One


M.D.C. by Location:

Shoulder Mini-Missile Launchers (2):45 each
Detachable Mini-Missile Backpack:120
PA-400 Tactical Laser (1 or 2, Right / Left Arm):60 each
PA-GRGL-12 Gravity Grenade Launcher (1 or 2, Under Laser):40 each
Arms (2):160 each
Legs (2):200 each
[1] Head:100
[2] Main Body:440


Notes:
[1] 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.
[2] Depleting the Main Body M.D.C. will shut the Steel Grunt down making it useless.


Speed:
Running: 149.1 mph (240 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 45 feet (13.7 meters) high or across if the armor is unloaded. Add 30 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 meters).
Maximum Effective Range: The Armor's range is virtually unlimited.


Statistical Data:
Height: 9.5 feet (2.90 meters)
Width: 4.6 feet (1.40 meters)
Length: 3.4 feet (1.04 meters)
Weight: 1,676 lbs (760 kg) without any additional equipment. Mini-Missile Backpack weights 74.95 lbs (34 kg) Note: Weight dampening system allows felt weight to be reduced to 167.7 (76 kg)
Physical Attributes of Note: Equal to a PS 40
Cargo: None but can carry small equipment
Power System: Advanced Fusion; Average energy life is 20 years
Market Cost: 4.25 million credits. Mini-Missile backpack adds 250,000 credits.


Weapons Systems:

  1. PA-400 Arm Mounted Tactical Laser (One or Two): Normally built into the right arm but can be mounted in the left arm as well. The laser is a short barrel version of the CAF HI-300 infantry support laser so that it can be fitted on the arm. The shorter barrel reduces range to some extend. It is both powerful and compact and plugs into the power armors power supply eliminating the need of an external power pack or E-Clip. If two are mounted, the forearm lasers can be used in combined attacks if the person has the skill Paired Weapons: Energy Pistol.
    Maximum Effective Range: 2,000 feet (609.6 meters) in an atmosphere. Range is eight times normal when used in space.
    Mega Damage: 6D6+6 per single shot, 2D6x10+20 for a rapid fire three shot 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.
  2. PA-GRGL-12 Gravity Grenade Launcher (One or Two): Mounted under tactical laser on arm and a modified version of the under-rifle model. Fires grenades through contra-grav system. Power is pulled from the armor's fusion reactor. Grenade range is greater than a conventional launcher. A special guided grenade is available although the round costs twice normal (Round gives +2 to hit)
    Maximum Effective Range: 1600 feet (488 meters)in an atmosphere. Range is eight times normal when used in space.
    Mega Damage: 4D6 for Fragmentation with a blast area of 12 feet (3 meters), 1D4x10 for Armor Piercing with a blast area of 3 feet (0.9 meters), and 1D6x10 for plasma rounds with a blast area of 20 feet (6.1 meters). The launcher can also fire K-Hex rounds, smoke, illumination, and chemical rounds.
    Rate of Fire: Single Shot only (Equal to hand to hand attacks)
    Payload: 6 each launcher, takes 15 seconds (one melee) to reload launcher. Power is pulled from the armor's fusion reactor.
  3. Shoulder Mini-Missile Launchers (2): In each shoulder of the armor are four 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 no being fired. 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). Three Galaxy Mini-Missiles are normally guided.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega Damage: As per 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 two, three, four, or eight.
    Payload: Four in each launcher for eight total.
  4. Detachable Mini-Missile Launcher Backpack (Optional): A detachable mini-missile backpack can be carried by the armor. The backpack is designed to be able to be instantly detachable in case of emergency. 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). Three Galaxy Mini-Missiles are normally guided.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega Damage: As per 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 two, three, four, or eight.
    Payload: Twenty-Four Total
  5. 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 rifle is the GR-15AR Gravity Rail Gun.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2008, Kitsune. All rights reserved.



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